Mods / Terrain Slabs
Author: BeloMaximka
Side: Both
Created: Oct 26th at 8:44 PM
Last modified: 5 days ago
Downloads: 2927
Follow Unfollow 291
Recommended download (for Vintage Story 1.21.0 - 1.21.6-rc.1):
terrainslabs_1.0.6.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.
You can add blocks to blacklist editing a OffsetBlacklist field in terrainslabs-server.json config. Requires world reload.
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
I won't add support to ConfigLib until it authors fix its memory leaks. I don't have time to fix them myself right now.
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
Compatible
- BetterRuins (has minor cosmetic issues with WorldGen)
- Terra Prety: Coastlines & Continents
- Fields and Plateaus
- Plains and Valleys
- Conquest Landform Overhaul
- Floral Zones
- Wildgrass
- Wildcraft: Fruits and Nuts
- Wildcraft: Trees and Shrubs
- Under Tangled Boughs
- Geology Additions
- Catch Ledge
Compatible, but require some changes from the player
- Footprints (add "terrainslabs:" to SurfaceMaterials in Footprints-Client.json and Footprints-Server.json configs)
- Trail Mod (install compatibility patch)
Incompatible :(
- Conquest VS Edition (ask them to add 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. - Why can't I place items on regular slabs like wooden ones? I want to place stuff on other slabs too!
Same as I ;) But there's a lot of custom logic applied to terrain slabs to ensure everything works correctly, and this logic has to be wired to other slabs as well, which is not trivilal. This is planned as a separate mod in the future as I want a proper level of stability and compatibility on this feature
Known issues
- (Minor) Some visual issues with generated structures (should be better now, need additional testing)
- (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
- (Minor) Bamboo and redwood don't replace the slabs underneath them with full blocks when they grow from a sapling
Thanks to
Bug hunters:
- Limbobinho
- DatVegan
- Damonicus1986
- DecaByte
- HanleyS
- EduardoTV
- MrFastZombie
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.6 | terrainslabs | 486 | 5 days ago | terrainslabs_1.0.6.zip | 1-click install | ||
|
Improved compatibility with Under Tangled Boughs | |||||||
| 1.0.5 | terrainslabs | 896 | Nov 16th at 11:29 PM | terrainslabs_1.0.5.zip | 1-click install | ||
|
Fix: added remaps for Geology Additions | |||||||
| 1.0.4 | terrainslabs | 273 | Nov 15th at 1:52 PM | terrainslabs_1.0.4.zip | 1-click install | ||
|
Changed block codes to improve compatibility with other mods. No need to update unless you want to use TerrainSlabs & TrailMod compatibility patch | |||||||
| 1.0.3 | terrainslabs | 502 | Nov 9th at 10:29 AM | terrainslabs_1.0.3.zip | 1-click install | ||
| |||||||
| 1.0.2 | terrainslabs | 268 | Nov 6th at 8:47 PM | 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 | terrainslabs | 145 | Nov 6th at 4:29 AM | 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 | terrainslabs | 26 | Nov 6th at 3:13 AM | terrainslabs_1.0.0.zip | 1-click install | ||
|
- Removed ConfigLib support | |||||||
| 0.1.1 | terrainslabs | 244 | 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 | terrainslabs | 87 | Oct 29th at 4:20 PM | Empty | terrainslabs_0.1.0.zip | 1-click install | |
Can't believe this mod isn't more popular. It's really top notch! Slabs make such a great impact on terrain!
Stern thanks :)
The smoothing is applied only to new chunks, you probably visited existing chunks, you need to manually smooth them via commands
not sure why, but in new terrain on old saves, the soothing is not happening automatically. Works fine on new saves, and i have set /genmode set Column, so not sure what i am doing wrong.
(Apolagies for any profanity/offence)
Jesus fing christ this is amazing work! The smoothing command works flawlwessly on old saves and i have only seen one bug where a slab 1.5 m bellow water causes artifacts on the map. Seriously, is there anywhere i can donate or smt this is amazing(found the kofi). In short: it works out of the box, with very good quality and very few bugs, and looks and plays amazing.
I am in awe at how good this is, it makes the world so beautiful it's truly incredible
now that i tested again with only terrain slabs the particles worked correctly, later i will try to find which mod caused that
Gabriel_Vk what version are you running? Particles work fine in my world
Im impressed by this mod, i did not expect to be able to place things in the slabs at all, it's a must have mod for me
only thing that bothered me is torch particles when placed in a slab
It would be nice if I were able to place a torch where im aiming at but at that point i'd be asking for too much lol
Farbott MrFastZombie Axebeard thanks for your reports. I will take a look at them a little bit later
I am incredibly sorry for taking so long to get back but the only one left that i could think of that edited how soil functioned that might of fucked with this that I JUST found out was dana tweaks having a tweak that made all soil unstable, that might be the root of the evil thats given me a headache for weeks and also unfortuantely took this peak away from my world
If using WIldcraft Trees and Shrubs with Under Tangled Boughs, you get gaps in the the wildcraft trees. I think it's because the UTB styled stumps that are added for Wildcraft trees are part of the Wildcraft Trees and Shrubs mod so they need to be added to the blacklist.
