Mods / Terrain Slabs

Tags: #QoL #Worldgen
Author: BeloMaximka
Side: Both
Created: Oct 26th at 8:44 PM
Last modified: 12 hours ago
Downloads: 499
Follow Unfollow 141

Recommended download (for Vintage Story 1.21.0 - 1.21.5):
terrainslabs_1.0.2.zip  1-click install


Never again shall we have to jump around like monkeys just to walk places

Description

This mod adds an additional pass in world generation which smoothes terrain by replacing edge blocks with slab variants. Simple as that.

Slab blocks added by this mod allow you to place some stuff on them and they will be offset, so you don't have to stare at floating grass. Offset feature is pretty intrusive to the engine, so please report any issues if you find some.

Slabs drop regular blocks, so your inventory space won't suffer. You can craft slabs for your landforming desires.

Configuration

You can add blocks to blacklist using /ts b a "game:anvil-*" to disable offset if they have visual bugs. To remove from blacklist, use /ts b r "game:anvil-*". Changes will be applied in runtime.

You can choose generation mode:

  • Column. Default mode. Scans the whole chunk column starting from the surface in order to affect caves. Can be set using /ts g s Column . Can be manually triggered using /ts s c 500  or reverted using /ts us c 500
  • Surface. Uses height map to replace blocks. A lot faster than Column, but no caves. Can be set using /ts g s Surface. Can be manually triggered using /ts s s 500  or reverted using /ts us s 500
  • None. Disables smoothing. Can be set using /ts g s None 

 

Or you can always edit config file terrainslabs-server.json manually

Compatibility

Should be compatible with most mods that affect world generation (like BetterRuins, Terra Prety, VanillaPlus Worldgen etc)

Should be compatible with all mods that add vegetation (Wildgrass, Floral Zones, Wildcraft etc)

Can be incompatible with mods that interact with surface blocks (like Trail Mod)

Furniture and other non-solid modded blocks can have incorrect offset behavior because they need to be patched manually

Compatibility list

Compatible

Compatible, but require some changes from the player

  • Footprints (add "terrainslabs:" to SurfaceMaterials in Footprints-Client.json and Footprints-Server.json configs)

Incompatible :(

  • Trail Mod (they hardcoded soil blocks, requires a compatibility patch)

Existing saves

The changes are revertable, so you can try this mod in your existing worlds. I would still recommend to backup your world, though.

If you want to smooth your existing chunks, run this command: /ts s c 500 (range is adjustable). It will update only loaded chunks nearby, so you might want to repeat this command for far/unloaded chunks. I haven't implemented a way to fully smooth your whole world at once.

If you want to remove this mod midsave:

1) Disable world generation pass by running this command /ts g s None

2) Run /ts us c 500 to unsmooth your terrain (ew)

FAQ

  • Do slabs work with instability?
    Yes, and with cave ins as well. They have the same attributes as full blocks and converted to blocks when they fall to prevent jittering (try dropping a sand block on wooden slab to get the idea). 
  • I don't like the dirt gap on grassy blocks
    Here.
  • I want to place stuff on other slabs too!
    This is planned as a separate mod in the future.

Known issues

  • (Minor) Affects some structures made from raw rock (from BetterRuins primarily)
  • (Minor) Selection is a bit janky
  • (Minor) Stackable ground storage (fireclay bricks, firewood etc) is floating on slabs
  • (Minor) Decor blocks on full blocks get offset if a terrain slab is under them

Thanks to

Bug hunters:

  • Limbobinho
  • DatVegan
  • Damonicus1986
  • DecaByte

 

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
1.0.2
1.21.0 - 1.21.5
70 12 hours ago terrainslabs_1.0.2.zip 1-click install

No new features and bugfixes. Changed game dependency version because this mod seems to be compatible with all 1.21.0+ versions

1.0.1 115 1 day ago terrainslabs_1.0.1.zip 1-click install

- Removed lang files and instead slab names are retrieved from full blocks. Nothing noticable, but should improve compatibility with other mods like Geology Additions

1.0.0 14 1 day ago terrainslabs_1.0.0.zip 1-click install

- Removed ConfigLib support
- Added support for knapping and clayforming on slabs
- Added support for animatables (like chests and vessels)
- Added support for anvils, forges, firepits etc
- Added config versioning
- Added compatibility with Under Tangled Boughs
- Added multipart blocks to blacklist (like beds)
- Fixed squashed soil textures
- Fixed water ontop of slabs
- Fixed particles for offset blocks
- Fixed floating snow layer on slab in survival
- Fixed decors for slabs, this should also speed up generation pass a bit

