Mods / Terra Prety
Authors: Nephelangelo, JonR, Darkluke1111
Side: Server
Created: Jul 14th 2024 at 10:14 PM
Last modified: Nov 17th at 3:07 AM
Downloads: 134507
Follow Unfollow 2288
Recommended download (for Vintage Story 1.21.5):
TerraPrety_7.0.9.zip
1-click install
If you like this mod be sure to check out my other mod Material Needs!
Obligatory plugs: To see Terra Prety in action, you can take a look at my Vintage Story Let's Play series The Blocky Place. (My wife made me put this in red lol.) And thank you as always to Darkluke1111 and JonR for their amazing work on this mod which would not be possible without them.
HEADS UP: Recommended Worldgen Settings have been revised to include 384 world height and 30% Upheaval to get the best out of the new mountains! And yes, you will need to start a new world to use 7.0.9, as updating a world from 7.0.8 will cause broken chunk borders. However, for those who wish to continue with their progress, you can copy and paste your builds over from an existing world to a new world, which is much easier than it sounds.
2. Load up your old world, and go into Creative Mode by pressing "T" and typing "/gm c".
3. Open your Creative Inventory by pressing "E", search for the Magic Wand and put it in your hotbar.
4. Open WorldEdit by pressing "~" (just left of the 1 key) and click the Selection Tool on the left (fourth option down).
5. With the Magic Wand in your hand make a 3D selection around whatever you want to save by left clicking one corner, and right clicking the opposite corner.
6. Save your selected build by pressing "T" and typing “/we export savename”.
7. Create a new world save in Vintage Story 1.21 using Terra Prety 7.0.9.
8. Go to the location you wish to place your build, bring up WorldEdit by press "~", click the “Import” tool at the bottom left and select “savename.json” from the top menu.
9. Select "Replace All" from the Replace Mode at the top center menu, move the selection to the correct position with directional buttons and click “Place”.
You can then also use "/time setmonth ___" (first 3 letters of the month) and "/time add _ days" (number of days into month) to bring your world to the exact date you left off.
Surprise surprise! Terra Prety 7.0.9 is now out! This update focuses on bringing the variety of the landscape to the forefront, introducing a few new landforms including Nightmare Peak mountains straight out of a fairy tale, greatly increasing the frequency of specialty landforms such as cliffs, plateaus, canyons, bogs, wetlands, lakes, ponds, buttes, flat tops, and more. Also shrinks down the broadness of the standard plains and hills to increase the overall frequency of details and make it a lot easier to see new things while traveling. New recommended world height is now 384 for the new mountains! Also be sure to check out my new mod Material Needs to get the 28 new flower variants included in the screenshots above. Also update regarding the Rivers mods, the Rivers mod does now appear to be stable enough for use with Terra Prety, though we cannot provide any support for it. We are currently working on our own implementations of Rivers.
This update is a continuation of our ongoing design improvements and is NOT compatible with existing worlds. You will need to start a new world to use 7.0.9. Please make sure to backup and remove any existing TerraPrety.json files from your ModConfig folder before starting a new world with Terra Prety 7.0.9. (You will need to save this config file for any particular worlds you use them with. Eventually we will try to bake these settings into your save file so you don't have to keep this additional file.) And as always, DO NOT MIX UPDATE VERSIONS ON A SINGLE WORLD!
You should be good to go with the following worldgen settings:
World Height: 384
Landform Scale: 300%
Upheaval: 30%
Walk Speed: Slightly Faster
If you find continents or oceans too large or too small you can adjust their scale by changing the noiseScale value in the TerraPrety.json in your ModConfig folder. If you find regions such as valleys or mountainscapes too large or small, you can also adjust heightMapNoiseScale in the same file. Landcover and Landcover Scale are both disregarded by Terra Prety's new ocean generating system.
Farseer
Boat Speed
Snow Caps
Material Needs (for the colorful new flower varieties)
I am also a big fan of using Better Forest, StepFixElk and Better Grass. :)
For those asking, the Continental World mod is not compatible with Terra Prety: Coastlines & Continents 7.0, and is not necessay, as the 7.0 update already has Voronoi noise continents built into it. Landform mods like Plains and Valleys and Fields and Plateaus are also not compatible (but don't worry, there are plenty of fields, plateaus, valleys and more in Terra Prety). Terra Prety should be compatible with Better Ruins, Geology Additions / Addons, CaveTweaks, and Rock Strata Variety. The Rivers mod now appears to be stable enough to run with Terra Prety, though we cannot provide any support for it. We are currently working on implementing our own version of rivers into Terra Prety for 8.0.
UPDATE: So the 1.21 update has come to pass, and it looks like we have been able to successfully update all major releases of Terra Prety to work with 1.21! While we can never know for sure what unexpected changes might be coming from Anego in the future, this relatively big 1.21 worldgen update seems to suggest that updating old Terra Prety worlds to new versions of Vintage Story should be feasible. For anyone trying to update their older worlds to 1.21, please download the latest "pre" version of whichever Terra Prety release you are looking to update to 1.21. For example, if you started your world in 6.0.1, you will need to download "6.0.1-pre.2". And as always BACKUP YOUR WORLD BEFORE ATTEMPTING TO UPDATE. As of now they are all updated and all seem to be working properly. 👍
The following is an older cautionary disclaimer which now appears to be outdated, but for the record you can read below:
The goal of this mod, since I first began it, has been to develop terrain well designed and "complete" enough that I feel satisfies my own personal standards for a "Forever World". I will continue to be making tweaks to the overall balance of this mod as we play through it, and try to implement what we consider to be the last two big "missing pieces" for a fully comprehensive standard of worldgen, Ridged Mountain and Elevated Rivers. The balance of terrain you see in the current version of the mod, while a huge step forward, still falls shy of my intended balance. For example, it's great that Terra Prety now has a vast range of ultra flat plains, but I ultimately intend to break up a lot of that dead space with regions of gentle slopes and rolling hills.
I apologize for the uncertainty, and hope you get as much game time fun out of the current build of the mod as possible.
Terra Prety: Coastlines & Continents 7.0 is out! I am extremely pleased to bring you what I feel is now a fully comprehensive assemblage of key worldgen, including oceans, scattered archipelagos, detailed coastlines, and truly proper, fully formed continents spanning vast and distinct regions of terrain, everything from the deepest wetlands, to ultra flat plains, to sublime slopes, rolling hills, precarious cliffs, canyons, crags, monstrous peaks and more. Thank you to my coding partners Darkluke1111 and JonR for helping to enable this approach to worldgen design which I have been working to develop for the last year. I hope you enjoy!
The focus of Terra Prety 7.0 is to introduce truly proper continents, islands, and archipelagos into Vintage Story, with far more gradual and detailed coastlines, all of which have now been made possible with the help of my exceptionally talented coding partner Darkluke1111, who had overheard my rambling ideas for producing natural looking coastlines and continents many months ago and approached me offering his help. Terra Prety 7.0 also introduces a new landform elevation system made possible by JonR of the Toolsmith mod, finally enabling us to organize landforms based on height to prevent blending transition problems and create a more comprehensive, coherent world with distinct regions, enormous diversity and seamless transitions. This landscape should now feel far more gradual and natural, and both the Elk and Boat travel should feel far more enjoyable and rewarding. Best experienced with Farseer mod.
Gone are the days of shattered floating pillars (well, mostly gone :D) and artificial looking geometric terrain, this worldgen is designed to live up to the beautiful builds you create for it. Please consider this your artistic canvas, please share pictures of any pretty terrain you might find, and the works of art you build upon it.
It looks like the previous 7.0.6 and 7.0.7 releases contained a bit of extra code which had been causing story structures to sometimes spawn in the ocean or floating above, a mistake I had missed in my testing. We have now fixed this in Terra Prety 7.0.8. Unfortunately this will not be backwards compatible with existing worlds due to the nature of tweaking worldgen, but you CAN simply copy and paste your build progress from 7.0.7 onto an identical seed in 7.0.8 using Vintage Story's WorldEdit and continue playing from there (just make sure to use your old TerraPrety.json from 7.0.7 for creating this new world save). I'm very sorry about this. Story structure spawning has been tested in 7.0.8 and should be 100% reliable spawning inland on continents. To copy and paste your build progress onto a new world, you can follow the instructions below (looks convoluted but it's actually very easy):
2. Load up your world, press "T" and type "/gm c" to go into Creative Mode.
3. Press "E" to bring up the Creative Inventory, search for the Magic Wand and put it in your hotbar.
4. Press "~" (just left of the 1 key) to bring up WorldEdit and click the Selection Tool on the left (fourth option down).
5. With the Magic Wand in your hand make a 3D selection around whatever you want to save by left clicking one corner, and right clicking the opposite corner.
6. Press "T" and type “/we export savename” to save the selected build.
7. Make sure the old TerraPrety.json used to create your world remains unchanged in your ModConfig folder.
8. Create a new identical world save in Vintage Story 1.21 using Terra Prety 7.0.8. (You can use the "Create a new world with this world seed" button from your old world's settings menu and copy and paste its settings using the copy button to the right of "Playstyle".)
9. Go to the location for your build, press "~" to bring up WorldEdit, click the “Import” tool at the bottom left and select “savename.json” from the top menu.
10. Select "Replace All" from the Replace Mode at the top center menu, move the selection to the correct position with directional buttons and click “Place”.
You can then also use "/time setmonth ___" (first 3 letters of the month) and "/time add _ days" to bring your world to the exact date you left off.
The Mod Formerly Known As VTR (Vanilla Terrain Reformed).
THANK YOU to Tenth Architect, BillyGalbreath, dove, Dekkan, Nat, Techy, Cupcake, Generation Internet, NiclAss, burneddi and Tyron for assistance in the development of this little mod.
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 7.0.9 | 6228 | Nov 15th at 3:50 AM | TerraPrety_7.0.9.zip | 1-click install | ||
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This update focuses on bringing the variety of the landscape to the forefront, introducing a few new landforms including Nightmare Peak mountains straight out of a fairy tale, greatly increasing the frequency of specialty landforms such as cliffs, plateaus, canyons, bogs, wetlands, lakes, ponds, buttes, flat tops, and more. Also shrinks down the broadness of the standard plains and hills to increase the overall frequency of details and make it a lot easier to see new things while traveling. New recommended world height is now 384 for the new mountains! Also be sure to check out my new mod Material Needs to get the 28 new flower variants included in the gallery. | ||||||
| 7.0.8 | 32377 | Sep 7th at 5:54 AM | TerraPrety_7.0.8.zip | 1-click install | ||
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Update to fix story structures sometimes spawning underwater or floating above the ocean. They are now reliably spawning on continents and blended into the terrain.
Unfortunately this update is not backwards compatible with existing worlds due to the nature of tweaking worldgen, but you CAN simply copy and paste your build progress from 7.0.7 onto an identical seed in 7.0.8 using Vintage Story's WorldEdit and continue playing from there (just make sure to use your old TerraPrety.json from 7.0.7 for creating this new world save). If you need further help with that I can write up more detailed instructions. | ||||||
| 7.0.7 | 3354 | Sep 3rd at 2:26 AM | TerraPrety_7.0.7.zip | 1-click install | ||
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For our Hydrate or Diedrate friends, Terra Prety 7.0.7 is a small update to fix a terrain change which had inadvertently reduced the frequency of inland lakes. This update also slightly increases the frequency of specialty landforms such as cliffs, canyons and plateaus and bogs. This update is NOT compatible with existing worlds created in previous versions, you will need to create a new world to use 7.0.7. Any existing worlds with 7.0.6 are just fine, they simply won't have as many inland lakes as originally intended. | ||||||
| 7.0.6 | 4152 | Aug 31st at 2:24 AM | TerraPrety_7.0.6.zip | 1-click install | ||
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Terra Prety 7.0.6 is now out for Vintage Story 1.21! | ||||||
| 7.0.5 | 24111 | Jun 22nd at 7:31 PM | TerraPrety_7.0.5.zip | 1-click install | ||
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By popular demand, the Terra Prety 7.0.5 update fixes some unintentional consequences of a last minute tweak to 7.0.4 which effectively threw the terrain balance off and inflated medium sized foothills far too much, which essentially erased a lot of plains regions and made mountains less noticeable and impressive. This update also significantly increased inland lake generation. Worlds on previous updates will still play fine. We now intend to turn our sights toward preparing for 1.21, and then starting on what will likely be a long process of trying to develop proper river generation. Wish us luck! 🤞 | ||||||
| 7.0.5-pre.1 | 8633 | Aug 10th at 1:53 AM | TerraPrety_7.0.5-pre.1_(1.21).zip | 1-click install | ||
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This is a TEST patch to make Terra Prety 7.0.5 worlds compatible with Vintage Story 1.21. Please make sure to BACKUP YOUR WORLD (AND backup your TerraPrety.json or SmoothCoastlines.json file located in your ModConfig folder) before testing this patch. Then please load up your world with the new patch in 1.21 and travel to newly generated regions of your world to see if they blend properly with the old regions, and report any issues in the official Terra Prety thread on the Vintage Story Discord, and please also report if the patches do work properly for you in 1.21. | ||||||
| 7.0.4 | 2215 | Jun 19th at 6:13 AM | TerraPrety_7.0.4.zip | 1-click install | ||
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Extensive rebalancing update plus an important fix for story structure terrain. If you have had previous versions of 7.0 installed, you will need to remove the "TerraPrety.json" file located in your ModConfig folder before playing so that the mod can generate an updated file. As usual, this update is NOT compatible with previous versions, you must start a new world to play this update.
With this update everything should now be balanced and working properly, and should now much better reflect the intended worldgen design. Will likely be the last release for 7.0 unless we've overlooked something important. Previous versions of 7.0 will still play fine. | ||||||
| 7.0.4-pre.1 | 21 | Aug 10th at 1:53 AM | TerraPrety_7.0.4-pre.1_(1.21).zip | 1-click install | ||
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This is a TEST patch to make Terra Prety 7.0.4 worlds compatible with Vintage Story 1.21. Please make sure to BACKUP YOUR WORLD (AND backup your TerraPrety.json or SmoothCoastlines.json file located in your ModConfig folder) before testing this patch. Then please load up your world with the new patch in 1.21 and travel to newly generated regions of your world to see if they blend properly with the old regions, and report any issues in the official Terra Prety thread on the Vintage Story Discord, and please also report if the patches do work properly for you in 1.21. | ||||||
| 7.0.3 | 1791 | Jun 14th at 9:02 PM | TerraPrety_7.0.3.zip | 1-click install | ||
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Fix for bug preventing world creation when Lore Content is turned off in Homo Sapiens mode and Wilderness Survival mode. | ||||||
| 7.0.3-pre.1 | 20 | Aug 10th at 1:52 AM | TerraPrety_7.0.3-pre.1_(1.21).zip | 1-click install | ||
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This is a TEST patch to make Terra Prety 7.0.3 worlds compatible with Vintage Story 1.21. Please make sure to BACKUP YOUR WORLD (AND backup your TerraPrety.json or SmoothCoastlines.json file located in your ModConfig folder) before testing this patch. Then please load up your world with the new patch in 1.21 and travel to newly generated regions of your world to see if they blend properly with the old regions, and report any issues in the official Terra Prety thread on the Vintage Story Discord. | ||||||
| 7.0.2 | 2042 | Jun 12th at 8:08 AM | TerraPrety_7.0.2.zip | 1-click install | ||
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Fix for a bug that changed the intended ocean and continent generation. Please disregard 7.0.0 and 7.0.1 and use 7.0.2 and after. | ||||||
| 7.0.2-pre.1 | 24 | Aug 10th at 1:52 AM | TerraPrety_7.0.2-pre.1_(1.21).zip | 1-click install | ||
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This is a TEST patch to make Terra Prety 7.0.2 worlds compatible with Vintage Story 1.21. Please make sure to BACKUP YOUR WORLD (AND backup your TerraPrety.json or SmoothCoastlines.json file located in your ModConfig folder) before testing this patch. Then please load up your world with the new patch in 1.21 and travel to newly generated regions of your world to see if they blend properly with the old regions, and report any issues in the official Terra Prety thread on the Vintage Story Discord, and please also report if the patches do work properly for you in 1.21. | ||||||
| 7.0.0 | 243 | Jun 12th at 12:59 AM | TerraPrety_7.0.0.zip | 1-click install | ||
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Terra Prety: Coastlines & Continents 7.0.0 is out! I am extremely pleased to bring you what I feel is now a fully comprehensive execution of core Vintage Story worldgen, with oceans, archipelagos, beautiful coastlines, and truly proper, fully formed continents spanning vast and distinct regions of terrain, everything from the flattest scattered wetlands, to ultra flat plains, to sublime rolling hills, precarious cliffs, canyons, crags, and monstrous peaks. Thank you to Darkluke1111 and JonR for helping me finally pull off this vision of worldgen implementation I have been trying to develop for the last year. Hope you enjoy! | ||||||
| 7.0.0-rc.1 | 252 | Jun 10th at 11:02 PM | TerraPrety_7.0.0-rc.1.zip | 1-click install | ||
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Potential final release. Tons of balancing and scaling and refining and polishing. For any play-testers out there that would like to help, please do a brief check of the story locations and report on the Terra Prety Discord thread if you find the results to be working properly or if there are any noticeable problems. Thank you! | ||||||
| 7.0.0-pre.3 | 366 | Jun 9th at 5:58 PM | TerraPrety_7.0.0-pre.3.zip | 1-click install | ||
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Terra Prety 7.0.0-pre.3 introduces a new landform elevation distribution system made possible by JonR of the Toolsmith mod (and Darkluke1111 for the idea of how to approach it), finally enabling us to separate landforms based on height to prevent blending transition problems. This update massively expands the world with the introduction of subtle Gentle Slopes, ultra flat Plains and various Wetlands landforms. The world should now feel immensely more vast. Still a lot of polishing and balance to do, this is by no means final and probably has way too much flat terrain and the transition is too wide, but the elevation should feel far more gradual and natural, should be far, FAR more enjoyable to traverse with an Elk, and give an idea of the overall vibe we are going for in 7.0. Best experienced with Farseer mod. | ||||||
| 7.0.0-pre.2 | 509 | Jun 5th at 10:45 PM | TerraPrety_7.0.0-pre.2.zip | 1-click install | ||
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Fixed player spawn and story structure spawns to occur on continents. This has not been tested extensively but appears to be working well and is probably stable enough for a play through, but I would wait for the final version of 7.0 if you mean to create a long term world. Also increased sheer cliffs and various other landform tweaks. We are planning to introduce a number of new landforms, such as wetlands and scattered pond patches, in the final version of 7.0. And finally, we rebalanced the default settings of SmoothCoastlines.json so that the player does not need to plug it in themselves. | ||||||
| 7.0.0-pre.1 | 1065 | May 23rd at 10:02 PM | TerraPrety_7.0.0-pre.1.zip | 1-click install | ||
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Terra Prety 7.0.0-pre.1 is an UNSTABLE pre-release for the upcoming 7.0 update. For stable long term play, please continue to use 6.0.2 for now.
SmoothCoastlines.json
{ 7.0.0-pre.1 Recommended Worldgen Settings
World Height: 320
The focus of Terra Prety 7.0.0-pre.1 is to introduce truly proper continents, islands, and archipelagos into Vintage Story, with far more gradual and beautifully detailed coastlines, all of which have now been made possible with the help of my exceptionally talented coding partner Darkluke1111, who had overheard my rambling ideas for producing natural looking coastlines and continents many months ago and approached me offering his help. | ||||||
| 6.0.2 | 20912 | Feb 27th at 3:08 AM | terraprety_6.0.2.zip | 1-click install | ||
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The 6.0.2 update reformats Terra Prety to the "addmerge" patch format recommended by the Rivers mod author ImNuts42, TenthArchitect and others in hopes of theoretically minimizing the potential for the Rivers void chunk bug. Keep in mind that the Rivers mod is still experiencing this bug even running completely solo with no other mods, so this bug is likely to remain possible for the time being no matter which mods you run with it, but hopefully this may reduce the potential scenarios in which it may crop up. This version of Terra Prety is identical to the 6.0.1 multigen version and will function exactly the same as that version. No changes have been made to the landscape, and there is no need to update unless you want to try a new world with the Rivers mods. | ||||||
| 6.0.2-pre.2 | 37 | Sep 5th at 1:23 AM | terraprety_6.0.2-pre.2_(1.21).zip | 1-click install | ||
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Patch to update 6.0.2 worlds to 1.21. Tested and seems to be working properly. | ||||||
| 6.0.2-pre.1 | 28 | Aug 10th at 1:58 AM | terraprety_6.0.2-pre.1_(1.21).zip | 1-click install | ||
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This is a TEST patch to make Terra Prety 6.0.2 worlds compatible with Vintage Story 1.21. Please make sure to BACKUP YOUR WORLD (AND backup your TerraPrety.json or SmoothCoastlines.json file located in your ModConfig folder) before testing this patch. Then please load up your world with the new patch in 1.21 and travel to newly generated regions of your world to see if they blend properly with the old regions, and report any issues in the official Terra Prety thread on the Vintage Story Discord, and please also report if the patches do work properly for you in 1.21. | ||||||
| 6.0.1 | 10924 | Jan 1st at 5:40 PM | terraprety_6.0.1.zip | 1-click install | ||
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Small patch to eliminate storystructure log errors. | ||||||
| 6.0.1-pre.2 | 24 | Sep 5th at 1:22 AM | terraprety_6.0.1-pre.2_(1.21).zip | 1-click install | ||
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Patch to update 6.0.1 worlds to 1.21. Tested and seems to be working properly. | ||||||
| 6.0.1-pre.1 | 18 | Aug 10th at 1:57 AM | terraprety_6.0.1-pre.1_(1.21).zip | 1-click install | ||
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This is a TEST patch to make Terra Prety 6.0.1 worlds compatible with Vintage Story 1.21. Please make sure to BACKUP YOUR WORLD (AND backup your TerraPrety.json or SmoothCoastlines.json file located in your ModConfig folder) before testing this patch. Then please load up your world with the new patch in 1.21 and travel to newly generated regions of your world to see if they blend properly with the old regions, and report any issues in the official Terra Prety thread on the Vintage Story Discord, and please also report if the patches do work properly for you in 1.21. | ||||||
| 6.0.0 | 561 | Jan 1st at 7:39 AM | terraprety_6.0.0.zip | 1-click install | ||
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Terra Prety 6.0 aims to be (this time I mean it) the final definitive version of Terra Prety for Vintage Story 1.20. This update brings extensive polishing, performance improvements, painstaking rebalancing, a handful of brand new landforms, and most improtantly, introduces an abundance of ultra flat valleys for players yearning for ample space for building projects, in a manner that does not produce any worldgen blemishes. Mountain frequency and height have been increased, the frequency of smooth terrain has been amplified, rocky plateau details have been refined, canyons and other eroded landforms have been introduced, rockier terrain has been rebalanced to more frequently appear in drier regions, and many more changes. Six months of obsessive experimentation, design and refinement, this 6.0 release of Terra Prety I believe is The One for Vintage Story 1.20. I hope you enjoy. Happy New Year! <3 | ||||||
| 5.0.6 | 2145 | Dec 12th 2024 at 12:03 AM | terraprety_5.0.6.zip | 1-click install | ||
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Because I apparently can't help myself, and due to popular demand, I give you Terra Prety version 5.0.6. This version aims to greatly increase the frequency of flatter plains, mountains, cliffs, and other specaialty landforms, giving the landscape more breathing room and points of interest. Be aware that this will come at the cost of more frequent abrupt transitions between tall and short landforms, due to the game's currently hardcoded landform blending system. (Version 5.0.5 sought to hide these transitions by inflating the frequency of medium sized hills, until we receive the API to properly rework the blending.) Feel free to try out each version and see which is best for you. | ||||||
| 5.0.5 | 2084 | Dec 5th 2024 at 4:57 AM | terraprety_5.0.5.zip | 1-click install | ||
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After five long months of seemingly never ending experimentations and revisions, Terra Prety 5.0.5 is finally here. This release aims to be the final definitive Terra Prety installment for Vintage Story's 1.20.0 The Journey update, and has been painstakingly calibrated over the last half year for that very purpose. Unless there are significant developments to the following 1.20 release candidates that require revision, this I suspect will be the final release of Terra Prety for 1.20, until new modding API is made available for later updates. | ||||||
| 5.0.4 | 850 | Nov 27th 2024 at 7:10 PM | terraprety_5.0.4.zip | 1-click install | ||
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Now compatible with Vintage Story 1.20.0-pre13! | ||||||
| 5.0.3 | 1222 | Nov 27th 2024 at 7:34 AM | terraprety_5.0.3.zip | 1-click install | ||
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With Vanilla Terrain Reformed (VTR) now having shed every last lingering trace of vanilla landforms, and forging its own vision of Vintage Story world design, The Mod Formerly Known As VTR will now be known by a new (hopefully easier to remember) name: Terra Prety. This 5.0.3 update seeks to completely overhaul Terra Prety's core landform design, broadening both the physical and aesthetic scope of Vintage Story's terrain, and infusing a rather ridiculous level of subtle variety to the game's general landscape, from ultra smooth storybook hills and plains, to rugged rocky mountain peaks, to nightmarish crags, there are now hundreds of subtle variations to the general landscape. This update is compatible with Vintage Story 1.19.8. A new update of Terra Pretty compatible with 1.20 will be released when the 1.20 release candidates begin to drop, so stay tuned! | ||||||
| 4.0.4 | 3394 | Oct 2nd 2024 at 4:00 AM | vtr_4.0.4.zip | 1-click install | ||
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This latest 4.0.4 update is the first fully realized version of the VTR worldgen mod, all previous versions can now be considered a proof of concept. The 4.0.4 update removes all vanilla worldgen, and replaces it with an array of original landforms. The focus of this update is to elevate the grandeur and aesthetic quality of the game's world generation in preparation for Vintage Story's 1.20 travel update, with a specifc concentration on making the world as enjoyable to traverse, and convenient to build on, as possible. Gone are the days of shattered floating pillars and bizarre geometric terrain, this worldgen is made to live up to the beautiful works you create for it. Please consider this your artistic canvas, please share pictures of any interesting terrain you might find, and the builds you build upon it. | ||||||
| 3.0.3 | 3049 | Aug 15th 2024 at 1:37 AM | vtr_3.0.3.zip | 1-click install | ||
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This 3.0.3 update completely redesigns the Vintage Story landscape, and is the first true "mod" in this series, with a range of original landforms introduced to reform the way vanilla terrain is designed and balanced. This update seeks to establish a core baseline of natural feeling terrain, from the deepest plains, up through rolling valleys, grand hills and extreme mountains. Painstakingly balanced for both gameplay and aesthetic freshness, the most extreme and unique terrain should feel properly rare, while the more desirable building terrain should feel properly familiar, delivering a landscape experience which is both enjoyable to explore and feels coherently balanced for Vintage Story gameplay. | ||||||
| 2.0.2 | 886 | Jul 28th 2024 at 10:21 PM | vtr_2.0.2.zip | 1-click install | ||
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This update contains some sizeable changes which will NOT be compatible with worlds using the first 1.0.1 release of VTR mod, so BACKUP YOUR WORLDS if you wish to do something crazy. Recommended to simply start a fresh new world with this update. Enjoy! | ||||||
| 1.0.1 | 892 | Jul 14th 2024 at 10:48 PM | vtr_1.0.1.zip | 1-click install | ||
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v1.0 | ||||||
SireRoxas
Thank you very much! I'm glad you're enjoying it! :)
Hesoyam
Increase both Remapping Keys in the TerraPrety.json config by the same value. Try adding 0.1 to each Remapping Key. If it's still too much ocean for you, try adding 0.1 more.
