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Earthlike Worlds
Seed-based Earth-inspired continents, broad seas and climate-influenced biomes. Improved inland and Mountain heights, native terrain detail, and independent 16 m digging/raising limits. Similar in purpose to Better Continents.
CHANGELOG
Changelog
1.3.1 — Terrain height and Mountain transitions
This public update rolls up the completed terrain changes since 1.0.0. Private development iterations are not separate public releases.
- Reduced excessive ordinary inland elevation to limit unwanted snow/frost in Meadows, Black Forest and Plains.
- Adjusted native Mountain height inputs so continental uplift is not exaggerated in the same way, while retaining native terrain detail and waterways.
- Continued the inland height reduction through Mountain contributions, removing an artificial recovery of up to 16 metres across their transitions.
- Improved Mountain approaches without broadly flattening Plains, raising surrounding lowlands to match peaks, or replacing native Mistlands ruggedness.
- Retained the independent default digging and raising limits of 16 metres in each direction.
- Preserved existing saved recipes and configuration. Existing worlds retain their generation, including unexplored areas; create a new world for the revised terrain.
- Retained original snow/frost thresholds, native content routines and multiplayer recipe/version checks.
Compatibility and testing
- All multiplayer peers, including the host/dedicated server, must use 1.3.1. Further live multiplayer/dedicated-server verification of this update is pending.
- Positive user terrain checks and eight passing offline regression suites; the public release matches the accepted 1.3.1 test generation in the automated fixture.
- First generation of a new world can take longer than normal. If a rare generation crash occurs, restart Valheim and reload the world.
- Some steep faces, high-altitude frost outside Mountains and island underwater drop-offs may remain. No general crash fix is claimed.
1.0.0 — Initial public release
First public release of Valyn Earthlike Worlds — Procedural Map Generator for Valheim. This entry consolidates the completed development work into one public version.
World generation
- Seed-driven continental arrangements with substantial landmasses, broad ocean basins, and islands.
- Climate-informed biome placement using latitude, moisture, elevation, and progression-related distance gates.
- Protected starting terrain, native terrain detail, mountainous high ground, and lowland Swamp profiles.
- Native lake, river, stream, vegetation, resource, creature, and location-placement routines retained.
- Coordinate-consistent terrain height and material-profile handling across biome requests.
Terrain appearance and editing
- Gradual upland ground frost, increasing toward full snow at high elevations.
- Decorative green grass thinning beneath snowy Meadows and Black Forest vegetation, without changing those biome identities.
- New-world digging and raising defaults of 16 metres in each direction, relative to original generated ground.
World data and multiplayer
- Terrain recipes and edit limits saved per world; existing unmarked vanilla worlds remain native.
- Host recipe delivery before client terrain generation.
- Plugin-version and world-identity validation, with incompatible clients and retired world recipes rejected.
- Current-format private development worlds remain supported.
Diagnostics and implementation
vt_status,vt_scan,vt_scan_stop, andvt_perfconsole diagnostics.- Bounded terrain-field caching, world-context isolation, and diagnostic cleanup when worlds change.
- Focused current-format implementation with retired generators removed while retaining shared layout math.
Release notes
- Initial public testing release; live multiplayer and dedicated-server verification remain pending.
- The first generation of a new world can take longer than normal.
- Occasional crashes have been observed while terrain is generating; restart Valheim and reload the world to retry.
- Some islands have abrupt underwater drop-offs, and local biome transitions can need further refinement.
The mod is similar in purpose to Better Continents, with a focus on automatic, seed-based Earth-inspired worlds. Better Continents is not required and should not be enabled alongside it.