0.1.1 221 Oct 30th at 8:21 PM terrainslabs_0.1.1.zip 1-click install

- Fixed sideways instability in /ts s c, /ts s s, /ts us s, /ts us c commands

- Fixed blocks with BlockEntity loosing data when falling on slabs

0.1.0 79 Oct 29th at 4:20 PM Empty terrainslabs_0.1.0.zip 1-click install

79 Comments (oldest first | newest first)

💬 BeloMaximka , 2 hours ago

Vanra oh, totally forgot about them. I think they will be blacklisted for now, because fixing them and other similar blocks is not an easy task

💬 BeloMaximka , 3 hours ago

ZeroAresIV should be fixed in the latest versions

💬 ZeroAresIV, 10 hours ago

BeloMaximka im mostly refering to the fact that when a grassy block generates on a hill it looks off. Not to mention when blocks like forest floor or Clay in Soil it squishes the texture as opposed to just getting half of the block texture. Essentially causing mixels and looking very off.

💬 RahRabbit, 11 hours ago

BeloMaximka, Vanra : Thank you very much!

💬 Vanra, 11 hours ago (modified 11 hours ago)

 

There is an isse with fences on slabs. Initially fence you can post on slab BUT any further will disconnect looking for full block.

Spoiler!
image

 

💬 Vanra, 12 hours ago

RahRabbit Majority of mods compatible with 1.21.0 will work without any issues with 1.21.5 - majority. Advice getting https://news.kalataka.ru/vslauncher make second instance of game with 1.21.5 coppy mods via folders %appdata% and do quick test. Im running 1.2.5 with 20(?) mods that are set to 1.21.0 without any issues (and 150 others including some from 1.20.x)

💬 BeloMaximka , 12 hours ago

Hm, turns out it is compatible with 1.21.0+...
Let me bump the version

💬 RahRabbit, 13 hours ago

Hello. I'm new to VS, so I'm not sure if this kind of query is disallowed: is there a chance of making this mod compatible with 1.21.0?

I've using several mods that won't reach 1.21.5. (or even 1.21.1 for that matter). Being able to just walk around sound like such a wonderful idea...

💬 TheRealFlynn, 13 hours ago (modified 13 hours ago)

Hearing good things about this mod. Like someone else said, I'm letting it cook for a little bit but am very, very interested.

💬 BeloMaximka , 15 hours ago

cadavr yeah selection has some problems and I will try to fix it in the near future

💬 cadavr, 15 hours ago (modified 15 hours ago)

As a casual player, I've been playing for a few hours and a couple different map generations. This works pretty solid and has improved my experience quite a bit! If there's anything to point out is that grass and low height objects like stone, bowls, etc are sometimes hard to target at certain angles (like theres a deadspot while trying to target something thats on a slab unless you are directly above it). This isnt too much of a problem unless I'm trying to cut grass that's going up a hill effeciently or something but I thought I would point it out for finetuning. The instability + this mod makes collapses more immersive for some reason. I'm also playing with lots of other mods as well including Terra Prety and other worldgen mods with this working just fine. Again I'm not a hardcore player of the game, but this is pretty darn solid to add some granularity to the world.

💬 Potato_Spud, 19 hours ago

1 step closer to better than wolves.

💬 Wandour, 21 hours ago

no way, this is awesome wow

💬 BeloMaximka , 23 hours ago

yes, dirt/sand/gravel instability is supported, cave ins as well

💬 AgentOfChaos, 1 day ago

will the dirt slabs be affected by gravity if dirt instability is on?

 

💬 Roidgy, 1 day ago

For what it's worth, I'm very interested in this mod, I just like to wait a while on new mods to give them some time to cook so I don't have to download a new update every day.
And this mod seems like it would be really complicated and important to iron out, so I'm planning on waiting an extra long time unless I know it's pretty much ready.

💬 BeloMaximka , 1 day ago

ZeroAresIV you mean the small dirt gap?