RachelTGG
Should be perfectly compatible with anything that does not alter the landforms, so those Biomes and mobs and food/crop mods should be good to go!
Logie
These updates are not compatible together, as the rebalancing of the landforms will scramble the seeds. Please read the page above.
Updating from 7.0.8 to 7.0.9 I seem to be unable to generate new chunks. A player on my server is reporting end of the world with missing chunks and the console is outputting the below error repeatedly. I don't have any other worldgen mods, the only thing somewhat related is Farseer. Logs don't seem to be pasting correctly so here's a Pastebin link: https://pastebin.com/hj4MTws2
Hows the compatibility of this mod with mods that add biome related mobs or foods/crops?
Are there any settings one can adjust to keep continents the same size but make oceans smaller? Since as i understand it, Landcover changes do nothing with this mod enabled and noisescale changes both.
I just rode my boat about 30k blocks in a straight line through the ocean with absolutely no land in sight, even tough im using the farseer mod, and thats just a bit too much for my taste
Also is this a common occurrence when using the Recommended Worldgen settings or am i just unlucky?
Thanks for the update, still my favorite mod for VS.🙂
A good seed that I enjoy with a lot of hills, mountains, gravel mountains, etc: 1113409172
I used 80% landcover for nice oceans alongside all of the other recommended settings from the author(Nephelangelo).
LordReems
First screenshot in the gallery is the new Nightmare Peak landform around a story location.
BoogerThief
Didn't have a chance to collect any fresh seeds before I had to leave on a trip, but I'll see if I can collect some when I get back. Hopefully someone else can provide some.
Any screenshots of the new Nightmare Peak landform? I just fell in love with a new world a few days ago on version 7.0.8 and I'm not sure if I want to update to 7.0.9 for this playthrough :/
e: I am a fool who didn't read the red text and am preserving my foolishness for posterity.
Anyone know a good seed i can try out for this mod ?
Nephelangelo I'm getting mountain tree gen in plains and wetlands on the new version with the new recommended settings. If the plan is to move to 384 world height you might want to look into the Temperature Height Tweak mod and incorporating some version of it along with TP, or recommending it as a companion mod with certain settings.
shambhalasoldier Do you expect to see the jungle IRL by walking 22 miles south?
Appreciate it - I'll definitely keep playing with it. I know the nature of generation is I may have just gotten unlucky with the seeds/areas I saw. Sometimes you have to generate 10 things to get the 1 you like. :P
dont know if this is a problem anyone else had while using this mod but a friend of mine made a multiplayer server that had to be reset due to the world generating as entirely temperate, 36 thousand blocks south was about the same temperature and climate as spawn, exact same flora and fauna, what could've caused this?
Saint_Marcos
Please read the second paragraph above.
Nephelangelo
Hey, we were using 7.0.8 on a dedicated server and updating it to 7.0.9 seems to have completely broken the worldgen lol. i basically just replaced the modfile (not the json) and flew to new areas to see the transition. it started throwing errors in the console and actually DIDNT generate chunks. so instead of the cut off stone walls we know, theres void haha. like actually no chunks and then after a bit they start again. but it seems to reappear after that still sometimes
Snort
The focus of this update is variety, so that's how it is balanced currently, but enormous plains and hills do still exist, you'll just have to look for them. But if you really want to change the entire world to find something specific at spawn you can space things out by increasing the heightMapNoiseScale, I recommend trying something like 42 or 64. I believe there is also a way to broaden the width of landforms higher than 300%, though I'm not sure exctly how. I would ask the Vintage Story Discord maybe. Forests have never been touched by Terra Prety so if you feel like you're not getting large enough forests then you just need to explore more, they remain the same size as vanilla. I recommend looking at more than one seed before jumping to conclusions, you can't understand what is in the mod or what is average by exploring only a fraction of a continent. Enormous plains and hills still exist, they're just not the most common thing you're going to encounter. I would imagine that anything you might be looking for should be in this version somewhere.
Synthawk
The borders will be pretty jarring, giant walls of flat stone. If you're looking to avoid that, you can always copy and paste your builds onto a new seed. It's pretty easy.
2. Load up your world, press "T" and type "/gm c" to go into Creative Mode.
3. Press "E" to bring up the Creative Inventory, search for the Magic Wand and put it in your hotbar.
4. Press "~" (just left of the 1 key) to bring up WorldEdit and click the Selection Tool on the left (fourth option down).
5. With the Magic Wand in your hand make a 3D selection around whatever you want to save by left clicking one corner, and right clicking the opposite corner.
6. Press "T" and type “/we export savename” to save the selected build.
7. Make sure the old TerraPrety.json used to create your world remains unchanged in your ModConfig folder.
8. Create a new identical world save in Vintage Story 1.21 using Terra Prety 7.0.8. (You can use the "Create a new world with this world seed" button from your old world's settings menu and copy and paste its settings using the copy button to the right of "Playstyle".)
9. Go to the location for your build, press "~" to bring up WorldEdit, click the “Import” tool at the bottom left and select “savename.json” from the top menu.
10. Select "Replace All" from the Replace Mode at the top center menu, move the selection to the correct position with directional buttons and click “Place”.
You can then also use "/time setmonth ___" (first 3 letters of the month) and "/time add _ days" to bring your world to the exact date you left off.
We're currently on 7.0.8 and I'm fine with old locations not being updated, that's expected, but how jarring of a transition should we expect if we updated to 7.0.9 as people explore further out and new chunks are generated?
I used this mod a year ago - I know that's forever! But I'm starting a new game and the new version feels very different in a few map gens that I explored. Trying to capture a specific vibe.
Right now I get lots of interesting terrain, but everything feels very compressed. I get neat mountains, but they're pretty much isolated peaks that very quickly fade to something else. If I get a plain, I can see either side of it before it gives way to some other form. The version I was using ages ago had nice ranges, vast forests, some long flowing hills. Can I get that back, or is the focus more the quicker change and variety now? I used reccommended settings, and maybe I was getting unlucky with generation. Also want to say not a criticism of the mod! My group and I have a specific world vibe that's important to us and admittedly pretty niche, so I know I'm chasing something very specific.
Appreciate if you can share settings I can tweak. I'll keep exploring and testing. Really I think what I'd want is to avoid distinct areas that you can't occupy without sort of seeing every 'transition,' if that makes sense. Right now if I sit in any plain, I feel like I see hills, cliffs, a lake, and a forest all at once.
StarFeather
You shouldn't have too much trouble finding this situation in the new update, but you will need to travel if you don't see what you want immediately, because the landforms are large and keep in mind the mod is emulating a planet and 500 blocks is only half a kilometer irl. The mod's heightmap system gaurantees both ultra flat regions and mountains within a certain distance, probably about a kilometer. If you want larger oceans and less continental connection, drop both Remapping keys by about a factor of 0.1. Landcover has no effect on the terrain anymore as it is ignored by Terra Prety's new ocean system.
actioninja
I think you will be pleased with the new update. :)
I absolutely love this mod, used it for a while now and can't imagine playing without! I have two issues that I can't seem to crack though. Note that I have pretty much no idea how any of this works or what options mean (probably why I need help tbh).
I'm trying to get vast plains and some hills with an occasional rare mountain range, but every world I get is crazy mountainous. Bassically 100-500 blocks wode plains and hills worming between high mountain chains that cover easily half of the whole landmass. I wanted to change weights to make mountains rarer and plains more common, but I'm not sure which of the landforms correspond to what land formations. Edited some of the "grandhills" landforms (I assume those are the big mountains) to cut half or more from their weight value, but so far it doesn't seem to have done anything, and I have no ideas which names correspond to plains/flatter landforms. Any advice on what to do to get 1k+ wide plains and rarer mountain ranges?
When it comes to oceans, I remember before mod's 7.0 version I would have vast ocenas thouands of blocks wide (often spawning me in the middle of them too lol). Now, even after fiddling with noiseScale and Remapping Keys as advised below, I get lots fully landlocked tiny patches of ocean that are maybe a 100 blocks wide, look like a lake but have the oceanic depth drop. The "proper" ocean has maybe 500 blocks between the coast and another landmass with big, mountainous islands generating everywhere - no true open ocean without seeing a land for a while (I play with 500 block render distance and farseer mod to boot, so even out in the water there are mountains in my face). Any idea why all that might be? Could it be tied to the crazy amounts of mountains I'm getting?
I'm on 1.21.5, tried to change landcover, landcover scale and upheaval had no visible effect, I kept landform scale at 300%, world height 384 blocks.
I absolutely love the larger scale continent noise map idea, and love the archipelagos and coastlines, but one thing I end up missing from vanilla or vanilla-like generation is the some of the really bonkers generation. Stuff like this:
These were all taken on a completely vanilla save with default world get settings and found by flying around a bit. If anything it's too common and this kind of crazy gen should be special, but I do like it. Makes the world feel more "fantastical" and like aspects of it aren't quite right which matches a lot of the themes of the game. It's definitely not an ideal rendition of the idea though, you can feel the perlin noise in some of these. Totally fair if you're specifically trying to eliminate stuff like this, just some thoughts.
Nephelangelo
Cool, thanks for letting me know.
Vanteal
Terra Prety works on both servers and single player worlds. To set up a server, create your world in singleplayer, then upload the world save file, plus the TerraPrety.json which you used to create the world (in your ModConfigs folder), to your server.
So this won't work on client side only/single player worlds?
Nephelangelo you are a star, thank you so much! I'll probably just update my current world just to keep my XSkills progress but this will be useful to refer back to if I ever want to start a new one and keep my same base.
AtrophyTwink
It will cause ugly chunk borders, but I think that should be it. If your attempt to port from 7.0.6 to 7.0.8 didn't work out due to the seed being different, you should be able to get an identical seed to generate by taking the landform.json and landformheights.json from 7.0.6 mod zip file and using them to replace the ones in 7.0.8. After this, the process of copying and pasting your base over from 7.0.6 should be exactly the same as it was with 7.0.7. It is easier than it seems, these instructions should help.
2. Load up your world, press "T" and type "/gm c" to go into Creative Mode.
3. Press "E" to bring up the Creative Inventory, search for the Magic Wand and put it in your hotbar.
4. Press "~" (just left of the 1 key) to bring up WorldEdit and click the Selection Tool on the left (fourth option down).
5. With the Magic Wand in your hand make a 3D selection around whatever you want to save by left clicking one corner, and right clicking the opposite corner.
6. Press "T" and type “/we export savename” to save the selected build.
7. Make sure the old TerraPrety.json used to create your world remains unchanged in your ModConfig folder.
8. Create a new identical world save in Vintage Story 1.21 using Terra Prety 7.0.8. (You can use the "Create a new world with this world seed" button from your old world's settings menu and copy and paste its settings using the copy button to the right of "Playstyle".)
9. Go to the location for your build, press "~" to bring up WorldEdit, click the “Import” tool at the bottom left and select “savename.json” from the top menu.
10. Select "Replace All" from the Replace Mode at the top center menu, move the selection to the correct position with directional buttons and click “Place”.
You can then also use "/time setmonth ___" (first 3 letters of the month) and "/time add _ days" to bring your world to the exact date you left off.
If I upgrade from 7.0.6 to 7.0.8 in my existing world will it totally break the save or will it just lead to ugly/messed up chunk borders? I'm having the glitch where story locations spawn in oceans with .6 but a few attempts to start a new world and just port my base over didn't really work out, plus I want to keep thr parts of my world that I've already explored which is quite a bit at 100 hours in. Anyone tried this? I can live with the chunk borders, thats not a huge deal to me.
SKIBIDICHUJ
If you want vast oceans you can increase the noiseScale, like it mentions in the Recommended Worldgen Settings. It's not an inverse value, so it should be pretty straightforward: increasing it will make both oceans and continents larger, decreasing it will make them both smaller. The Remapping Keys are currently more for me to work with than you, as they're a little more complicated to explain, but they're included in the config just to let people mess with the settings if they want. Basically their current implementation adjusts the shoreline distance from the center of the continent (and therefore scale of the continent relative to the ocean), and the steepness of the terrain slope into the ocean. But it can also do some weird stuff that would be a little hard to explain. If you want more ocean than land, you can subtract about 0.1 from both ReMapping Key values. That should increase the ocean and shrink the land. A future update will focus on reworking the shorelines and island generation. The mod is a work in progress, it takes time to design terrain, so welcome to the fun.
ShaeTsu
Shifting the sea level down is something I'd like to do as well, I agree that it's a bit of a waste to have so much of the verticality of the world underground, when it could be used to make a grander looking terrain surface. not sure if Jon wants to do it that way, but we've been talking about it. I think he wants to preserve a large amount of underground for large caves in the future, for another mod maybe.
Can you please make settings for world with vast oceans? you saying in comments that the settings are listed above but they are not! There is only listed that you need to work with noiseScale, you dont say that we need to up the values or shrink them... like we dont know how these work and you're acting like we should know this. also how to work with "remappingKeys" if i lover the first number what effect will it do, same with second option.
I feel completly lost here you dont tell us nothing about setting this up to our preference. Can you just make Terryprety.json file that will generate world like this you posted in images? or give us the values for that? bcs from what i can see most of ppl here are trying to generate something like this and you just say to them "look above theres setting for that" NO THERE ISNT! im mad about this bcs im wasting time here trying to set this mod up...
LIONSVendi Did you resolved your problem with oceans? i have exact same idea i want my world be like island, with couple continents but mostly big oceans, and cant generate anything close to that. Maybe you can share your world gen setting if you had succes in generating this kind of world. Also did you used like some kind of program to generate your world, how it looks? to check if its generating properly? or do i have to manually fly on creative
Also to creator of this mod, can you maybe help me to achieve this? i tried setting like 10% landcover, and the landcover scale 200% and many others settings im always getting large continent with this mod, without it with 10%/200% im getting what i want, but i really like the idea of your mod
Would it be possible for Terra Prety to "shift down" sea level? Such as having sea level be equivelant to a 256 height world on higher world height settings? It feels like no matter your world height, Vintage Story dedicates 3/4ths of that vertical space to underground, which seems to be a complete waste of the setting to me.
Another thing, it feels like Vintage Story doesn't properly account for world height with elevation temperature changes. At 384 world height it seems you only have to ascend about 20 blocks at spawn for the outside temperature to drop into the single digits.
Thank You
Luka Go to this page on the wiki and scroll about half way down. There are various configurations and examples of what that looks like. Its likely outdated but i hope it helps.
Nephelangelo
Thanks for the reply.
Hello, maybe someone can help me. I'm not quite sure what's going on...I'd like a very flat world with lots of ocean. What settings should I use?BroccoliClock
Yes you will need to keep Terra Prety activated for whichever world you are using it on, it will revert to vanilla terrain if it's not active and create ugly chunk borders. Hopefully one day Vintage Story can keep mods activated within the world selection itself, rather than a separate menu.
Alejo98
Thank you! From what I've heard people haven't been having problems with Rivers lately. It can maybe be considered semi-compatible now. I may update it in the future.
Quick question, and it might seem an obvious answer, but do I need to have Terra Prety in my mod list once the world does its initial generation?
Is everything generated from the beggining, or does the game continue to refer to the mod when "unveiling" the any "undiscovered" terrain.
Thanks in advance.
Nephelangelo So I know the description says that rivers might work with terra prety, it could badly interact with the story locations, but the rivers mods had an update where they say that they fixed this issue and lore structures and eveb better ruins should be fine. Have you find something different. And good luck with you implementation of a rivers system :D
LIONSVendi
Try lowering the Remapping Keys in your TerraPrety.json file by either 0.05 or 0.1 each. That should reduce land and increase ocean, if I'm not mistaken.
I like the Terra Prety Mod a lot, but I have a few question and I hope you can help me with that.
I would prefer my world to have less continents and much bigger oceans, but if I change the "noiseScale" the continents are getting smaller, but the distance between them is also shrinking.
So I wonder if there is a chance to change that?
I would prefer just a few continents and much bigger oceans.
Thank you in advance.
Christian
https://ibb.co/ZphZBtDW
Arremo
Yes, unfortunately. But we are currently looking into trying to build our own, so wish us luck! 🤞
stickman050
Np!
Situation with River mod is still the same atm?
Thanks both Relsqui and Nephelangelo <3
stickman050 You can get surface peridotite in vanilla worldgen! I have some in my game with no terrain mods. :)
stickman050
Terra Prety doesn't alter strata generation, it will generate exactly the same on a seed as it does in vanilla.
I believe there are some mods that rework rock generation you'd probably like, you may need to disable Snow Caps to use them.
Hi Nephelangelo
Is this normal that with Terra Prety peridotite gravel (and stones) spawn at the surface? This should be an igneous rock type and thus spawn deeper? I just don't want to break gameplay/immersion when playing and accidentally discovering something, that is tough to find in vanilla, because it happened to generate on the surface.
Nephelangelo, thank you and all the developers for your feedback and hard work!
WeatherAlchemy
I haven't, that's a good idea.
Shadowise
We've been toying with taller world heights for a little while, future updates will be built around 384 and 448. 30% Upheaval is recommended for higher mountains, though it will sometimes create a little bit funky looking terrain in areas where Upheaval collides with some of the plateau and flat top landforms. Still figuring out how we want to handle that in the future.
ProrokFYNTK
I believe the standard way of setting up a server with a worldgen mod is to create the world in singleplayer, then upload the world renamed as "default.vcdbs" (and the TerraPrety.json you used to create the world) to the server. Then reboot the server and it should work.
Have you considered putting a Read Me file in the mod with the details for the suggested world gen settings?
Nephelangelo, since when do you guys recommend trying the 384 world height? Since 7.08? Do you recommend it in combination with 30% upheaval rate? I'm so excited that Terra Prety is finally "compatible" with higher terrain heights! Thank you, as always!
Hey, not sure if this is the right place to ask but I could use some guide on how to setup Terra Prety on a dedicated server, I don't know how to set the custom worldgen options when making a dedicated server OR how to make my dedicated server use an already generated singleplayer world with all the custom worldgen. Thanks upfront
Cvexreos
sahar1213
Working on my end!
I tried the mod in 1.21.1 and it crashes
Does this work with 1.21.1?
chorzo
That's just a vanilla visual glitch, nothing bad. Should disappear if you relog.
ArtGnat
Glad it helped!
Nephelangelo, Thank you for your reply. I wrote a comment on BetterRuins mod, but I also found this problem. Here is a link to a screenshot
https://ibb.co/vC8s9qMv
Nephelangelo
Thx! I think that was the issue. I upped the HeightMapNoise Scale to 30 and the issue seems to be gone
chorzo
Better Ruins spawning would be handled by the Better Ruins team. From what they've told us the only thing they need from us is the ultraflats landform, which is preserved.
ArtGnat
Might be shrinking the HeightMapNoiseScale too small that it's causing it to break, but I'm not sure. Could also be another mod conflict. Never had a crash on my end.
So I like to Run TerraPretty with NoiseScale: 200 and HeighMapNoiseScale 28.
which worked fine in the previous update of 7.0.7
but in 7.0.8 when I try to create a new world with these settings the game just closes/crash when it get's to the world generating part.
I did delete the Old Terraprety Config and let a new one generate. and then when in to change the above mention settings and create a fresh world.
Version 7.0.8 works fine for me before I make those changes to the config file.
RangeCreed
Flew to the region and looked around all the hills in the area, don't see anything. My guess is it's a mod conflict. Try recreating this world with no mods and revisit the location.
Nephelangelo Ahh appologies thought I had attached them. 830 169 -1610
RangeCreed
What are the coordinates of this location?
Not seeing anything yet flying around. Not aware of any chunk borders happening in Terra Prety running on its own, so my guess is it's a mod conflict.
Nephelangelo 1739379661 - My client did freeze right before this generated not sure if that affected anything.
RangeCreed
Please give me your seed, worldgen settings, list of additional mods, and coordinates of this location.
Nephelangelo Fresh install 1.21 - Build 7.0.8 - World Generated in 1.21 with 7.0.8 . Was just flying around checking out terrain and stumbled across it. I have only found it one time
RangeCreed
No, which version are you running currently and which version did you start your world in?
Just wanted to see if this specific terrain gen was intended as it's different to your usual chunk issue that generates completely flat. Just running terra on latest build fresh world. Thanks for your hardwork.
FatherSarge
Vigilance
Here you go, you can folow these instructions:
1. Backup your world and the TerraPrety.json file you used to create it. (Put all your gear in a chest first, and note the world's current date.)
2. Load up your world, press "T" and type "/gm c" to go into Creative Mode.
3. Press "E" to bring up the Creative Inventory, search for the Magic Wand and put it in your hotbar.
4. Press "~" (just left of the 1 key) to bring up WorldEdit and click the Selection Tool on the left (fourth option down).
5. With the Magic Wand in your hand make a 3D selection around whatever you want to save by left clicking one corner, and right clicking the opposite corner.
6. Press "T" and type “/we export savename” to save the selected build.
7. Make sure the old TerraPrety.json used to create your world remains unchanged in your ModConfig folder.
8. Create a new identical world save in Vintage Story 1.21 using Terra Prety 7.0.8. (You can use the "Create a new world with this world seed" button from your old world's settings menu and copy and paste its settings using the copy button to the right of "Playstyle".)
9. Go to the location for your build, press "~" to bring up WorldEdit, click the “Import” tool at the bottom left and select “savename.json” from the top menu.
10. Select "Replace All" from the Replace Mode at the top center menu, move the selection to the correct position with directional buttons and click “Place”.
You can then also use "/time setmonth ___" (first 3 letters of the month) and "/time add _ days" to bring your world to the exact date you left off.
alright I did a little bit of testing. I was having a similar issue to Coywolfy
I used Terra Pretty in a rather heavily modded environment, encountering VERY frequent spawns where I was at the bottom of the ocean. With a little bit of fiddling with the same seed, which was just number 17, I found out the culprit was Better Ruins.
I did also alter the world generation settings, specifically halving the distance to lore structures and making the world 102kx102k with 50k polar-equator distance to be used with the biomes mod, incase that changes something I'm not competent enough to fathom.
Nephelangelo
If it's not a ton of trouble I would love a bit of a guide on how to do that copy paste thing you mentioned in your last comment. We JUST started our world yesterday and I did a bit of leg work to get a seed that didn't have the story location issues but I'd still like the fixes in case it caused issues elsewhere
I'll bite, I'm not really sure what all the copy-paste entails, but I'm kind of frustrated by the frequency I'd otherwise have to refresh the world haha. Can you detail the process better, or is it simpler than it sounds?
Shava
Thank you, I very much appreciate that. 🙏 But I did just realize, you can actually just copy and paste your build progress from 7.0.7 onto an identical seed in 7.0.8 using Vintage Story's WorldEdit and continue playing from there. Just make sure to use your old TerraPrety.json from 7.0.7 for creating this new world save in 7.0.8.
ste636
You can't update your world directly, but you should be able to copy and paste your build progress from 7.0.7 onto an identical seed in 7.0.8 using Vintage Story's WorldEdit and continue playing from there. Just make sure to use your old TerraPrety.json from 7.0.7 for creating this new world save in 7.0.8. Apologies for the inconvenience.
I am sorry, I am so and so with IT.The world gen of this mod is just so smooth, thanks a lot, finally it does not mother me anymore like in vanilla. I have no issues or bugs, but I haven't understood if I can update to 7.0.8 from 7.0.7 or not. I just started a new world in 1.21.
What confuses me is this: " And as always, DO NOT MIX UPDATE VERSIONS ON A SINGLE WORLD!"
I just wanted to say, I haven't played enough 1.21 to be heartbroken over taking a seed and restarting. I know some folks will be upset, but it's the journey. ;) The people who are ok with it are less likely to say nice things, so I figured I would.
