Nice results but I didn't go further with the modulo idea because it would mean going in a very different direction with the basic planet file on here. It's not suitable to integrate the modulo but it definitely needs further exploration.
I wanted to totally push the limits of some things I've been doing with terrain so I used the terrain in the first post here and brought in subtracted voronoi limiting it to the cliffs with altitude terrain blending. This is about as far as TG2 can go along these general lines. This is really pushing the limits with only terrain. Very steep cliffs as well. I'm surprised it even looks this good. No surface displacements at all so in essence it doesn't even need to be this extreme. Surface displacements would do a lot of work but I'm into pushing the limits. It can be improved on and optimised to get cleaner results. Probably better graphs as well.
In the other thread, where I used voronoi, I actually negatively displaced it. Here I subtracted it from the main terrain via a merge shader just to be accurate about it. That should be a no brainer for people to try though. It's also several voronoi of different sizes simply chained together.
I might tweak around and improve things a bit and post more renders but I'm done with TG2 for a while I think.