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Expand World
This mod allows creating bigger or radically different worlds.
| Date uploaded | 4 years ago |
| Version | 1.0.0 |
| Download link | JereKuusela-Expand_World-1.0.0.zip |
| Downloads | 495 |
| Dependency string | JereKuusela-Expand_World-1.0.0 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2200JereKuusela-Expand_World_Size
Allows configuring the world size and altitude settings.
Preferred version: 1.13.0JereKuusela-Expand_World_Rivers
Allow configuring rivers, streams, water level and waves.
Preferred version: 1.9.0JereKuusela-Expand_World_Data
Allows adding new biomes and changing most of the world generation.
Preferred version: 1.14.0README
Expand world
This mod allows creating bigger or radically different worlds.
Always back up your world before making any changes!
Must be installed on all clients and on the server.
Check any modding guide if you don't know how.
Features
- Make the world bigger (or smaller).
- Change world height, globally or per biome.
- Change biome distribution.
- Customize the world seed.
- The minimap is generated in the background, lowering loading times.
- Config sync to ensure all clients use the same settings (when
Lockedsetting is enabled).
For example you can create entirely flat worlds with only Meadows for building. Or group up colder biomes up north while more warmer biomes end up in the other side. Or just have a world with terrain shapes no one has ever seen before.
Configuration
The mod supports live reloading when changing the configuration (either with Configuration manager or by saving the config file). This can lead to weird behavior so after playing with the settings it's recommended to make a fresh world.
Note: Pay extra attention when loading old worlds. Certain configurations can cause alter the terrain significantly and destroy your buildings.
World size
The size can be increased by changing the World radius and World edge size settings. The total size is sum of these (default is 10000 + 500 = 10500 meters). Usually there is no need to change the edge size.
The world can be stretched with World stretch setting. This can be used to keep the same world but islands and oceans are just bigger.
The amount of locations (like boss altars) can be changed with Locations setting. This can significantly increase the initial world generation time (especially when the game fails to place most locations). If changing this on existing worlds, use genloc command to distribute unplaced locations.
Note: The location minimum and maximum distances are automatically scaled with world radius.
Note: If the game fails to place the spawn altar (for example if no Meadows), then it is forcefully placed at the middle of the map. With bad luck, this can be underwater.
Minimap
The minimap size must be manually changed because there are two different settings. Both of the settings increase the minimap size but have a different drawback. Minimap size significantly increases the minimap generation time while Minimap pixel size makes the minimap less detailed.
Recommended settings:
- 20000 radius: 2 size, 1 pixel.
- 40000 radius: 2 size, 2 pixel.
- 80000 radius: 4 size, 2 pixel.
- 160000 radius: 4 size, 4 pixel.
Example generation times:
- Default: 15 seconds.
- 2 size: 1 minute.
- 4 size: 4 minutes.
- 8 size: 16 minutes.
- 16 size: 1 hour.
Note: The minimap is generated on the background. This is indicated by a small Loading text on the upper right corner.
Note: Changing Minimap size resets explored areas.
Altitude
For the altitude, there are two types of settings: * altitude delta and * altitude multiplier. The multiplier multiplies the distance to the water level (by default at 30 meters). So increasing the multiplier will make water more deeper and other terrain higher. The delta directly affects the altitude. For example positive values will make the underwater terrain more shallow.
The formula is: water level + (altitude - water level) * multiplier + delta.
For the total altitude there are three layers:
- Base altitude affects biome distribution. For example increasing the altitude will cause more mountains.
- Biome altitudes only affect the altitude on that biome. This part of code also adds some elevation changes, even if the base altitude was made completely flat with 0 multiplier.
- Altitude is the last step and affets the whole world. This can be used to make whole world flat, or to increase elevation without having more mountains to appear.
Water
Water level can be changed with Water level setting. This is currently experimental and probably causes some glitches.
Similarly wave size can be changed with Wave multiplier setting. With the Wave only height setting causing slightly different behavior. This is also experimental.
Biomes
Most biomes have five settings which affects their distribution:
- Amount: The chance to appear on valid areas. For example 100 makes the biome fill all possible areas while 50 would it make only fill half of them.
- Begin percentage: The minimum distance from the world center (scaleds with the world radius).
- End percentage: The maximum distance from the world center (scaleds with the world radius).
- Sector begin percentage: The start of the sector.
- Sector end percentage: The end of the sector.
Note: The order of biomes is Ocean, Ashlands, Mountain (from altitude), Deep north, Mountain, Swamp, Mistlands, Plains, Black forest, Meadows and finally the biome defined by Default biome setting.
For sectors:
- South: 0
- West: 25
- North: 50
- East: 75
For example 25 sector begin and 75 sector end would make the biome only appear at the upper part of the world. Similarly 80 sector begin and 20 sector end would make the biome only appear at the bottom part.
Note: By default Mountains don't have any sector defined but only appear based on Mountain minimum altitude setting.
Ashlands and Deep north also have a curvature parameter which gives them the curved shape. This is bit hard to explain so better just experiment with different values.
Biome borders
The default biome distribution causes the biome minimum distance to wiggle. This means that depending on the sector, the minimum distance is slightly increased or decreased (based on a sin wave). This is intended to make the world look more natural without artificial looking biome borders.
This is controlled by Wiggle frequency and Wiggle width settings. Again bit hard to explain but can be easily seen by increasing all biome amounts to 1 and setting base altitude multiplier to 0 and delta to 30.
For the biome sector parameters, there are Distance wiggle length and Distance wiggle width settings. These follow similar logic but are just applied to the sector begin and end percentages.
Other
Rivers and streams can be disabled with Rivers and Streams settings.
Amount of forest can be changed with Forest multiplier.
Seeds
The default world generation derives sub seeds from the world seed. This mod allows fine tuning these sub seeds (and adds some new ones) to fine-tune the world. This is probably utterly pointless for most people.
The layout of the world is pre-determined, and each world is just a snapshot of it. The world can be manually moved in this layout with Offset X and Offset Y settings.
Each biome adds some height variation on top of the base altitude. This can be controlled with Height variation seed setting.
If biome amount is not 1, then the game must decide which areas to fill with the biome. This is controlled by Black forest seed, Swamp seed, Plains seed and Mistlands seed settings.
Similarly for rivers and streams there are River seed and Stream seed settings.
Since number 0 is a valid seed, each setting also a has setting whether to use the custom seed.
Changelog
- v1.0
- Initial release.
Thanks for Azumatt for creating the mod icon!
Thanks for redseiko for the asynchronous minimap generating!
CHANGELOG
-
v1.56
- Removes EW Spawns as most modpacks that used this have Spawn That.
-
v1.55
- Adds split mods to the pack.
-
v1.54
- Adds documentation links to the readme.
- Latest versions to fix problems.
-
v1.53
- Split to pieces and made to a modpack.