Aaah, that would do it! Thank you Nephelangelo! This mod is so great, thank you for all of you guys' hard work!!
GriffinsWings
Near the coastlines there will be more saltwater bodies than fresh water. You will need to go further inland to get fresh water, shouldn't be too far. Jon has been working really hard trying to find an elegant solution for the salt water / fresh water dynamic, so hopefully we can get something like that in in the future.
Keep an eye out later today for a 7.0.8 update.
I'm noticing in 7.0.7, while there are indeed more inland bodies of water, they are mostly saltwater seas now? I'm having a hard time finding a freshwater lake bigger than a backyard koi pond.😂
(Not a huge issue inherently, but a bigger deal when playing with mods like hydrate or diedrate.) Figured that was worth mentioning if it helps for future tweaking!
Mega_Torern
Which exact Terra Prety update did you begin your world in with 1.20, and which exact Terra Prety update did you attempt to switch to when you updated to 1.21? To update your 1.20 world to 1.21 you will want to first backup your world, and then grab the latest "pre" version of whichever Terra Prety update you began your world in. For example, if you began your world in 7.0.5 you will need to download 7.0.5-pre.1 to update to 1.21.
R0D96
The mod has recommended settings above that will give you big oceans with islands between continents. If you want to enlarge or shrink the continents / ocean, you can simply adjust the noiseScale in the TerraPrety.json. I will be working to improve the oceans in the future.
jks0810
That's correct, each major update is part of our ongoing work to improve the design and balance of the terrain, which winds up changing the landscape too much to be compatible with older releases. Unfortunately that's just the nature of procedural worldgen design, any big change will totally scramble the seed. But you can update your 7.0.5 world to work with 1.21. You just need to download the latest "pre" version of whichever update you began your world in. So if you started your world in 7.0.5 you will need to download "7.0.5-pre.1".
I apologize for the unconventional naming system, we are planning to switch to a proper easy to understand naming convention when we go to 8.0.
Im afraid 1.21 is making a new world over the old world, ive gotten a lot of void chunks and insane tall mountains.
This is not the devs fault, this is just a byproduct on how the new update changed how the worlds gets regenerated.
I was using these settings seen in the picture, with max world height. I was using pre terra prety, my world did not have insane high and steep mountains. but my world was high up in Y axis so it looked like normal default mountain height, neither had i rivers in 30 block height to river bank nor spiky mountains everywhere even though i had the options for landform scale for 300%.
idk why the world gen was so tame on the pre 1.21 terra prety update, when downloading the terra prety 1.21 full.
oh boy the world generation got insane in a bad way, spikes everywhere, riverbank with 30 blocks heights 500 block tall mountains, the worst offender was the old vs new gen border chunk. mountains cut in half and what not lol.
you will have to /db prune 10 keep confirm around your home.
remember to turn off auto generation, make an bacup and db vacum the save.
either you go back to your old update and /gwen regen 10 for badly loaded chunks or you bite the bullet and only save the chunks near your base with /DB commands "keep" to keep your buildings "Drop" is to completely ruin it.
idk if i spelled or wrote this comment well, this isnt a complaint for game devs or moders.
P.S: Take care
Edit P.S: Forgot picture and dont know how to upload it. :p Landform scale 300% Upheaval 20% Landcover Scale 500% Landcover 97.5%
anyone have good settings for generating oceans?
Hi, so if I have a world running on 7.0.5, it cannot be updated to 7.0.6/7.0.7? Would it be possible to manually fix broken chunks with wgen regen flying around? Or are there simply too many to be feasible
RangeCreed
Correct, first make sure to backup your world, and then you should be able to load up your older 1.20 world in 1.21 using the latest patched version of Terra Prety that you need (in your case I think you need 6.0.2-pre.2). From my testing the terrain should match exactly, as it uses the exact same landform.json. If you already tried this with an older version of the patch and got those broken chunk borders and need to repair your world, first make sure to backup your world, and try going to those broken areas in creative mode and typing "/wgen regen 1". Make sure to not run this command anywhere near your builds or anything you want to protect, because it will totally erase and regenerate the terrain. You can also increase that "1" value to something higher like "5" to regenerate a larger radius of the world.
Thankyou don't mean to take up more of your time. Just to check I'm doing it correct, I run that specific version in 1.21 and then load up the world correct? I don't first have to run 1.20.10 with that version installed. Just because I am getting the same outcome as before. If I can't save the world it doesn't matter I just wanted the valley as not present in current world generation.
This is my world gen config if it helps atall
Community
Hey there, are you trying to create a new world on a server or singleplayer? For servers, typically people will create a world in singleplayer and then upload the world save file and TerraPrety.json file to their server. If you're having trouble creating a new world in singleplayer, I would double check that the correct mod is in the Mods folder, then restart your client. I think sometimes the game struggles to properly activate and de-activate mods unless you restart your game.
RangeCreed
Alright so I figured out what was wrong with the 6.0 patches, they are updated and tested and should be working properly now. Just download the latest "pre" of whichever version you need.
ZimaLato
Hey there! We haven't altered anything about polarEquatorDistance as far as I'm aware, so I don't think anything from Terra Prety would be effecting that.
Coywolfy
Very odd. Would be interested in knowing which other mods you are using. In my tests I've never spawned in an ocean.
I was having the same issue of almost always spawning in ocean. I tried about 20 different seeds and only 2 of them started me on land.
Adjusting the noiseScale to 325 has seemed to help.
Hi!
Does this mod use "polarEquatorDistance" from server config?
I am trying to create a smaller world, that is quicker to travers between biomes. I've set "polarEquatorDistance" to 20000, but unfortunately I still get equator temperature and flora on 50000 and arctic on -50000. Is there maybe possibilty to influance that? Maybe by some other variable?
I am unsure as to what I could be doing wrong. I have this mod installed and yet my worlds seem to still be using vanilla world gen? I can't find a single ocean, or even large lakes for that matter. I'd love to hear what everyone happens to be doing to be getting these oceans?
For reference, I only have this mod that affects world gen, everything else is top level(combat overhaul, hydrate diedrate, etc)
RangeCreed this lead me down a bit of a rabbithole, looking into that config and how it differs from the base config of Rivers and as it turns out, it seems to be identical as of 4.6 Version of Rivers. With one vital change, the base version has an extra line to not ignore story structures. So, it seems to work totally fine with Terra Prety out of the box? Mostly? This is from my limited testing so take it with a grain of salt for anyone else down here looking for more info on Rivers.
nickzom
ShaeTsu
Aceolu
Any luck fixing the spawning in ocean issue? I'm having the same problem. Not running any other worldgen mods. Wondering if it could be structure mods (Better Ruins/Traders, Ancient Dungeons) that cause the conflict. Wouldn't know what other type of mod messes with worldgen...
RangeCreed Thanks for the river configs, unfortuntely I already restarted a new save without Rivers and I don't feel like restarting again.
Nico_Nico_Nyx Try the river config from continental world. I am not having any issues with rivers with the recent build and they do not cut through terrain. The only bug is the rivers crossing into sea water for a short distance but that's inevitable at the moment.
"disableFlow": false,
"minForkAngle": 15,
"forkVariation": 35,
"normalAngle": 20,
"valleyStrengthMax": 1.2,
"valleyStrengthMin": 0.8,
"noiseExpansion": 1.25,
"riverPaddingBlocks": 256,
"landScaleMultiplier": 1.0,
"minSize": 14.0,
"maxSize": 50.0,
"minNodes": 8,
"maxNodes": 20,
"riverGrowth": 3.0,
"downhillError": 1,
"minLength": 150,
"lengthVariation": 200,
"zoneSize": 256,
"zonesInRegion": 128,
"riverSpawnChance": 0.2,
"riverSplitChance": 0.35,
"lakeChance": 0.15,
"segmentsInRiver": 3,
"segmentOffset": 40.0,
"baseDepth": 0.1,
"riverDepth": 0.022,
"heightBoost": 8,
"topFactor": 1.0,
"riverOctaves": 2,
"riverFrequency": 0.005,
"riverLacunarity": 3.0,
"riverGain": 0.3,
"riverDistortionStrength": 20,
"riverSpeed": 0.5,
"maxValleyWidth": 75.0,
"oceanThreshold": 30.0,
"fixGravityBlocks": true,
"boulders": false,
"gravelBeaches": true,
"RegionSize": 32768,
"ChunksInRegion": 1024,
"ChunksInZone": 8
}
Nephelangelo Thankyou I'll give it a go. I only wanted to use an older world because I couldn't find any similar terrain on the 7.0 version of Terrapretty after searching 10's of thousands of blocks. I use to find the occasion valley surrounded by cliffs and ended up finding a god tier one but not having any luck with newer build but I understand terrain gen has changed quite drastically. My plan in theory was to just generate maybe a thousand in each direction from this location and update.
I know its a given, but with the Rivers mod installed it causes strange chunk generations in some places where its like the land got lifted off (totally lore accurate lmao). I imagine that's normal and the expected incompatibility right? I can't wait for version 8.0 so we can have integrated rivers into this :D
PaulyG
Yes it will unfortunately cause ugly broken chunk borders.
Aldor
Yep, we're still looking to try to tackle rivers soon for 8.0.
RangeCreed
Try using 6.0.1-pre.1, that should still match the landscape of 6.0.2. I will try to look at 6.0.2-pre.1 when I get a chance.
privet_so_dna
Thank you very kindly! :) I'm very happy you're enjoy it!
Shadowise
Thank you very much! :)
I think I misspoke in the patch notes, the rocky areas aren't limited solely to the dry terrain, it just tends to favor dry regions more. It will still appear in wet regions and elsewhere, but generally speaking the wet areas favor smoother more lush landforms.
nickzom
ShaeTsu
Aceolu
It's possible that seeds might be a little weird on a very rare occasion, but I haven't spawned in an ocean yet in any of my testing personally, and I've looked at hundreds upon hundreds of seeds, if not more. I once spawned inside a big lake, but that was about it. I'm guessing it might be a mod conflict, but not sure.
wellenbrecher
Excellent news, thank you!
ARCH3A
Full recommended worldgen settings are listed above, and they mention that Landcover is now disregarded by Terra Prety's ocean system.
PandaBearJelly
We will be attempting to make rivers work well with the terrain and make some sense. Wish us luck!
Will it break the game if i install this mod in a current world?
Nephelangelo ,
Just wanted a quick update. If I recall correctly, a few months ago, at the release of the Coastlines update, you had posted on here about your partner focusing on school or work, and that had obviously affected development. In that same post, again, I think, you had mentioned the possibility of rivers being in the next update once 1.21 dropped. Is that still your focus? Once more, this is based on blurry memory, so could be wrong. And if I am, then curious, what is the focus for your next update?
Has anyone had any success with 6.0.2-pre.1 - The test patch for pre 7.0 worlds in version 1.21. Not having any luck myself as the terrain is just generating uneven from starting point of old chunks > new.
I can't get enough of the beauty of the generation, you've done a really wonderful job! Thanks for the mod
Nephelangelo, amazing work of all of you as always! I have one suggestion with regards to the following: "Reduced the frequency of super rocky terrain and limited them to dry regions and mountain peaks." My issue is with the "...limited them to dry regions and mountain peaks." I would suggest leaving a rare chance for the to appear in areas other than "dry regions and mountain peaks", just for the sake of diversity and the fact that real geological formations sometimes appear in unusual environment (atypical for the given formation). Thank you for you consideration!
my first spawn on the new update also put me at the bottom of the ocean, but there was a island right beside me. nothing else anywhere near though
Updated a 7.0.5 world with the pre.1 patch and it worked wonderfully so far. Not noticed anything messy or screwy.
Cheers!
I tested 7.0.6 on a copy of a world I've played extensively using 7.0.5 and I barely noticed any generation issues at the borders between old and new chunks. The game or the mod (not sure which) does a good job of smoothing things out at the borders so anything that might've otherwise been a 'chunk error' just looks like a relatively steep but otherwise natural cliff, and they usually aren't that large since the 7.0.5 and 7.0.6 generation match up in most spots. I did get a warning about a story structure that was unable to generate so you might have to fix that manually, but that's just how it is with VS updates :P
So for anyone wanting to continue their older worlds using Terra Prety into the new update, you're probably fine. But please do what I did and make a copy to check first!!
Aceolu I had the same experience on the newest version, first 3 worlds I spawned in the middle of the ocean with no land in sight. And I play with 1042 view distance, too.
Unsure if I'm doing something wrong, but I generated about 4-5 worlds with the reccomended settings, and all 4-5 times in a row with different seeds, it spawned me at the bottom of the ocean, several hundred blocks away from any landmass
ARCH3A: You can set those to whatever you like, they don't do anything with this mod.
It's in the same section, but hidden at the bottom as part of the regular text: Landcover and Landcover Scale are both disregarded by Terra Prety's new ocean generating system.
Does anyone have any good reccomendations for the full world gen settings (landcover and landcover scale)? The configs they give us are really lack luster tbh.
World Height: 320
Landform Scale: 300%
Upheaval: 0%
Landcover: ???%
Landcover Scale ???%
I'd also reccomend the mod authors to add reccomended landcover and landcover scale the reccomended configs section when they have the time.
@RangeCreed Which river mod? RiverGen or Rivers?
PandaBearJelly try the river config from continental world. It has much better flow with the world. You do not need that mod installed just edit the river config with this one and try it.
"disableFlow": false,
"minForkAngle": 15,
"forkVariation": 35,
"normalAngle": 20,
"valleyStrengthMax": 1.2,
"valleyStrengthMin": 0.8,
"noiseExpansion": 1.25,
"riverPaddingBlocks": 256,
"landScaleMultiplier": 1.0,
"minSize": 14.0,
"maxSize": 50.0,
"minNodes": 8,
"maxNodes": 20,
"riverGrowth": 3.0,
"downhillError": 1,
"minLength": 150,
"lengthVariation": 200,
"zoneSize": 256,
"zonesInRegion": 128,
"riverSpawnChance": 0.2,
"riverSplitChance": 0.35,
"lakeChance": 0.15,
"segmentsInRiver": 3,
"segmentOffset": 40.0,
"baseDepth": 0.1,
"riverDepth": 0.022,
"heightBoost": 8,
"topFactor": 1.0,
"riverOctaves": 2,
"riverFrequency": 0.005,
"riverLacunarity": 3.0,
"riverGain": 0.3,
"riverDistortionStrength": 20,
"riverSpeed": 0.5,
"maxValleyWidth": 75.0,
"oceanThreshold": 30.0,
"fixGravityBlocks": true,
"boulders": false,
"gravelBeaches": true,
"RegionSize": 32768,
"ChunksInRegion": 1024,
"ChunksInZone": 8
}
Struggling with settings in 1.21.0 (stable) - not getting something like archipelagos, it all just huge landmass with large or very large salt water lakes
I'm guessing it's not anything on the near horizon but I'm curious how your explorations into adding rivers is going. Is it something you'd like to implement into Terra Perty itself or just improve comparability with other mods? I'd love to see rivers that actually follow some natural flow logic rather than just to tunneling straight through mountains.
AzuliBluespots: Yes, I've used it with them and it works fine.
Ligmus: If you mean for the 1.20 and 1.21 variants of the same Terra Prety version (like 7.0.5), no, you can start a new world with the 1.21 variant. You can't change from one Terra Prety version to another in an existing world, though. Not even 7.0.5 to 7.0.6.
This mod worked fine in the first world I started, but suddenly when I revised my modlist couple of times, when using this mod or Plains and Valleys, the game either wont generate a single block, or snaps me completely into stones. I tried reinstalling couple of times, but it didn´t work.
What landcover percent do you use? just the default 100%? I really want nice large continents but with oceans that will make a ship worth it.
I can't wait for this mod to be updated to start a new playthrough on 1.21
Are rivers going to be built in?
do I need to update this mod after world has been made?
Are the biomes + floral region mods compatible with this?
Nephelangelo
Thanks for response.
I feel like oceans shouldn't be too big, I feel like max travel time between land should be 3 days with standard boat.
I wish to make Island world to play with some friends.
One of the images from the mod description is almost ideal for what I had in mind:
privet_so_dna
Looks like we figured out a way to mitigate the last little problem we were having with the terrain transition. So I will probably spend all day tomorrow trying to work that out, and hopefully the update will be ready once that is done. 🤞
Fadlan
If you're trying to produce natural looking islands at that scale, shrinking noiseScale and heightMapNoiseScale down won't do it for you, since they're macro controls, and the details that make island look like nice natural islands are micro details. I can see if I can work something into this upcoming release for a higher frequency of smaller islands.
Please tell me, in your view are you looking for larger oceans? Some people feel the oceans are too large, some feel they're too small, so I'm tring to get a rough idea what the consensus is now that 7.0 has been out for a while.
I'm waiting for this mod to play the new version =)
Hi,
https://imgur.com/a/FltN0QA
It's my first time trying out some worldgen mod. Can anyone help me out?
I've tried lowering noiseScale and heightMapNoiseScale in the TerraPrety.json.
This is how this looks:
I'm trying to set it up so the islands look more natural (A bit bigger, but not huge) with more space between (300 - 1000 blocks).
ShaeTsu
Thank you for the feedback! I'm currently much more interested in improving Terra Prety than spending any energy trying to make landform mods mix and match with it, which isn't practical for a few different reasons, and I'm not sure any other landform mod contains any terrain features that aren't already in Terra Prety at this point. I've tried to include every type of terrain shape and feature I could think of that is feasible with the current worldgen system, it's mainly a matter of balancing it to make "specialty" terrain like cliffs and canyons more frequent, which is what our next update focuses on. Most of the changes you mentioned are already worked into 7.0.6, which we are almost finished with. 7.0.6 greatly condenses the regions to make the elevation changes less gradual and more distinct and make the hills and mountains and cliffs a lot more frequent. It also increases the frequency of medium sized lakes, smooths out most of the general landscape so it's not too jagged and noisy all the time, and adds a few new rocky pillar and pleateau landforms for more variety, plus a number of other little things.
The saltwater vs freshwater thing I've talked about in the comments here, it's a byproduct of the game not having a clear way to know which areas that dip below sea level are intended to be saltwater and which are intended to be freshwater, so it's basically a choice of having saltwater generate far inland, or freshwater occur further out. To provide Hydrate of Diedrate fans more freshwater to play with, we chose the latter. We're considering some other ways to minimize it, but getting the shape of the terrain right is currently the bigger priority for me. Once that is more locked in, we will probably focus more on these smaller details.
At the moment we're just trying to fix one last vanilla mechanic which is causing an occasional rare absrupt terrain transition in some regions, when we figure that out this 7.0.6 release should be done and released for 1.21. So I would say keep an eye out for that.
ShaeTsu I retract my statement then. I still think you'll ultimately get something incredibly unpredictable by combining things, however.
VarianVarnum Not true, you can use other landform mods together and they work just fine. From my understanding, Terra Prety v7 is incomptable for two reasons
That being said, I just edited survival-worldgen-landforms.json to use "addmerge" like other landform mods, started a new world, and flew around for a while and it seems to work perfectly fine with p&v + f&p + conquest. This explored area is about 20% p&v, 20% f&p, 10% conquest, and 50% terra prety, and they all blend together really well. The only issue is salt and fresh water mixing in both coastlines and isolated inland lakes, but that issue exists when only using Terra Prety anyway.


ShaeTsuNot the mod author, but I can tell you with 99% certainty that it will never be possible to make complex land overhauls compatible with one another. You'd have to make a completely separate one from scratch that just adheres to the vision you want. As far as I'm aware, landform mods aren't additive in that you can just stack their changes on top of each other, rather they just flatout override one another completely unpredictably.
The only reason the rivers mod "works" with other mods is that it's only doing that one thing, and that thing is completely blind and destructive to any other landform mod, cutting the rivers through the land regardless of whether it actually makes sense.
Thank you for the tips on island generation. Should I try to decrease the values of noiseScale and remappingKeys?
To add on to my previous post, I now believe there is something wrong with water gen in general with this mod. The further away from spawn I travel, the more I encounter strange bodies of water. Lakes that are half fresh water, and half salt water for example. Coastlines that have freshwater before turning into salt water 100~ blocks out to sea. Etc.
Some feedback after playing with the mod for about a dozen hours
I generally appreciate how easily navigable this mod makes the world, but it's too navigable. Too much of the world is gradual elevation increases and decreases, there aren't enough cliffs or canyons creating natural and interesting obstacles from my experience.
There are also too many small ponds, and large lakes have a tendency of generating as inland salt water oceans instead of actual fresh water lakes.
Are there any plans to make v7 compatible with other landform mods? Being able to mix Terra Prety and Conquest Landform Overhaul would probably result in my personal ideal world gen.
Vilderos
Yes, you can by adjusting the noiseScale and remappingKeys values. Though it will be a lot of trial and error to get it how you want. The ocean in Terra Prety should currently have a decent amount of archipelagos, but I will likely spend more time refining it in the future.
Anderkan
Which version of Terra Prety are you attempting to run with r5, and have you tried r6? According to the patch notes r6 fixed some worldgen bugs.
Sianks
I don't believe Terra Prety is resource heavy. Some previous versions had created some FPS loss on some lower end computers when the landform count was inflated, but it's since been heavily cut back and optimized, and shouldn't cause any noticeable difference from vanilla.
Is it possible to config an archipelago world in json with islands that you can walk around in a day?
I came here looking for a solution to the issue of seams in the vanilla map generation, but I see that this happens in this mod as well. It seems like there's some kind of bug in the game itself.
FYI Using 1.21. r5 and terraPretty im experiencing broken chunks that generate improperly ignoring the chunks around them.
Is this performance heavy? I feel like my game FPS's dropped by 10 when having this plug installed. Normally its 75 but with this its around 60 (High graphics, 800 render distance). I just wonder if im alone in this or not, perhaps other mods are lowering my fps such as Extra plants - Flora series or the tweak for more vegetation
Ensorcelled
Haha, I'm very happy then! And thank you! :)
L O L .... Ok, NOW I feel STUPID and VERY relieved, and you should be also Nephelangelo !!!!
I was gathering up my files for you and noticed my stupid mistake that lead to a AMAZING discovery.... It's NOT Terra Prety!
It's the BASE game.... I FORGOT to put Terra Prety in the Mods folder. DOH! but EUREKA! LOL
the base game has this defect! Off to the Discord I guess. Thank you for your time AND great mod.
/EDIT ok, issue opened on the github tracker
Follow-up, issue actually found and will be corrected for next or patch after that.
Issue was with the boundry and chunk containing block 512 onward. Likely most people wouldn't have found it with 1 million plus maps. LOL
Ensorcelled
Gotcha. We haven't touched Vintage Story's default temperature map at all as far as I am aware, so that suggests to me something else might be amiss.
Nephelangelo New world in 1.21.0 RC4, I first deleted old configs then manually edited them before making world. Mod version is 7.0.5 (1.21) test version.
I'm going to do a default config new test world next, see if it is my settings or something self contained in the mod with default settings.
/EDIT
Just made a new small world, although it can be recreated on any size world, just easier to show on a small one, and it was definitely there with default values.
I can get you all the files you want, logs configs, etc... plus here are some before and after picture montages of my tiny world before and after wgen regen 31
the "path" it makes is ALWAYS between 500 and 600 units on the western/left/negative number border, I "think" it scales slightly with map size?
AND the top left corner is ALWAYS a perfectly generated Square section the same size as the "path".
Regen works fine, although it is pretty funky on the heat map and if there is Ocean there, it remains whatever type it thought it was supposed to be, rarely matching the other side of the "path".
Anyhow, I made this small world because it was faster, but can tell you these conditions are the same on larger maps, but not so readily noticable, after all, who travels a million blocks? LOL
Plus there always seems to be at least TWO inside the border that do this temperature inversion, not always next to each other like this one though...
Flint_N_Steel
Thank you very much! :) We are super happy people are enjoying it. Hoping to have a much more polished up update out soon.
Zanthe
Terra Prety doesn't touch cattail spawning conditions, but the current release could probably use more inland bodies of water on average. If you are too close to the ocean you are not likely to find cattails in sea water. But they should be quite populous if you are sufficiently inland.
Reby
Mod must always be activated while playing a world created in Terra Prety.
cjc813
That is doable, but you will have to aquaint yourself with adjusting the remappingKeys values (one controls sea, one controls land, though I don't remember which off the top of my head) and you will probably want to test its effect in test worlds with noiseScale at around 4 so that the continent sizes are small enough for you to clearly see what the changes you are making are doing to the distribution of land and water. When you are done you can put noiseScale back up to 256. (Also, make sure to
BACKUP THESE CONFIG SETTINGS, you will need to keep those config settings for that world forever).
Myurr
You can test that for us, download the "pre.1" version of whichever 7.0.? release matches your world and see if it works properly for you in 1.21. Make sure to read the instructions in the release notes just to be clear on what you need.
Ensorcelled
Hi there. Will need to know:
1. Which exact release of Terra Prety do you have loaded here?
2. Which exact release of Terra Prety was this world first created in?
3. Does the TerraPrety.json config settings all perfectly match what they were upon the world's first creation?
I can see from the Terra Prety config you posted that the settings you are using are very different from the default settings we released them with. Just to be clear, the settings in your TerraPrety.json or SmoothCoastlines.json will need to perfectly match whatever they were when you first created your world. You will get seams if you change these settings after you first created your world, because they will totally scramble the physical layout of the terrain.
UGH. Was trying to post about a seam issue, but apparently this message board cannot tell me what ERROR I'm getting on post attempt, it's just NOT posting it here. :-/
I have all the logs and things you need, but I ?"guess"? they are too big to post here in spoilers?