💬 ZeroAresIV, 1 day ago

sadly makes grassy blocks look weird as it doesnt spread below, 

💬 BeloMaximka , 1 day ago (modified 1 day ago)

And another one lol

This is the last one I promise, at least for today :)

Wanted to just fix some minor stuff and completed the whole backlog instead

 

Now I need to spread some slaboganda to see if this a coverage thing or this mod is really just for a small group of madlads

 

Ty all for testing and feeback! Place your chests, cook your food and knap your tools on slabs and let me know of any new issues)

💬 DecaByte, 1 day ago

An update already?! Wow this mod is moving faster then I thought it would! Keep up the great work!

💬 Limbobinho, 1 day ago

Great, but hurry up because I need to open a server lol
Just kidding, take your time.

💬 BeloMaximka , 1 day ago

Limbobinho ok, found the issue. Thanks for your report! Some issues with vanilla rendering, will be fixed in the next mod update

💬 DW55, 1 day ago

I was messing with conquest landform and making some worlds, when I added this mod it made generation and chunk loading so much faster and smoother. I have no clue why, but cool mod!

💬 Limbobinho, 1 day ago

Sorry for the delay, here's the video and the log with the mods.
https://drive.google.com/file/d/1ilLIi_uZiRQ4DhNK3f3cktn-NPv35Kmi/view?usp=sharing

Spoiler

- [adminslap](https://news.kalataka.ru/show/mod/31668)


- [Adventurer's Walking Stick](https://news.kalataka.ru/show/mod/34545)


- [American Frontiersman: Western Wear](https://news.kalataka.ru/show/mod/19203)


- [Animal cages](https://news.kalataka.ru/show/mod/1194)


- [Arctic Survival](https://news.kalataka.ru/show/mod/29444)


- [Attribute Rendering Library](https://news.kalataka.ru/show/mod/26831)


- [Auto config lib](https://news.kalataka.ru/show/mod/17281)


- [Billposting](https://news.kalataka.ru/show/mod/24975)


- [BloodTrail](https://news.kalataka.ru/show/mod/30331)


- [Bullseye](https://news.kalataka.ru/show/mod/1269)


- [Butchering](https://news.kalataka.ru/show/mod/7966)


- [Carry On](https://news.kalataka.ru/show/mod/4405)


- [Cave Symphony](https://news.kalataka.ru/show/mod/24686)


- [Chisel Tools Lite](https://news.kalataka.ru/show/mod/25190)


- [Chiseled Block Retention](https://news.kalataka.ru/show/mod/25673)


- [Chisel Wiz - Powerful chisel shortcuts](https://news.kalataka.ru/show/mod/29194)


- [Classes Removed](https://news.kalataka.ru/show/mod/34775)


- [Click to Pick](https://news.kalataka.ru/show/mod/14684)


- [Click Up Torches](https://news.kalataka.ru/show/mod/14611)


- [CommonLib](https://news.kalataka.ru/show/mod/5457)


- [Config lib](https://news.kalataka.ru/show/mod/9551)


- [configureStructures](https://news.kalataka.ru/show/mod/5800)


- [Craftable Cartography](https://news.kalataka.ru/show/mod/17472)


- [Darce's Drifters Redone](https://news.kalataka.ru/show/mod/25180)


- [Dressmakers](https://news.kalataka.ru/show/mod/12621)


- [Electrical Progressive: Basics](https://news.kalataka.ru/show/mod/21787)


- [Electrical Progressive: Core](https://news.kalataka.ru/show/mod/21786)


- [Electrical Progressive: QoL](https://news.kalataka.ru/show/mod/21788)


- [Eternal Storm](https://news.kalataka.ru/show/mod/28461)


- [Expanded Matter](https://news.kalataka.ru/show/mod/2086)


- [FoodShelves](https://news.kalataka.ru/show/mod/13865)


- [Footprints](https://news.kalataka.ru/show/mod/33245)


- [Fauna of the Stone Age: Capreolinae](https://news.kalataka.ru/show/mod/6597)


- [Fauna of the Stone Age: Pantherinae](https://news.kalataka.ru/show/mod/5788)


- [From Golden Combs](https://news.kalataka.ru/show/mod/1373)


- [Fruit in troughs](https://news.kalataka.ru/show/mod/34640)


- [Fueled Wearable Light](https://news.kalataka.ru/show/mod/27875)


- [GreenhouseBuff](https://news.kalataka.ru/show/mod/13294)


- [HealOthers](https://news.kalataka.ru/show/mod/25768)


- [Heraldry](https://news.kalataka.ru/show/mod/29070)


