#Conquest VS Edition / Conquest Landform Overhaul
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There's one exclusively with vanilla MC blocks and one with minor changes to trees that use CR models.
This is the modded one. I think only birch was changed.
Could we use that pack to start with? I assume if we get those working then we could just drop in the good trees later? Unless we need to know every block ID being used? Also I assume that means I need to get all the tree items brought over. Which I do have some.
ok to answer this question correctly. I have some tree tips, good portion of the branches converted to VS format. I would just need to look at UV for them. So yes I did start on this part.
Alrighty... This is going to be interesting. 😛
Sitting down to puzzle this out.
Well that was refreshingly simple.
Yes.
Regarding things like the cobblestone change to require a pick, I gotta wonder how many other things overlap. Not that it is an issue, with the pickaxe requirement at least. Only one patch is going to take, and they both do the same thing.
You don't do anything to the panning mechanis/loot table, do you?
I changed all the cobblestone and things to require a tool with a mining tier of 1.
I also altered the loot table for cracked vessels and panning.
I need to see about your panning patches. Maybe that is why my guys are getting so many TG's from panning rich gravel.
And dang.. You guys have a lot of gravel texture variants.
Are they all used?
As texture variants?
I need to add a zing of color to a couple of my own variants to make them stand out as "Rich Gravel", the added panning block for the Panning Overhaul.
And don't want to adit any variants you have that might not be used.
(Not editing your mod. Copy/pasting a few of each gravel type for editing and patching into the Panning mod)
An example of what I'm talking about. Added a little "bling" designating possible ore in the gravel block, visible when walking over it. Not too obvious, and a challenge to locate in some gravel types.
Need to do the same with some of the Conquest assets for the mod.
yes currently they are all used as random textures. Eventually they will be connected textures. For your purpose if its just adding in random texture overlay or texture change for a indicator I would assume you would not need to change all of our variants.
I assume this would be a new block being added into the gravel generation.
It is. I just want to add some assets that fit in with the Conquest grave texture.
Did not want to modify a gravel texture not being used.
currently the gravel textures are seamless. So if you revise a couple of them and do not mess with the edges to much it will still blend into the others.
Ah. Good to know.
Could you perhaps tell me how to turn off another mod's patch?
That is a trick I'm not sure I've ever been able to figure out, but it has been some time since I tried.
Such as how to turn of Conquest's patch to panning loot table?
you can do this by adding enable and the value to false. in conquest patch file you need to count from top to bottom what # patch is the panning patch. Top patch starts at 0, so second patch would be 1 and so on. This should turn off Conquest panning patch. Let me know if this works. @opaque bay
I thought it was something like that, but it has been a while since I messed with it.
Thanks.
Will let you know how it goes.
@civic yew Question, I see that you use the CompatibilityLib functionality in your mod. Do you use it to replace other files or only to add new ones?
I'm only seeing alterations to the panning loot table being applied to bony soil, and the panning ability is simply removed. Is that the only panning change that Stone Age makes to panning? Or is there something else I'm missing somewhere?
Stone Age is a @civic yew Baby. Not sure what he all did with the panning.
I used it to replace specific values in a patch.
I didn’t remove the panning ability and the only changes I made were to the pan json file.
So it is meant to override the patch, then?
Yes. No clue if it actually works because I’m getting some errors about it in the log but that’s the general idea.
From what we've been able to work out (Vinter, SpearAndFang, and I) it's been broken for the past 2ish years in a very specific way.
Seemingly ever since they added the command to reload assets.
I believe the fix that would implemented means that it will never reload CompatLib assets using the command, it simply reapplies them when the command is run. If you update them you still have to restart the game.
But that said the issue is that it was using .Add(key) instead of [key] = which meant that if the key already existed it couldn't overwrite it, even though the log would tell you that it was.
You can always reach out to map projects like ardacraft? They have an insane number of custom trees
Hi guys. I've been a huge fan of your mod since Minecraft. I've been with you for so many years. Maybe I'm wrong about something. Then I apologize. Can I offer a little criticism? This is about the texture pack. I understand that you want everything to be more natural. But with each update it gets darker. I'm talking about building blocks and decor. So many bright colors around. Why is everything so dull? When you look at the big picture, everything turns into a gray-brown spot. The search for something bright and light leads to..... My eyes get tired. Now I'm working on the basement and I want bright spots. Why doesn't all the painted clay even differ in color? The only green block in the game is the grass decor block. I'm doing chisel. I love everything beautiful. Color changes my mood. Where are all these unique decorative blocks. I love you. And even if everything turns black and white, I will still stay with you. You are the best. Thank you.
Our main objective is to make the Vintage Story version of the mod as close to a 1:1 copy of the Minecraft version as we can. Because of that we don't want to change it too much and editing textures so they have different colors goes against that goal.
Thanks for the feedback. I believe you are referring to the storage vessels with the painted clay? Those are all the same color right now because I have not yet gotten to texturing all the variant vessels. Also as Creative said we are trying to keep it 1:1 copy with the MC mod.
As we continue to expand the texture pack and add more mods we will be adding in all different variety of color decor blocks.
Just takes time. 🙂
Ooooh your words are honey to my heart. I understand everything. It's just that when you play, you pick up blocks and then you walk around happy for half an hour. Everything worked out. You take screenshots and share your joy with others. I always remember how much work goes into these blocks. How much personal time you spend on this. That's why I worry about you. I want everyone to like you.
Just a heads up, I’m currently working on a complete re-make of the Conquest Nature Pack (soon to be called Conquest Geology Overhaul).
The current version has significant incompatibilities with other mods because of how the textures are set up which I will be fixing with the next version. However, it means the mod will require the Conquest texturepack as a dependency for the textures to work.
If used as a standalone mod every single modded block will show missing textures by default.
This can be solved but it requires making vanilla-style variants of all our modded blocks which we do not have time to work on due to everything else we have to do.
If anyone is interested in contributing vanilla-style textures to the mod let us know (it basically just involves recoloring vanilla rock, sand, and gravel textures to match the new rock types).
It should be noted that not all rock types will require a sand/gravel texture.
Whats the best setting for good sized continets in world gen for the landform overhaul?
I have some recommended settings on the mod page.
Do they create actual continets, with good seperation from other continets?
I'd say it does but you may want to fly around in creative to see if the settings work for you.
Alright cool, thanks
Sorry to bother you again, but how do i prevent these giant lakes from generating or atleast reduce their prevalence.
Or is that not p[ossible?
Landcover scale probably.
Lower or higher?
61 stone types in Conquest Geology Overhaul so far. Probably +50 or so to go...
Added 14 more today.
Storage Vessel upgrade. added 2 new models as well,
Cooking pot on tamed elk bug (Vanilla 1.20.4, only Conquest VS Ed. installed, Cache cleared)
Thanks. Working on the elk bugs today.
Doing more dev stuff if anyone wants to keep me company to prevent me from going insane. 
https://www.twitch.tv/creativerealms
88 rocks. 
What’s with the missing texture?
It’s because overlays don’t work with connected or randomized textures yet so I’ve purposely implemented it in a broken to-be-fixed-later state.
It’s only accessible in creative mode so people won’t see it spawn in-game.
Ah
Rocks, sand, and gravel will be getting an overhaul in the next texturepack update.
@civic yew Did you see there are tools for you to add more users as team members on mods now?
Yes but Arkaik doesn’t have an account on the DB.
The DB just uses game accounts.
Anyone with an in-game account has a ModDB account, technically.
At least, as far as I’ve seen.
Well their name didn’t come up when I searched.
So many rock types. 