Basic jist, teleport to generate map, get to negative number middle edge, get seam.
I thought it was just along negative numbers edge of map, but now I have to retest that theory because I got one in the middle.
/EDIT just tested and first teleport to negative edge it's there, but two other tiles interior of map as well.
For the ones in the middle of landform, it doesn't appear the land itself is deformed or seamed, only the heat map is out of sync? Like a swap now and again between -,- and +,+ temp range?
Larger map would tell me more, but also take infinitely longer, heh. /edit
The Chunk generation can be fixed with wgen regen X to include it, BUT the Temp and Water(ocean) Type data stay the same.
ONLY 1.21 test version of Terra Prety loaded.
yeah, server main log is too big, posted audit log and mod settings though.
The main log has a lot of this:
12.8.2025 10:53:23 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
12.8.2025 10:53:23 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
12.8.2025 10:53:23 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
12.8.2025 10:53:23 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
12.8.2025 10:53:23 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
12.8.2025 10:53:23 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
12.8.2025 10:50:58.456 [VerboseDebug] Entering runphase Initialization
12.8.2025 10:50:58.459 [VerboseDebug] Entering runphase Configuration
12.8.2025 10:50:58.530 [VerboseDebug] Entering runphase LoadAssets
12.8.2025 10:50:58.551 [VerboseDebug] [VSCreativeMod.dll] Check for mod systems in mod C:\Users\Grimm\AppData\Roaming\Vintagestory\Mods\VSCreativeMod.dll
12.8.2025 10:50:58.570 [VerboseDebug] [VSCreativeMod.dll] Selected assembly C:\Users\Grimm\AppData\Roaming\Vintagestory\Mods\VSCreativeMod.dll
12.8.2025 10:50:58.571 [VerboseDebug] [VSEssentials.dll] Check for mod systems in mod C:\Users\Grimm\AppData\Roaming\Vintagestory\Mods\VSEssentials.dll
12.8.2025 10:50:58.579 [VerboseDebug] [VSEssentials.dll] Selected assembly C:\Users\Grimm\AppData\Roaming\Vintagestory\Mods\VSEssentials.dll
12.8.2025 10:50:58.581 [VerboseDebug] [VSSurvivalMod.dll] Check for mod systems in mod C:\Users\Grimm\AppData\Roaming\Vintagestory\Mods\VSSurvivalMod.dll
12.8.2025 10:50:58.588 [VerboseDebug] [VSSurvivalMod.dll] Selected assembly C:\Users\Grimm\AppData\Roaming\Vintagestory\Mods\VSSurvivalMod.dll
12.8.2025 10:50:59.862 [VerboseDebug] [terraprety] Check for mod systems in mod C:\Users\Grimm\AppData\Roaming\VintagestoryData\Cache\unpack\TerraPrety_7.0.5-pre.1_(1.21).zip_2f9d323187d9\SmoothCoastlines.dll
12.8.2025 10:50:59.867 [VerboseDebug] [terraprety] Loaded assembly C:\Users\Grimm\AppData\Roaming\VintagestoryData\Cache\unpack\TerraPrety_7.0.5-pre.1_(1.21).zip_2f9d323187d9\SmoothCoastlines.dll
12.8.2025 10:50:59.869 [VerboseDebug] 4 assemblies loaded
12.8.2025 10:50:59.869 [VerboseDebug] Instantiate mod systems for game
12.8.2025 10:50:59.877 [VerboseDebug] Instantiate mod systems for terraprety
12.8.2025 10:50:59.877 [VerboseDebug] Instantiate mod systems for creative
12.8.2025 10:50:59.878 [VerboseDebug] Instantiate mod systems for survival
12.8.2025 10:51:00.178 [VerboseDebug] Searching file system (including mods) for asset files
12.8.2025 10:51:00.402 [VerboseDebug] Finished building index of asset files
12.8.2025 10:51:00.432 [VerboseDebug] Reloaded lang file with mod assets
12.8.2025 10:51:00.447 [VerboseDebug] Started mods
12.8.2025 10:51:00.467 [VerboseDebug] Patch file game:patches/homosapiens.json, patch 0: Unmet IsValue condition (false!=True)
12.8.2025 10:51:00.467 [VerboseDebug] Patch file game:patches/homosapiens.json, patch 1: Unmet IsValue condition (false!=True)
12.8.2025 10:51:00.467 [VerboseDebug] Patch file game:patches/homosapiens.json, patch 2: Unmet IsValue condition (false!=True)
12.8.2025 10:51:00.467 [VerboseDebug] Patch file game:patches/homosapiens.json, patch 3: Unmet IsValue condition (false!=True)
12.8.2025 10:51:00.467 [VerboseDebug] Patch file game:patches/homosapiens.json, patch 4: Unmet IsValue condition (false!=True)
12.8.2025 10:51:00.467 [VerboseDebug] Patch file game:patches/homosapiens.json, patch 5: Unmet IsValue condition (false!=True)
12.8.2025 10:51:00.467 [VerboseDebug] Patch file game:patches/homosapiens.json, patch 6: Unmet IsValue condition (false!=True)
12.8.2025 10:51:00.467 [VerboseDebug] Patch file game:patches/homosapiens.json, patch 7: Unmet IsValue condition (false!=True)
12.8.2025 10:51:00.467 [VerboseDebug] Patch file game:patches/homosapiens.json, patch 8: Unmet IsValue condition (false!=True)
12.8.2025 10:51:00.514 [VerboseDebug] Patch file game:patches/unbucket.json, patch 0: Unmet IsValue condition (true!=False)
12.8.2025 10:51:00.514 [VerboseDebug] Patch file game:patches/unbucket.json, patch 1: Unmet IsValue condition (true!=False)
12.8.2025 10:51:00.541 [VerboseDebug] Patchloader finished
12.8.2025 10:51:00.546 [VerboseDebug] Starting to gather blocktypes, itemtypes and entities
12.8.2025 10:51:00.676 [VerboseDebug] Starting parsing ItemTypes in 8 threads
12.8.2025 10:51:01.165 [VerboseDebug] Waiting for entityTypes to be gathered
12.8.2025 10:51:01.165 [VerboseDebug] Waiting for entityTypes to be gathered
12.8.2025 10:51:01.166 [VerboseDebug] Waiting for entityTypes to be gathered
12.8.2025 10:51:01.175 [VerboseDebug] Waiting for entityTypes to be gathered
12.8.2025 10:51:01.197 [VerboseDebug] Waiting for entityTypes to be gathered
12.8.2025 10:51:01.204 [VerboseDebug] Waiting for entityTypes to be gathered
12.8.2025 10:51:01.267 [VerboseDebug] Gathered all types, starting to load items
12.8.2025 10:51:01.274 [VerboseDebug] EntityTypes now all gathered
12.8.2025 10:51:01.274 [VerboseDebug] EntityTypes now all gathered
o load items
entities
sValue condition (true!=False)
)
Terr1
.dll
12.8.2025 10:51:01.274 [VerboseDebug] EntityTypes now all gathered
o load items
entities
sValue condition (true!=False)
)
Terr1
12.8.2025 10:51:02.028 [VerboseDebug] Parsed and loaded items
12.8.2025 10:51:03.245 [VerboseDebug] Parsed and loaded blocks
12.8.2025 10:51:03.267 [VerboseDebug] Parsed and loaded entities
12.8.2025 10:51:03.269 [VerboseDebug] Loaded 12 entity tags from 'game' domain: state-swimming, state-feet-in-liquid, state-flying, state-on-ground, state-moving, state-alive, state-aiming, state-sprinting, state-sneaking, state-armed, state-armed-melee, state-armed-ranged
12.8.2025 10:51:03.269 [VerboseDebug] Loaded 4 item tags from 'game' domain: weapon, weapon-melee, weapon-ranged, has-open-fire
12.8.2025 10:51:03.269 [VerboseDebug] Loaded 1 block tags from 'game' domain: has-open-fire
12.8.2025 10:51:03.271 [VerboseDebug] BlockID Remapper: Begin
12.8.2025 10:51:03 [Debug] Block IDs not found in savegame.
12.8.2025 10:51:03.278 [VerboseDebug] Max BlockID is 13412
12.8.2025 10:51:03.278 [VerboseDebug] Found 0 blocks requiring remapping and 13413 new blocks
12.8.2025 10:51:03 [Debug] Found 0 missing blocks
12.8.2025 10:51:03 [Debug] Added 13413 new blocks to the mapping
12.8.2025 10:51:03 [Debug] Block IDs have been written to savegame. Saved max BlockID was 13412
12.8.2025 10:51:03 [Debug] ItemID Remapper: Begin
12.8.2025 10:51:03 [Debug] Item IDs not found in savegame.
12.8.2025 10:51:03 [Debug] Found 0 Item requiring remapping
12.8.2025 10:51:03 [Debug] Found 0 missing Items
12.8.2025 10:51:03 [Debug] Added 3857 new Items to the mapping
12.8.2025 10:51:03 [Debug] Item IDs have been written to savegame
12.8.2025 10:51:03.823 [VerboseDebug] Block simulation resolving collectibles
12.8.2025 10:51:03.842 [VerboseDebug] Resolved blocks stacks
12.8.2025 10:51:03.873 [VerboseDebug] Resolved items stacks
12.8.2025 10:51:03.874 [VerboseDebug] Entering runphase AssetsFinalize
12.8.2025 10:51:04.195 [VerboseDebug] Entering runphase LoadGamePre
12.8.2025 10:51:04.195 [VerboseDebug] Starting system: Core
12.8.2025 10:51:04.195 [VerboseDebug] Starting system: EntityPartitioning
12.8.2025 10:51:04.195 [VerboseDebug] Starting system: ErrorReporter
12.8.2025 10:51:04.196 [VerboseDebug] Starting system: GenTerra
12.8.2025 10:51:04.196 [VerboseDebug] Starting system: GenSnowLayer
12.8.2025 10:51:04.196 [VerboseDebug] Starting system: ModSystemControlPoints
12.8.2025 10:51:04.196 [VerboseDebug] Starting system: Core
12.8.2025 10:51:04.197 [VerboseDebug] Starting system: SurvivalCoreSystem
12.8.2025 10:51:04.198 [VerboseDebug] Starting system: GenTerraPostProcess
12.8.2025 10:51:04.198 [VerboseDebug] Starting system: ModCompatiblityUtil
12.8.2025 10:51:04.198 [VerboseDebug] Starting system: ModJsonPatchLoader
12.8.2025 10:51:04.198 [VerboseDebug] Starting system: FluffyCloudsModSystem
12.8.2025 10:51:04.198 [VerboseDebug] Starting system: PathfindSystem
12.8.2025 10:51:04.198 [VerboseDebug] Starting system: PathFindDebug
12.8.2025 10:51:04.198 [VerboseDebug] Starting system: PathfindingAsync
12.8.2025 10:51:04.199 [VerboseDebug] Starting system: JsonExport
12.8.2025 10:51:04.199 [VerboseDebug] Starting system: ModBasicBlocksLoader
12.8.2025 10:51:04.199 [VerboseDebug] Starting system: AiRuntimeConfig
12.8.2025 10:51:04.199 [VerboseDebug] Starting system: ModSystemSyncHarvestableDropsToClient
12.8.2025 10:51:04.199 [VerboseDebug] Starting system: ModSystemEmotes
12.8.2025 10:51:04.199 [VerboseDebug] Starting system: LeafBlockDecay
12.8.2025 10:51:04.199 [VerboseDebug] Starting system: POIRegistry
12.8.2025 10:51:04.199 [VerboseDebug] Starting system: RoomRegistry
12.8.2025 10:51:04.199 [VerboseDebug] Starting system: WeatherSystemCommands
12.8.2025 10:51:04.200 [VerboseDebug] Starting system: WeatherSystemServer
12.8.2025 10:51:04.228 [VerboseDebug] Starting system: WorldMapManager
12.8.2025 10:51:04.229 [VerboseDebug] Starting system: SmoothCoastlinesModSystem
12.8.2025 10:51:04.235 [VerboseDebug] Starting system: WorldEdit
12.8.2025 10:51:04.239 [VerboseDebug] Starting system: StoryLockableDoor
12.8.2025 10:51:04.239 [VerboseDebug] Starting system: StoryGenFailedSystem
12.8.2025 10:51:04.239 [VerboseDebug] Starting system: UpgradeTasks
12.8.2025 10:51:04.239 [VerboseDebug] Starting system: ChiselBlockBulkSetMaterial
12.8.2025 10:51:04.239 [VerboseDebug] Starting system: ModSystemDetailModeSync
12.8.2025 10:51:04.240 [VerboseDebug] Starting system: NpcControl
12.8.2025 10:51:04.241 [VerboseDebug] Starting system: ModSystemTiledDungeonGenerator
12.8.2025 10:51:04.241 [VerboseDebug] Starting system: GenFromHeightmap
12.8.2025 10:51:04.241 [VerboseDebug] Starting system: GenMaps
12.8.2025 10:51:04.241 [VerboseDebug] Starting system: GenRockStrataNew
12.8.2025 10:51:04.241 [VerboseDebug] Starting system: GenHotSprings
12.8.2025 10:51:04.241 [VerboseDebug] Starting system: GenCreatures
12.8.2025 10:51:04.241 [VerboseDebug] Starting system: ModSystemExplosionAffectedStability
12.8.2025 10:51:04.242 [VerboseDebug] Starting system: MyceliumSystem
12.8.2025 10:51:04.242 [VerboseDebug] Starting system: ModsystemButterflySpawnCondsExtra
12.8.2025 10:51:04.242 [VerboseDebug] Starting system: ModSystemCatchCreature
12.8.2025 10:51:04.242 [VerboseDebug] Starting system: ModSystemGliding
12.8.2025 10:51:04.242 [VerboseDebug] Starting system: ModSystemSwoopDev
12.8.2025 10:51:04.242 [VerboseDebug] Starting system: Timeswitch
12.8.2025 10:51:04.243 [VerboseDebug] Starting system: ClutterBookshelfUtil
12.8.2025 10:51:04.243 [VerboseDebug] Starting system: ScreenshakeToClientModSystem
12.8.2025 10:51:04.243 [VerboseDebug] Starting system: ModSystemResoArchiveCommands
12.8.2025 10:51:04.243 [VerboseDebug] Starting system: StoryStructuresSpawnConditions
12.8.2025 10:51:04.243 [VerboseDebug] Starting system: ModSystemNPCHairStyling
12.8.2025 10:51:04.244 [VerboseDebug] Starting system: ModSystemSkinnableAdditions
12.8.2025 10:51:04.244 [VerboseDebug] Starting system: ModSystemVillagerDebug
12.8.2025 10:51:04.244 [VerboseDebug] Starting system: ModSystemAuction
12.8.2025 10:51:04.244 [VerboseDebug] Starting system: ModSystemBlockReinforcement
12.8.2025 10:51:04.245 [VerboseDebug] Starting system: Core
12.8.2025 10:51:04.245 [VerboseDebug] Starting system: ModSystemBoatingSoundAndRatlineStamina
12.8.2025 10:51:04.245 [VerboseDebug] Starting system: CharacterSystem
12.8.2025 10:51:04.245 [VerboseDebug] Starting system: VariablesModSystem
12.8.2025 10:51:04.245 [VerboseDebug] Starting system: ModsystemElevator
12.8.2025 10:51:04.245 [VerboseDebug] Starting system: ActivityModSystem
12.8.2025 10:51:04.245 [VerboseDebug] Starting system: ActivityEditorSystem
12.8.2025 10:51:04.246 [VerboseDebug] Starting system: FruitingSystem
12.8.2025 10:51:04.246 [VerboseDebug] Starting system: ModSystemCommandHandbook
12.8.2025 10:51:04.246 [VerboseDebug] Starting system: ModSystemTutorial
12.8.2025 10:51:04.246 [VerboseDebug] Starting system: ModSystemCorpseReturnTeleporter
12.8.2025 10:51:04.246 [VerboseDebug] Starting system: ModSystemNightVision
12.8.2025 10:51:04.246 [VerboseDebug] Starting system: TobiasTeleporter
12.8.2025 10:51:04.247 [VerboseDebug] Starting system: ModJournal
12.8.2025 10:51:04.247 [VerboseDebug] Starting system: LiquidItemStackRenderer
12.8.2025 10:51:04.247 [VerboseDebug] Starting system: ModSystemStructureLocator
12.8.2025 10:51:04.247 [VerboseDebug] Starting system: ModLootRandomizer
12.8.2025 10:51:04.247 [VerboseDebug] Starting system: ModSystemEntityOwnership
12.8.2025 10:51:04.247 [VerboseDebug] Starting system: ModSystemRifts
12.8.2025 10:51:04.247 [VerboseDebug] Starting system: ModSystemRiftWeather
12.8.2025 10:51:04.250 [VerboseDebug] Starting system: ModSleeping
12.8.2025 10:51:04.250 [VerboseDebug] Starting system: ModSystemSupportBeamPlacer
12.8.2025 10:51:04.250 [VerboseDebug] Starting system: TeleporterManager
12.8.2025 10:51:04.250 [VerboseDebug] Starting system: ModTemperature
12.8.2025 10:51:04.250 [VerboseDebug] Starting system: SystemTemporalStability
12.8.2025 10:51:04.250 [VerboseDebug] Starting system: TemporalStabilityEffects
12.8.2025 10:51:04.250 [VerboseDebug] Starting system: ModSystemWearableStats
12.8.2025 10:51:04.250 [VerboseDebug] Starting system: ModSystemEditableBook
12.8.2025 10:51:04.251 [VerboseDebug] Starting system: MechanicalPowerMod
12.8.2025 10:51:04.251 [VerboseDebug] Starting system: GenDungeons
12.8.2025 10:51:04.296 [VerboseDebug] Starting system: ModRegistryObjectTypeLoader
12.8.2025 10:51:04.296 [VerboseDebug] Starting system: GenDeposits
12.8.2025 10:51:04.296 [VerboseDebug] Starting system: GenStoryStructures
12.8.2025 10:51:04.297 [VerboseDebug] Starting system: LoadColorMaps
12.8.2025 10:51:04.297 [VerboseDebug] Starting system: GenCaves
12.8.2025 10:51:04.297 [VerboseDebug] Starting system: GenStructures
12.8.2025 10:51:04.297 [VerboseDebug] Starting system: WgenCommands
12.8.2025 10:51:04.299 [VerboseDebug] Starting system: GenDevastationLayer
12.8.2025 10:51:04.299 [VerboseDebug] Starting system: ClothManager
12.8.2025 10:51:04.300 [VerboseDebug] Starting system: GenBlockLayersFlat
12.8.2025 10:51:04.300 [VerboseDebug] Starting system: GenBlockLayers
12.8.2025 10:51:04.300 [VerboseDebug] Starting system: GenPonds
12.8.2025 10:51:04.300 [VerboseDebug] Starting system: GenStructuresPosPass
12.8.2025 10:51:04.300 [VerboseDebug] Starting system: GenVegetationAndPatches
12.8.2025 10:51:04.300 [VerboseDebug] Starting system: RecipeRegistrySystem
12.8.2025 10:51:04.300 [VerboseDebug] Starting system: GenRivulets
12.8.2025 10:51:04.301 [VerboseDebug] Starting system: GenLightCreative
12.8.2025 10:51:04.301 [VerboseDebug] Starting system: GenLightSurvival
12.8.2025 10:51:04.301 [VerboseDebug] Starting system: GridRecipeLoader
12.8.2025 10:51:04.301 [VerboseDebug] Starting system: RecipeLoader
12.8.2025 10:51:04.301 [VerboseDebug] Starting system: ModSystemFireFromLightning
12.8.2025 10:51:04.301 [VerboseDebug] Starting system: ModSystemOreMap
12.8.2025 10:51:04.301 [VerboseDebug] Starting system: ModSystemSnowballs
12.8.2025 10:51:04.301 [VerboseDebug] Starting system: HumanoidOutfits
12.8.2025 10:51:04.301 [VerboseDebug] Starting system: ModSystemDevastationEffects
12.8.2025 10:51:04.301 [VerboseDebug] Starting system: DisableRecipeRegisteringSystem
12.8.2025 10:51:04.316 [VerboseDebug] Entity shape loading starting ...
12.8.2025 10:51:05.380 [VerboseDebug] Entity shape loading completed
12.8.2025 10:51:05 [Debug] Loading leaf block decay system
12.8.2025 10:51:05 [Debug] Finished loading leaf block decay system
12.8.2025 10:51:05 [Debug] Block simulation loaded blocks
12.8.2025 10:51:05.763 [VerboseDebug] Initialised GenRockStrata
12.8.2025 10:51:05 [Debug] Block simulation loaded items
12.8.2025 10:51:05.789 [VerboseDebug] Entering runphase GameReady
12.8.2025 10:51:05.797 [VerboseDebug] Entering runphase WorldReady
12.8.2025 10:51:05.803 [VerboseDebug] Starting to build server assets packet
12.8.2025 10:51:05.804 [VerboseDebug] Init worldgen for GenTerra
12.8.2025 10:51:05.806 [VerboseDebug] Init worldgen for GenSnowLayer
12.8.2025 10:51:05.806 [VerboseDebug] Init worldgen for GenMaps
12.8.2025 10:51:05.843 [VerboseDebug] Init worldgen for GenRockStrataNew
12.8.2025 10:51:05.844 [VerboseDebug] Initialised GenRockStrata
12.8.2025 10:51:05.844 [VerboseDebug] Init worldgen for GenHotSprings
12.8.2025 10:51:05.844 [VerboseDebug] Init worldgen for GenCreatures
12.8.2025 10:51:05.846 [VerboseDebug] Init worldgen for GenDeposits
12.8.2025 10:51:05.850 [VerboseDebug] Initialised GenDeposits
12.8.2025 10:51:05.850 [VerboseDebug] Init worldgen for GenStoryStructures
12.8.2025 10:51:05.899 [VerboseDebug] Initialised GenDeposits
12.8.2025 10:51:06.575 [VerboseDebug] Init worldgen for GenCaves
12.8.2025 10:51:06.575 [VerboseDebug] Init worldgen for GenStructures
12.8.2025 10:51:06.696 [VerboseDebug] Finished building server assets packet
12.8.2025 10:51:06.698 [VerboseDebug] Single player: sent server assets packet to client
12.8.2025 10:51:06.909 [VerboseDebug] Init worldgen for WgenCommands
12.8.2025 10:51:06.924 [VerboseDebug] Init worldgen for GenDevastationLayer
12.8.2025 10:51:06.925 [VerboseDebug] Setup dim2 20640, 0
12.8.2025 10:51:06.937 [VerboseDebug] Init worldgen for GenBlockLayers
12.8.2025 10:51:06.937 [VerboseDebug] Init worldgen for GenPonds
12.8.2025 10:51:06.937 [VerboseDebug] Init worldgen for GenVegetationAndPatches
12.8.2025 10:51:07.083 [VerboseDebug] Init worldgen for GenRivulets
12.8.2025 10:51:07.083 [VerboseDebug] Done all worldgens
12.8.2025 10:51:07.086 [VerboseDebug] Starting area loading/generation: columns 289, total queue length 289
12.8.2025 10:51:18.991 [VerboseDebug] Completed area loading/generation
12.8.2025 10:51:19.078 [VerboseDebug] Done spawn chunk
12.8.2025 10:51:19.078 [VerboseDebug] Entering runphase RunGame
12.8.2025 10:51:19.227 [VerboseDebug] Received identification packet from Ensorcelled
12.8.2025 10:51:19 [Debug] UDP: Client 1 did send UDP
12.8.2025 10:51:19.503 [VerboseDebug] HandleRequestJoin: Begin. Player: Ensorcelled
12.8.2025 10:51:19.503 [VerboseDebug] HandleRequestJoin: Before set name
12.8.2025 10:51:19.504 [VerboseDebug] HandleRequestJoin: After Level initialize
12.8.2025 10:51:19.527 [VerboseDebug] HandleRequestJoin: After broadcastplayerdata. hotbarslot: Vintagestory.API.Common.ItemSlotSurvival
12.8.2025 10:51:19.528 [VerboseDebug] HandleRequestJoin: After LevelFinalize
12.8.2025 10:52:18.923 [VerboseDebug] Starting area loading/generation: columns 1, total queue length 1335
12.8.2025 10:52:21.802 [VerboseDebug] Completed area loading/generation
12.8.2025 10:52:41.901 [VerboseDebug] Starting area loading/generation: columns 1, total queue length 808
12.8.2025 10:52:44.733 [VerboseDebug] Completed area loading/generation
12.8.2025 10:53:07.640 [VerboseDebug] Starting area loading/generation: columns 1, total queue length 1127
12.8.2025 10:53:09.924 [VerboseDebug] Completed area loading/generation
12.8.2025 10:53:29.493 [VerboseDebug] Starting area loading/generation: columns 1, total queue length 1228
12.8.2025 10:53:31.767 [VerboseDebug] Completed area loading/generation
12.8.2025 10:54:03.828 [VerboseDebug] Entering runphase Shutdown
"noiseScale": 255.0,
"heightMapNoiseScale": 95.0,
"fallbackParentLandformCode": "ultraflats",
"Delicate_configs_below__alter_at_your_own_peril": true,
"oceanWobbleScale": 1.63,
"oceanWobbleIntensity": 0.67,
"remappingKeys": [
0.125,
0.45
],
"remappingValues": [
0.0,
1.0
],
"heightMapOctaves": 7,
"heightMapPersistance": 0.097,
"radiusMultOutwardsForSmoothing": 7.1,
"heightThresholdsForOceanicityComp": [
0.23,
0.51,
0.77,
1.0
],
"heightMultsAtThresholdsForOceanicityComp": [
0.0,
43.0,
71.0,
97.0
],
"heightFlatsAtThresholdsForOceanicityComp": [
4.3,
1.1,
2.3,
4.3
],
"heightAboveWhichToWatchOceanicity": 0.5,
"highHeightLowOceanicityMin": 7.17,
"highHeightLowOceanicityMax": 21.63,
"heightMidAboveWhichToWatchOceanicity": 0.27,
"midHeightMidOceanicityMin": 18.13,
"midHeightMidOceanicityMax": 47.41
}
Nephelangelo thanks for this very cool contribution to our community. I know this mod was a ton of work. Clearly there are hundreds or thousands of people enjoying what you've made!
