
Vintage Story Mod DB · Vintage Story mod
RiverGen
A server-side river terrain generation mod. Works in singleplayer or multiplayer. The mod could cause chunk borders when updating game version while keeping old world (e.g., 1.20 to 1.21). Features: • Сustomizable branching rivers. • Clay deposits (option
Quick answer
Which RiverGen release should I use?
RiverGen 1.0.2 targets 1.22.0-rc.1, 1.22.0-rc.2, 1.22.0-rc.3. Do not install it on the client. It must be installed on the dedicated server. No extra mods listed for this file.
Where it goes
Is RiverGen required on the client, server, or both?
Do not install it on the client. It must be installed on the dedicated server.
This Vintage Story file is marked server-only.
What else does RiverGen 1.0.2 need?
1.0.2. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add RiverGen without breaking your instance.
Built for RiverGen 1.0.2. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 1.0.2. It targets 1.22.0-rc.1, 1.22.0-rc.2, 1.22.0-rc.3; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
Do not install it on the client. It must be installed on the dedicated server.
- 04
Pick the file you checked
Use the “Get this file” button beside 1.0.2. It opens that exact file at the source.
About this project
What does RiverGen add?
A server-side river terrain generation mod.
Works in singleplayer or multiplayer.
The mod could cause chunk borders when updating game version while keeping old world (e.g., 1.20 to 1.21).
Features:
- Сustomizable branching rivers.
- Clay deposits (optional).
- Mossy boulders (optional).
- Fallen logs (optional).
Currently unavailable features (from the original mod):
- River currents (or any water flow).
- Alluvial clay deposit expansion.
Known bugs:
- Grass grows on top of the boulders.
- Boulders are generated in dry riverbeds.
How to set up:
Recommended world configuration: 40-50% Landcover, 300-400% Оcean scale (a.k.a. Landcover scale).
serverconfig.json before the world generation."WorldConfiguration": {
"landcover": "0.5",
"oceanscale": "3"
}
{
// When a river forks, each segment will go at this angle minimum.
"minForkAngle": 10,
// How much to add to the minimum fork angle.
"forkVaration": 35,
// When adding single node change from 0 to this angle in direction left or right.
"normalAngle": 20,
// Minimum and maximum size of rivers, in width.
"minSize": 8.0,
"maxSize": 50.0,
// Minimum amount of segments a river must be to not be culled after map generated. Maximum amount before generation stops.
"minNodes": 8,
"maxNodes": 20,
// How much to grow in size each node.
"riverGrowth": 2.5,
// How many times a river fork can go downhill.
"error": 1,
// Minimum length of a river node and how much to add to it randomly.
"minLength": 150,
"lengthVariation": 200,
// Zone size in blocks. Must be a multiple of 32.
"zoneSize": 256,
// How many zones wide/tall the region is.
"zonesInPlate": 128,
// Region (a.k.a. plate) size in blocks: RegionSize = zoneSize * zonesInPlate
// ChunksInRegion = RegionSize / 32
// ChunksInZone = zoneSize / 32
// Chance for a river to be seeded at a coastal zone.
"riverSpawnChance": 5,
// Chance for node to split when generating a new node.
"riverSplitChance": 60,
// Chance for a lake when nodes stop (in percents)
"lakeChance": 15,
// Sub-segments 1 node is comprised of.
"segmentsInRiver": 3,
// How much to offset each inner segment in blocks.
"segmentOffset": 40.0,
// Base and depth based on the square root of the river size. Minimum depth.
"baseDepth": 0.1,
// Depth to grow.
"riverDepth": 0.022,
// How much the ellipsoid carving the river should start above sea level and how big the top is in relation.
"heightBoost": 8,
"topFactor": 1.0,
// Values relating to distortion of rivers.
"riverOctaves": 2,
"riverFrequency": 0.0075,
"riverLacunarity": 3.0,
"riverGain": 0.3,
"riverStrength": 12,
// How wide a valley can be at world height.
"maxValleyWidth": 50.0,
// How many blocks of submerged land, relative to default height, a spot is considered an ocean at.