Is this mod broken?
You’ll have to be more specific.
Sorry
I just downloaded this mod because it looked really neat
one seconx
THis happens everytime I try to load up a new game with the mods
I'm not sure what to do
Conquest and Conquest Nature Pack do not work together at the moment. I suggest removing the Nature Pack for now.
Ah!
I am working on an update but it will take a while to finish.
I'll let you know if anything else happens
Hi, I’m not sure where else to post this but i need help with “fixing” this type of land generation. I use rivers, plains and valley as well as canyons and plateau. Its not apparent to me that its a conflict as it happens with just conquest langen overhaul installed- i thought maybe it was the pillars setting so i turned it off but to no avail. I’ve spent hours now trying to manually delete this all but it just keeps generating when exploring. Ive tried SO many world gen settings and new worlds and im starting to get hopeless. Does anyone know what may cause this, or what its even called?
Fly so that you are inside the pillars and type /wgen pos landform and then tell me what landforms are in the area. Should help me understand which mod is causing it.
Hello everyone. How are you doing. We are really looking forward to the update on the texture pack. The old version no longer works correctly with the new mods.
Arkaik has been a bit busy working on textures for VS and I just got a full time job so I haven’t been able to work on the pack either. Hopefully when we get free time we’ll be able to work on it more.
Once the next VS update it out I will have more time to help finish up the next conquest update.
Farlands at home:
Hi, does anyone have a good seed for the recommended settings? 😄
Hello, and apologies for the ping. Was reading through this thread hoping to find someone having the same issue I am and I did. I am having this issue as well on my MP server.
I have the Conquest textures mod in my mods folders client side and not installed on the server, and I have edited the modinfo file to be set as 'requiredOnServer' to 'false'. When connecting to the server though everything is a mess, vanilla textures mixed in with a few Conquest textures.
What am I doing wrong?
The mod doesn’t work exclusively on client side which is why requiredOnServer is true.
I figured as much, and that is why I've got it on the server now and client-side for me. But the game still makes everyone download and use Conquest; I am guessing because it gets them to download any missing mods prior to connecting
Would the other players need to have the modified zip with the changes made to the modinfo.json as well?
Or do they need both required on client and server to be set to false?
The mod doesn’t work properly in multiplayer unless it’s installed on both the server and client because of the way textures are handled in VS.
Changing the modinfo won’t fix the issue.
It was setup the way its written here:
Note: This mod will be automatically disabled on servers that do not have it installed to prevent missing textures and other bugs. If you still wish to use it in multiplayer, either ask the server admin to add the mod to their server or set 'requiredOnServer' to 'false' in the modinfo file of the mod.
But its making everyone download and use the textures.
Should this make it so only people who want to use the textures see it?
If it's installed on the server but not on the client it still causes bugs.
If it even lets people connect at all.
But that's a vanilla issue and not something we can change.
So there isnt a way to have it on a server without everyone seeing/using it?
Correct.
Okay thank you!
Thanks
Hey, can anyone help me understand how to get a serverhoster to run conquest landform overhaul? I can't seem to get a world to generate with this mod. Thanks!
You can either put it in the servers mods folder then delete the world that already generated so that it will create a new one or generate the world in SP and then move it into your server with the same mods installed while making sure the world name is the same as the name in the server configs file.
Thank you! I think I just am blind and can barely tell the difference because I’ve been staring at worlds for the past 3 days 😂
testing world gen with the recommended Rivers settings, looks great so far - anyone recommend any other mods that compliment Landform Overhaul nicely?
Makes the harsh transition between different blocks less visible and improves how snow looks on mountains. Best if used on a new world. Existing worlds are still playable but will have noticable seams between new chunks.
Not yet tested in Survival. Let me know if everything works (it should). :P
Pictures taken with Conquest Reforged and an in-de...
I'm running into a problem where an entire continent has basically the same rock layers — for 5-digit distances east-west and north-south the most common surface rock layer is granite, and the next layer is peridotite. I finally got fed up and explored in creative at 4x speed, and aside from a small patch of claystone on one peninsula, there was no surface sedimentary rock of any kind. A different continent was somewhat more varied and had some limestone. For worldgen mods I'm running:
- Conquest Landform Overhaul
- Conquest Blocklayer Overhaul
- Continental World
- Rivers
Is there a config setting that controls rock layer variation?
No there isn't and none of my listed mods should affect rock layers.
I don't know what Continental World does but maybe that is causing it?
It shouldn't touch rock layers, according to its description
just continent shapes
So I have no idea.
yeah, alright, thanks. I'll chalk it up to bad luck
I managed to get a few days off work so I've started to go through some of the bugs in our mods. Seems like most of them have to do with vanilla filepath changes so hopefully they won't take long to fix. There are some other things that may take a little more time to go through though.
Does anyone have seed reccomendations for this mod? Trying to find a cool world with some distinct continents for a fantasy vibe
man this is some gorgeous landgen
I generated a lot of worlds til I got something I liked
I mean the game in general
Mine looks like it lacks AA
Ooh. Couldn’t tell you honestly, my graphics card sucks. Might need to poke at your settings?
I got a 409p
Hmm
Maybe
I need to shove my render at max
This game needs other forms of AA
I’m on a gtx970
Or atleast a AA quality slider or something
Can probably use nvidia control center to do that
The textures are so good, shout out to the artist
if you want more? you can check their work also in minecraft java and bedrock editon, you will gonna love it event more, especially ardacraft server hehe
Oh I'm gonna be real with you I physically cannot bring myself back into MC, but thank you for the invite
ahhahahahahaha same here, im a minecraft player before playing vs
I bought MC before the nether was added too. Different times
Still feel like 24 mentally lol
hmm well then if you would like to keep some of it, then delete their texture from conquest vs to maintain the vanilla texture on it instead. and i sure dev will allow it, i was once ask them to modify their project myself for my own risk and they allowed me
for example. i presume you also want to keep the vanilla model of cattail too because the cattail in conquest has only 2d flower. if so, then locate the texture of the cattail in conquest vs edition file and then delete the texture of it there
It’s fine.
Thanks CR
FWIW my computer has trouble running lots of mods so I have to tweak everything to balance out a fun experience with a functioning computer
anyhow, i was wondering too, is it possible to also make the 3d of flower of cattail similar in vanilla?
haha how many mods are you using anyway?
im curious
All things are possible. The question is who will do it.
i will do it hehe
im dying to do it haha
but the problem is, i cant find the model of a cattail flower in vs assets file
so i can make that as referrence
Mid 20s, but lots of small stuff like Vanity, Hud clock, hanging oil lamps, juicy ores. The only chunky mods I have are better ruins, and stone quarry, trader camps, purposeful storage, chisel tools lite.
hmm let me count mine
you are not gonna believe it, i got 59 mods in my vintage story right now haha
including the small mod like genelib, guilib etc
and i see that they are working just fine, i always update them in each of the update released they have, so yah
My computer would die with that many!