Kaisei remove your Rivers mod, as stated in the compatibillity section.
Some reason this mod make Cattails very rare, which is a essential resource early game, almost all the lakes are barren of Cattails, and on rare occasions you do find them they usually not enough to make a basket.
They do spawn, as far as I can tell. It just throws the error during startup phases, after the game is running it throws no more errors that I've seen. I figured it just a missed reference with 1.21.0 RC1-3 and something that will be noticed and rectified when the mod get's upgraded to that version.
Ensorcelled Witchdoctor About the Treasure Hunter camps and the worldgen veryflat report: does this mean that the camps aren't generating? Or is it just upset and resolving itself?
@Reby: It needs to stay on, or any new chunks will be generated differently from the existing ones.
After the world is created with this mod, do I have to turn it on always or I can turn it off the mod?
@LuxSolace No worries, we are all friends here and all make mistakes. I know I do. LOL
Ensorcelled My bad, I did read your message too quickly. English is not my native language so I do misunderstand things from time to time.
@LuxSolace If you had read, it had nothing to do with those, it does it by iteself in vanilla 1.21.0 RC1 and 2. That's why I reported it.
I have NO issues with those mods running together and removing any one changes the way the world forms 100%. So I'm using them.
I'm managed to sort out the magicnumbers file and can generate a 255 x 255 x 384 "spawn" in under an hour. That's a lot of chunks pregened.
NO ERRORS.
Ensorcelled It's stated in the mod description that the first two mods you use are incompatible. "Landform mods like Plains and Valleys and Fields and Plateaus are also not compatible (but don't worry, there are plenty of fields, plateaus, valleys and more in Terra Prety)".
I get big chunks of land missing. Like I can fall past the mantle and die when I fall. I have uninstalled the mod and didn't have a problem with that with new worlds so it's this mod that is causing it. Would be nice to have this mod though.
BTW, using this with Fields and Plateaus, Plains and Valleys, RiverGen 1.0.0, Primitive Survival, Better Traders, Better Ruins, and Medieval Expansion for world generation. 320 height worlds working great, but need to try to find numbers for a great 256 world as well.
This is my current test map and my view from the top of the tree at spawn.
I've set land cover to Landcover 70%, Landcover Scale 500%, Upheaval Rate 0%, Landform Scale 300%.
5 Octaves for Terra Prety and 4 Octaves for RiverGen. I'm going to see if I can manually up those numbers and get it to work. LOL
Witchdoctor I totally think that's what's going on. Because /wgen story listmissing says it is clean.
This mod is beautiful and impressive. I absolutely love the way things look and there are so many good things about it.
But is there a way to change the land-to-water ratio itself?
If I understand, you can change the noise scale or the landform scale, which, roughly speaking, makes bodies of land/water bigger or smaller, but what I'd really love to do is keep fairly large bodies of land with smaller bodies of water interspersed throughout.
IDK if I'm overlooking something, but I don't seem to see a way to change the overall ratio of land-to-water.
My goal is to have large bodies of land, with bodies of water that are no more than 1200 to 1500 blocks across.
Is this even doable with or without Terra Prety? (Hopefully with.)
@Ensorcelled
I think that's the cause for the new treasure hunter camp spawning underground, found a few in my test world.
Ok, by itself in 1.21.0-RC1, I am getting this error. I did check with wgen story listmissing, and none are missing, this is being reported by Terra Prety 7.0.5
Doesn't stop everything from working, per se ... NOT happening when mod not installed.
24.7.2025 09:35:23 [Event] Starting world generators...24.7.2025 09:35:24 [Error] Error during Init worldgen for Vintagestory.GameContent.GenStoryStructures
24.7.2025 09:35:24 [Error] Exception: No landform with code veryflat found.
at Vintagestory.ServerMods.GenMaps.ForceLandformAt_Patch1(GenMaps this, ForceLandform landform)
at Vintagestory.GameContent.GenStoryStructures.SetupForceLandform() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 588
at Vintagestory.GameContent.GenStoryStructures.DetermineStoryStructures() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 415
at Vintagestory.GameContent.GenStoryStructures.InitWorldGen() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 293
at Vintagestory.Server.ServerEventAPI.TriggerInitWorldGen() in VintagestoryLib\Server\API\ServerEventAPI.cs:line 262
24.7.2025 09:35:24 [Notification] Sending server identification with remap False. Server control privilege is True
Can I use it in version 1.21?
i realise rc1 came out two seconds ago but is there an ETA for the mod update x
Nephelangelo
Maybe a config that controls the size of the fresh water regions? If that's even possible?
Cuwi
Terra Prety doesn't touch wild berry generation at all. No foliage, fauna, strata or anything else, just exclusively the shape of the terrain.
KeKc
Both ocean and lakes in Vintage Story are produced by the terrain going below sea level, and there's no clean way for the game to know where a lake is supposed to end and an ocean begins. In vanilla this is less noticeable because the transition from land to ocean is super abrupt, but because Terra Prety has very gradual coastlines to look natural, there is a larger area of transition where bodies of sea water can occur. Since some players like the Hydrate or Diedrate fans had complained about encountering too much sea water, our compromise has been to push the fresh water region outward a bit toward the ocean, to ensure a more fresh water on continents, but a byproduct of that is that fresh water sometimes generates connected to oceans. Either way, somebody will be irked by it. Hopefully we will be able to figure out a better balance in the future.
Crowflake
Hope you enjoy! We're hoping to have a more polished up version ready soon.
SoupInCat
Glad you found them!
Percibelle
Terra Prety doesn't touch tree generation at all. No foliage, fauna, strata or anything else, just exclusively the shape of the terrain.
Aldor
Terra Prety doesn't touch grain / vegetable generation at all. No foliage, fauna, strata or anything else, just exclusively the shape of the terrain. We personally have had no issues finding them on our own world, so you may simply be running into bad luck.
(1.20.12) The world gen looked pretty cool with many settings which is what I wanted. But it made wild berries excessively rare and after spending around 5 hours in survival playtime and 3 hours in creative mode looking around I did not see a single wild crop. Figured it might be another mod or something but it happens even when this is the sole mod installed so I have to chalk it up to a bug or a feature. Either way, it feels unplayable like this :(
is anyone else getting oceans mixing with freshwater lakes? i can have freshwater plants and reeds and such on one shore of a body of water and saltwater plants on the opposite end. that doesn't seem right. also maybe I'm just unlucky but I've been getting a lot of saltwater "lakes" and huge freshwater "oceans", oftentimes right next to each other.
Oh wow, this has changed so much since I last used this mod. The seed 0 isn't a dreamlike flat terrain anymore, it seems... Time to hunt for a new one!
Hey! Coming here as I cannot find any real fix or documentation on this issue. I cannot find edelweiss. Anywhere. I found multiple areas that fit what i had calculated to be its spawn needs using the world height and the average temps, rainfall, forested amount, etc. i would run super high render distances, run the find command, and it would not ever find a single flower, even after hours of running these commands, changing climate areas, etc. I was wondering maybe if it is to do with min and max y not working correctly with this mod? I set world height to 320 and also factored that into the calculations to where it should spawn. Nothing. Also running the sea level fix. I mean I just cant see anything else being the cause.
Edit: I retract my statement. Turns out, you just need to be very south but very high up, very rare 270 block or higher hills/mountains. Found like 2 of them. Feels a bit too rare lol.
The default settings seem to generate an insane amount of trees (even though I have forestation set to Normal) and the terrain is incredibly hilly, making building near impossible without spending a lot of time with a shovel flattening things. Is there something I can tweak in the settings to avoid this?
@TimeBender25, by any chance did you edit a config file from one of the mods you installed? I had a similar issue with a past world and it was because of an edited mod config fille.I'm glad you got your game working! GOOD JOB!
I'm having trouble generating a world with this mod, more importantly I'm having trouble figuring out why. So I figured I'd ask for help here if anyone knows.
Whenever It ry to gnerate a world with Terra Prety, I get this error log:
1.7.2025 06:29:13 [Error] Mod exception during event OnWorldgenStartup. Will skip to next event1.7.2025 06:29:13 [Error] Exception: Object reference not set to an instance of an object.
at SmoothCoastlines.Patch.AddHeightmapToRegionData(IMapRegion region) in D:\Vintage Story\Modding\TerraPrety\SmoothCoastlines\Patch.cs:line 102
at Vintagestory.ServerMods.GenMaps.OnMapRegionGen_Patch0(GenMaps this, IMapRegion mapRegion, Int32 regionX, Int32 regionZ, ITreeAttribute chunkGenParams)
at Vintagestory.Server.ServerSystemSupplyChunks.CreateMapRegion(Int32 regionX, Int32 regionZ, ITreeAttribute chunkGenParams) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1179
at Vintagestory.Server.ServerSystemSupplyChunks.GetOrCreateMapRegion(Int32 chunkX, Int32 chunkZ, ITreeAttribute chunkGenParams) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1158
at Vintagestory.Server.ServerSystemSupplyChunks.GetOrCreateMapRegionEnsureNeighbours(Int32 chunkX, Int32 chunkZ, ITreeAttribute chunkGenParams) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1115
at Vintagestory.Server.ServerSystemSupplyChunks.GetOrCreateMapChunk(ChunkColumnLoadRequest chunkRequest, Boolean forceCreate) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1208
at Vintagestory.Server.ServerSystemSupplyChunks.loadOrGenerateChunkColumn_OnChunkThread(ChunkColumnLoadRequest chunkRequest, Int32 stage) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 745
at Vintagestory.Server.ServerSystemSupplyChunks.loadChunkAreaBlocking(Int32 chunkX1, Int32 chunkZ1, Int32 chunkX2, Int32 chunkZ2, Boolean isStartupLoad, ITreeAttribute chunkGenParams) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1771
at Vintagestory.Server.ServerSystemSupplyChunks.InitWorldgenAndSpawnChunks() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1538
at Vintagestory.Server.ServerSystemLoadAndSaveGame.OnWorldgenStartup() in VintagestoryLib\Server\Systems\World\LoadThread\LoadSaveGame.cs:line 199
at Vintagestory.Server.ServerEventManager.<>c.b__112_0(Action dele) in VintagestoryLib\Server\ServerEventManager.cs:line 448
at Vintagestory.Server.ServerEventManager.Trigger[T](Delegate[] delegates, String eventName, Action`1 onDele, Action onException) in VintagestoryLib\Server\ServerEventManager.cs:line 721
Followed by this one:
1.7.2025 06:29:13 [Fatal] Caught unhandled exception in thread 'chunkdbthread'. Shutting down server.1.7.2025 06:29:13 [Error] Exception: Object reference not set to an instance of an object.
at SmoothCoastlines.Patch.AddHeightmapToRegionData(IMapRegion region) in D:\Vintage Story\Modding\TerraPrety\SmoothCoastlines\Patch.cs:line 102
at Vintagestory.ServerMods.GenMaps.OnMapRegionGen_Patch0(GenMaps this, IMapRegion mapRegion, Int32 regionX, Int32 regionZ, ITreeAttribute chunkGenParams)
at Vintagestory.Server.ServerSystemSupplyChunks.CreateMapRegion(Int32 regionX, Int32 regionZ, ITreeAttribute chunkGenParams) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1179
at Vintagestory.Server.ServerSystemSupplyChunks.GetOrCreateMapRegion(Int32 chunkX, Int32 chunkZ, ITreeAttribute chunkGenParams) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1158
at Vintagestory.Server.ServerSystemSupplyChunks.GetOrCreateMapRegionEnsureNeighbours(Int32 chunkX, Int32 chunkZ, ITreeAttribute chunkGenParams) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1115
at Vintagestory.Server.ServerSystemSupplyChunks.GetOrCreateMapChunk(ChunkColumnLoadRequest chunkRequest, Boolean forceCreate) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1208
at Vintagestory.Server.ServerSystemSupplyChunks.loadOrGenerateChunkColumn_OnChunkThread(ChunkColumnLoadRequest chunkRequest, Int32 stage) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 745
at Vintagestory.Server.ServerSystemSupplyChunks.tryLoadOrGenerateChunkColumnsInQueue() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 671
at Vintagestory.Server.ServerSystemSupplyChunks.OnSeparateThreadTick() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 513
at Vintagestory.Server.ServerThread.Update() in VintagestoryLib\Server\ServerThread.cs:line 123
at Vintagestory.Server.ServerThread.Process() in VintagestoryLib\Server\ServerThread.cs:line 53
If anyone knows how to unravel these, so I can play with this mod, it'd be nice. The only other mods I have that might also influence Worldgen and get in the way are Underground Mines, Vintage Engineering, and mmmaybe BetterTraders, but I've already tried disabling all of those and none of them are the culprit. Are there any known incompatibilities I'm not noticing, or simple issues I'm too blind to see?
EDIT:
Saying "I figured it out" implies too much success. I ended up, after nearly 4 hours of messing with things trying tog et it to work, just reinstalling my client and for reasons beyond my understanding that fixed everything. Even after I put the same mods all back in and reconfigured everything it just works now.
So I guess, if anyone in the future sees an error like this, here's an example that it might jsut be a corrupted install, I suppose. Maybe reinstalling will fix your issue like it did for me.
Hey Nephelangelo, JonR, Darkluke1111
Thanks for making the mod guys! Genuinely my favorite. Especially when rivers get figured out, I hope this becomes the default world generation of the game!
Question though - I'm not finding already-growing flax, rye, vegetables, etc, anywhere. Same with bees nests, flowers, or berry bushes. I do have blueberries and tons of mushrooms, so some of it is working... But I'm not sure. Doing some testing with disabling other mods, but nothing seems to be fixing that. Is that a feature? Maybe I need to travel more and go to different climates? What are your thoughts real quick?
Having the same issue as ISOL8 , after testing what mod might be the cause , it seems to be incompatible with any mods that adds anything towards the worlds, Example Better Ruins , Ancient Dungeons (were the only mods that added something to the world generation for my playtrough) . After removing those mods it would work fine not causing those massive Empty chunks randomly appear. The 2 mods i use were fine before update 7.0 of Terra Pretty and didnt had any issues on worldgeneration
blueblynd its a slider on top of the menu over tabs
Nephelangelo sorry for the trouble (especially because i'm nervous my eyes are just skipping things), but i can't seem to find any "world height" setting available in the "world generation" tab, version 1.20.12 stable. is that a known issue/one i should be worried about? (or am i just not seeing something?)
(just in case the embedded screenshots don't work: direct imgur link)
Not too sure if this is an issue with this specific mod or some other incompatibility with something else im using, but i noticed after the most recent update to VS huge swaths of the map are completely missing, giant chunks are completely gone and its a straight drop down into nothingness.
I've tested this on a few different saves (existing and new) and get the same result.
Loving the mod. Had some odd zero-height regions just beyond old view distance on my test world when I upgraded from 7.0.2 to 7.0.5, but beyond that everything was happy. Definitely prefer the new balance.
In regard to work on rivers (the eternal bugbear), always thought they should be generated around a migration mechanic. Ultimately rivers are just a "herd" of water droplets following a migration trail (with seasonal variance) on a path downhill, eroding/depositing along the way. Persistant node trees referenced by carvers/brushes at chunk generation, but maintaining the option for dynamic updates such as seasonal flooding. Glaciers would just be migrations by a different beast, and I guess ocean currents could be handled the same way.
I haven't looked under the hood, and much of that's likely more in Tyron's corner, but food for thought.
Such a great mod, I'm looking forward to you adding rivers. Good luck with it, hopefully it won't be too much of a headache to get done. I can't wait to go rafting down them. Keep up the good work and thanks for making this.
Very cool mod, however I'm not sure if it scales well for creating a smaller world, I'm using 50k blocks (polar-equator distance) and the whole world is much smaller from 1 million to half and even less and I have a lot of mixed zones (patches of another zone on a green zone etc), besides that ruins are often created in water for me
Awesome, Nephelangelo, thank you!
Shadowise
Must be a fluke, I'm still finding an enormous abundance of super flat plains, but I've mostly eliminated the total "dead zone" of endless flat terrain with no details, so it will now largely be broken up by undulating plains and subtle hills most of the time, though it will still have pretty wide areas of very flat terrain here and there, which is all intentional. The feedback I'm hearing currently from people testing it is that it seems close to ideal, which I agree with. I think I will be releasing the update shortly.
Nephelangelo, thank you so much for sharing - I did some extensive flyovers in creative mode with 7.0.5-pre.4. To me, overall, it looks great - I also love the variety of the bodies of water (not just ocean coasts, but also lakes). However, except for some coastal areas, I did not encounter any plains (or flat terrain for that matter, such as plateaus) of any significance (inland). It might be just a statistical fluke, of course, but I think there should be more of the flat terrain (especially inland) - both completely flat and one that's interrupted by small hills or mounds. I tried a standard 1mil x 1mil block word - I guess it's possible I just got a more "rugged" seed. But, given the size of the world, I assume I should have seen at least one large plain or plateau.
Shadowise
100% agree. Maximum variety, appropriately balanced, is the principle that has been guiding me through the development of this mod for the last year. This is the first time I've been able to re-introduce proper plains and flatlands back into the game now that we have the new elevation system, so it's just taking me a little more scrutiny to get the balance precise.
Please take a look at this reworking of the plains and hills and let me know what you think of it. My initial feelings so far are that it's a lot closer to the balance I originally intended. Valleys should be far more common, but also not overwhelmingly ultra flat all the time, instead have subtle rolling undulations and gentle hills across them most of the time.
But yes, ultra flat regions also still exist. Just not as ubiquitious.
Nephelangelo, as a principle, I think there should be a chance for anything that could possibly be generated - including, sometimes, huge flat regions, next-to-impassable terrain (very steep and rugged), tiny mountains, big mountains, tiny hills, big hills, steep hills, gentle hills, small plains, large plains, small canyons, large canyons, etc., etc. I understand that balancing those is subjective and tricky, and I do agree that huge flat areas or hard to tackle terrain shouldn't be too commons. However, I definitely do believe that the maximum possible variety of terrain features (big and small) should take precedence over too much convenience.
PhoenixB
So I've come to the conclusions that everyone who said 7.0.3 was too flat, and everyone who said 7.0.4 is too hilly, are both right. I believe I have over-corrected for the flatness.
Please check out the balance improvements I'm working on for 1.21 with this link here and tell me your thoughts. (This is not yet compatible with 1.21, it's just the landscape tweaks I'm working on.) This should render almost all of the terrain between mountain ranges more in the gentle rolling plains / flatlands variety, but without being entirely ultra flat dead space. Should be an enormous difference, and a lot closer to satisfying both problems. Ultra flat regions do still exist but they should be more on the rare side than the most common terrain you'll encounter.
It's very important to me to get the balance between flat regions, hilly regions and mountain regions to a really enjoyable, satisfying state, so thank you to everyone for your patience with me getting this right, and thank you to everyone offering their feedback.
PhoenixB
Mountain generation actually didn't change at all in 7.0.4, except that they were made a bit less broad, so if you're spawning in mountain regions that is indeed just luck. Flatland was also not removed, the heightmap should guarantee that those regions generate at the same rate, they were just made to be not quite as overwhelmingly vast by increasing the perimeter of smaller hills, but it's possible I overcorrected with the hills. In my tests I still frequently find miles of flatland, but I'm curious what other people are experiencing. Several people complained that the flat regions in 7.0.3 were way too huge, which makes sense if you're traveling on foot. If anyone else reading this would like to weigh with their feelings about the distribution of the flat regions, it could be helpful to hear. I guess I'll know I balanced it right when equal numbers of people complain it's too frequent as they complain its too rare.
That said I can pretty easily provide you an adjustment for increased flat plains for 7.0.4.
I kept regenning the world over and over on 7.0.4 going "Wow I keep getting REALLY UNLUCKY with so many mountains, these seeds must suck. Wait a minute. ..It can't be Terra Pretty. IT CAN'T BE TERRA PRETTY." -growing panic- "I feel like 7.0.3 was..better.." -Relaunches the mod page.- OH MY GOD THEY DID CHANGE IT." <- Flat land settler. Oh no. Oh. No. My horses!! OH NO


Also thanks for the amazing mod and all the hard work. Here are some of my fav things from 7.0.3 -rolling back-
Taken with upheaval 0 & recommended settings.
There were still mountains at the 'annoying' asian region near the equater and when approaching the arctic.
CookiePsycho
Yeah, Vintage Story's cave generation could use a little tweaking. Terra Prety doesn't alter anything about caves, but there are some other mods which do. I know some people have been talking about reducing the prevalence of vertical drop shaft caves, so maybe someone will make a mod for that in the future.
Quick question, it may be unrelated to this mod, but I'm new to Vintage Story (30h game play atm) so please go easy on me.
I find it very anoying that there is a cave entrance every 20-30 blocks... found some very nice places where I could build thanks to Terra Prety, but... there are caves everywhere... ugly holes in ground
I know some1 could say: just block them... sure but then some driffter will be moaning all the time under my carrot field...
Is there a way, to change, mostly lower the amount of caves game is creating?
love the mod btw
Lichterwolf
Thank you! Most of the contents of the TerraPrety.json are for our use, the only portions that I think would be useful (or fun) for players are noiseScale (continent and ocean size) and heightMapNoiseScale (scale of regions). As for realistic rivers, that's a challenge even Tyron is not quite ready for lol, but we are going to look into trying something.
Calamity
Now that 7.0.4 is finished we are currently talking about trying to implement a version of rivers. It will be a challenge, but hopefully it goes well. We shall see. 🤞
GrimmSpector
Sorry, 7.0.4 is not backwards compatible with 6.0.1. Because very large aspects of Terra Prety are still being developed and refined, it will have to remain in a "Work In Progress" state for the time being as we work toward finishing a single "final" version of the mod that we hope to maintain more focused support for. We will try to provide patches when possible for future Vintage Story updates, but as for updating to new versions of Terra Prety, you will unfortunately have to start a new world until we lock in a "final" version. Apologies, it's just the nature of an ongoing terrain overhaul.
BirdGangInc it's a fork of the rivers mod so the config is still the same (rivers.json)
Thanks for the great mod :)
Would it be possible to release a commented TerraPrety.json so we know what the rest of the settings does which are not covered in the "Recommended Worldgen Settings" ?
Also a working realistic River implementation would be a dream come true.
Nephelangelo
Hey, I remember you mentioning some ideas around working on rivers, and I had a suggestion that might be worth considering.
The original rivers mod did an okay job, but it wasn’t exactly realistic. You could maybe tweak the settings to get better results, but the average player probably won’t go that far.
It would be really cool to see rivers form more naturally like streams starting at mountain tops (from rainfall or snowmelt), flowing into lakes, and then those lakes feeding into larger rivers. Or even just rivers beginning directly from high-altitude mountain sources, like they often do in the real world.
I’m pretty sure something like this could be done it just comes down to understanding how river systems work in nature.
For example, mountainous regions where rivers originate would need a high chance of rainfall. If it's a snowy mountain, you could simulate snowmelt by generating a stream near the snow line. That stream could then flow downhill and become the start of a river or flow into a lake.
I assume 7.0.3 is not backwards compatible with a world that's on 6.0.1?
UA_Shaman I triesd your workaround but it would just generate empty chunks in place of frivers. using the regen command does not help.
MackStryker Yes
Does 7.0.3 correct the issue with void-spanwing instadeath when Lore options aren't selected?
Thor8472
The SmoothCoastlines.json file just got renamed to TerraPrety.json so that it's easier to realize that it belongs to this mod. You don't need the old one anymore.
Like the "Recommended Worldgen Settings" spoiler says, landcover and landcover scale are just not used by our ocean generator. You can change them, but it won't have any effect. If you want to change the way that oceans generate, you can change the configs in the TerraPrety.json file instead.
Great world in the last Week!
One Tip! I noticed changes for example in the Recommended Worldgen Settings (now far les Settings) and the fact, that you no longer need the SmoothCoastlines file.
I Think it wold be good to make a small explantion. Why landcover and landcover scale is not needed anymore? What do i do with the old SmoothCoastlines file (i deleted it, and there is no new file created, i hope that correct).
Thanks for this great mod!
Darkluke1111
It's okay, everything is fine. I, as the author, can be wrong too. Don't worry!
There's nothing to do yet, I'm testing some points now, I'll write to you after the conclusion. Is it better to write here or in private on Discord?
UA_Shaman
Opps, I think I got some names mixed up, sorry xD
I mean it's definitely a bug. I'll try to reproduce it and see whether we can do something about it on our end ;)
Darkluke1111
I use this mod to generate rivers.
In the server-main.log file, there is all the information that I gave you. I didn't find anything else.
I am not the author of the rivers, I am an ordinary user, of course, maybe I misunderstood your words, I apologize.
Moreover, I do not blame you, I simply reported the error that occurred. If you think this is not a bug, ok.
