TerrainCustomiser

v0.3.2·Updated 2026-05-28

(V2 Beta) Create custom variants for each biome with an in game level editor which you can then play your creation with your friends!

About this mod Author’s original text

Terrain Customiser

(V2 Beta) Create custom variants for each biome with an in game level editor which you can then play your creation with your friends!

The other players do not need to have the map save as the mod will sync the data to all players in the lobby.

All players are required to have this mod installed for it to work

Info

Map Saves are located in Peak's persistent data folder \

"AppData\LocalLow\LandCrab\PEAK\TerrainCustomiser"

Warning

This is the beta version for V2 of Terrain Customiser. It is released for the sake of receiving feedback from testers.

You should not expect your saves to be compatible with newer versions until the proper release of the mod.

Do not use Terrain Randomiser with this mod as it will most likely cause issues.

How to Use

Opening the kiosk menu will make the Terrain Customiser UI appear where you can select your choice of either Play or Editor. Editor Mode only works in Offline Mode.

Play Mode

  • In Play Mode, you select the map save you would like to use. Once selected the config menu will appear where you can set the seed to use, and if the lobby should bake the LightMaps. The LightMap option will only be enabled if all players have set the plugin's config option EnableLightMapBaking to true.
  • Once configured, hitting Play will begin the sync process of the selected map save. Once all players have received the data the custom map should begin loading.

Editor Mode

  • In Editor Mode, the user can hold right click to activate the FreeCam mode. Scroll wheel for FOV change, WASD for movement.
  • To begin making a custom variant, you can use the Swap button to select the desired biome option for that area, you can then click the C button to choose the variant template to work from.
  • Once created, clicking on that segment will fill out the Hierarchy view, selecting items in the Hierarchy will fill out the object's properties in the Inspector Window.
  • Click on Gizmo to enable helpful debug visuals which will be useful later.
  • Right click an item in the Hierarchy, or empty space to open the context menu where you can create/rename/delete items.
  • PropGroupers should be treated as containers for spawners. They determine when in the generation process that the spawners belonging to it are generated. For example, spawners affecting terrain should have their parent grouper set to Early timing, while objects such as trees should have their parent grouper set to Late timing.
  • For now, its best to stick to using the basic PropSpawner when creating spawners. With Gizmos enabled you can easily debug the area in which it covers.

A better guide will be created in the future. For now please experiment and report any bugs in the Peak Modding discord server in the Terrain Customiser mod thread.

Help

If you experience an issue with this mod, the best way to reach me is through the Terrain Customiser thread on the Peak modding discord server

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack_PEAKSnosz-PhotonCustomPropsUtilsSnosz-UBImGui

File & checksum

Filename
TerrainCustomiser-0.3.2.zip
File size
152.6 KiB