I have to be really selective with what I can use and to what extent. But that's okay, it's still fun
yuh i agree, im always playing single player because i dont see a server with a conquest vs edition on it, and i was curious of every mods i like so i keep them and tested it, and of course i pick a mod that mostly useful every time in my survival and not just display, and good thing my pc can handle it
ow men!! i just have a problem. conquest vs edition has an empty cube of a model of reeds
like it was nothing in there when i open it in blockbench
You will need to use VSMC to open models. Blockbench does not support VS models. I think There is an old plugin mod but it does not work all that well.
oww ok ok i understand thanks, ill try it now
agghhh i gave up, everything of my tiny idea of putting a model on it is not working, im going crazy huhu
huhu 😭 i really need that model of cattail flower to be also work while conquest vs edition is activated, im dying to want it huhu
please i hope in coming update of this texture will includes cattail model 🥹
hello, i have an idea on how to activate the vanilla model of reeds and the conquest texture at the same time.
but first i want to ask related in the reeds texture and model of conquest vs edition
i want to delete the texture and model of the reeds in the conquest so only the vanilla texture and model of it will be shown. with that, i want to replace the reed's vanilla texture of the game with the reeds conquest texture, so that the model of vanilla is still in there while having a conquest texture of reeds.
but i dont know how to remove the reed's texture and model of the conquest vs edition. i was tried to delete the texture of it but the models was still in there with unknown texture in it
so which files of reeds should i remove? thanks for the answer and assist in advance
you see, i really love everything in conquest texture so that is why i want a model with them especially in reeds with a realistic model in the main game
Hey, if I want to play with conquest landform + rivers, which gen settings do I need to use?
You can use whatever settings you want but I’ve included some recommended settings on the mod page as well.
Not sure how that is going to look. You would be able to use the foliage part of the conquest texture but the stem and brown fruit part would not match up with vanilla model. If you want to try it, you will need to change some stuff in the reedspapyrus.json patch file in the conquest mod. you will need to change the shape file location to match vanilla. Then you will need to revise the texture path patch. You would need to add "tallplant-coopersreed-*" to it and drive the new texture paths that match the vanilla shape texture naming scheme.
hi any advice on how to tone down/lower the spiky mini cliffs/hills that are generating?
have some beautiful cliffside plateu+river+forest combo
What world gen mods are you using?
what actually i am gonna do is, i want to edit the texture of reeds leave and stem of the brown flower also the brown flower itself in main vs game and not in the conquest, i want to replace their textures with the texture of conquest without also touching their json file but the texture only, but if i have done that complete, the game will still shows the conquest reeds parts of it but not the parts of the reeds that i edited from the main vanilla game.
i dont know how should i explain it a perfect understanding but i hope i did well. all i really wanted is to keep the 3d model of the brown flower and also the stem while still having the conquest texture in them.
i will do the rest, but with a little advice hehe
i have also modify many files back in minecraft and conquest texture in there, but i never thought that the vs is a way harder than that, thats just my thoughts
here is what i did, i replace the vanilla texture of the game with the texture of conquest heres it looks like. i was also wanted to replace the stem and brown flowers, but that would be later, just the leaves for now just to show how it is suppose to be
here is the main texture of the reeds from the vanilla texture, i replaced it
but, when i activated the conquest vs edition, it reverted to this
so i want to keep this conquest activated in my world without having this version of reeds
instead, this kind of reeds version at the same time
sorry anyways, just a screenshot shows, i cant send a screen record, im not in pro mode hehe
and i also noticed that the version in here is more lushy or bushy of leaves, i think i want to keep that too
I was getting errors with rivers, I'm going to just use your mod for now 👌
hello, i want also to ask about the land form, i want a more vastness of a plains or flat lands, and i dont know which one in the "plains weight" or "plains mutation chance" in config should i change to generate a vast flat lands or plains in newly world.
In order to do what you stated you need to go into the conquest patch files and find the reedspapyrus.json file. In that file you need to change the shape file path in shapebytype and lodshapeByType file patch to match vanilla file path. You then will need to do the same for the textures paths in that same file.
Weight.
conquest landform overhaul
conquest blocklayer overhaul
continental world
rivergen
biomes
better forest
florasphere
floral zones
My mod shouldn't look like that so maybe one of the other mods are affecting it.
You can type /wgen pos landform to see what mod is causing them.
i also noticed that ocean floors are genreating as extremly spiky cliffs
@civic yew
maybe it has something to do with continental world
heres the /wgen of the weird spiky cliffs
oww i understand this one for sure, thank you thank you
hello, when putting a "tallplant-coopersreed" in texturebytype, i saw the papyrus in the top and brownsedge is under on it, should i put the coopersreed also next under to the brownsedge?
Yes it can be placed there.
ow men, this is more harder that i thought, i have not change lod2shapebytype and shapebytype yet
i found the tallplant-coopersreeds in the top.
and in the shapesbytype i cant figured out which one should i change
in the shapebytype and lod2shapebytype you will want to erase everything in the tallplant-coopersreed-* part. That will remove all the conquest models. Add in the vanilla model and you should be good.
aghh i hope this is my last and i can fixed my problem now using that instruction😭
thank you again huhu
no problem. You will still need to drive the new texture paths in the texturebytype patch, if you have not done that yet.
ow well, ok no biggie
It's taken quite a while but Conquest VS Edition has just been updated!
Sadly I don't have a changelog due to the scope of the update and how inconsistently it was being worked on but we hope you will be happy with the changes.
https://mods.vintagestory.at/conquest
A WIP port of Conquest textures to Vintage Story.
Conquest VS Edition seeks to bring the gritty aesthetic from the Conquest Reforged Minecraft Mod and Resourcepack to Vintage Story.
If you would like to contribute to this project, you can join our Discord server here.
Note: This mod will be automatically disabled on servers that do not have it ...
This one took a bit longer than usual. Few of the item we updated: All roof models, Fancy Storage vessels with two new models, added Connected Grass, Daub and Wattle Fences, compatibility with a bunch of mods, added all the color clay items... There is plenty more as well…We hoped to do more, but our time has been stretched thin these past months. Hope you like it.
OW MY GOD I JUST WOKE UP AND THIS IS THE FIRST GOOD NEWS IVE HEARD THANKFULLY IT HAS BEEN UPDATED HUHU
Now my friend has no more reason to complain about pink pots and sortable chests
Tis a glorious day 
AGHH!! finally i got fixed coopersreed, its now showed the texture and model from vanilla without being corrupted the other tall plant like tule, sedge and papyrus.
now the next is editing the flower texture of coopersreed hehe
Hey, I generated a world using Conquest Landforms Overhaul and everything went fine for a couple play sessions. After that I went into an ocean and the game stopped generating chunks, leaving behind void. To fix that I restarted my game and regenerated the chunks, but the chunks generated were different, almost like a different seed. I later tried to fix the chunk errors, double checking I had the right mods installed, but it only generates chunks from this new "seed". Even if I generate chunks from a random seed it still generates these matching chunks. I really want to fix this issue and keep playing the original seed but I can't figure out anything else.
Are you using any other world gen mods?
Ooh what mods does it have compatability with now?
So we redid a lot of our patches to make it more friendly with mods. So I can't really say which ones exactly . If you run across a mod with an issue I will for sure look at adding compat to it. just let me know.
this is really what i loved in this texture's author, always ready to add a compat for every players desired.🫡
hello. i notice the texture of wattle fence seems a bit darker tones when the sun is sets around 2 to 4 in noon time, but the texture seems to be completely normal color in morning time to midnoon
and also, is conquest has a custom model of all weapons that are made from a scrap? because the mace scrap has inaccurate behavior when stored in ground and in tool rack.
I can take a look at the wattle fence but not sure if there is anything I can do as it may be the lighting system doing this to the model. I will look. No we have not done anything to any of the weapons, so if should not be anything from conquest. Do you have other mods active? I will take a look at it just to be sure.
Is there a way to edit the mod to use vanilla barrels instead?
Could I just delete the barrel.json file?
You would need to remove the barrel json in the patch folder and delete the barrel shape in the shape files. That should do it.
Was hoping that'd be the fix.
