GZ-Terrain: Extended Terrain Options


IYKYK Edition for Nauvis featuring volcanism, natural height variation with elevation levels, realistic biomes and rivers, river crossings, and more.

Content
a day ago
2.0
80
Environment

Changelog

Version: 1.0.5
Date: 2026-06-02
  Changes:
    - Reduced swamp/marsh default scale and probability strength by roughly half after decoratives made the previous terrain footprint read too large.
    - Added capped underwater relief noise so below-sea-level terrain has broad shallow/deep variation instead of a flat water band.
    - Kept underwater relief from raising broad water areas above sea level.
Version: 1.0.4
Date: 2026-06-02
  Bugfixes:
    - Strengthened swamp/marsh defaults and mask thresholds so the terrain-tab controls produce visible lowland wetlands at default settings.
    - Increased swamp shallow-water and water-mud probability weights so wetland ownership can actually win against surrounding terrain.
    - Reduced river-valley dependency so swamps can appear in ordinary sea-level lowlands instead of only near river cuts.
Version: 1.0.3
Date: 2026-06-02
  Changes:
    - Implemented data-stage swamp/marsh generation using sea-level masks that feed shallow water and water-mud probability expressions.
    - Wired the GZ Swamps / Marshes and GZ Marsh Vegetation terrain-tab controls into wetland occurrence, footprint, depth, and mud-interior strength.
    - Updated swamp/marsh locale text and gz-terrain.md to reflect implemented terrain behavior while keeping Gleba terrain generation planned.
Version: 1.0.2
Date: 2026-06-02
  Changes:
    - Added startup options and terrain-tab controls for future swamp/marsh and Gleba biome scaling.
    - Documented current swamp/marsh/Gleba terrain state and the implementation plan in gz-terrain.md.
Version: 0.1.20
Date: 2026-05-23
  Bugfixes:
    - Vulcanus-ish biomes on Nauvis and lava tongues with SOPL controls
    - Vulc terrain is good, might add the correct trees later, maybe. Lava is still WIP
    - No Vulcanus cliffs yet and no runtime carving