- [Heraldry : Banners](https://news.kalataka.ru/show/mod/30742)


- [HidePlayerInfo](https://news.kalataka.ru/show/mod/26680)


- [Harper's Immersive Tools](https://news.kalataka.ru/show/mod/30719)


- [Spinning Wheel](https://news.kalataka.ru/show/mod/34327)


- [Humans](https://news.kalataka.ru/show/mod/30542)


- [Immersive Lanterns](https://news.kalataka.ru/show/mod/30235)


- [Level UP](https://news.kalataka.ru/show/mod/11856)


- [Logical Clothing Warmth](https://news.kalataka.ru/show/mod/19853)


- [Crossbows](https://news.kalataka.ru/show/mod/8613)


- [Firearms](https://news.kalataka.ru/show/mod/7497)


- [Mannequin Stand](https://news.kalataka.ru/show/mod/5532)


- [Manual Quenching](https://news.kalataka.ru/show/mod/16075)


- [Manual Scraping](https://news.kalataka.ru/show/mod/15056)


- [Material Needs](https://news.kalataka.ru/show/mod/32360)


- [Monster Spawn Nerfs](https://news.kalataka.ru/show/mod/31920)


- [Natural Fertilizer](https://news.kalataka.ru/show/mod/32000)


- [NoFoodHealing](https://news.kalataka.ru/show/mod/25500)


- [No offline food spoil](https://news.kalataka.ru/show/mod/8523)


- [Overhaul Library](https://news.kalataka.ru/show/mod/22381)


- [PipeLeaf](https://news.kalataka.ru/show/mod/8322)


- [PlayerList](https://news.kalataka.ru/show/mod/7477)


- [Player Model Library](https://news.kalataka.ru/show/mod/23112)


- [Primitive Survival](https://news.kalataka.ru/show/mod/1238)


- [PurposefulStorage](https://news.kalataka.ru/show/mod/25347)


- [RP Voice Chat](https://news.kalataka.ru/show/mod/7177)


- [Rubberbandaid](https://news.kalataka.ru/show/mod/28325)


- [Scaffolding](https://news.kalataka.ru/show/mod/27339)


- [Shelf Obsessed](https://news.kalataka.ru/show/mod/25512)


- [SmithingPlus](https://news.kalataka.ru/show/mod/15312)


- [Snow Caps](https://news.kalataka.ru/show/mod/22820)


- [sonitodynamictraits](https://news.kalataka.ru/show/mod/31848)


- [Sonito's fear the fire](https://news.kalataka.ru/show/mod/30582)


- [Stone Quarry](https://news.kalataka.ru/show/mod/1592)


- [Substrate](https://news.kalataka.ru/show/mod/21814)


- [Tabletop Games](https://news.kalataka.ru/show/mod/4342)


- [Tailor's Delight](https://news.kalataka.ru/show/mod/8600)


- [Tankards, Goblets and More!](https://news.kalataka.ru/show/mod/23091)


- [Temporal Symphony](https://news.kalataka.ru/show/mod/24868)


- [Terrain Slabs](https://news.kalataka.ru/show/mod/34025)


- [Terra Prety: Coastlines & Continents](https://news.kalataka.ru/show/mod/13620)


- [The BASICs](https://news.kalataka.ru/show/mod/2999)


- [Thievery](https://news.kalataka.ru/show/mod/17351)


- [Toolsmith](https://news.kalataka.ru/show/mod/22096)


- [TranslocatorRelocator](https://news.kalataka.ru/show/mod/22557)


- [Unconscious](https://news.kalataka.ru/show/mod/15820)


- [Vinconomy](https://news.kalataka.ru/show/mod/8379)


- [Visible Bags](https://news.kalataka.ru/show/mod/34456)


- [Discord Rich Presence](https://news.kalataka.ru/show/mod/15771)


- [Dear ImGui](https://news.kalataka.ru/show/mod/9329)


- [Warm Booze](https://news.kalataka.ru/show/mod/32598)


- [FWD Deco](https://news.kalataka.ru/show/mod/32571)


- [Rust Drops](https://news.kalataka.ru/show/mod/24348)

💬 BeloMaximka , 1 day ago

Should be compatible with all worldgen mods that dont add new block to the terrain

💬 Wingfriend, 2 days ago

So real quick, Wanted to check if this mod is compatible with Terra Pretty potentially. I have the coastlines one because I love the way it generates more proper continents and oceans and such. Having this would be a godsend and remove the need for the stepup mod I have installed. Hopefully my space bar can finally have a break!