UA_Shaman
Judging from the line "Column 3998,3998 has reached pass 1" that repeates for each chunk currently in the queue I don't think the error comes from our code (at least not directly) since we only change things in world gen pass 0. It's of course still possible that we change things in pass 0 that rivers can't handle and causes it to run into a loop. It is however pretty hard to guess what that would be from the error message =/
Did you have a look into the server-main log since the error message states that more information can be found there? :P
Also if it does only happen on specific seeds, please tell me which one it is so I can maybe reproduce it myself (also maybe which of those River mods exactly you are using. I've lost track which one is maintained curretly although I guess it's the one that has you as the author xD)
Nephelangelo
I don't know if this is related to TP, but I decided to notify the authors of this mod and warn those who will use RiverGen together with TP. I had a problem with world generation between these two mods. When I create a world, it gives an error, which I placed under the spoiler below.
Under such conditions, the seraphim cannot even enter the world. As far as I understand, he simply has nowhere to spawn. Although I could be wrong.
If I immediately load TP, generate the world, enter the server as a seraphim, exit, turn off the server, add the RG mod and start the server, then everything is ok. Rivers are generated and no errors were found.
15.6.2025 06:24:22 [Server Event] 0% (25 in queue)
15.6.2025 06:24:23 [Server Event] 0% (25 in queue)
15.6.2025 06:24:25 [Server Event] 0% (25 in queue)
15.6.2025 06:24:26 [Server Event] 0% (25 in queue)
15.6.2025 06:24:28 [Server Event] 0% (25 in queue)
15.6.2025 06:24:29 [Server Event] 0% (25 in queue)
15.6.2025 06:24:31 [Server Event] 0% (25 in queue)
15.6.2025 06:24:32 [Server Event] 0% (25 in queue)
15.6.2025 06:24:34 [Server Event] 0% (25 in queue)
15.6.2025 06:24:35 [Server Error] Attempting to force generate chunk columns from 3998,3998 to 4002,4002
15.6.2025 06:24:35 [Server Error] 1 additional worldgen threads active, number of 'undone' chunks is 25
15.6.2025 06:24:35 [Server Error] Column 3998,3998 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 3998,3999 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 3998,4000 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 3998,4001 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 3998,4002 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 3999,3998 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 3999,3999 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 3999,4000 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 3999,4001 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 3999,4002 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 4000,3998 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 4000,3999 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 4000,4000 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 4000,4001 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 4000,4002 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 4001,3998 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 4001,3999 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 4001,4000 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 4001,4001 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 4001,4002 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 4002,3998 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 4002,3999 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 4002,4000 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 4002,4001 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Column 4002,4002 has reached pass 1 (in original req)
15.6.2025 06:24:35 [Server Error] Mod exception during event OnWorldgenStartup. Will skip to next event
15.6.2025 06:24:35 [Server Error] Exception: Somehow worldgen has become stuck in an endless loop, please report this as a bug! Additional data in the server-main log
at Vintagestory.Server.ServerSystemSupplyChunks.loadChunkAreaBlocking(Int32 chunkX1, Int32 chunkZ1, Int32 chunkX2, Int32 chunkZ2, Boolean isStartupLoad, ITreeAttribute chunkGenParams) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1794
at Vintagestory.Server.ServerSystemSupplyChunks.InitWorldgenAndSpawnChunks() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1538
at Vintagestory.Server.ServerSystemLoadAndSaveGame.OnWorldgenStartup() in VintagestoryLib\Server\Systems\World\LoadThread\LoadSaveGame.cs:line 199
at Vintagestory.Server.ServerEventManager.<>c.b__112_0(Action dele) in VintagestoryLib\Server\ServerEventManager.cs:line 448
at Vintagestory.Server.ServerEventManager.Trigger[T](Delegate[] delegates, String eventName, Action`1 onDele, Action onException) in VintagestoryLib\Server\ServerEventManager.cs:line 721
15.6.2025 06:24:35 [Server Event] Begin game ticking...
15.6.2025 06:33:04 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.Server.ServerMain.EntityPosFromSpawnPos(PlayerSpawnPos playerSpawn) in VintagestoryLib\Server\ServerMain.cs:line 1638
at Vintagestory.Server.ServerMain.GetSpawnPosition(String playerUID, Boolean onlyGlobalDefaultSpawn, Boolean consumeSpawn) in VintagestoryLib\Server\ServerMain.cs:line 1599
at Vintagestory.Server.ServerMain.FinalizePlayerIdentification(Packet_ClientIdentification packet, ConnectedClient client, String entitlements) in VintagestoryLib\Server\ServerMainNetworking.cs:line 465
at Vintagestory.Server.ServerMain.PreFinalizePlayerIdentification(Packet_ClientIdentification packet, ConnectedClient client, String entitlements) in VintagestoryLib\Server\ServerMainNetworking.cs:line 372
at Vintagestory.Server.ServerMain.<>c__DisplayClass317_1.<VerifyPlayerWithAuthServer>b__1() in VintagestoryLib\Server\ServerMainNetworking.cs:line 300
at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2957
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 977
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 932
BirdGangInc
Thank you very much!
In my experience, canceling world creation midway through always winds up "corrupting" a file save temporarily, though it seems to keep trying to fix it in the background even while you're looking at the menu, and I think it usually saves it correctly if you wait long enough. I don't think it has anything to do with this or any other mod. World creations can also get screwy if you don't close your game and reopen after you deactivate some mods, some mods wind up continuing to run for some weird reason. I recommend closing your game after you deactivate some mods, and remove old versions of mods from the Mods folder, including the older version of Terra Prety, before starting a new world. That should give you reliable results.
As for rivers, we are already chatting about some potential approaches, so... 🤞
*EDIT*
Also, I removed a very large amount of dry landforms in 7.0.3 so lakes should be increased a decent amount.
Hi! I was setting up a world yesterday with the 7.0.2 version and it was running fine. But I noticed the new update and made a new world with the same settings and with or without mods it will not create a new world and the file corrupts after canceling creation. Love the mod though and cant wait to see where it goes. Rivers integrated into your mod would be amazing if it's on the roadmap eventually :)
- I will add I am still on version 1.20.11
YeetPatchy Is there any way to customize the config for that one? I tried them too and liked it but want to turn the lake chance up. But i didnt see the config file anywhere to edit.
Nephelangelo, very helpful, thank you!
Shadowise
Thank you very much!
I would have to confirm with Luke but I don't believe the world size or equator distance will effect the shapes of the continents or landforms, they should not be stretched in any way. World height however will vertically stretch or squash the landforms. For that reason I wouldn't recommend changing world height. If you're looking for taller mountains I would recommend adding some Upheaval, to 30% or so, which will push teh tallest terrain to its absolute max at 320 world height. This may look a bit awkward with some of the terrain but when it occurs over mountain region it will push the mountains extremely far up and should be quite dramatic. Hoping to rework Upheaval into a future update for more consistent, well polished results like this.
As always, I'm still forever fine tuning balancing and tweaking changes here and there, currently looking at reducing some of the noisier craggy landforms and eliminating the abundance of super flat dead space plains, breaking them up with some softer gentle slopes and hills and stuff. I will probably have an update out later today with some reduction in crags, and will rework the flatlands at a later date.
I agree. Some levels of adversity and challenge should be present. Nephelangelo , two questions: 1) I understand that we can tweak the sizes of features using the TerraPrety.json (not intending to do that in general). However, does the world size settings also affect those features? I.e., would features be even larger if we go for a 8 mil x 8 mil blocks world vs. 1 mil x 1 mil, for example? 2) Also, is it feasible that future versions of the mod become more flexible in terms of world height. That is, could the mod read the world height and adapt its features (steepness, etc.) based on the maximum height (at least up to 384 blocks if not higher)? Thank you, as always, to you and everyone else who helps in the development!
The RiverGen mod seems to be working in place of the Rivers mod, did not see any void chunks in my short testing. No moving water, but it doesn't really matter with Boat Speed.
Mornedil
Thank you, I'm glad you like it aesthetically. On the subject of gameplay balance, these are all considerations I've been very conscious of for the past year while developing this terrain. As far as mountains go specifically, I've come to the conclusion that the expectation to have no issues traversing around a mountain to be unrealistic, and that I'm not going to compromise the overall design of mountains to cater to it. Some level of adversity navigating mountains is going to be an unavoidable byproduct of having mountains that span thousands of blocks. But in my testing there are extremely few areas even in large mountain regions that can't be simply hopped over one block at a time without having to pillar or ladder up anywhere, there's almost always a 1 block incline over every region, including in the pictures you shared, there is a path up everywhere, whereas in vanilla you would be frequently facing walls of terrain that could only be pillared or laddered over. So in this way I think it's considerably more comfortable than vanilla. That said, based on your photos I think the issue you are encountering here is not so much scale of the regions, it's ruggedness. I have been considering reducing the frequency of the noisiest rugged terrain, in favor of some smoother ones, but we'll see how it plays out. The tallest mountain regions are naturally going to be more rugged than shallower terrain. But I think I may have room to tweak it.
Nephelangelo I tried the suggested settings for smaller features too. Looks amazing but still finding it a bit hard to traverse in terms of gameplay.
I think what makes it difficult gameplay-wise is how large of an area a type of landscapes take up (especially hills), even when shrinking the noise scale.
Got hills & mountains that stretched for thousands of blocks.
Which looks awesome:
But on foot you end up with this for 1000+ blocks in all directions which is hard to traverse:
It's amazing what this mod does with the world gen, just wanting to suggest if there are future updates to look into making the world traversable by balancing it bit more with gameplay in mind
Edit:
For reference with my suggestion, the current world I'm playing on is using "VanillaPlus Worldgen" and "Continental world" with 40% landcover and 125% landcover scale, everything else at 100%.
It's not as pretty looking as Terra Prety, but exploring this world has been very exciting and enjoyable, and has provided fairly balanced gameplay.
Mornedil
Thank you! The config you speak of is described above under the "Recommended Worldgen Settings (MUST READ)" section with suggested settings for smaller features.
World Height: 320
Landform Scale: 300%
Upheaval: 0% (Upheaval is not necessary, but turning it on can make terrain (and mountains) more vertically extreme, albeit a little odd looking at times. Default 30% should be fine for that.)
Landcover and Landcover scale now have no effect, as it is disregarded by Terra Prety's new ocean system. If you find continents or oceans too large or too small you can adjust their scale by changing the NoiseScale value in the TerraPrety.json in your ModConfig folder. If you find regions such as valleys or mountainscapes too large or small, you can also adjust heightMapNoiseScale in the same file. If you're trying to shrink things down, I recommend trying values noiseScale 128 and heightMapNoiseScale 64.
Calamity
Thank you! We're currently in early talks, discussing some potential approaches. Everyone seems to be interested in pursuing it.
This mod generates beautiful terrain that looks absolutely amazing!
My only suggestion for future updates would be a version (or a good config) that balances terrain for better gameplay.
The world (with recommended settings) currently looks absolutely stunning when flying around in creative mode, but the massive terrain features seem too tedious to traverse on foot in survival mode.
Nephelangelo oh nice thats awesome. can i ask how far along the process is? like just brainstorming atm or maybe some code written and small tests here and there?
rivers will be nice to have and especially when they are done right especially judging by the quality and care of the work put into terra prety.
QuartzMech
gilt_kutabe
Copy that, thank you. We will include a fix for disabling lore content in the next patch.
Auxiom
What exactly about seeds don't work? Are they generating differently each time? In our tests they have been working reliably.
Yeah, with lore content disabled this mod does not generate terrain.
Also having an issue where terrain oftentimes won't generate at all on world creation, regardless of all my other mods being disabled or not. The issue seems to happen a lot more when playing with the Homo Sapiens preset.
With the most recent update this mod is just not generating terrain for me at all, even with all other mods disabled and on a fresh world. I spawn in a void and fall to my death.
Might just be me, but with the recent update, seeds don't work anymore.
Tex342
Yes, you will need to start a new world to play 7.0. It's a complete terrain overhaul, it won't be compatible with any previous world.
Shadowise
Landcover and Landcover Scale now have no effect, so I will take that out of the recommended settings. I had left them in just in case because I hadn't yet tested it, but I can now confirm they don't do anything. The mod has its own landcover and ocean system. You can now adjust those types of settings using the TerraPrety.json file located in your ModConfigs folder, though I recommend trying it how I balanced it first, as I spent a lot of time balancing the scale and distribution of continents, oceans and islands.
If i update my version (6.0.2) to this new one and disable the old one, would that break my world?
Nephelangelo, with the latest version (7.0.2) are there any recommended settings for "Landcover" (not "Landcover Scale")? Should we leave "Landcover" at 100% so oceans can properly generate? In general, does tweaking "Landcover" at this point affect world generation if TP 7 is enabled? Thank you in advance!
PeterSanderson
Yes, the Terra Prety: Coastlines & Continents 7.0 update has its own continents system built into it. There is no reason to try to run the Continents mod with it, it won't work, and is not necessary.
with the new update introducing continents, would it be incompatible or at least redundant to run this alongside the continental worlds mod?
Would TP 7.0.2 make something like Continental World (https://news.kalataka.ru/show/mod/21831) redundant or unnecessary?
Currently still on 1.12.10 using Terra Prety 6.0.2 along with Continental World and Rivers 4.1.0 but thinking of updating and trying to select the best choice going forward.
I tested TP 7.0.2 With Rivers and P&V, F&P. Massive void section near worldspawn. Second test, world spawn right in the middle of a huge void chunk. So it is indeed thoroughly unusable.
As much as I like the Rivers mod, it is pretty problematic atm.
rugrat0ne
Should be at the top of the TerraPrety.json file. I guess with a lowercase n "noiseScale".
Calamity
Ha, JonR is already mulling over ways of approaching rivers. :)
Thalius
What's up Thal! Yes, unfortunately this update will not be compatible with 6.0 worlds, as the game has no way of blending old terrain with new terrain, plus 7.0 is a complete surgical overhaul of the terrain. It may be painful if you've made a lot of progress in your world, but I do strongly recommend starting a new 7.0 world if you're really into worldgen terrain, because this is a big step up from 6.0.
pngwn
Thank you! Terra Prety hasn't touched anything about cattail spawning, so you are likely just experincing Chance. :tm:
opaliris
Landcover now gets overriden by the new ocean system so it doesn't do anything anymore. I believe Landcover Scale likely gets overridden as well but I haven't tested it yet so I just left the recommendation at 400% for now, which is what I used to test everything.
McJty
Yes, you will have to start a new world for 7.0, since it's a complete overhaul of the terrain.
XxViperBite
Thank you kindly!
I don't seem to have a "NoiseScale" entry in my TerraPrety.json, just heightMapNoiseScale, am I supposed to add it?
Petition to get you to make a new rivers mod that works flawlessly with terra prety
@opaliris as gar as i know this is overwritten by the Mod Just let it by Standard 100% but better Test it. Should be easy because without the Mod and 100% Landcover there would be Zero ocean!
Am I understanding it correctly that existing worlds cannot safely update to the new 7.02 release?
It feels like Christmas - the v7 generation looks excellent. There seems to be a distinct lack of cattails, and an overabundance of tule spawning in my current playthrough - see the screenshot for instance. And hopefully we can have rivers again in the near future, but for now the tradeoff is worth it imo.
https://imgur.com/a/fzjGACZ
What is the recommened Landcover amount for 7.0? I see the Landcover Scale is listed at 400%, but nothing on the 0-100% Landcover option. Thanks!
Just to be sure. But I'm assuming that you have a world with 6.0.2 that it is not recommended to upgrade to 7?
Alright, thank you for the help im just experimenting, great mod by the way its beautiful.
XxViperBite
Yep, you can adjust NoiseScale in the TerraPrety.json file in your ModConfigs folder to shrink or enlarge continents. Although I do recommend checking out the default ocean as I have balanced it, as it should be populated with a big variety of of natural islands and archipelagos.
Regarding rc 1 is there a way to generate more archipelagos or even just more consistant smaller continents since the landcover option has been overwritten with the new ocean system?
LarekFlynn Turning off the Rivers mod fixed this for me (rc.1).
Pre 1 and pre 2 both work on 1.20.10 but pre 3 just generates empty chunks on new or old worlds.
GrimmSpector
Yes, you can update to 1.20.12 using 6.0.1. I just forgot to update the info in the mod db.
tehtelev
Thank you!
Shadowise
384 should work but will probably stretch the landforms upward, which could look peculiar. But feel free to check it out!
Loiner
Thank you so much! I hope you enjoy it!
Is there a safe way to update this to a new version for compatibility? I want to update to 1.20.12 but I worry it'll break as I'm using version 6.0.1.
This will be a great mod. I am very annoyed by the difficulty of traveling long distances in vanilla generation. This is especially true for the inadequate terrain. Good luck to you in this difficult task.
@Nephelangelo - Wonderful, this is quite an outstanding work! Question: I know the recommended settings involve a height of 320 blocks, but does the 7.x branch work fine with 384 block height as well? I am only asking since 384 is the highest option with normal chunk load rate, and looks to be a good middle ground (allowing for a greater overall elevation variety than the 320 option, while not affecting performance).
Just started VS and started a few test worlds (to prepare for a long-term playthrough) and I must say I'm shocked by how much better TerraPreta makes the WorldGen, it's just so much better in every way I can see/generate - especially for the exploration aspect of the game.
Good luck with the 7.0 version, I'm looking forward to generating a few worlds with it to see what it looks like!
sparklebooty
Thank you for your concern. If you can provide an example of a story structure spawning underwater using 7.0.0-pre.2, please provide the seed and we will look into it.
@Nephelangelo it bc it needs 2 get ocean noise class and remove all the story structures from it but this mod replaces it w a different one also btw your story structures can spawn udnerwater
Shadowise
It looks like we've made a lot of progress recently, so it's probably coming a lot sooner than later now. Hopefully. 🤞
dangerousb
I'm glad! Hope to have it out soon.
elGuero4
Any version should work with 1.20.10 I believe.
sparklebooty
Copy that, thank you. Will look into it.
new version will not b compatible with rivers if you have ignoreStoryStructures set to true
Does any version work with 1.20.10?
I'm so excited for 7.0! I was just thinking about starting a new playthrough soon and seeing that a new version of Terra Prety is incoming has got me stoked
Lovely, new update. Any idea as to roughly when the final 7.0 might come out? Is on the scale of weeks? Thank you very much yet again!
AgentOfChaos
Thank you very much! :) Farseer does really help show it off, I'm enjoying the combo as well.
Moon_Dew
Should be, but Rivers has some of its own bugs you should look out for.
Is the River Mod compatible with 6.0.2?
The 7.0.0 looks amazing with farseer. Really appreciate all the work you moddevs put in. honestly vanilla world gen should be more like this.
caliburn_
I'm glad you're enjoying it!
It looks like Luke made some progress with the story location and player spawning recently, hopefully it's stable and we can finish up the last bits of 7.0 soon. 🤞
I'm looking forward to the day 7.0 is finished, I like living near coastlines so I guess I will stick to 6.0 for now. I don't think I ever made a new save without this worldgen mod ever since I found it.
Worth
Thank you! I appreciate that very much. :)
If I go too long without responding to somebody, I feel like I'm being rude. XD
Shadowise
Thank you very much! The feedback is super encouraging. :)
I second that - this is such an amazing and significant mod!
Hi! I just wanted to comment to commend y'all on the amazing mod, and the arguably even more amazing dedication to responding to comments here :) Keep up the awesome work! 💖
vsochi
There's very little more work to be done for 7.0, so it's a matter of how much time Luke or anyone else have to work on it, and how many problems they encounter on it. So I'm hoping to finish it up soon but I don't really know for sure how long it will take.
Thap
I've mainly been focusing on using the existing worldgen mechanisms available to design the terrain, but long term I'd absolutely love to introduce new ones. I'm already thinking of trying to add a system dedicated to very large scale mountains at some point in the future.
Are you experimenting with inverted spiky noise for mountain peaks? Seems like a really nice technique (embed is broken) youtu.be/FeFVhy5-Wrc?t=550
Hi, i am planning to begin playing VS again. so i wanted to ask if i should wait for this mod to get fully updated to 7.0 or just play on the beta version.
or just use another worldgen mod...
thanks in advance..
HanleyS
Rivers and creeks and brooks are definitely something I'd love to work into Terra Prety long term, though they are such a challenge that even Tyron hasn't ventured into experimenting with them yet. My current approach to the world design is to prioritize crafting the broadest large scale features and get those right before we start adding in the smaller features and details, so this update will focus on continents and coastlines (which I've been hyped about for a long time), and after that is finished we will maybe start having conversations about what we would like to implement next, if everyone is still game for it.
With the newest version of Terraprety being worked on, will there potentially (if possible) be the chance for creeks, brooks, and streams to form off larger-scale rivers and wind through the landscape? It's nice coming across a small stream hidden by trees and foliage in real life, so to have one in VS and see where it leads would be a nice touch.
StormRage
Yeah, that's a vanilla mechanic, I talk about it a bit under Note on Island Spawning above. We're aiming to make it a non-issue in the next 7.0.0 update.
Ferax
No issues personally. Sea Level Fix would help correct ores and stuff for 320 world height though.
Hi everyone,
I just ran several tests with this mod, and it seems that spawning on an island every time is caused by the world generation settings being used. I created several worlds with and without those modifications — the ones with the changes have the bug, and the ones without do not. So I think those settings should be changed.
After checking the parameters, I think the issue comes from the Landcover being set to 50% and the Landcover Scale at 400%. This creates huge ocean areas, so if a player spawns in one, they’re likely stuck on a small island.
I suggest increasing Landcover to 70% and lowering Landcover Scale to around 200–250%. That should generate larger landmasses and reduce island spawns.
Is anyone Having trouble finding wild crops?
JonR
Glad you are enjoying it!
Sending you a message now.
Oooh, this is awesome to see the 7.0 work you've been doing! I am incredibly excited to see where it goes! I do love the generation as is already with version 6, so these plans have me really hyped to see more. I haven't done much changing of the world gen code yet myself, but if you do need coding help maybe I could give a hand sometime since I would love to see this work well.
Armos
It's recommended to start a new world for Terra Prety, otherwise you will get broken looking chunk walls between old terrain and new terrain.
Ruxcy
Definitely not caused by Terra Prety then.
Nephelangelo
I also can't find red clay either. :/
New to Vintage Story mods. Can I add this to an existing Save or will this only work on a newly generated world?
Ruxcy
Red clay should be everywhere.
Blue clay and some other resources have a bug in 1.20 that causes them to be rarer at 320 world height or higher, you can use the More Blue Clay mod and Sea Level Fix mod to fix this.
Ever since I downloaded this mod I haven't been able to find a single bit of clay. Maybe I'm just unlucky. Stopped using the mod and I still can't find clay. WHAT AM I SUPPOSED TO DO. Yes I do know what the clay looks like on the map.
Found the more blue clay mod in supplementary mods.
nameistaylor
Thank you!
It would be pretty easy to do, just a matter of adjusting the weight levels of the particular landforms. The decimal error only effects the taller hills and mountains, while the specialty landforms were just balanced according to flying around and observing them in creative, rather than experience them in a proper play through.
However, we've been so close to finishing the next update for a while that I simply wanted to skip a rebalance of 6.0 landforms, and go straight to the next big update altogether. But we got stalled due to our own busy schedules. So I'm currently trying to assess how long it will take to get this next update finished.
If it is going to continue to be delayed, then I may just release a 6.0 landform rebalance in the interim. But I'd really love to get the next big update released, since we've been working on our own continental system using Voronoi noise since early March, which is an idea I was hoping would be a surprise with Terra Prety.
Hopefully we will figure this out in the next few days. Apologies for the delay.
@Nephelangelo
You mentioned that specialty landforms aren't as prevalent as you intended due to a simple decimal error? Does this mean that it's a fairly easy albeit temporary fix that someone with minimal knowledge of coding could perform? Any pointers or light explanations as to what the values in the "survival-worldgen-landforms.json" do? My friends and I are starting up a new playthrough and we're using this mod, but figure it might be nice to try and increase the chance of these special landforms spawning.
But all around great mod! Definitely breathes new life into Vintage Story and I thank you for making it!
ShiaLaBunion5
Yeah, you would get broken looking terrain walls at the borders between old world chunks and new world chunks. I don't think you would get any chunk loading errors, but it wouldn't look nice. I recommend starting a new world for a Terra Prety run through.
Would there be any bad chunk loading errors if I added this into a world where portions have already been generated by Plains and Valleys?
ValTheSatyr
Thank you! The island spawning phenomenon addressed in the Note on Island Spawning above.
i really love this mod a lot, but with the most recent update ive had some issues with spawning on an island, i did the recommended settings on 3 diff worlds and everytime i spawned on an island where as before it wouldnt happen. tysm for this mod though
Obison
Thank you!
Mountains and other specialty landforms like cliffs and canyons are definitely present in 6.0 but are rarer than I meant them to be for a couple reasons, the main one being a simple decimal error in the mountain's weight code (they're about 1/10th as frequent as they're meant to be, which is a big boo boo on my part), another being that I needed to test the specialty landforms in an actual survival game to really feel out how frequent they should be. From a bird's eye view, flying around the terrain in a test world, the frequency of the specialty landforms seemed appropriate, but in playing through a survival game for the last few months, I agree, they should be increased.
The next Terra Prety update we're working on has greatly increased the frequency all of these, and we're also working on reintroducing a bunch of other landforms that I wasn't able to include in the previous versions, such as new wetlands and swamps and scattered ponds, which should soon be possible with some reworking of how the landforms are organized together. Hoping to get this out sooner than later. 🤞
I love what you have done with this, but there is one thing stopping me and my friends from using it. It seems impossible to get any sort of actual mountains, cliff faces or exposed rock anywhere, and I have never seen Glacier Ice. Without this, its taken away that realistic feel we are looking for, but also forces you to now dig for virtually everything. You have to go through dirt or sand or get lucky finding something in an exposed cave wall on the surface. Is there any way to give us some proper mountains back, that actually have cliff faces and exposed rock? Ive messed around with worldgen settings and cant seem to get anything but large, and little steeper rolling hills essentially.