"wildcrafttree:utbtreestump-*" seems to do the trick, should probably be a default blacklist item.
I don't believe the slabs respect the terrain instability features - I've had a few cave-ins where ALL of the dirt/sand above me crashed down, but there were still several slabs floating.
I'm glad that you're enjoing it :)
BobEdJones
1. I was thinking about adding slab farm tiles but it is surprisingly complex to implement them without introducing new bugs and weird behaviors. The main issue is that slab can be waterlogged and crops are technically block above the slab. It is doable though, and could add some interesting interactions like rice paddies but overwall it is more suitable for a separate mod
2. I have Quality of Bulding that has a similar funtionality as Pack Your Shovel and will support terrain slabs in the next update
3. That's a good one. I will keep it in mind if I decide to improve player movement on slab (because I don't like it currently, feels to jagged)
Dekoser instability become very complicated when slabs are involved :( Maybe I'll think of a better implementation in the future
Man, this mod really slabs, as you said.
Running aournd really is more fun with it. And looks nice too.
Like there is no reason why the it allways have to be cubes in these cube games x)
Only the instability cascades can be bit jawrring now as then its only all blocks again ~ but can mititgate that with the 'soil must fall' mod
This mod is sooooo, good! But may I make three suggestions?
This is the best mod ever made for this game
MegaBroBuster thanks for the warm words, they boost my mood and motivation a lot :)
If only I had more free time for modding...
This has to be one of the best modding efforts ive seen in a while. The fact that it affects the whole world, depth wise, and its ease of implementation alongside it being mid-save-delete safe is just. Damn. Im not saying other mods are bad or anything, just that this one affects one of the core core mechanics of VS, movement, and how you travel in the world. And it does it well.
Simply put, love this mod.
@XyrVexus I didn't quite get what you mean :(
It would be really nice for this mod's directory name to be TerrainSlabs or something that made it obvious at a glance what mod it contains
Thank you very much, that fixed it <3 love this mod so much
Jasper_Steele update to 1.0.5 and run
/fixmapping doremap terrainslabs:v1.0.3
/fixmapping doremap terrainslabs:v1.0.4
And restart the world
Aksyl glad you're enjoing the mod ;)
I will try to add offset support for other slabs later, for now you can help by recommending this mod to others and reporting bugs
BeloMaximkait seems i either missed it or accidently selected no, as i cant find the popup again and doing /fixmapping applyall doesnt do anything. do you by chance know the command to specifically fix the slabs or did i do a big oopsies :\
sign my petition to make offset native to the game.
I'm too lazy to start said petition, but I'll suggest it on the discord.
Vanra Chailles Thallassa Geology Additions should be fixed in 1.0.5. Please do not ignore the remap dialog
Vanra hi, did you get a remap dialog when joining the world after update?
Just logged after week of not playing - and upadting game, and almost all slabs are ? mark blocks 😭
It looks like the remap doesn't seem to include blocks from Geology Additions or at least, it doesn't include Mudstone, from what I've seen in my world.
Jasper_Steele there should be a dialog popup that remaps block codes and fixes the issue
hey as a heads up updating from the last version (1.0.3) to the current version (1.0.4) turns all previous terrain slabs into questionmark blocks BeloMaximka
Farbott could you please share the list of mods you're using, as well as client logs (client-crash, client-...)?
Unsure what could be causing it but the slopes are unfortunately causing CTD's for me and my friends when soil instability makes the dirt shift, which was super strange because it only started after 10 days in with the wonderful mod and now its done it ever since (including fresh worlds the moment anything shifts to destabilize a slab), even with all my terrain modifying mods and betterruins disabled, this one lead back to being the source and im out of ideas. Dana's tweaks or something?
DatVegan technical limitation for now :)
Updated FAQ with more info
Quick question, I noticed during some creative building that wooden slabs of planks do not have the ability to hold storage of chests or item piles like terrain slabs do. Is it intentional or a little oversight?
BeloMaximka you know what, I drew a blank. You're absolutely right, and there they are! Thanks!
Mutt377 slabs drop soil without grass (like full blocks do), an recipes are made only for "grassless" variants because you can't obtain grassy blocks in survival
BeloMaximka Asked for the patch 👍
Absolutely love this mod! It just makes things so much better when traversing through the world. It also just looks really good when using with Vanilla+ WG. Definitely staying in my permanent mod list. Well done! 😄
I dunno if it's just me, but I am unable to craft the slabs added. I can see them in the handbook, but no recipes for them. I'm assuming we should be able to craft these? (I've just been converting via Creative so not end of the world right now.)