💬 BeloMaximka , 2 days ago (modified 2 days ago)

NisplayDame hi, I am considering moving slab placement feature to a separate mod, but I need to make it compatible with most blocks and, most importantly, figure out how to make this logic automatically/effortlessly apply to any slabs. I want to switch to other mods before that so I'll probably start at the end of December or later

 

What's currently on my mind:

  • offsetting solid blocks - against it, because it will introduce a lot of problems and be achieved already via chiseling
  • offsetting other slabs/stairs - again can be achieved via chiseling
  • non-chiselable blocks like chests/firepits that occupy 1 block - yes
  • blocks that occupy more than 1 block like doors/beds - I think they will be blacklisted because then the game has to keep all parts synced which is a lot of work. Also performance risks. BUT it is possible, so my mind may change
  • gears, chutes, other stuff that connect - blacklisted for obvious reasons

 

Diving deep into the engine is not a problem tbh, I just have a limited free time :)

💬 NisplayDame, 2 days ago

BeloMaximka Hi, just wanted to say - amazing mod, adding slabs to worldgen can make huge difference

I also want to ask, is there soe hope that eventually you can make the base feature that any stuff(including modded) or even other slabs or whole blocks can be placed on any slab(also including modded), or that would be too troublesome since you would need to dive too deep into engine itself? Even partially that would benefit building designs by a lot 

💬 BeloMaximka , 2 days ago (modified 2 days ago)

DatVegan falling blocks on existing worlds are fixed in 0.1.1, as for Under Tangled Bough, you can just add the wildcard and it will match all blocks from the mod

"undertangledboughs:*"

 

Or just wait for an update, it will be released soon (I was carried away bugfixing and adding support for chests, firepits and other blocks)

💬 DatVegan, 2 days ago

Hey thanks for letting me know how to add compat. But I'm still a little unsure: should I add this for all blocks added by Under Tangled Boughs? Because I checked it, and since it adds different blocks facing eacht direction (n/e/s/w), it boils down to hundreds of blocks. So I'll wait for the update on it! While I think it's great you included a way to update worlds into slab worlds, I'd recommend people to start a new one, since the resulting falling blocks, cave ins and changed landscapes can be laggy and look quite ugly. 

💬 Limbobinho, 2 days ago

1. 1.21.5
2. Latest
3. A Lot, I can make a list for you.
4. Singleplayer and dedicated
5. High

I'll make a video soon.

💬 BeloMaximka , 2 days ago (modified 2 days ago)

Limbobinho Thanks for reporting! Unfortunately, I can't reproduce this on my end. Can you provide more info please?
1. What's your game version?

2. What's the version of the mod?

3. What mods are you using?

4. Are you in singleplayer or on a dedicated server?

5. What's you graphics settings?

 

A video showcase could be really helpful as well

💬 Limbobinho, 2 days ago

I'm seeing this bug. When I'm in Survival mode, on top of snow on a slab block, this happens.

Spoiler!
image
💬 BeloMaximka , 2 days ago

Damonicus1986 Vanra maybe I can add compatibility for these mods, we'll see

💬 Damonicus1986, 2 days ago

one thing i noticed on those half blocks if you play with natural trails mod the grass will never change will always be green doesnt matter how much walking you do over it :D

💬 Vanra, 2 days ago

I been testing it out on my old world without "fixing" old chunks... man I love it so much! World looks so great... only gripe I have is that I got used to Climbing mod by Salty and you cannot climb on slabs 😖 I know its not your problem, but the world looks so much better I really considering dropping Saltys mod just to fully enjoy your work! Amazing!

💬 BeloMaximka , 3 days ago

Darthzz thanks! glad you're enjoing it :)

NisplayDame if the crash is not reproducible, it is probably something related to vanilla https://github.com/anegostudios/VintageStory-Issues/issues/6758

Bed and other multi-part blocks will be added to blacklist in the next update. Thanks for noticing!

 

💬 Darthzz, 3 days ago

Been playing around with this mod for a bit, one of the coolest mods I've seen so far and surprisingly compatible with a lot of things.

