Mods / World Painter For Vintage Story
Author: YangWenLi
Side: Server
Created: Nov 5th at 3:03 PM
Last modified: 2 days ago
Downloads: 206
Follow Unfollow 78
For testers:
worldpainter.zip

World Painter For Vintage Story
Export maps made with World Painter into Vintage Story!
World Painter is an interactive map generator originally developed for Minecraft.
It allows you to 'paint' landscapes using tools similar to those of a regular paint program.
Sculpt and mould the terrain, paint climate zones, place forests, denominate saltwater, carve rivers, and much more.

World Painter For Vintage Story works by using a script to generate an intermediary file for World Painter,
which is then read by the mod to guide the game's world generation algorithms into generating the map you created.
You can download World Painter here.
Please read the PDF User Guide included with each release of the mod (inside the zip file) for installation and usage instructions.
Designed For Ease, It Just Works™
Ease of use was one of the primary goals of this mod, just install it, paint a world, move the exported file into a folder, and create a save file.
There's no configuration to deal with in this initial release, and advanced features like Metadata Layers are entirely optional.
The game and mod will take care to automatically add details like caves and ruins to the map you've created.
Included with the User Guide is a link to a YouTube playlist with a tutorial series on using the mod,
so that you can see every click involved from installation to in-game results.

Compatible With Ruin, Flora, & Fauna Mods
This mod is compatible with any mod that modifies things after world generation,
whether that is BetterRuins, More Animals, or any other mod that does not overwrite world generation.

Known Issues
The following problems are all covered in the User Guide:
• Chunks may generate out of order, causing them to become unlit
• World Pre-Generation may take a very long time to complete for large maps
• The mod may cause crashes if trying to open old saves
Future Updates & Planned Features
• Configurable settings for servers and those that want to really push the tool to its limits
• Proactive chunk error correction to automatically re-light/re-generate broken chunks
• World-blending mode, using SDFs to blend painted maps into generated terrain
• Ability to paint liquids such as water and lava, as well as better ore layers
Thank you!
Making this mod has been a monumental effort,
I'd like to thank all the kind people that offered words of encouragement as I developed it.
This mod is brought to you by...

The Unofficial Vintage Story Modding Co-op, click here to join.
As modders, we can help each other make even better stuff. Plus we have dedicated channels for better organization.
Feel free to post pictures of your creations in the comments below,
I'd love to see the things you've made with it!
| Mod Version | Downloads | Released | Changelog | Download |
|---|---|---|---|---|
| 1.5.0 | 57 | 2 days ago | worldpainter.zip | |
| ||||
| 1.0.0 | 149 | Nov 15th at 7:56 PM | worldpainter.zip | |
|
Initial Release | ||||
Hello Viceroy, it should be safe to go higher than 256 as long as you also set your world height to that same value when generating the world in-game. With that said, make sure to set your ocean level in WP to 43% of your world height, people often forget to do this and end up with water worlds by mistake.
Strata is planned for the far future, not sure about gravel/sand, I'd have to look into it.
Thank you for this mod. I have used world painter for MC maps a lot back in the day and I am happy to see it get made for VS now.
Questions: what issues would I encounter if I use world height bigger than 256? Are custom layers planned for future update like rock strata and surface features like sand or gravel?
Version 1.5 is out, which should improve performance by a lot (it now takes seconds instead of minutes to export an event-sized map), and it also fixes the height issues.
WPHM files are not compatible across mod versions. Make sure to re-export your map with the latest export script if you're upgrading to this new mod version.
This mod is kind of hard to test for, and I've been sorely lacking in tester feedback, so if you encounter any unexpected issues, let me know and I'll work on a patch right away.
@YangWenLi
Great to hear, looking forward to whenever that update comes :) With the lava I was thinking more for like, making volcanoes and stuff. But I think its okay if that's one of those things to manually do in the game itself.
Also really love that this mod exists, I've been wanting something like world painter for VS for so long, so ty for making this! Opens so many possibilities.
MechaMagus Not in the current version. But I do plan for it in the future.
For lava, although it can't be painted, you can use a high tectonic layer value, and it will result in underground lava formations (and overground hotsprings).
Is it currently possible with this to paint water at heights higher than sea level? For example rivers flowing in higher up terrain?
Likewise would lava painted on this appear properly in game?
Edit: Typo
paintmoses Will be rolling out an update that fixes that in the coming days. Code is all finished but it needs test.
Send me a message on discord and I can send you an early testing copy.
I am having a issue with maps that i have made 320 being made the default height when i load them in and cutting my moutains short. I have followed the manual but even when changing the setting in VS I still run into the same problem, any idea why this is happening? This mod is incredible and beyond thankful you made it!
I'm happy to hear, and do know that I'm working hard on the next update that'll enable much larger worlds.
You have no idea how much this means to me!
Thank you!!!
holy wackamoly!
For world size, whatever your PC and patience can handle. The code is pretty slow on the WP side of things (I plan to address this in a future update), so it's generally best to stick to small "event-sized" worlds. InsectGhost
I have not personally tested anything greater than 4096x4096, but I have heard of people trying bigger worlds without issue. I strongly recommend starting small for your first map.
Holy Hell this is really exciting. Whats the upper limit on world size currently?
Hello Tarbrough!
It is technically possible to have world-gen expand past a defined map area, but it's not officially supported. You can try and do it by using a really low chunk render distance and manually flying around your map area (don't use world pre-generation), then disabling the mod, which will cause TerraGen to start filling in any new chunks. Results will vary, some chunks might auto-correct, but most of them will spawn a wall of rock into the sky due to height differences between vanilla and your map.
Currently, I have no immediate plans to add a mode in which painted maps can blend into generated terrain. Though I'll add it to the future updates list.
As for importing temperatures, I assume you mean importing them into the game, in which case please have a look at the "Metadata Layers" section of the included user guide, it covers how to paint climate.
If you mean importing an existing save into World Painter and then exporting it back, that's not supported at the moment, though it is theoretically possible.
Okay so, this is bloody amazing! I can't tell you how long I have wished for this tool to exist, but now I am curious, how does the world expand past the drawn tiles?
If I draw an island e.g can I make it generate the world around it naturally, or is the game itself gonna hate that I did that?
Can we set up ways for it to handle that or is it much easier to take a world and edit it?
Can we import temperatures or is this a block only tool?
Hello RealPolishCoomer, I'm happy to hear you found the mod useful!
The mod should work with custom material (depending on how they were implemented into world gen), my mod does not touch modify how TerraGen does things (except for beaches), just what data it reads, so theoretically it should still included modded ores and materials in. I make no guarantees about compatibility, but the mod should be fairly unintrusive for what it does.
Thank you for this! No longer will I have to fiddle with in-game world-edit to make semi-satisfying terrain! This is a godsend.
I must ask, though. Regarding world generation, will modded materials be included when loading a map? If I had Geology additions, for example, would those stone, gravel, and sand types have a chance of being utilized in the worldgen, or would it only read the vanilla materials? I have no coding knowledge whatsoever, but I assume it would work, given that the game's worldgen is what's being imposed onto the map, instead of the other way around.
Eitherway, I'm really glad this is available! Thanks a ton!
Hello ChaoticMischief, as mentioned in the mod page "Included with the User Guide is a link to a YouTube playlist with a tutorial series on using the mod", please open the zip file and read the file named README USER GUIDE.PDF, you'll find detailed instructions inside, as well as a link to a YouTube playlist with tutorials (currently only one that covers the basics, but more in the future).
I need like a video on how to install because i have no clue what im supposed to be locating in my files