Love the mod, just miss having some proper mountains mixed through out. Perhaps im missing a setting somewhere or something.
KenGames2020
I haven't tested that mod, but they should be perfectly compatible since they rework different things.
Does this work with the stable surface mod?
Metroxide
Normally people will start a world in singleplayer, then upload it to their server. That's how I did it with mine. I believe the settings get baked into the actual world file.
Question about the worldgen settings - do you know how to put them into servers? My server does not have a lot of those settings in the default config.
ZoranWickers
You can add the recommended settings when you first start your world. Select "Customize" and go to "World Generation" and you will find the options there.
HaraiseTenshi
Terra Prety doesn't touch strata at all, so rock regions will generate in the exact same locations on a particular seed as they would in vanilla. Limestone is just notoriously hard to find in general.
The lower frequency of mountains in 6.0.2 is partly due to a balancing issue caused by the game's lackluster blending system, and partly an error in the landform code. Increasing mountains and other big landmarks is one of the things we're working on for the next update. Hope to get it out sooner than later.
Elric_Lighthand
Thank you! I'm glad you're digging it!
Nephelangelo
Thank you for getting back to me! your mod is amazing and thank you so much!
Guess for my next world I would want 50% elevation.. its sooo flat... I would have loved to have some mountains xD
Also does the mod mess much with the Rock Strata generation? Or am I just terribly unlucky?
I seem to be totally unable to find Limestone,Chalk or Marble and had to travel over 5000 blocks for the Shale I spawned in to change to something else
ZoranWickers
When you create a new world you can click on the "Customize" button, and you find those options under the "World generation" tag.
Sorry if I missed this somewhere, but could you please let me know where these values are controlled file-wise:
World Height: 320
Landcover: 50%
Landcover Scale: 400%
Upheaval: 30% (Increases elevation intensity, including mountains. Set all the way to 100% if you really want to go nuts. Set to 10% if you're desperate for flat plains.)
Landform Scale: 300%
I have checked the mod dir and I am unable to find any of these values within the .json files. Thanks
mg76
Interesting! I will share this with the Rivers team.
Just to be clear, you're saying that the game was generating void chunks every time you loaded a world, until you changed the Windows regional settings to "English (United States)", and then it worked?
I don't know how old is the issue with the Rivers mod, but one might be interested with my findings. I have been willing to run both Terra Prety and Rivers on my 1.20.7 game and stumbled upon the "void chunk" issue. I had no other mod installed and was using my native language for the game. So, testing on the same seed (0) and same world gen settings, I tried a few changes until starting to mess with my computer settings, and that's when I found the cause. As first as I changed Windows regional settings from my local to "English (United States)", it worked every time I generated the world. So, if you are a windows user like me, you can change the regional settings while keeping your native language for display on the computer and in game. It only changes things like date and number format. It seems to be the only workaround for now.
got it, thank you for the info!
wojtek16
You would get broken looking chunk seams where old terrain met the new terrain. Maybe one day in the future the game might implement a sophisticated blending system to transition between worldgen versions the way the other block game does, but currently it will produce broken looking results.
Can I install this mod into an existing world? Or not really? didn't have it on 1.20, but upgrading our 1.20.4 server and was wondering if it might work when we move to 1.20.7
Illusion
Landform mods like Terra Prety don't change anything about animal spawning, though any small change people notice in their worlds they will often assume is caused by landform mods. But you're the first person I've encountered to think you're seeing more animals, most of the time players think they're seeing less. Unless you have other mods installed that target animal spawning, it's likely just a matter of pure chance that you're seeing lots of animals.
SocialBlazer
If that's what you're looking for, I think you will like the next Terra Prety update. :)
it just me or this mod (with the recommended worldgen settings) makes animals (goats and deer) spawn a whole lot more frequently? food is no longer an issue and honestly that's immersion-breaking
in some way, survival on an island looks pretty cool, not a bug but a feature. Especially if you choose a warm climate and roll out a mod for Caribbean flora and fauna. Arrrrrrr
Elric_Lighthand
Since Terra Prety doesn't alter the strata at all, all the stone regions should generate exactly as they would in vanilla, so any vanilla seed you can find that doesn't start you in granite should work. Seed "0" will start you in a very flat limestone region.
HaraiseTenshi
Equator distance I think is up to personal preference. I personally leave it on default, but I think you can make a strong argument to cut it to 50%.
I think sea level remains at the same numeric value as it generates in default, but I haven't tested that particular detail. I think above and below sea level are both extended when you increase world height.
Hey, so new to the game, and love the mod, but is there any way to spawn in somewhere that isn't granite?
I have made 25+ worlds and 80% of them spawn me in granite. Is this the mod or me?
Your worldgen recomendations do not mention equator distance and such. Should I leave them as is or opt for something akin to equator distance = half height of world e.g. only 1 equator and 2 poles and no looping as in default worldgen?
Also does the suggested world height also include a rise of the sealevel or is stat still 110? And you just put the setting for higher mountains?
ARCH3A
Look at the "Note on Island Spawning" section above (in spoiler) in the description of the mod.
Im using the settings reccomended in the mod page, but I keep getting island spawns with no mainland in sight. Is this normal? The only other terrain generation mod I have is the Rivers mod and Better Ruins, and niether of those seem to be causing the issues. I can sometimes get mainland, but its annoying having to remake a world 20 times just to get a reasonable start.
Nephelangelo
You're welcome.
I didn't think it would become a permanent link, so I put it in a temporary folder. It's possible I'll move it later, but I'll give you the link again beforehand
GPTeles
My pleasure ;)
Yes indeed, I didn't realize that the link here was broken. I got it directly by connecting on Discord, without going through the link provided here
Laerinok
Thank you for the link! I will add it to the page.
GPTeles
Apologies for that, link is now updated.
Laerinok
Thanks for the upload!
When I click the discord link it goes to discord, but it doesn't load anything from the channel. It only shows the placehold layout.
It might just be a me issue though.
Why not just keep on the github of the mod?
I've downloaded already, thanks again!
GPTeles
What is the issue with the link ? It is fully fonctionnal.
I've uploaded it on my GitHub if you want. terraprety_5.0.6-patchbyvogi.zip (Right-click and save as on the link)
Tell me when/if you download it. Il will erase it after.
Hi! I can't acces the link provided for 5.0.6 worlds in need of a patch for 1.20, is there another source, please?
GruntyThrst
With vanilla ruins I personally haven't noticed any decrease in spawn rates in my own play through, if anything I've felt like I've been seeing more, including some ruins I'd never seen in vanilla before, sometimes in the noisier end of Terra Prety's landforms. But that's just my anecdotal perception, could also be my own confirmation bias. As far as Better Ruins goes, I don't know their exact spawn conditions, so I can't knowledgably weigh in. That said, the next Terra Prety update we're working on now is set to have a vast increase in flatter terrain, as that has been one of my biggest priorities for a while. So hopefully we can get that out soon. 🤞
Apologies if this has been asked before- does this mod decrease the ruin spawn rate because it's more "noisy" terrain than vanilla worldgen and there's less flat area for ruins to spawn? I can't tell if ruins are actually more rare in my game or it's just confirmation bias.
It is very nice to hear that someone is working on the implementation of such a significant function in terrain generator, good luck in your endeavors
Shizukesa
Should work fine together! Though Darkluke1111 and I have actually been working on implementing our own Voronoi noise system for continents for a while now, which I'm hoping to have released in the near-ish future. So I would say keep an eye out for that.
dyutwizzy
You can use it with 1.20.7, I just forgot to update the info. Unless Vintage Story makes a huge change to worldgen, Terra Prety 6.0.2 should work properly with any small update in the future.
so i cant use this mod with 1.20.7?
How good an idea is it to install the Continental World mod together with Terra prety?
FritzHirsch
Terra Prety doesn't touch anything about animal spawn conditions, so that would be plain old vanilla Vintage Story deciding to spawn polar bears on mountain tops.
Tankwv
You can use the latest 6.0.2 for your 1.20.4 server!
VerySpicySoup
Working on increasing the flat areas in the next update!
we're running a server and have built right on the spawn that was set to temperate, but we're getting polar bears coming down from a snowcapped mountaintop near us. Does the mod consider high altitudes to be more northern in latitude?
is there a version i should use if im runing a server on 1.20.4
Thought it might be worth mentioning in case anyone else experiences the same issue.
Trader Camps by WickedSchnitzel causes traders to spawn as camps more often than single traders which means that traders basically don't spawn in combination with Terra Prety. I think this is because trader camps need a larger flat area to spawn on than regular traders, and Terra Prety has a lot more smoother inclines giving smaller flat areas.
Pitching in on a few things:
Can confirm Rivers is generating the void chunks, not Terra Prety.
Might be having fruit trees spawn only as a stem -- within a day or two of game time I'm finding full (small) fruit trees, though.
I am getting the island spawn issue. For those dealing with this, I have much better world gen when manually entering a seed. Doesn't seem to matter what, just mash your numpad. 2561354 looks great.
Nephelangelo
Yep, I just read about that after generating another vanilla world and seeing fire clay underground. Looks like you can craft it now, or maybe you always could. I'll give it another go tomorrow and see if there's anything else that would soft lock a playthrough.
Doomstrike53
Thanks for the kind words! Vintage Story 1.20 changed fire clay to now only spawn under black coal and anthracite deposits. It does not spawn on the surface anymore. Vanilla change, not Terra Prety.
Staniboy
Noted, will change.
I wanted to test some things with the Block Overlay mod before deciding to use this mod in my next game. I also installed the More Blue Clay mod and set the world gen settings as suggested. After some testing, I discoverd that fire clay is generating underground like ores. I generated several worlds and at no point did I ever see it on the surface. Fortunatley blue and red clay seem to be generating normally. That's all I've found so far but that alone is a big enough issue for me to just use vanilla worldgen for now. Really love what I've seen though so I hope this mod gets updated in the future.
I think this is "server" not "both"
Pell
Unfortunately Rivers is known to have issues with chunk error bugs like this, possibly due to the way vanilla Vintage Story handles loading and unloading mods. It can happen running Rivers fully solo and does not appear to have anything to do with any other mods. Terra Prety is not a factor. I believe there are methods for trying to clean it up involving running the "/wgen regen 1" command. But as always I recommend making a backup before you try to do anything like that, as this command will attempt to irreversibly replace those chunks. You can also increase the numeric value higher than "1" to apply to larger areas.
hi, i'm getting some weird terrain seam stuff in my world, i have the latest version of this mod and also the rivers mod, with the recommended worldgen settings.
Keagan
AlvRos
Sunflowers
HeadOfWarcrimes
Tarlin
According to TenthArchitect, the author of the FOTSA mods, he's tested the mods together and determined that it's simply a rumor that Terra Prety effects his mods' animal spawn rates. I've also been playing for the last two months and found plenty of standard vanilla animals. So I don't think Terra Prety is effecting anything. There's a lot of variety and chance involved in Vintage Story, when you can't find something in particular at the particular moment you're looking for it, it's very likely not due to any peripheral mods, it's often just a matter of luck. Terra Prety doesn't touch any animal spawn rate code.
AngeLsinAngeLs
The Rivers mods are compatible with Terra Prety, though be advised that Rivers does sometimes suffer from what seems to be a vanilla bug that causes chunk errors, so I would recommend making regular backups.
mmogaddict
I personally play with polar equator distance on default, but I think cutting it in half would probably be reasonable as well, since it is quite a long distance to travel.
AngeLsinAngeLs - I have had luck with the mod RiverGen by Nyuhnyash
Is there a way to make rivers generate? Makes it hard to use boats without traversible rivers.
What do you recommend for Polar-Equator Distance? Lets say in a 1mill x 1mill world.
Tarlin I as well would like to know how to change settings please
Tarlin i would really like to know what did u do, and where did u change the altitude settings
@Tarlin I would love to know as well\
Tarlin
What did you set them to out of curisosity?
Thank you, with this information I was able to open up the configs for creature entities (animals and such) and saw that there were some (especially from addition mods like FotSA) that weren't spawning due to altitude requirements. A few quick edits later and it seems everything is spawning again! Thanks a million!
Droseran
Legend.
Tarlin
Thank you, I'm glad you and your server are enjoying it! Regarding animal spawning, Terra Prety doesn't touch any spawn code, but the altitude of the landscape is a little higher on average which could theoretically effect some spawning. But I doubt it would be very noticeable if it is effecting anything. Animals in my world are spawning normally. Plenty of bears and wolves wrecking me. XD
Satyr9
I also found blue clay to be too scarce, so I've uploaded a mod to increase blue clay generation here: https://news.kalataka.ru/show/mod/20343
Does the generation in this mod affect animal spawns by chance? I have noticed since adding the mod that animals don't appear to spawn as commonly or in the same numbers as before. Also appears that any added entities like those from Fauna of the Stone Age are exceptionally rare to encounter a spawn from. Just wondering if there is a way to look into it/patch to where animals requirements for spawning are more adaptive to the Terra Pretty mods generation methods. Thank you for all you are doing with the mod Nephelangelo, love the way my servers look!!!
Blue clay's spawn chance is only 0.004 compared to 0.019 of red clay. This is on top of blue clay's minY 0.9 and maxY 1.0 restriction that red clay doesn't have at all.
Satyr9
Blue clay definitely generates in Terra Prety. I've recently stumbled across several patches of it on my current world without even searching for it. Tyron made it far more rare in 1.20 and the spawning conditions now generate it at or near sea level, so the best way to locate it is to search along coastlines or in deep valleys. Other players who were having trouble finding it before have since located it. But it's out there. Terra Prety doesn't touch anything about resource spawning, it only changes the shape of the terrain. Good luck!
Hi there, I know a few others have already complained about a lack of blue clay but I am here to report that there is REALLY no blue clay... I generated 5+ singleplayer worlds with varying settings to attempt to coerce blue and fire clay into existance but there is ONLY red clay. I used the Block Overlay mod by Xel to hunt for blue/fire clay to confirm. Upon loading into a non terra pretty world I found blue clay without difficulty using said overlay. Please let me know if this is an issue somehow only I am experiencing, though I've been having the same problem loading terra pretty on servers as well.
jabes
The way I installed it on my server was to simply start the game in singleplayer, then uploaded it to the server, and placed the Terra Prety zip file in the server's mod folder.
JustSayWhen
Yes, they are rarer "specialty" landforms but there are indeed a bunch of different plateau, cliff and canyon landforms. Though I will probably make them more frequent in a future update.
JustSayWhen
Try Conquest Landform Overhaul.
Is there a place I can learn how to install this into a multiplayer (third party hosted) server? Can I add it immediately after world generation or should I already have it in my mod list and then reinstall my server?
is it possible to get sheer cliffs with this mod? I've been flying around a handful of worlds in creative mode for hours and have only ever come across very rounded mountains
Is the Discord link to that experimental version supposed to do open anything?
Nephelangelo
Regarding the Discord link; if you click on the name of the server in the top left, there should be an option to invite people and that should allow you to copy the invite link which you can post here that way we can access the server and find the post if its not already pinned on the server.
Nephelangelo
Landcover Scale is about the scale of land inside of oceans. Like, if it is an island or a full blown continent. It's not direclty related to landforms afaik but would scale them in relation to the landcover. At least that's my understanding.
Nephelangelo ty for response! I'll try that.
Gsprfdude
All the landforms would just be a bit shorter and flatter, but should still look solid. I think you might also be able to reduce either Landform Scale or Landcover Scale a bit which might make them a bit less flat. But I'll have to experiment a bit to see which one will have that effect.
Se7enSquared
Looked into this a bit and I'm not exactly sure how to make the link to the post an invite. If you know how I'll be happy to change it.
Sorry if this is a dumb question but would it adversely affect my worldgen if I wanted to keep my world height at the default with this mod?
What good is a discord link that isn't an invite?
Gruzonator
You can get the 1.20+ patch for 5.0.6 here.
Hi, would version v5.0.6 be compatible with game version 1.20.3? I've started playing in version 1.20.0 and want to update the game version itself. Updating from 5.0.6 to 6.0.1 breaks the world as expected so I have to keep the old mod version.
Zanzi00
Yeah, the island spawning is a vanilla feature, unfortunately. I explain a bit of what I know about it above. You'll just have to re-roll new worlds until you get a continental spawn.
Well in my opinion the island spawn still very annoying atm but thanks for the explanation I was searching for an answer about it. And glad to see it is not from this mod.
the world hight slider is at the top of the customization menu
i didn't see the world height option but did everything else. It put me on a lone island in a massive ocean.
Sophiiax
Thank you very kindly, that is excellent to hear! I'm super stoked you're enjoying it. :)
this mod is the heart and soul of my enjoyment to this game
GVLT
Statistically speaking it's inevitable that somebody will have your experience. If you're simulating the surface of a planet with a variety of landforms that all appear based on chance, there will always be someone who can't seem to find what they're looking for right away. You found great plains immediately, but other people have complained that they can't find flat plains. I'm sure there's someone out there right now who wants a big valley but all they can find are hills and cliffs. It's simualting the variety of the surface of a planet, so some exploration will be necessary if you're looking for something specific. But those landforms are in there. Cliffs, canyons, gorges, hills, plateaus, mountains, valleys, plains, crags, smooth terrain, rugged terrain, etc. Maybe I'll rework the balance in the future to make the more unique landforms more frequent, but after several months of experimenting, this was the balance that felt appropriate to me at the time of release.
That's strange. I spend 15 minutes flying around freshly generated world and saw great plains, walleys and a lot of hills with small patches of swamps, but not a single cliff. I especially interested in ocenside cliffs and there is none of it.
GVLT
Indeed it does! The mod has a bunch of different cliff / canyon / gorge landforms of varying heights and shapes. The tallest ones are treated as more specialty landforms so they aren't as common as standard hills and plains, but you should have no problem locating them with some exploration, especially once you acquire an elk. The mod is balanced to reward exploration, so the more you explore the more likely you are to find the more extreme terrain.
Does this mod feature any cliffs? I've generated a new world, look for a bit and don't see any nice cliffs.
Keagan
In that case you should be good to update to 1.20! Terra Prety 6.0.1 will work for both 1.19.8 and 1.20.
No idea what effect /worldconfig changes would have though. So backup your world!
Nephelangelo 6.0.1 but i actually havent updated to 1.20 as of yet as im waiting for all the mods i use to be updated to 1.20 but i do appreciate it :D another thing i should add is when they do update the mods i gonna be changing my world generation with the /worldconfig command.
Keagan
Which version of Terra Prety did you start your world in? I can possibly make you a patch for that particular version to play 1.20 later today.
Nephelangelo yea i did some testing in my creative world and noticed that, but thats fine as long as the world is playable, im really not happy with my world since its basically just hills and mountains everywhere, but i also really dont want to start a new world because of how far ive gotten so far, thank you for the reply!
Keagan
If you started a world in any Terra Prety version prior to 6.0, or if you started the world in vanilla terrain gen, then switching to Terra Prety 6.0 will create broken terrain where the old chunks end and the new chunks begin. The game will run, but these "seams" between the old terrain and new terrain won't look so good.
PigExplosion
50% Landcover is intended to create ocean, though most people who want to play with oceans don't necessarily want to spawn on a tiny island. If you want a bunch of mountains, you can jack Upheaval up to 100%, but this will come at the cost of flat valleys.
Would this mess up my world that i have in 1.19.8 with the better ruins mod and default world gen settings if i switch to 1.20 with the better ruins mod and add this one?
Tried this mod with the new 1.20 stable release and used the recommended settings given here but just got a ocean world with the described 1.20 island that spawns. I don't understand how this isnt the desire result with such a low landcover and high ocean coverage. Anyway, able to get a proper game world to load with default setting our 90% landcover but no mountain ranges so far
Facetheif
Yeah that appears to be a vanilla bug as far as I can tell. I think they will patch it soon and you can fairly easily regen that area. Just don't build anything important there yet until it's patched.
I've been messing around in 1.20 and noticed that every time I start a world there's a very rectangular bit of granite rock that (presumably) goes to mantle. That seems like it isn't a feature.
Woo-hoo! Thank you! :)
KitCat333
Yes it is! I've just dove dived diven into it myself! :D
Is the current version of Terra Prety (6.0.1) compatible with the new Vintage Story 1.20 stable update released today?
TRexTheHunter
Hey there, those landforms are indeed from Terra Prety, but it's unlikely that they are the culprit causing any meshing issues. More than likely they're actually the same landform, one is just the name of a mutation contained in that landform, both names will pop up when you "/wgen pos landform" an area. If you want to show me the issue you're finding let me know your Vintage Story game version, Terra Prety version, all your world settings, your seed, and if you're using any other worldgen mods, I can try to recreate the issue to take a look at it.
Hi! Would these two landforms be from your mod? I was trying to troubleshoot an issue on a new map, and found out that between these two regions, the area doesnt mesh together. ( vastruggedconcavefrandhillsdryvalley and vastconcavegrandhillsdryvalley ). Thanks!
FelixZ
No worries, thank you for the comment! Have a good play through!
Okay, you were absolutely right, we searched very intensely and found it after ~2 Hours, your tips were also very helpful.
Sorry for the comment!
FelixZ
Thank you! Very happy you're enjoying it!
From what I understand 1.20 has made blue clay far rarer than it used to be, red clay has been made the most common. It may be easier to find in vanilla simply due to bodies of water being very common, and the majority of walkable vanilla landforms residing around sea level. I would search through any valleys, large ponds or lakes, or in the hillsides along coastlines. That's where I've been able to find it.
Great worldgen mod, makes really beautiful landscapes!
There seems to be an issue with the generation of blue clay, it should generate close to the world's sea level, red clay can generate everywhere, but in Terra Prety worlds we have not found any blue clay generate naturally.
We were using the default worldgen values.
We're running a 1.20.0-rc8 server.
In vanilla it generates just fine.
MimiKitty
Yep! The recommended settings above will give you large continents with large oceans. If you want more ocean, decrease Landcover. If you want less ocean, increase Landcover.
SumRando1994
At 50% Landcover the world will be 50% land 50% ocean. On average I think the terrain winds up being about 5,000-8,000 blocks wide, so the oceans can be about that size as well.
Are islands infeasibly far apart or did I just get particularly unlucky? +6000 blocks west and still nothing.
is there any way to use this and also get oceans? large islands/continents with actual large oceans between them?
Crowflake
I haven't compared Landform Scale with oceans vs without oceans, but I suspect it should work about the same no matter what you set Landcover to. Basically Vintage Story's world is divided into different landform puzzle pieces, each puzzle piece being a different terrain design, and Landform Scale determines how big of an area each puzzle piece will occupy. So I believe you should get the same Landform Scale effect with oceans turned off.
@Nephelangelo
Aight cool, thanks a bunch. I thought landform scale would be different with oceans gone.
AzuliBluespots
Snowfious
Looking like a minor log error. Patching now. Thanks for the heads up.
I'm getting those same errors as AzuliBluespots.
This is giving errors about generating two story places, it seems. A cave and a Village. I'm on the 6.0 version uploaded recently, and I'm trying out some other mods and settings, but besides maybe Better Ruins, I'm not sure what could be interfering.
1.1.2025 10:47:55 [Error] Patch 0 (target: game:worldgen/storystructures.json) in terraprety:patches/survival-worldgen-storystructures.json failed because supplied path /schematicYOffsets/story/tobiascave is invalid: The json path /schematicYOffsets/story/tobiascave was not found. Could traverse until /schematicYOffsets, but then 'story' does not exist. Full json at this path: {
1.1.2025 10:47:55 [Error] Patch 1 (target: game:worldgen/storystructures.json) in terraprety:patches/survival-worldgen-storystructures.json failed because supplied path /schematicYOffsets/story/village is invalid: The json path /schematicYOffsets/story/village was not found. Could traverse until /schematicYOffsets, but then 'story' does not exist. Full json at this path: {
Thanks for the great update! Have a great playthrough!!
Crowflake
If you don't want oceans you can just put Landcover to 100% and bada-bing bada-boom no more oceans for Crowflake.
Arlondale
Lol, I'm sorry about that. Are you running the mod with other worldgen mods or attempting to combine different versions on the same world?
What would recommended settings be for someone who does not want to have oceans?
I have the world perameters set as advized, and randomly find the occasional chunk of the world just.... missing. Shows fine on map but will fall into oblivion XD on 1.19.8
Hi.
Warning: do not use a world height higher than 320, the max is 320!.
It seems that if we use a world height higher than 320 blocks when generating the world, then the "Upheaval rate" item/setting will stop working, and it will generate identical terrain as with 0,10,50,100.
This is not a fault of this mod, but the pure (vanilla) game without mods behaves the same way. Apparently some bug (something overflows somewhere).
Irakonul
Thank you! Glad you're digging it!
Facetheif
The island spawning issue is a vanilla change, doesn't have anything to do with Terra Prety. From what I've heard, Anego changed the spawning mechanics to keep the player at the center of the world, and rather than moving the player spawn location to fit the terrain, they changed the terrain to fit the spawn location. So if the player's spawn occurs over an ocean, it will create an island under them to accomodate. Not sure why they thought this was necessary, but that's the current situation. So you'll probably just have to re-roll worlds until you find one that spawns you on a continent, or start the world in 1.19.8 and then update it.
Solaire_Goshaven
Should be compatible with any mod that doesn't alter the landforms, so all the ore generation mods should work perfectly fine together. You should have no problems building your own ore mod with Terra Prety. 👍
Im trying to create a mod that changes ore generation to be larger and far less frequent. Would this mod be compatible with mods that change ore gen in worlds?