💬 NisplayDame, 3 days ago

BeloMaximka

Crash Report
Game Version: v1.21.5 (Stable)
03.11.2025 01:19:30: Critical error occurred
Loaded Mods: moreiconscs@1.1.1, primitivesurvival@4.0.0, prospecttogether@2.1.1, game@1.21.5, vsimgui@1.1.14, aculinaryartillery@2.0.0-dev.6, betterfirepit@1.2.0, betterruins@0.5.2, bettertraders@0.1.0, butchering@1.10.10, carryon@1.12.1, commonlib@2.8.0, configlib@1.10.8, egocaribautomapmarkers@4.0.3, farseer@1.3.2, realtimefirepit@1.0.0, terrainslabs@0.1.1, th3dungeon@0.4.4, toolsmith@1.2.14, creative@1.21.5, survival@1.21.5, autoconfiglib@2.0.9, expandedfoods@2.0.0-dev.3, playercorpse@1.12.0
System.ArithmeticException: Function does not accept floating point Not-a-Number values.
at System.Math.Sign(Double value)
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.ApplyTests(EntityPos pos, EntityControls controls, Single dt, Boolean remote) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 411
at Vintagestory.GameContent.EntityBehaviorPlayerPhysics.SimPhysics(Single dt, EntityPos pos) in VSEssentials\Entity\Behavior\BehaviorPlayerPhysics.cs:line 250
at Vintagestory.GameContent.EntityBehaviorPlayerPhysics.OnRenderFrame(Single dt, EnumRenderStage stage) in VSEssentials\Entity\Behavior\BehaviorPlayerPhysics.cs:line 388
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 879
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95


In creative, I placed some rock(conglomerate?) slab from mod and tried to place an (steel?)anvil at an angle

Also not related, multi-block furniture (like beds) behave finicky when you destroy modded slabs underneath (half of it which was under destroyed slab moves up)

 

 

💬 BeloMaximka , 4 days ago

NisplayDame can you please attach a crashlog and share steps to reproduce the crash?

💬 NisplayDame, 4 days ago

Hi, while I was testing my game crashed when I was trying to place an anvil on modded slab. Also I would like to be able to place stuff on other ordinary slabs if that possible 

💬 BeloMaximka , 5 days ago

I think I will remove beta label in an update or two. I just needed someone to test it, and looks like there're no major issues. I made a lot of harmony patches and injections in rendering pipeline, so I was a bit afraid)

💬 DecaByte, 5 days ago

ArmoredStone

I think the '[Beta]' in the title is scaring people off. I tried to get peckCuss to try it out, but as soon as they saw the '[beta]' they passed. I'm very sure people will know what they are getting themselves into just by the version number. No need to scare them off in the title. But that's just what I think & I have been wrong before.

💬 BeloMaximka , 5 days ago (modified 5 days ago)

DecaByte probably human error. I'll double check the values and fix them if they're off. Thanks!

💬 ArmoredStone, 5 days ago

Strikes me as very odd that this mod doesnt have thousands of downloads already. I'm guessing more people havent heard of it

💬 DecaByte, 5 days ago

BeloMaximka 

When using this mod it felt like things were sliding a bit more. Looked at your fallingblocks.json & found "fallSidewaysChance" was at 0.75. From what I know that default is 0.3. It there a reson you have it set to 0.75?

💬 Eliam, 6 days ago

This is my dream mod, I know it's kind of an heresy but I really think it should be part of the Vanilla experience because smoother terrain will become more and mode important with mounts and vehicles progressively added.

Currently if feels very unatural to see mobs, elks and large entities (such as carts in Cartwright´s Caravan) constantly jump 1m over and over. I'm working on a mod to change mobility mechanics in the game and I would like to add "roman stlye" high-end roads that greatly improve mobility at the cost of requiring a smooth trajectory (two low-angle road slabs instead of the usual 45° path stairs block) and it would beautifully blend into a smoother world.

I also think that what's limiting the addition of large entities in the game IS the fact that terrain vary by 1m increments. Adding large entities to the game presents a choice: let them make strange, supernatural 1-meter jumps OR condemn them to converge toward the local lowest point on the map (since they can only fall lower).

I play with Fauna mods and while it adds a lot of immersion, watching gigantic mammoth jumping higher and higher on tiny blocks along mountain cliffs is both hilaious and immersion-breaking. With smoother terrain it should be possible to nerf large entities (Mammoth, carts, wagons etc...) to being only able to move over 0.5m transitions.