Thanks!
yes i have, but all of them used vanilla bases, can you give me a specific mods you want to see?
i have 50+ of mods in my game anyway hehe
ow i have an idea but i am not completely sure, i installed ancient armory, i think that mod cause that bug.
i tested it, it was not the ancient armory mod causing it, that bug was really in the base game. i reported the bug in vs discord channel
Hi, Im having this textures problems:
- Cooking pot on elk
- Residue-covered pot in firepit
- Seaweed and Kelp in saltwater
Thanks for reporting these. I’ll look at getting those fixed.
will the current Conquest Landform Overhaul 1.21.1 work properly on 1.21.5?
I am currently using it in 1.21.5 and it’s working beautifully.
Is there a block with a texture that matches the side of sod roofs like how vanilla matches aged planks? If so I can't find one.
Hi I'm having issues on a fresh install I'm having pink and black textures areas and flint and other rocks don't show
be patience, it wont take too much and longer time to get a reply from them.
What mods are you using?
I don’t see anything obvious. I think it will be a matter of going through all the mods to see what’s causing it.
Ty for the help I did a fresh install of games and mods well see
hello i have this logs appeared in my world opening. it happened after i updated the better ruins to latest version, i reported it in better ruins discord but they deny my report.
they said its landform vanilla so i might think its for landform overhaul? im not sure.
28.10.2025 22:34:36 [Error] Error during Init worldgen for Vintagestory.GameContent.GenStoryStructures
28.10.2025 22:34:36 [Error] Exception: No landform with code veryflat found.
at Vintagestory.ServerMods.GenMaps.ForceLandformAt(ForceLandform landform) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\0.GenMaps\GenMaps.cs:line 112
at Vintagestory.GameContent.GenStoryStructures.SetupForceLandform() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 588
at Vintagestory.GameContent.GenStoryStructures.DetermineStoryStructures() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 415
at Vintagestory.GameContent.GenStoryStructures.InitWorldGen() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 293
at Vintagestory.Server.ServerEventAPI.TriggerInitWorldGen() in VintagestoryLib\Server\API\ServerEventAPI.cs:line 262
is there a way to get pointier mountain peaks with this mod? they tend to be a bit flat
please if possible to get compatibility with juicy ores and geology additions ?
ok so small update, the mod i mean whole conquest reforged seems to be partially incompatible with floral zones ( some blocks ont have textures ) as well as with chisel tools. is there any way to get patch ?
hello. i notice when the conquest vs edition is activated, the stone path seems to be dont have the ability to generate snowlayer on its top, i also noticed there is a patch file on it that contains drawtype making it a perfect cube and i think that is a problem of not generating a snowlayer on top of it cuz it determines only a cube without snowcovering
is there a way or also a plan to make it generate snowlayer on top?
It's really awful having the stone path from conquest vs without snowlayers in it while winter with snow outside
Juicy ores is on the to do list. I have started on it but its not finished. I can look into floral and geology as well. I am currently working on couple project for the VS team for the next update so can't promise when this will get done.
Yes, I made the path block a full block so I could use connected textures. I will look into the snow layer to see if I can get that working again.
actually when I'm on it. i also used the texture of stone path to both stonepathslab and stonepathstairs and replaced their sand like brown texture so it will look perfectly connected with stone path, and i like that way.
also i made them a patch similar in stone path but nahh.. the result is it used only one texture causing repeatable texture so i removed the patch. but it was still good without the patch of stonepathslab and stairs, i am still with it.
thank you so much, i will look forward to that♥️
No problem, however since conquest was made with chisel in mind you might add one thing to your to do list. Chisel tools mod have few blocks with names starting from decorative ( and those seem to have error with texture most likely because these are normal chest for example which you can chisel )
Not sure how it works thought will mention 🤔
I will definately look at Chissel tools as well.
Possibly will mention few other mods as setting up modpack with CR haha and so far on 143 mods no errors just few blocks missing or error textures. But it will be more information than request to get those looked out. I wish more people would use reforged because it is beautiful
Just look at that
Is that a BetterRuins structure or did you make it?
Would be cool if someone made a compat patch for that. Just to get better gradients on the structures and stuff.
Of course long term I would love just releasing a ruins mod of our own.
There is one mod but downside is that some blocks if generated on those slabs are floating in the air
i am hundred percent agreeing from what you said beautiful. Even when I was still playing Minecraft, I was amazed by the conquest texture right away, so I actually bought it haha
if only vintory has also a different type of shader mods just like Minecraft does😕
volumetric Shading mod is outdated anyway
But it still works tho xd I think it was made for 1.21.1
But yeah shader. Complimentary unbound hahah with John Smith ofc 🤣
yuh but in . 5 is unpromising
ive tried that in . 1 but it crashed my game
i dont know why it did not work for me with 1.21.1
I genuinely thought this couldn't be Vintage Story for a second. That's wild.
Seen this yet?
This is gorgeous but a little more immediately recognizable as a block game.
The real question is just how functional this town is. 🤔
Mostly because of the foreground.
hmm I'm tired of using that John Smith texture anymore tbh after i discovered conquest. although john smith was my first medieval texture that i used for almost one year, but it still gives me a boredom feeling over time and i dont know why.
but conquest is different, it really nailed my desire to keep using it without feeling bored over and over, and after i started playing vintory and knowing that conquest reforged also featured their texture in that game? agghh it was really my time to decide to take conquest forever until in the time that i cant play Minecraft or vintory anymore for being a senior hahahha
i can't even forget how i love watching monsterfish in his twitch live making new textures of conquest bedrock edition
Wdym unpromissing? For me it actually boosted my performance from 70 to 130fps lol
That is vintage story hahah
I thought cr was using John Smith lol
thats what i thought so too haha
i remembered in conquest reforged discord they have this channel who all players allowed to post their showcase of server or clients for Minecraft, and one post or more has a conquest texture but with ramdom john smith texture also with it like in the leaves and several cobblestones and Polish cobblestones and i was like.. huh?
i forgot what the guy replied in my question to that confusing moment of texture combination, all i remembered was it says they only used cr, but i swore my eyes did not trick me from what ive saw back that time
🤔🤣🤣🤣
correct me if im wrong but all of conquest reforged pixelated textures was made only for Minecraft bedrock and java their own, and also they made their project reach out vintory too. so im am sure cr did not get their idea from john smith because i swear conquest it better than john smith
oh my god im sorry i misunderstood.
so you mean, that volumetric shading version has made your 1.21.1 fps even insanely better than before???
not 1.21.1
1.21.5
i have 214 mods and before i had like 60 to 80 fps now after adding that volumetric one i am not dropping below 120fps and graphic looks better
The Conquest texturepack was created 13 years ago and it only used John Smith as inspiration early on. After that it fully became its own art style.
ow my god haha i was shocked, im sorry for my mistake, it was just.. i am so admired this texture so much and i haven't looked back in its past so i only knew the present.
but still i am completely sure this information will never cause me to change how i love this texture the lost even a little.
thank you for letting me know that.
but still cr has a better improvements now unlike john smith, they still stayed inside in their limitation and did not exceed their style.
but no doubt i'm gonna also say thank you for the john smith, without them. conquest will never exist.
and if it does without the john smith, conquest will never be even better like what it has now.
both of those are great, i used JS some time but something was missing so i never stick to it for long time 😄 but then i got reforged and now i am fully to it lol in vinstory hahah
you are still good at discovering it in vintory and not in Minecraft hehe but still sad for you so say about "not in Minecraft" but still you're all good 😊
I don't know what this cr makes us so admirable and makes us very impressed.
in my thoughts, they gave us an out of this world level of a medieval art style.