Nephelangelo
What do you think is causing the island spawn issue?
Irakonul Actually looks like Africa, I'm impressed. I'm thinking of making a mod that hopefully generates following instructions to form a "real world" style map, but procedurally generated.
I am very much enjoying this word-gen mod. In combination with Rivergen (a fork of the rivers mod), the world generates a lot like vanilla but without the wierd noise that default seems to have (large protrustions, floating rocks, etc). Where the rivers are, there are wonderful vallies edged by sweeping hills and cliffs. Best combo I've found for world generation so far.
Below is a link to a pastboard image of the world map. (World generation settings used were: seed 703041901; Landcover: 80%; Landcover Scale: 300%; Landform Scale: 300%; World Width/Height: 5120; Polar-Equator Distance: 15k blocks; World Height: 320 blocks)
Thanks again for the mod!
Facetheif
That might just be luck, I think 1.20.0 sort of bounces back and forth between continental spawn and an island spawn. You just have to re-roll over and over again to get what you want. :/
Through "Experimentation" (repeatedly trying to get a playable world) I've found that lowering landcover scale to ~150% seems to fix the island issue.
Don't quote me on that though.
PeterSanderson
Compatible 5.0.6 version available here.
Will this 5.0.6 release work alongside the latest of TenthArchitect's P&V and F&P worldform mods?
DanekJovax I updated my screenshot so its showing now, idk what happened lol
I hosted the picture on imgur, and in the mod comment section here there is an 'insert image' button where you can put in a URL
Toccata Somehow I can't see the image you posted? How did you post it in the first place? I've been scratching my head on how to do this in here for a while now.
DanekJovax
Hello, sir! I don't have the coding background to provide sliders or configuration controls. I've tried to balance all the terrain characteristics in a way that I believe feels correct for the game, and will reward exploration. Because the landform generation all revolves around chance, each continent is likely to feel quite different. I've seen some continents packed with rocky terrain, and others totally smooth. They typically average out to the balance I intended. I'd recommend re-rolling your seed if you're looking for something specific. If you start altering the balance of these characteristics just to get a particular feature near spawn, then not just spawn will change but the entire world will inflate those characteristics. You can however tweak Upheaval to increase mountain generation.
Also, as a visual artist irl, I totally agree about the worldgen design being more of an artform than a science. The science part is really just a matter of providing the artist with the tools they need to pull off their ideas. I found that to be very much true in making this mod. Thankfully Tyron has provided a lot of great tools so far. Hope we can get a couple more key tools in the future.
quartzar
Thank you for the kind words! If you want to avoid the weird island spawning that is occuring in 1.20.0-rc.1, I recommend trying what I wrote in the description above:
"If you want to avoid this peculiar island spawning situation in 1.20.0, there is a temporary work around that may be satisfactory. I recommend generating a world with Terra Prety 5.0.5 in Vintage Story 1.19.8, and then upgrading that world to 1.20.0. It should then respect the 1.19.8 worldgen format, and will give you a world designed as I intended it. But make sure you backup your worlds first!"
Toccata
Looks absolutely sick. Can't wait to see what you guys build there!
Started our home server yesterday on 1.20rc-1 using 5.05 with the following settings:
worldheight: 320
landcover: 60%
landcover scale: 300%
upheavel: 50%
landform scale: 200%
We're loving the world gen, great job! Looks fantastic with 1024 view distance. Here is a screenshot of the spot we're using to start our home at:
Interesting. I have used the following settings: Landcover-30%, Landcover Scale-150%, Upheaval-10%, Landform Scale-300%, World Height/Width/Length-320/102k/384k
I was spawned on a partially forested island of 250x450 blocks. Not sure if that's the issue, but there's an easy workaround: /gamemode creative - fly around, find a more convenient place to make your spawn, then - /serverconfig setspawnhere.
Hope this helps!
Concur with TeaJay0, consistently spawning on a remote island with the default worldgen settings you recommend in the description:-D
Avoided that by lowering landcover to 40%, landcover scale to ~200%.
Otherwise unplayabable because for some reason, the game thought it would be hilarious to keep spawning me on small forest biome islands with bears and wolves:-D
"Unplayable" as in, I'm not good enough for that challenge lol.
Lovely mod, I really like the name you came up with for it. And the thumbnail, really nice touch, makes it look hella premium!
Hi, Nephelangelo! I've chatted with you a couple times briefly in VS Discord, but wanted to give you my initial impressions of this promising mod. I've been long a developer of land generation routines in times past and have written some code doing this in other PC environments and been familiar with iterative accretion, fractals, erosion, brownian motion, and such to help generate acceptable landforms. This mod you've set up seems to be a good step in the direction of making somewhat more realistic landforms than what I've seen currently in VS. Mind you, I've found that writing good algorithms for landgen is not as much a science as it is an artform piled upon heaps of weird math! That aside, I have come of largely appreciate your efforts so far in this, and have a couple of questions:
1) Do you have any built-in options that are available to be tweaked to assist in landgen, aside from the options aready offered in the VS world generation tab? I didn't see any config file.
2) Can you consider adding options/sliders for the following: terrain "noise", area granularity (the area of blocks/chunks that localize specific land "noise" and other values to govern landgen, sea level, cave frequency, and cave size (how wide/big any cave will on average be)?
Thanks for this mod, and I look forward to seeing where this goes! Hit me up in Discord (same nickname) if you're needing some ideas to bounce off of a fellow landgen algorithm maker. Peace! ><> :2D
Aspenizcool
Let me know the version your world was created in, and I will try to make you a patch for 1.20 content.
running on the 1.20rc1
worlds carryed over from a few mod versions ago and pre13
now getting massive chunks of missing chunks in the world, zero blocks in them
PerkCuss
I'm avoiding spoilers for myself so I haven't tested the new story locations directly (lol), but their only real requirement is a flat landform, which I've provided. The game will force that flat landform to generate at the story location, works the same as the Resonance Archives, which I know works well. So I am 98% confident it should work just as fine as vanilla.
TeaJay0
Yeah, I'm hoping this can be revised, or preferably we can get some worldgen API to make the terrain fall off into the ocean far more gradual. That would create very detailed and interesting coastlines and islands and archipelagos, it would be a huge upgrade to the worldgen. 🤞
PigeonEnjoyer
Thank you! For whatever reason, I felt duty bound to get it out yesterday lol. :D
MissMoon_
I messaged Tyron asking about the island / ocean shore spawning, hopefully he will throw us a bone to help us implement it right. I also want to start a long term survival server very soon, and the island / ocean shore spawning in its current form really doesn't make that look appetizing. But we'll see what happens in the near future. 🤞
Has this been tested to check whether the new lore content locations spawn okay?
Constantly spawning on a small island with a trader, so there must be something that makes it the default.
Just wanna say I'm amazed at the speed at which you got 5.05 out, thought I was gonna have to wait till at least Sunday to play 1.20, but you got it out literally the next day!!
Anyone find a solution to the island spawning bug? I wanna use this for my friends' server we're starting in a couple days but I need to make sure that's fixed first
Scerocks
Now!
Any estimated time to the 5.0.5 release? I'm itching to create a new world, but I have a fear of missing out on the new version 😅
Sniffy540
Thank you! I'm glad you're digging it. 5.0.5 will have some further balancing reworks and a little bit more polishing in addition to performance improvements. World seeds will all be new as well, so I would wait for 5.0.5 to find a seed.
ElSnedds
I've heard this before about Rivers using other landform mods, I don't know how that mod works so I wouldn't know what the problem is. Terra Prety functions largely the same as vanilla worldgen.
Whenever I run the Rivers mod with this, the world is comepletely blank and I constantly fall into nothing, and die.
Thank you for making such an amazing mod! I think it looks especaily beautiful with the rivers mod.
is 5.0.5 planned to have any major change or is it mostly performance enhancements?
AnunnakiNibiru
Thank you for the suggestions!
Increasing the flatter regions is definitely on my list of things I want to do long term. Terra Prety tends to favor medium sized hills as a means of reducing the frequency of flat regions generating next to elevated mountains, which with VS's current blending system creates very jarring transitions where mountains are cut in half in a way that looks very artificial. And my main priority for Terra Prety is to ensure the most immersive and nicest looking terrain with as few problem areas as possible. So until Tyron can find the time to provide modders the API to control the landform blending system, or control which landforms are allowed to generate next to other landforms, my current solution is to inflate the frequency of medium sized hills to be the dominant "standard" landform so that there are very few occurrences of flat landforms generating next to taller ones. But it's definitely something I've been pursuing, I just hope I'm not annoying Tyron too much with the requests. :D There are however big flat valleys and lakebeds that do generate within those hilly landforms, and lots of the more rotund hilly landforms should have pretty flattened areas on top of the hills for building as well, so I wouldn't rule that out either.
gg
Great work.
No more floating or corrupted hill/mountain chunks!
But for my need, even with "Upheaval" at 0% I get very few flat plains and too many hills, often a lot of small in diameter and pointed/high hills squeezed together (Cool starting position).
Mayble I don't understand how to set parameters right?
World Height: 368
Landcover: 50%
Landcover Scale: 400%
Upheaval: 0%
Landform Scale: 300%
(version 1.20.0.pre13)
Questions: Is it possible to change the terrain generator so that:
1) At 328 "heigh", the normal "neutral" terrain height (ocean level) is not 164, but maybe only 82? The point is that when I have flat plains (or ocean), I don't need to have very deep terrain there. For digging deep and mining, I have mountains (up to 328 blocks high).
2) The terrain could rise and fall slowly over long distances (1000+ blocks), let the areas be lower (warmer), and then higher (colder), even though the distance from the poles does not change.
3) Massively, massively reduce the number of caves. I would like a very small number of caves, but then they would be big. Eliminate small caves and make them gigantic and rare.
4) So that caves are primarily only where the terrain is high (in the mountains). If the terrain height is 82, they should not be generated at all, or only as part of the ruins, but then they should emerge to the surface.
5) When a hill is generated, it should not be too rugged and it should be larger, small hills do not make sense. The exception should be something like "grand canyon" etc.
6) I don't know if your generator also generates ores. Here I would prefer that the ores generate very little, but when the ore is generated, it should be a gigantic deposit.
7) Generating beehives. This is a feature of 1.20 (without mods), but when I start the game in "Cool -5 to 1" with the default settings I have to walk south almost every time exactly 8200 blocks before the first bees appear. In my opinion, there should be bees even in the "Cool" environment, because there are also "warm" forests and meadows with temperatures above 15 degrees, but there are no bees there. Can the generator be changed so that bee nests are generated based on the temperature of the biome and not based on how far they are from the equator?
8) Biomes, I like them big, that is "Landform scale" I presume.
What else would I like:
I want to have mostly passable terrain/plains so that I can quickly move around the map on saddled animals from warm to cold areas (from north to south and vice versa) + build roads for faster movement, of course except (around) the mountains.
I want to have to search for ores hard on the map, i.e. walk long distances before I find something. But when I do find an ore/vein, let it always be gigantic, let me set up a mine there (another dwelling), and then I will go there to mine as needed for several years for seasons. It seems more realistic to me than finding ores everywhere, but often they are a few dozen blocks only.
Same with caves. I don't enjoy finding a new cave every few blocks and searching it and marking it on the map every time. I'd rather find one cave every once in a while, but a big one, an entire complex that I can explore in stages, mark the passages, explore it gradually and systematically.
So much for possible inspiration from my point of view.
Otherwise, good job.
Brick
There are definitely cliffs, plateaus and canyons, I simply haven't had time to take any new screenshots to showcase the full breadth of variety. Terra Prety is designed to reward exploration, so I recommend downloading it to check it out!
Mendall
You're in luck! Terra Prety 5.0.4 is now compatible with 1.20.0-pre-13!
Jena_Thornwyrd
Will likely introduce some performance optimization in the future, though you will have to start a new world for that. For now, enjoy the terrain!
Thanks, I guess ill wait then, but the new generation really looks good. I can't wait to explore it.
Caution: serious impact on performances, in both single player and on a dedicated server.
Hardware:
On Manjaro, kernel 6.11.2-4, Vintage Story 1.19.8
From the screenshots it seems like there are no more sharp cliffs(you know like a giant vertical wall of pure rock) and only smooth hilly mountains. Is it a wrong impression and such terrain still exists just not showcased here?
Mendall
You will need to make a new world, since each update changes so much that it will create ugly chunk border errors if you try to use it with a world created in a different version.
oooo man I can't wait to try this now I'm running VTR right now so I'm wandering will this act like any other update and I can add it to my existing world or do I need to make a new world
Nephelangelo I see! Alright then. I'll wait paciently (and lazily).
LazyLion93
The last 4.0.4 release of VTR is compatible with Vintage Story 1.19.8 and the first 1.20 pre-release, but it is not compatible with the latest pre-releases. I will be putting an update out soon for the 1.20 release candidates, which I believe will probably start dropping in the next few days. Will also come with a new rebranding / name for VTR, which should be easier to remember, and considerably improved terrain, so stay tuned. 😉
i've been having several errors regarding some story structures not generating due to not having a "veryflat" landform. i modified the patches in my install of VTR 4.0.4 to point to "plains" instead, as that seems to be the closest.
Pentasis
My main goal with this mod when I began was to design worldgen nice enough for use in my own personal "Forever World", so long term play is my intention. I plan to support VTR versions 4.0.4 and after for anyone who needs them, but if you want to start a particularly long term world like I am also planning to do, I would recommend waiting for the "final" version of VTR I release for the 1.20 update, because that should be the nicest and most complete version of VTR to play on.
However, I should note, because I am trying to develop and balance VTR as fast as possible to be ready for 1.20, each update of VTR changes the terrain enormously. This means that old versions of VTR won't be compatible with the big changes in new versions of VTR. So once you start a world in a particular version of VTR, you'll have to stick to that version, and the patches I release for it.
I'm also trying to (gently) talk Tyron into adding a couple terrain blending features to the worldgen system that will help fix a lot of the game's natural worldgen blemishes, and make VTR and other worldgen mods a much more polished experience for long term play, so I'm hoping that will make it into 1.20 as well. 🤞
gg
I usually play long games (my previous main world is 6 years old). I play with as little mods as possible and choose them carefully to see if they can be updated along with the game-version so as to not break my world. My question is: will I be able to update the game in the future with this mod without breaking?
Jum_
If you try to use VTR with an existing world that was not started in VTR you will likely encounter broken chunk borders, meaning the terrain will be abruptly broken at the point where the old terrain ends and the VTR terran begins. I would advise starting a new world with the recommended settings listed above for best results. But if you do try to do anything with an existing world, make sure you always make a backup beforehand.
Does this mod affect a existing world in any way? it wont start glitching out when i start generating new chunks or anything, right?
petrichor
From what I heard from other players, the 4.0.4 release of VTR doesn't run with pre-6 at all, will not load up a world if you try to run them together. But if you go to the VTR mod page on the Vintage Story Discord, you can download the 4.0.5 version of VTR which is made to run with pre-6 (tho will not run with 1.19.8).
Hopefully this link should get you there.
https://discord.com/channels/302152934249070593/1290892067953971210/1295159466790223912
Hmm.. OK. Perhaps I should read the update notes more carefully. Still not sure why it generates when i disable this mod though. :(
I'll install Block Overlay and see if it exists at all after worldgen with the mod enabled.
petrichor
If I'm not misitaken I believe I read in the update notes that the 1.20.0-pre.6 update makes red clay the primary clay deposit now, no longer blue or fire clay.
i think this is a troll mod. i've created 7 worlds now and have found zero blue clay... tons of red, but never blue. i disable the mod and immediately find blue in the first world i generate. maybe there is a fault with my installation, but i can't use the mod if it renders the game unplayable. sucks, because i really like how it gets rid of the ridiculous sheer vertical cliffs everywhere.
for reference, I am running 1.20.0-pre.6, so maybe there is a compatibility issue.
techy
VTR doesn't alter the strata / gravel / sand / dirt distribution at all, so the seed you were playing on would have had the same distribution of gravel in vanillla, in the same locations too. So I'd say re-roll another seed to get a less gravel packed world.
Generally I really like this, my only concern is to ask why there are sooooo many gravel biomes/zones. It feels like of the worlds I've generated (I've done 10+) they all have almost 1/4 cover of gravel. Very few sand beach/desert areas i've got quite a few mods wondering if theres some interplay going on or if it's normal to have almost 6 different types of gravel lands right next to eachother before I find something with actual dirt? Is there any way to blacklist a certain terain type in this if I wanted to limit it some?
Frost369
As long as you don't try to change the upheaval settings on a world after it has been created, then upheaval should work fine at any settings. Altering upheaval on an existing world however will probably create problems, yeah.
I love the terrain that is generated with this mod, but do not change upheaval from 0% or it seems to prevent reloging into the world after it has been created in 1.19.8. I couldn't get 10 or 20% percent to work at all. I do perfer the terrain with 10% upheaval though, which is a shame.
Rabbs14
Thank you! I'm very happy to hear you're enjoying it!
The Better Ruins mod might have specific spawn conditions that require a lot of flat land for the larger structures, so you may need to find flatter areas to locate those (you should be able to find some valleys amid most mountain ranges). I may rework the balance between flatter plains and hills in the future. There is also a lot of chance and randomness at play, so some regions will have a huge abundance of ponds and lakes, others will be full of plateaus or mountains, so each region will likely feel a bit different, and I tried to balance it in a way that rewards exploration. Once elk and boats are fully implemented, the game's whole world is going to feel much more shrunk down than it currently feels on foot, so I decided to make the scale pretty large in preparation for that.
I'm about 30min into a new world with this mod and I'm very impressed with the world generation so far.
My biggest problem with the vanilla world gen is that horrible sharp jagged linear ridge stuff that is infuriating to have to pass. You know what I mean right? several steep long hills one after the other that are like 100 blocks long or more.
Anyway, this mod with the recommended world settings makes the world so much more enjoyable to traverse! everything is nice and smooth and pretty to look at; quite realistic looking too. I'm still getting some pretty tall hills and mountains but none of them have any jagged nastiness to them.
EDIT: about 6 hours into my world now and it's mindblowing just how much realistic looking terrain enhances my immersion! This mod is part of my permanent set now, Well done to the creators.
I have noticed a lack of better ruins structures in my world but I'm not sure if its related or not.
AzuliBluespots
Upheaval appears to push all landforms upwards, which can create some undesirable side effects when it isn't coordinated properly with the landforms, so I currently have it recommended at 0% just for quality control purposes, but may revise later after some testing. VTR 4.0.4 already introduces a lot of gradual slopes and cliffs worked into the landforms so I didn't think upheaval was necessary at the moment. But try it out if you like! I may wind up recommending something around 10-20% eventually.
Aeliaz
I would recommend turning all other mods off and trying to generate a world with VTR alone, or turn VTR off and see if your server generates fine with vanilla worldgen or not. I have a feeling these errors aren't limited to VTR.
Isn't upheaval the thing that makes slopes with cliffs? That's literally one of my favorite aspects of the newer vanilla generation! D:
Hi Nephelangelo
Your mods are really my favorite. And I'd like to implement it in my project.
Unfortunately, I'm having trouble launching the server.
When generating worlds, I have big problems!
I'd like to send you the world generation log, which is quite substantial.
Is there any way I can get in touch with you? I've Discord if u want, My Discord, contact me here > Tisma
Thank you and wonderful work!
Here's a taste : (2300 lines in all)
Hey, how to setup worldgen settings on dedicated server?
EDIT: I changed the serverconfig.json
"WorldConfig": {
"SaveFileLocation": "/gamedata/vs/Saves/default.vcdbs",
"WorldName": "A new world",
"AllowCreativeMode": true,
"PlayStyle": "surviveandbuild",
"PlayStyleLangCode": "surviveandbuild-bands",
"WorldType": "standard",
"WorldConfiguration": null,
"MapSizeY": null,
"CreatedByPlayerName": null,
"DisabledMods": null,
"RepairMode": false,
"WorldConfiguration":{
"landcover": "0.5",
"landformScale": "3.0",
"oceanscale": "3.0"
},
"Seed": null
},
Phoenicius
Each new update so far has changed things dramatically, so updating from one release to another will likely cause very ugly broken chunk borders.
However, because the overall position of the continents do not appear to change as I alter the landforms, I think if you explore every inch of your continent before you update, leaving only the ocean and beyond unexplored, the blending of new chunks may occur deep under the water, and therefore be unseen. But if you want to attempt this, make sure to back up your world!
If I wanted to update from a previous version (such as v2.0.2) to v3.0.3, do I need to start a new world, or is it safe to update on an existing world?
BoldandBrad
From what I can tell, the Geology Addon does not appear to alter the landform.json file, which means it should work great with VTR. It also looks like a super cool mod, I would love more geological variety in VS!
Looks very interesting, love to see the way terrain flows in the screenshots. Sorry for the classic kind of question, but do you have any idea if this will conflict with overmuch with the Geology Additions mod? I'd like to run both, but I can settle for just a terrain generation overhaul.
Nephelangelo I have found this out myself after testing it, (I was gone for a few days and hadn't had a chance to update it) It works and I LOVE IT
Rivernoodl
Rivers Mod should already work great with it!
Rivernoodl I tested it and it already works with River mod
Do you have any plans for adding compatability with the Rivers Mod? I really like both of these very much and I'd love to run them both at the same time <3
(also I am trying to anyway because I'm mad hahaha)
Nephelangelo
Oh, okay! Thank you for the clarification! I guess I've never noticed it before!
Cojo
Wouldn't be due to this mod, as it doesn't rework the landforms, it just changes how frequent they are. So you would likely get that quirk in vanilla as well.
Hey, I'm having a slight oddity with worldgen with the mod as of late, where on very high mountains, dirt spawns on top of the glacier ice. It's not detrimental or anything, but it is a bit weird to see, hah!
Snazzy_J_Wyrm
I think a good cave overhaul would be great for the game, but I don't currently have any plans, or the knowledge, to do one myself.
bagelva
Should be compatible with any mod that doesn't rework the terrain, so I suspect ancient dungeons and underground mines may both work.
Would this be compatible with ancient dungeons or underground mines mod? Thank you :)
Nephelangelo
Thanks for the tidings. Have you ever considered making a mod that significantly overhauls the cave systems? I don't just mean frequencies, but shapes, sizes, and what-not. I feel as though all of the caves being small entrances just doesn't really do the game's mix of realism and fantasy any justice.
Snazzy_J_Wyrm
This mod doesn't change cave systems or their frequency, but it can produce large scale mountains that take up quite a large area if you increase the Landform Scale up to 300%. There is also a "humungous mountain" landform that generates with large caverns inside, but it is rare, so you'd have to test a number of seeds, or go exploring, to find one. Good luck!
Any seeds/settings combos that would lead to massive scale mountains with several cave entrances in them that lead to large caverns? I've been wanting to do something akin to a kobold-like playstyle for some time now where I build inside caves near their entrances, but I've yet to have found a seed that has any large cave entrances and large scale caverns inside mountains. Preferrably would love something that has a world height of 512 or higher for taller mountain ranges, as well as redwoods or swamps at the foot of the mountain or around it. Would also love it if there's a large source of granite rocks not far from the mountain range.
adres4t
From what I'm reading, Worldgenfixremix alters the landform.json file, which will make it incompatible with VTR, as they both rewrite the same file. I recommend turning Worldgenfixremix off and starting a world with VTR on to see what VTR does. Should work fine with any of the game's vanilla "landcover" or "oceanscale" type settings, but I will soon share a personal settings recipe I like to use to produce larger, solid continents.
@Nephelangelo Can you share your world settings so we can actually see what you had in mind when making this mod? I dropped it in with my current settings and it's just generating more weirdness.
I was using Worldgenfixremix with a decent results,
my settings:
"landcover": "0.8",
"oceanscale": "1",
"geologicActivity": "0.05",
"landformScale": "1.0",
Height 320
Cheers.
This should be in vanilla VS. I'm bored with all these floating abominations and vertical hills, I tried some wordlged parameters, but it was not satisfactory.
Thank you for contribution, I'm testing your mod right now.
Luvkills I've never used the VanillaPlus mod, but according to its creators, their mod "...maintains the vanilla landform variety; it only increases the flat areas a bit." Whereas my Vanilla Terrain Rebalance mod actually increases the smooth hills and mountains more than anything, though it does also increase the frequency of the flatter "realisticflatlands" landform. The main effect this increase in smooth hills has produced is that the game's more bizarre and unique landforms are not as common, which in my view makes them more special and less repetitive to find, but also these unique landforms are now frequently blended with more natural, and in my opinion more interesting and immersive, terrain.
How does this mod differ from the Vanilla Plus mod? Thanks.
Stejer The mod is ultimately still Vanilla terrain gen, so it should be compatible with any mod that works with Vanilla terrain. So the River and Floral Zone mods should be compatible, and as long as the "Biomes" mod doesn't change the shape of the terrain either, I would also expect that to work. The only scenario I think it wouldn't work is if you're trying to use another mod that changes the broader terrain, like Plains and Valleys. Cojo Thank you, Cojo! Would love to see some screenshots! :)
Do you know if this is compatible with the biomes, river and/or the floral zones mods?
And if they are also fine with the Fauna of the Stone Age mods (for better creature spawn)
This mod is EXACTLY what I have been looking for - the landscapes feel perfect for just going over that next sloping hill on your own grand little adventure. The mountains are lovely, and it works seamlessly with the rivers mod. Thank you for making this! My little home in the valley I've built up couldn't feel more straight out of a fantasy novel, and I love it.
Thank you, Sidfu. Mod zip package should be fixed now.
mod is packaged wrong its 1 to deep