I'm definitely going to follow the updates of this mod. I've tried it on a new save with the Terra Prety terrain generation and it really adds something.

image

💬 Darcmut, 6 days ago

Considering how detailed the story structures are, it's weirder for the world generation to still be stuck with full blocks only. So bless you OP!

💬 BeloMaximka , Oct 31st at 9:12 AM

JackRob glad you're enjoing it. I totally forgot about this bug, it appeared after some refactoring and I need to fix it in next update

MrFastZombie I tried to make new modded blocks automatically compatible as much as I could. Please  let me know if you find any isses with modded grass

💬 MrFastZombie, Oct 31st at 4:04 AM

How does this work with modded grasses (for example: Wild Grass)? Would it need a patch to offset them?

💬 JackRob, Oct 31st at 3:44 AM (modified Oct 31st at 3:49 AM)

This has made my dream.  Saying that I love this would be an understatement.  Thank You.

Walking around in my world, one little thing I've noticed so far is that the slab for forest floor has vertically squashed side textures.  There are some that are a little grassier than others where this grassy part looks fine (likely an overlay), but the dirt below it is squashed.

💬 BeloMaximka , Oct 31st at 12:48 AM (modified Oct 31st at 12:49 AM)

DatVegan no need to choose, you can keep both!

Add them to blacklist using /ts b a undertangledboughs:* and they will be fixed after some time

But slabs under them will remain... You can run /ts us c 500 and /ts s c 500 to fix blocks in loaded chunks. Make sure to use 0.1.1 version so your unstable soil and sand won't go crazy

They will be included in default blacklist in the next update.

 

I need to completely rewrite config system in my mod so it can be more user friendly, but I need to fix severe memory leaks in ImGui wrapper by Maltiez first so I won't suffer using it

 

And by the way, huge thanks for reporting the issue!

💬 DatVegan, Oct 30th at 10:59 PM (modified Oct 30th at 11:25 PM)

I am testing it right  now and it feels lovely! There is a slight incompatability with Under Tangled Boughs, seems as though the tree stumps can handle being on a half slab, but the half block difference is see through. Does this also occur in vanilla tree generation? Because I cannot place normal logs on half slabs, but the stumps can be placed on half slabs.
Not even close which mod I would rather use, but the extra flavor of tree stumps was nice...

💬 Wahazar, Oct 30th at 10:52 PM

That should be in vanilla. Why we are not funding it?

My spacebar is tired of all these jumping, even on relatively flat terrain.

💬 BeloMaximka , Oct 30th at 9:12 PM

I didn't have any plans to gather money from modding, but can make ko-fi or patreon page later :) (need to figure them out first)

 

As for mod support from me, it initially was just a fun engineering challenge and a silly mod to keep in my singleplayer worlds, but seeing the community reaction, I will focus more on polishing it. 

Keep in mind that I have a full time job and a uni, so it may take some time. But you've played Vintage Story enough to have patience :)

Thanks you all for the warm welcome!

 

 

💬 DecaByte, Oct 30th at 8:52 PM

I have to say this mod is very impresive & really should be part of vanilla! Makes the game look a whole lot better! I hope this mod is supported for a long time as I see it being one of those mods that I can't live without.
Speaking about supporting this mod & modder. Any place we can donate to you?

💬 BeloMaximka , Oct 30th at 8:30 PM (modified Oct 30th at 8:30 PM)

DatVegan enjoy :)

DecaByte proportions in recipes are correct, pattern for block -> slab is 2 width wide in case some mod adds a shapeless recipe where you put 1 block in the grid. It does not apply for slabs so I did a 1-1 recipe for them. Not a big deal tbh

💬 DatVegan, Oct 30th at 8:25 PM

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!

My prayers into the void have been answered!! Immersion manifest!

💬 DecaByte, Oct 30th at 6:48 PM

Maybe this was done for a reason, I dont know. I notice on the block to slab crafting recipe only works with 2 or more blocks, it's '2 blocks = 2 slabs'. The Slab to Block recipe is right with 1 slab = 1 block.

💬 BeloMaximka , Oct 30th at 1:21 PM

DecaByte thanks for noticing, let's treat farmland as expected for now as I'd have to deal with waterlogged crops

💬 DecaByte, Oct 30th at 9:26 AM

Tilling the soil slab with a hoe changes it to a whole farmland block.

💬 DecaByte, Oct 30th at 8:38 AM

BeloMaximka

Thank you for your response.