"oceanThreshold": 30.0,
// If stone should be generated under blocks with gravity.
"fixGravityBlocks": true,
// If boulders should generate in rivers.
"boulders": true,
// If fallen logs should generate near rivers.
"fallenLogs": true,
// If clay deposits should generate on the bottom of the river.
"riverDeposits": true,
// Blocks to use for deposits
"riverDepositsBlocks": [
"game:rawclay-red-none",
"game:rawclay-blue-none"
],
"clayDepositFrequency": 0.2,
// Gravel on sides of river.
"gravel": true,
// Set to false to fill rivers in dry areas with water.
"dryRiverbeds": true
}
{
// When a river forks, each segment will go at this angle minimum.
"minForkAngle": 10,
// How much to add to the minimum fork angle.
"forkVaration": 35,
// When adding single node change from 0 to this angle in direction left or right.
"normalAngle": 20,
// Minimum and maximum size of rivers, in width.
"minSize": 8.0,
"maxSize": 50.0,
// Minimum amount of segments a river must be to not be culled after map generated. Maximum amount before generation stops.
"minNodes": 8,
"maxNodes": 20,
// How much to grow in size each node.
"riverGrowth": 2.5,
// How many times a river fork can go downhill.
"error": 1,
// Minimum length of a river node and how much to add to it randomly.
"minLength": 150,
"lengthVariation": 200,
// Zone size in blocks. Must be a multiple of 32.
"zoneSize": 256,
// How many zones wide/tall the region is.
"zonesInPlate": 128,
// Region (a.k.a. plate) size in blocks: RegionSize = zoneSize * zonesInPlate
// ChunksInRegion = RegionSize / 32
// ChunksInZone = zoneSize / 32
// Chance for a river to be seeded at a coastal zone.
"riverSpawnChance": 5,
// Chance for node to split when generating a new node.
"riverSplitChance": 60,
// Chance for a lake when nodes stop (in percents)
"lakeChance": 15,
// Sub-segments 1 node is comprised of.
"segmentsInRiver": 3,
// How much to offset each inner segment in blocks.
"segmentOffset": 40.0,
// Base and depth based on the square root of the river size. Minimum depth.
"baseDepth": 0.1,
// Depth to grow.
"riverDepth": 0.022,
// How much the ellipsoid carving the river should start above sea level and how big the top is in relation.
"heightBoost": 8,
"topFactor": 1.0,
// Values relating to distortion of rivers.
"riverOctaves": 2,
"riverFrequency": 0.0075,
"riverLacunarity": 3.0,
"riverGain": 0.3,
"riverStrength": 12,
// How wide a valley can be at world height.
"maxValleyWidth": 50.0,
// How many blocks of submerged land, relative to default height, a spot is considered an ocean at.
"oceanThreshold": 30.0,
// If stone should be generated under blocks with gravity.
"fixGravityBlocks": true,
// If boulders and fallen logs should generate near rivers.
"boulders": true,
// If clay deposits should generate on the bottom of the river.
"riverDeposits": true,
"clayDepositFrequency": 0.2,
// Gravel on sides of river.
"gravel": true
}
A fork of the original Rivers mod (version 3.2.0) created by Sneeze.
Project description from Vintage Story Mod DB.
Pick your setup
RiverGen releases for each Vintage Story version.
Choose the version and loader you play, then open the matching release.
1.22.1
1 loader build1.22.0-rc.10
1 loader build1.22.0-rc.9
1 loader build1.22.0-rc.8
1 loader build1.22.0-rc.7
1 loader build1.22.0-rc.6
1 loader build1.22.0-rc.5
1 loader build1.22.0-rc.4
1 loader build1.22.0-rc.3
1 loader build1.22.0-rc.2
1 loader build1.22.0-rc.1
1 loader buildShowing the newest 12 of 30 game versions. Older files are in the list below.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
RiverGen versions and loaders
1.0.2
RiverGen_v1.0.2.zip
14 Mar 2026
1.0.1
RiverGen_v1.0.1.zip
14 Sept 2025
1.0.0
RiverGen_v1.0.0.zip
15 Dec 2024
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.