Not just medieval now.
oww!! also fantasy and vikings??
oww? but i like medieval the most hehe
hmm no biggy, still the best
no way haha that is not gonna happen. i will stick with medieval style, you guys players can have a modern or whatever design but me being admired in medieval style has gotten me even worse after i discovered this cr
i like the medieval theme tbh
modern design is perfect for rural cities but medieval is also a perfect combination with urban life i can make in both mc and vs games, so yuh
yeah modern one wont be that good in blocky games 😄
all we need now is create mod for vintage story 😄
yup
hello? I'm serious right now, the discord of conquest for conquest vs and conquest minecraft b.e. and java suddenly disappear in my discord server list. did i get removed or something? please i need to join back in if so 😭
No. I was seeing something on Discord’s end which was hiding your messages and saying you were a “likely spammer”.
You might have gotten flagged by their system or something.
hmmm getting this today
[Warning] [Config lib] Exception on creating patch to asset 'landformoverhaul:patches/landforms.json'.
1.11.2025 09:26:18 [Error] [game] An exception was thrown when trying to start the mod:
1.11.2025 09:26:18 [Error] [game] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.GridRecipe.GetNameToCodeMapping(IWorldAccessor world) in VintagestoryApi\Common\Crafting\GridRecipe.cs:line 259
at Vintagestory.ServerMods.GridRecipeLoader.LoadRecipe(AssetLocation assetLocation, GridRecipe recipe) in VSEssentials\Loading\GridRecipeLoader.cs:line 65
at Vintagestory.ServerMods.GridRecipeLoader.LoadGridRecipes() in VSEssentials\Loading\GridRecipeLoader.cs:line 48
at Vintagestory.ServerMods.GridRecipeLoader.AssetsLoaded(ICoreAPI api) in VSEssentials\Loading\GridRecipeLoader.cs:line 28
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 667
what should i do then i cant be removed i need to be in that server again i need assistance
i think this is similar in mine too haha
also landform overhaul involved
ow i was wrong, its about grid recipe
i got that with new world with settings exactly like on mod page. now reverted back to upheal of 30 %
yeah trying find which mod was that 😄 thankfully added 5 mods at that time so easy to narrow it 😄
ahaha no wondered
found the culprit 😄
I don’t know. Might have to contact Discord support.
ow my god the invite link says i was banned, i dont know why huhu
what have i done i really dont know and i wanna know huhu
Maybe your account got hacked or something and it started spamming other servers?
so i spoke with Maltiez and he confirmed it that this is happening only if using CR therefore some grid recipe error 😄
actually yes my account has been attacked just this morning after i woke up and my account sent a scam link to my many friends and i even banned from stardew valley but i manage to get back again in their server after ive done Changing my password twice and even added a passkey to enter after entering a password.
The landform mod doesn’t do anything with recipes.
so how am i going to make me join back again in the conquest studio hub? i am completely secured now
so it must be vs edition as this one does right ?
or stone age expansion one
btw on modpage for stone age expansion i saw someone said toolsmith is very incompatible but it doesnt give me any errors at all so maybe now it is compatible ?
One of the mods would need to unban you but I don’t have perms there. I can ask later.
Stone Age could do it.
But I’m not sure why it’s telling you landforms is the issue.
Oh right. It’s two separate entries.
One is a config lib issue and one is a separate recipe issue.
ok so yeah stone age gives that grid recipe error
I might just have to remove configs from the landform mod because I don’t know if they even work.
xd
well i can see they change terrain generation a bit so they do work 😄
now how we can sort that grid error
who do i need to call for a patch hahaha
In theory me but I have zero free time these days.
ow thank you so much, last time it was a female who dm me and has a permission to unban me
ok im in again hehe thank you so much @civic yew
ok guys can anyone tell me what is incompatible here ? i added stone age expansion to stack but disaled many mods and getting few errors just not sure where to look anymore
are there any plans to add compat to bricklayers ??
i saw few errors with bricklayers enabled on CR ( asked bricklayers author and he said he dont have time curently for that )
is there any way you could add comaptibility for conquest reforged ?
i am gettign lots of these
31.10.2025 09:56:08 [Error] Patch 0 (target: game:blocktypes/stone/crackedrock.json) in bricklayers:patches/survival-blocktypes-stone-crackedrock.json failed because supplied path /texturesByType/*-obsidian is invalid: The json path /texturesByType/*-obsidian was not found. Could traverse until /texturesByType, but then '*-obsidian' does not exist. Full json at this path: {
"@.*-()": {
"all": {
"base": "block/stone/rock/conquest/{rock}/sides/*",
"overlays": [
"game:block/overlay/cracked/cracked1"
]
}
},
"@.*-(calcite_rough|calcite_stalagtite|calcite_stalagtite_dark)": {
"horizontals": {
"base": "conquestgeology:block/stone/rock/{rock}/sides/*",
"overlays": [
"game:block/overlay/cracked/cracked1"
]
},
"verticals": {
"base": "conquestgeology:block/stone/rock/{rock}/verticals/*",
"overlays": [
"game:block/overlay/cracked/cracked1"
]
}
},
"@.*-(calcite)": {
"all": {
"base": "conquestgeology:block/stone/rock/{rock}/sides/1",
"overlays": [
"game:block/overlay/cracked/cracked1"
],
"tiles": [
{
"base": "conquestgeology:block/stone/rock/{rock}/sides/*"
}
],
"tilesWidth": 2
}
},```
dude, youve been prone by more logs issue just recently until now
because i am trying to include stone age expansion from conquest reforged 😄
without it there is no errors apart from small issues with floral zones etc
all of these are without errors on startup and so far no issues
ow i get it now
Yes we have compact to bricklayers already. This is an easy fix and will get this patched for next update.
I’ll try to make some time this week to look at Stone Age and fix the errors.
no probs the image above were my current mods enabled on save with CR no errors on load just some in client main ( mostly regarding floral zones and cartwright ) but apart from that i am happy to confirm CR works perfect with those mods you might add in notes that if anyone uses terra pretty plains and valleys it can occasionally show error - but that error is with plains and valleys not CR itself
apart from floral zones which we discussed before you might want to look into wool and more as well as some antlers shavings seems to miss texture if you will ever plan on compatibility with that mod
if possible can you guys check quern ? for my mate ( we use the same exact mods ) when he is grinding stuff on quern the model switch to some weird one while animation is playing for grinding
ok sorted joining server 😄 gonna test it tonight and update you on that. thank you
that worked
see? told you. you can also use the mod that sets height and widght of an atlas automatically and dont even needed to restart your game, you can also find it in that channel
just remember if you want to used or recommend conquest vs edition mod, dont forget to to tell them to set their atlas height and widght
right now is set to 8k bt 8x should i set it even higher > 😄
hahaha nope, i dont recommend that, last time i tried that, all grass has a line texture in the top of them haha
yes you can but you dont like the results at all hah
ahahahah because you like the texture pack to be perfect in your world?
that will do haha
today more debugging this ime focus on client main logs to get rid of errors 😄
gotcha nice
gonna promote this pack even more lol 😄 lot of people like it looks but noone is crazy enough to create modpack with conquest in it 😄
fun fact vanilla game with CR i am getting 60 fps but once i add volumetric shading i am on 140+
oh yuh i forgot about those
i think it is worth to add that tip note on mod description ?