Im sorry. I may have mis-comuicated what I was asking. I have dyslexcia & I'm not clear as to what I mean sometimes when I type. Ill try to shorten it to bullet pionts.
1. I would like to dig & pick up dirt & other slabs to be placed in my inventory if possible.
2. Would like a way in the crafting grid to merge 2 slabs into 1 block.
Sorry if i wasn't clear before.

Loving the mod btw. Already added it to my SP world.

💬 BeloMaximka , Oct 30th at 8:17 AM (modified Oct 30th at 8:18 AM)

DecaByte the issue with instability will be fixed in code in the next update. The mod will temporarily set the worldconfig to "false" during command execution and then revert to original value. Thanks for noticing
You can craft slabs in bulk if you wish to use them. I will also add recipes to Quality of Building (my another underbaked mod) so you don't have to fiddle with crafting grid.

Haven't tested with trailmod, but probably not out of the box, need to confirm. Compatibility patch will be a low priority at the moment bcause I will be probably busy fixing/improving other stuff

 

💬 DecaByte, Oct 30th at 7:56 AM

BeloMaximka
Id it possible to have it not convert slabs to whole blocks when dug up? I don't mind picking up slabs as I plan to make and use them. Also a way to make whole blocks out of 2 slabs would be nice.
Also is it compatable with trail mod updated?   
https://news.kalataka.ru/trailmodupdated

💬 DecaByte, Oct 30th at 7:46 AM

BeloMaximka
Might want to add this tip adding this mod midsave to a world with sliding blocks.
This will prevent blocks on steep hills & caves from sliding/falling while converting the world.
Load world, enter command '/worldconfig allowfallingblocks false' then exit & restart world. Enter command '/ts s c 1000'  fly around in areas you have previously load & run the command as needed. Once you feel you have converted all the blocks, enter command '/worldconfig allowfallingblocks true' then exit & restart world.
If removing this mod midsave from sliding blocks world, use the same /worldconfig commands with the 'existing saves' commands to remove mod. 

💬 Damage_Zedd, Oct 30th at 7:16 AM

EthelVril the one i use is not the OG rivers mod but even when i did i never had any issues. i use rivergen because i like it better. and in my opinion terra is better for continants 

💬 EthelVril, Oct 30th at 5:27 AM

Damage_Zedd oh I thought terra prety was incompatible with rivers mod, is it better than conquest landform mod?

💬 Damage_Zedd, Oct 30th at 12:36 AM

EthelVril i am using it with conquest blocklayer overhaul, terra prety and rivergen with no issues. works really well

💬 EthelVril, Oct 29th at 10:49 PM

Does this work with conquest landform overhaul and rivers mods?

💬 DecaByte, Oct 29th at 10:25 PM

Whats funny I was looking for dirt slab mod just the other day! Now here it is!

💬 DrBubba, Oct 29th at 8:01 PM

Liking this for the most part, BeloMaximka, but noticing that it causes the second level of stacks of firebricks to float above the first level.

💬 DecaByte, Oct 29th at 7:54 PM

I see. Well that is fine then.   
Stll great mod & will be adding it to may game. Thanks! Can't wait to see what you come out with next!

💬 BeloMaximka , Oct 29th at 7:28 PM

DecaByte the issue with medium fertility soil is vanilla behavior, this mod replaces existing blocks 1-to-1, (expect beaches, where it adds blocks to sides)


Configuration can be improved, yes

💬 DecaByte, Oct 29th at 6:46 PM (modified Oct 29th at 7:04 PM)

BeloMaximka
Only issue I found so far. Medium fertility soil (Grassy) slabs generating on top of low fertility dirt blocks in some areas. Seems to happen if there is some medium fertility soil blocks near by.
If possible add a config to disable the texture pack to help people that dont know how to edit mods manually.. 

💬 Spaarque, Oct 29th at 6:42 PM

I dreamed of such a mod and now it's here

💬 Swedneck, Oct 29th at 6:24 PM (modified Oct 29th at 6:25 PM)

it's finally here
Funny Satisfying Memes - 9GAG

💬 SaltyWater, Oct 29th at 5:47 PM

Amazing mod! 

💬 DecaByte, Oct 29th at 4:58 PM

Very interusting. Ill give it a shot. I like where this mod is going!

💬 El_Neuman, Oct 29th at 4:55 PM

I really love this mod))

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