This is an incredible mod. No more continual hopping just to get up a slope! Absolute bliss. 😁
This should be in the basegame ❤️ ✨
HanleyS thanks for your report. The issue with logs should be fixed in the latest version, though existing palms and similar trees will float on slabs, this can be fixed via commands (revert and rerun smoother again so slabs are placed appropriately)
I also made a small fix for saplings, though bamboo and redwood still can potentially float on slabs. I will fix it later because it requires more time that I have for today
Enjoy :)
BeloMaximka I did some further exploring, and the floral zone coconut palm log suffers the same issue, leaving a gap between the base log and the log above. When encountering brown bamboo, it doesn't seem to generate on terrain slabs, which is great. However, their bamboo shoots do, which means I don't know what happens if they grow fully, if it looks weird or not. Surprisingly, though, the 'tree heather' works fine on terrain slabs as well as the mangrove apple foliage and sugar cane!
These should all be from the Floral Zones: East Asiatic Region mod, but it's worth checking some of the thinner trees, bamboos, and mangroves of some other floral zone mods, such as the Cosmopolitan Region, Caribbean Region & Neozeylandic Region.
EduardoTV FairyWren works fine, Conquest VS requires a compatibility patch. I can see that usually they maintain them, could you please ask them to add a compatibility patch for Terrain Slabs as well?
@BeloMaximka FairyWren and Conquest VS
EduardoTV what texturepack do you mean? This one seems to be working fine
Textures of slabs do not change from vanilla when used with a texturepack, mainly rock.
HanleyS hi, thanks for the report. This can be fixed via blacklisting, I'll add them in the next update.
Maybe there is a way to automatically detect those blocks, I need to check...
All (Floral Zone) Windmill Palm Trees that appear on terrain slabs have a gap between the base log and the log above. Easy to find in hot starting climates using the Floral Zones: East Asiatic Region mod. I haven't spent enough time checking other trees, but I figure the same could happen to bamboo-related trees and other thin log trees. A fix might come from blacklisting those trees from spawning on terrain slabs. I also noticed the palisades surrounding one of the trader structures had gaps similar to the trees I just mentioned, and the banners surrounding the structure were split. Not sure what could be done about that, maybe making all structures spawn only using vanilla terrain? Regardless, the mod is great so far, keep up the good work!
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
ZeroAresIV should be fixed in the latest versions
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.
BeloMaximka, Vanra : Thank you very much!
There is an isse with fences on slabs. Initially fence you can post on slab BUT any further will disconnect looking for full block.
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)
Hm, turns out it is compatible with 1.21.0+...
Let me bump the version
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...
Hearing good things about this mod. Like someone else said, I'm letting it cook for a little bit but am very, very interested.
cadavr yeah selection has some problems and I will try to fix it in the near future
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.
1 step closer to better than wolves.
no way, this is awesome wow
yes, dirt/sand/gravel instability is supported, cave ins as well
will the dirt slabs be affected by gravity if dirt instability is on?
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.
ZeroAresIV you mean the small dirt gap?
sadly makes grassy blocks look weird as it doesnt spread below,
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)
An update already?! Wow this mod is moving faster then I thought it would! Keep up the great work!
Great, but hurry up because I need to open a server lol
Just kidding, take your time.
Limbobinho ok, found the issue. Thanks for your report! Some issues with vanilla rendering, will be fixed in the next mod update
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!
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
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Should be compatible with all worldgen mods that dont add new block to the terrain
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!
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:
Diving deep into the engine is not a problem tbh, I just have a limited free time :)
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
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)
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.
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.
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
I'm seeing this bug. When I'm in Survival mode, on top of snow on a slab block, this happens.
Damonicus1986 Vanra maybe I can add compatibility for these mods, we'll see
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
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!
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!
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.
BeloMaximka
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)
NisplayDame can you please attach a crashlog and share steps to reproduce the crash?
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
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)
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.
DecaByte probably human error. I'll double check the values and fix them if they're off. Thanks!
Strikes me as very odd that this mod doesnt have thousands of downloads already. I'm guessing more people havent heard of it
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?
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.
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!
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
How does this work with modded grasses (for example: Wild Grass)? Would it need a patch to offset them?
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.
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!
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...
That should be in vanilla. Why we are not funding it?
My spacebar is tired of all these jumping, even on relatively flat terrain.
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!
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?
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
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!
My prayers into the void have been answered!! Immersion manifest!
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.
DecaByte thanks for noticing, let's treat farmland as expected for now as I'd have to deal with waterlogged crops
Tilling the soil slab with a hoe changes it to a whole farmland block.
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.
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
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
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.
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
Damage_Zedd oh I thought terra prety was incompatible with rivers mod, is it better than conquest landform mod?
EthelVril i am using it with conquest blocklayer overhaul, terra prety and rivergen with no issues. works really well
Does this work with conquest landform overhaul and rivers mods?
Whats funny I was looking for dirt slab mod just the other day! Now here it is!
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.
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!
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
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..
I dreamed of such a mod and now it's here
it's finally here

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