that shader is a ruined
i used it and all my animated storage also trap door and doors are has black tint or darker texture
An unofficial continuation of an unofficial continuation of a mod that adds some pretty shaders. Open ingame configuration with Ctrl-C.PLEASE READ:This mod is HIGHLY sensitive to game version changes. ONLY USE A MOD VERSION LISTED TO BE COMPATIBLE WITH YOUR VERSION OF THE GAME. Known issues:* Has issues on AMD GPUs (as evident from the mod desc...
i am talking this one
even the cabinet from the shelves mod has a darker texture when opening it
ah yeah i have the same
yup that is what im mentioning too
it is slight thing for greater good 😄
but it goes away f you dont enable deprechieated lighting in settings
hmm its kinda turn off for me having darker texture like that
its not worth it for me, although the author wasnt focusing of fixing bugs including that, but i wish they will do someday
so win win
did you tried disabling it ?
i mean that Depreciated lighting
just this option
what is that? you mean the god rays?
if you in game and press ctrl + c to open settings for that mod you have options to enable/disable
one of those is Depreciated lighting ( keep that on disabled )
that will fix those dark open doors and containers
and answering your question deprecated lighting feature refers to an older lighting system or function that is marked by the game engine developers as obsolete and scheduled for future removal.
the cons are less vibrant contrast between light and shadows, and instead of 140+ fps i was getting around 110+ 😄
oww, not worth to try, high fps is important
and by disabling that, was the god rays will also disabled?
compared to vanilla fps ( 60 ) i think having 110 as minimum is still worth it :D. and no you still can have godrays
i think it just affects shadows
oww ok ok thanks for telling me that, i never knew that
i didnt either 😄 till i started messing with it haha
if you use simple vs manager for mods i will keep CR pack there for people to try
once i am sure it is clean ;D
haha nc nc
also did you noticed the white glint in leaded glass?
so annoying hahaha i cant even see the other side of the glass
only thing i noticed was if i stand on side of some blocks ) especially those which are not taking full cube space ) like storage vessel etc they get ugly whiteish thing looking like light coming through but not sure if its because of the volumetric or not will test
send me dm with screenshot i will check if i can find solution
hmm that is from the conquest vs if i was right, the chest trunk from the conquest vs has also a kind of those, but im sure if you increased the resolution, that will be gone, at first when im using the texture pack i noticed that from the very beggining i entered in my world
ok ok thanks
Hmm sounds like you are kind of like me and want everything to be perfect 👌
I just wish stone age expansion would work errorless with others hhhh
yes dude haha
conquest vs edition is my life when playing sandbox games
so i want to fix everything in it tbh
if only i knew how hahaha
for now i can only fixed a small texture issue
Sent you friend request will spam you with things I find and if I know solution hahah
hahahaha that is nice thank you, i appreciated that
anyway, did you just joined here? i made a compat patch of the age of flax mod with the texture pack, i posted it in discussion haha
they have not preview it yet but i am so happy i made it work myself the patch
ok i gotta go test the tips you just said to me with the shader, also ill send you the leaded glass issue along the way
yes
i will try that patch once i get the mods clean i think i had another issue with age of flax if i remember corretly so i removed it for the time being
what issue did you incountered? maybe im prone to it
also im done recording about the leaded glass issue, should i dm it to you?, we might get unrelated topic report in here discussing that hahaha
dont remember it was some time ago
hey guys i got response from Tenth Architect about error spam in logs when using Conquest reforged, any chance on having that patched anywhere in near future ? i think FZ nicely fills in environment with conquest reforged
Lots of people were asking so Conquest is now compatible with Terrain Slabs.
Lets fucking goooooo, been waiting for exactly that
Any compatability for Juicy Ores? It's a very popular mod and it adds a lot more shape to the ores that I really just can't go without. It's such a good mod, but this mod is fantastic.
I live in Ukraine and there is a war going on right now.
If you are enjoying my mods, you can support me on Patreon. Any help is appreciated!
Patreon
Discord
Makes ores much more visible.
This mod is feature-complete, that means that all features author wanted to add are already in the mod and further updates most likely will be bug fi...
Yes we plan to add compatibility for Juicy Ores.
Personally I want us to redo the ores ourselves eventually.
was that mean conquest will also has an own shapes of ores like for example a crystalline shapes of an ores that will only be visible when juicy ores mod is installed?
like this mod right here from minecraft java in modrinth, but this one has a way more obvious shapes of an ores. https://modrinth.com/project/e67KFc9t
It won’t be 3D just significantly more visible.
Making lots of progress on the Geology mod (formerly Nature Pack). 
Assuming all goes well I may even publish an update soon for testing.
being in forests makes my frames chug inconsistently, anything I can do about it without removing the mod?
try to lessen the distance view or disabled the god rays if your pc cant handle that much
or else if you have farseer mod try also decreasing its view distance
i did that in mine for the farseer and it works a lot on me
also the resolution i set mine to medium
More or less finished recoding all the ore deposits. They will be pretty different from vanilla generation because I’m trying to make them more realistic.
Will see how it turns out when I get things to a playable state.
How is it going ? I saw the mode and it looks cool, looks like it can look like MC Conquest
Conquest and Conquest Geology Overhaul have just had a major update and are once again compatible with one another! We've also added mod support to some requested mods and squashed some bugs.
https://mods.vintagestory.at/conquest
https://mods.vintagestory.at/conquestgeology
A WIP port of Conquest textures to Vintage Story.
Conquest VS Edition seeks to bring the gritty aesthetic from the Conquest Reforged Minecraft Mod and Resourcepack to Vintage Story.
If you would like to contribute to this project, you can join our Discord server here.
Note: This mod will be automatically disabled on servers that do not have it ...
is there any compatibility with any other geology mods out there? (I'm guessing not since it seems like early days for the geology mod)
If you are asking about compatibility with our geology mod, not at the moment. The textures would need to be updated to look more like vanilla for it to be worth making compatibility patches for other mods.
I installed the mod but i don't see any differences in geology additions or like new type of stones
Geology Additions isn't compatible with either mod.
They add a number of stone types that we already have in our mod which causes conflicts between the two.
I’m going to work on making it not crash with the Conquest texturepack but geology mod compatibility will require a significant amount of work.
Just pushed an update for the texturepack which should make it significantly more compatible with other mods. There's still a lot to do so not all bugs will be fixed in this update. Regardless, keep sending in bug reports and we'll keep trying to get things patched up as quickly as possible.
Hi
does this update handle the issue with the food shelves baril rack missing textures when a barrel is placed on them?
kk
i think there is a steps to fix that, i am not sure if where ive found that tips but i think in conquest server
look on it in vs-supports channel in their server
anyone have ideas on what could cause the decorated storage vessels textures to be scrambled? Been looking through my mod list can't find any other mods that would conflict with the textures on them
Have a screenshot?
this is the oxblood vessel
I'm using the latest update 1.0.3, could it be the cache maybe? ill try clearing that and check again
no change after clearing cache
@fossil lodge
ok, i will take a look at this. are you using other mods.
yes, I figured it was a conflict because no one else had mentioned it - but looking through my mods i don't think i have anything else obvious affecting textures. All the other textures are normal.
Vintage Story 1.22.0-pre.1 has just been released as well as a quick patch to the Conquest texturepack and Conquest Geology mod to fix a crash that was introduced with the new version. There are quite a few bugs (log errors, missing textures, etc) that will need to be fixed in the future but as of right now all Conquest mods appear to have basic compatibility with the latest update.
Please do not report bugs with 1.22.0 (unless they are related to crashes) until stable versions of both the game and our mods are released.
any ideas?
I fixed it already I just want to get some other bugs sorted out before pushing the update.

peridotite loose flint sems to be missing textures
Are you using Conquest Geology?
Did you create a new world or add it to an existing one?
new world
Peridotite flint shouldn't exist in a new world with the geology mod.
huh
ill try making another new one and see if it happens again
Hi is it known this mod makes trimmed currant bushes to become invisible?
Yes. It’s a vanilla issue because the model is hardcoded.
kk
heyo, would it be bad if i used 10% instead of 0% upheaval rate?
Some of the mountains might get cut off at world height.
alright thanks 🙂
Is this terrain gen typical with Conquest LO or is it caused by an incompatibility?
I'm using these settings with Plains+Valleys and Fields+Plateaus. Not sure which mod caused this.
You can type /wgen pos landform and it will tell you the name of the landform that is generating to help figure out what mod it is.
I assume it’s Fields+Plateaus because the former are more realistic.
Took a few samples, appears to be entirely plains+valleys
Also that command is really useful, thanks
probably just an issue with CLO and PV having different recommended settings.
I’m not sure different settings can get a result like that. Might just be how the landform looks.
curious if more full grass on the sides of soil blocks has been considered
This have a plaintext config at all or is it necessary to do it via ConfigLib
Either ConfigLib or changing values in the patch file yourself.
Okiedokie, ty
heyo can I use the RiverGen mod with this one?
Yes.
thank you 🙂
Hiya, having some issues with our new world that we've been exploring (This is our first time running a VS server) - mostly occurrences like this, but there's also a variety of very large chunks just outright entirely being non-existent, just a straight drop-off into the void.
What world gen related mods are you using?
Well, Conquest landofrm ofc, but also BetterRuins(Version 0.56, I'm tracking the version intricacies between CLF and BR), th3dungeon, and also I guess BetterTraders might count too
I've been able to sort of patch up the mising chunks with basic worldgen commands but that's yknow. Like patching up a tire with a puncture in it, still don't know if there's gonna be blowout elsewhere in the gen
Maybe it has to do with how you set up the server. Did you delete your world and let it generate a new one after adding all the mods or is it using the world that was generated before you added mods?
I have some bits of code that my console spit back out at me when it was uncovering some bizarre issues while actualy re-genning those specific chunks
Definitely probably not... And also this mod was genned up on someone's SP with an (attempted) mirroring of the server mods, and then moved to the server, and iirc that is a shoe-in for this type of issue occurring
Your server would need to pretty much be a 1:1 copy (in terms of added mods and world settings) of their SP instance to not get something like this to happen.
yeah, I getcha now lol, thank you for the info
I'll see if I can't eliminate some of the variables and come across the same issues in the future - thank you :)
Hi, sorry if this is a really common question, but I have never used a land-gen mod before (outside of like BetterRuins), but when Conquest updates, is it safe to update the mod--- or would updating the mod interfere with the current world? (like would it break something)
Updating existing worlds with the landform mod will break them so I suggest not to.
So even if the world was generated with this mod, you should not update the mod at all?
Sorry if that sounded a bit confusing.
Yes. If you update the mod while using an existing world it causes there to be weird seams between the chunks you already explored and the ones you haven't.
heres conquest landforms & blocklayers with a terrain erosion filter
gives ridges and gulleys
Looks really good. Is that going to be part of Watersheds?
Appreciate it, yeah its gonna be an optional part of watersheds. Not sure if i'm gonna have it on or off by default
// Conquest landform overhaul
"cr mountains",
"cr mountains-mut1",
"cr mountains-mut2",
"cr mountains-mut3",
"cr mountains-mut4",
"cr mountains-mut5",
"cr mountains-mut6",
"cr foothills",
"cr foothills-mut1",
"cr hills",
"cr hills-mut1",
"cr smallhills",
"cr smallhills-mut1",
These are the landforms from your mod I picked to be erodable, would any of these be bad for erosion do you think? @civic yew
I’d have to check in-game. Would it be configurable?
Yeah thats in a config json which is just a list of the landforms to apply the erosion filter to
So it seems fine and maximum I can mess around with it after.
What's the scope of the world gen stuff you are working on? A complete overhaul or smaller features here and there?
I think im done for now after this terrain erosion
Was going to do more stuff with height based streams but they're doing height based streams next update so not worth it
I had an idea which in theory should be simple to implement but have significant effect on how well things like streams work if it's something you are interested in. Basically creating a whitelist/blacklist of which landforms are allowed to generate next to each other. It would prevent massive height differences and allow for more gradual blending between the landforms.
Terra Prety did something along those lines
They have the shallow/water-like landforms on the coasts, then the mountains/hills inland
So it gives a lowlands to highlands effect
I think I remember something like that just that it's a bit of a hacky solution.
I do something similar but its just a flat gradient from the oceans to the inland, works well in conjunction
Yeah I haven't looked into it too much
I'm sure with landform placement, and the landform map in general theres a massive amount you could do
When I created my landforms I based them on height differences but did not implement a way to have them blend properly since the game never really had a good way of doing so.
Even with just the way they're mixed together
Theres definitely cases of my landforms acting funky mixing together
Terra Prety and I have completely different strategies for dealing with that
For my landforms I made sure I only just just a few landforms, but that they were all heavily tested so they mixed together in just the right way and always looked good
Terra Prety made a whole system of different landforms, hundreds of them that mix and combine together constantly
Everywhere in terra prety is like 3-7 different landforms, with mine its 1-2
I also took the less is more approach just that I added a bunch of mutations so there would be more variety.
Yeah I spent like an entire day getting the valleys and mountains right with the mutations, then made them the core of my mod
with 512 height its hard because its super easy to get floating terrain
I still get floating terrain occasionally which is pretty annoying even though the height limit is lower. That's the problem with trying to have more interesting looking landforms. You have too much noise and things break off.
The way TP does it, is it uses a generated heightmap to place specific landforms. Mountain landforms are restricted to only appear at the height points of the heightmap and lowland landforms appear only at the low parts of the heightmap.
Yeah thats what I remember, they're also planning to have rivers be carved following that heightmap
hi is this mod not compatible with watershed mod?
I'm asking because when i try to create world with both mods enabled it crashs
Maybe there was a recent watersheds update that caused it or something? I haven’t tested the most recent versions yet.
it shows only this with no crash
19.4.2026 23:27:49 [Error] Duplicated landform/mutation code detected in landforms.json: game:veryflat. Killing the server/game now.
Ah. I wonder if both of us add the veryflat landform causing some kind of incompatibility. I recently added that landform back in because removing it caused vanilla story structures to break.
ok good to know , i will ask other mod author about it, thanks for info.
hi.. i have a problem, my game with 1.22 version went crashed when placing a fuel in a forge with conquest vs 1.0.5 is on.
A few people have reported it and we are looking into the issue.
ow im sorry, i just started updating my game and some of the mods, so i was late with that news. looking forward with the new update. thank you..
Issues should be fixed in the latest update.
is anyone already playing in 1.22.1 with the conquest 1.0.6? how's it going?
im thinking if i should jump to 1.22.1 with the CVS1.0.6 instead of 1.22
Hi! 👋
Hope you are doing good.
Just found a block that has a texture problems (Andesite Ashlar Block) while pre testing my modlist setup.
Actualy, it's with most ashlar blocks
With slate and bauxite having even more "missing" variants
Thanks for letting me know. I'll look into it.
You're welcom. And forgot to say: awesome implementation! I really loved the look of my previous 1.21.6 play with your mod ❤️
Some more update : lanterns and oil lamps also have problems
(running the mod without any other)
Those we already know about.
Couple stuff more I've found:
- Aged Acacia Planks
- Very Aged Planks set
- Damaged, Reed and Papyrus Chest
- Couple items from the Earthy Orange Ceramic set
The most problematic ones - I think - are Aged Acacia planks and Very Aged Planks set due to them being used in both vanilla new traders and the often used Better ruins
Don't know if it already has been found but I'll share my little exploration I've just made
Thanks for the reporting. These are all 1.22 issues. Most of these are fixed on our end. I am currently working on the very aged planks.
||So I've made this very simple patch for a mod directly within yours - for personal use :
[
{
"file": "caveinfix:blocktypes/stone/hardenedrock.json",
"op": "replace",
"path": "/texturesByType",
"side": "server",
"value": {
"*": {
"all": { "base": "game:block/stone/rock/conquest/{rock}*" }
}
}
}
]
How can I make it as standalone? (to avoid repatching it every time there will be an update - I have other mods in mind that I use, for why I want to learn how to produce a patch for your mod)
Do I need code? Or is it possible simply by producing the correct file structure within the standalone patch?||
Successfully made a standalone patch never mind 😉
Greetings here. I use landform overhaul mod as my terrain gen on a current version of the game. Wanted to clarify something. Does dynamic dungeons generate with it? i didn't find any after some search
There is an issue with them generating at the moment.
The two current dungeons require a landform named "veryflat" in order to generate
can be whatever landform you want, just with that name
It exists in the mod it’s just very rare. I tried changing the landform requirement to “cr plains” but they still don’t generate.
I thought it worked by forcing the area to be the veryflat landform then places the dungeon on it
Probably wrong on that then
Hello! Would adding this mod into an already existing world cause problems?
Which mod are you talking about?
Ah sorry! Conquest for VS, the texture pack
No it won’t mess with the world. It currently has some visual bugs because it hasn’t been fully updated but that’s about it.
Cool! Yes, that's why I'm asking. I was waiting for this to update before starting a new world but I'll start it and add it afterwards 😉
Great work you've done so far btw, really enjoy playing with the texture pack
okay seriously, does sulfur just NOT generate with conquest landform and blocklayer?
I have gone SO far, through SO many different sedimentary areas, and have not gotten a SINGLE reading for sulfur, even a miniscule
It shouldn’t affect it. The landform mod just changes the shape of the terrain and the blocklayers just changes what blocks generate on the surface.
Maybe try using the block overlay mod to see if you can find any.
yeah blocklayer changes the surface, and sulfur is sedimentary only so near-surface only
It doesn’t change rock layers. Just things like dirt, gravel, sand, and grass.
It does spawn as I have found sulfur using conquest landform.
Hey all, when I use conquest, all of the fish in the water disappear. Also the texture for the old planks doesn't work. Is that an issue on my part? If yes, is there a way to fix it?
Oh no I literally didnt read the messages above. so ignore the plank part woops...
Anybody know how I can prevent or severly lessen the amount that spawn in for these MASSIVE lakes? I've already put the lake value's at 0 but well, they still spawn in a lot so I don't think that has anything to do with it.
I suspect it has to do with the "Landcover Scale" setting but I don't rly want to turn that down because having that setting high also allows for cool oceans and continents.
Its frustrating because these random massive lakes showing up EVERYWHERE is the only aspect of conquest that I don't like.
Can you do /wgen pos landform and see what landform is showing up there?
Took 3 over the lake just to be sure and well. that enlightening
Certainly would't have expected these to be cliffs in the mind of the game
So it’s probably one of the vanilla settings that is affecting it.
Running this rn
Very strange, gonna see if lowering the cliff weight will prevent it from spawning
Your landcover setting is super low. The higher it is the less water there will be.
Yes that is what I was afraid for, either of those settings causing it.
I was hopping to have the land cover very low like this for more oceans
This might help a bit: https://wiki.vintagestory.at/World_Configuration#World_generation
Game worlds can be customized to a great extent.
In singleplayer this is done simply through the "Customize" button when creating a new world; most configs are also adjustable later for existing worlds.
For multiplayer, the simplest way to customize a world is to use the singleplayer interface, then copy the save file to the host machine.
The ...
I am aware, it was just that likes specifically like this only show up when I run conquest. Must the interaction of the low landcover and the mod then
hey i was wondering if the continental world mod works with this as i cant seem to get any oceans when i try
is conquest all good to use in 1.22?
There are texture glitches at the moment. We are wrapping up our next update which will fix all issues.
awesome mate, appreciate the reply
hello! My loading screen is stuck on this and I have no idea why it cant find the small berry bush lol
oh! Alright take your time
It’s a known issue but not one that causes crashes or anything.
so is it just taking longer to load and not actually stuck?
Yeah unless there are other mods that might be causing problems.
probably other mods. I'm currently removing mods and trying them in separate groups
thank you
Also uh stupid question but is conquest vs edition purely a texture pack or does it add blocks like it's minecraft version?
It’s purely a texturepack.
I see thank you again
i'm having a bit of a hard time understanding the configs. i think i at least understand the weight concept (ie. higher weight = higher spawn chance) but i don't really understand the mutation chances or exactly what each landform is/does
trying to work with rivers and i feel like i'm getting close to some REALLY good worldgen but Rivers of course does that thing where it carves out a pretty significant valley around the river, leading to sudden cliffs where the higher terrain from Conquest starts
i even turned down the weight of everything except plains and they still seem to be having a low spawn rate
Conquest VS Edition has just been updated for 1.22.3. This update fixes the vast majority of bugs introduced in the latest versions of VS and adds some new texture and model assets as well.
hi, does anyone know how Conquest Landform Overhaul plays with Continental World?
Just wanted to post this cool screenshot here (using rivers, watersheds, conquest landform and blocklayer overhaul)
What world gen settings and mod configs did you use to achieve these kind of terrain forms? I'm using the same mods for world gen and having issue with the watershed streams gen
I didn't change the mod config, and i used the recommended world gen settings in the modpage, however, I don't think there's any properly big oceans
Or maybe my lakes were so big that they turned into an ocean?
So no mod config alterations at all from defaults, and the recommended world gen for Conquest Landform?
Does the default mod config with the recommended world gen settings make oceans?
Or do i need to change the configs for that
hi a couple of things
- a method for finding Kimberlite in vanilla is finding a raised patch of land with different rock in, say, a basaltic delta. Does Conquest Landform/Blockform mess with this, or have I been super unlucky?
- this mod removes the landform "very flat" which Th3Dungeon relies on to spawn its dungeons. idk if this is their issue or yours, Th3Dungeon said that they're working on a patch, but figured it's best to bring it to attention
Please ping when responding to me
Re:1: no, it doesn't change stone layer generation.
The vast uninterrupted oceans of granite/peridotite/other igneous are the most irritating parts of trying to find a decent seed or specific place to build and they're a vanilla thing
So kimberlite will still have its distinctive surface bump and changed surface rock?
Oh, if you're talking about a surface feature, maybe not
It looks like a feature similar to meteorite craters, which do still appear. I admit I've never noticed a kimberlite dome on the surface using CLO, but then I wasn't looking for one
Yeah I've done a lot of searching and not found one, but idk if that's been bad luck or what
how do i modify Conquest landforms to have far less mountains and elevation but have mountains be actual high mountain ranges?
currently limited by not having enough flat lands as well as hills and mountains in addition to general elevation being too common
change values in landformoverhaul.yaml in your ModConfig folder
or in the ConfigLib GUI
increasing landform scale in the vanilla worldgen settings will stretch landforms horizontally, so you'll get broader plains (but less steep mountains/cliffs); increasing world height will stretch them vertically, so you'll get higher mountains
