2020-11-15 11:10:19 +01:00
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# File containing all settings for 'mapgen_rivers' mod.
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2020-12-20 22:28:54 +01:00
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# Whether the map should be centered at x=0, z=0.
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mapgen_rivers_center (Center map) bool false
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2020-11-15 11:10:19 +01:00
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# Represents horizontal map scale. Every cell of the grid will be upscaled to
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# a square of this size.
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# For example if the grid size is 1000x1000 and block size is 12,
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2021-06-06 17:17:28 +02:00
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# the actual size of the map will be 12000.
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2020-11-15 11:10:19 +01:00
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mapgen_rivers_blocksize (Block size) float 12.0 2.0 40.0
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# Minimal catchment area for a river to be drawn, in grid cells
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# (1 cell = blocksize x blocksize).
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# Lower value means bigger river density
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mapgen_rivers_min_catchment (Minimal catchment area) float 25.0 1.0 1000.0
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# Catchment area in grid cells (1 grid cell = blocksize x blocksize)
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# at which rivers reach their maximal width of 2*blocksize.
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# Higher value means a river needs to receive more tributaries to grow in width.
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mapgen_rivers_max_catchment (Maximal catchment area) float 40000.0 1000.0 10000000.0
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# Lateral slope of the riverbed.
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# Higher value means deeper rivers.
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mapgen_rivers_riverbed_slope (Riverbed slope) float 0.4 0.0 2.0
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# Enable horizontal distorsion (shearing) of landscape, to break the regularity
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# of grid cells and allow overhangs.
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# Distorsion uses two 3D noises and thus is intensive in terms of computing time.
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mapgen_rivers_distort (Distorsion) bool true
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# Enable biome generation.
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# If 'biomegen' mod is installed, 'mapgen_rivers' will generate biomes from the
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# native biome system. If 'biomegen' is not present, will generate only grass and
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# snow.
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mapgen_rivers_biomes (Biomes) bool true
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# Whether to enable glaciers.
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# Glaciers are widened river sections, covered by ice, that are generated in
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# very cold areas.
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2020-11-15 11:26:50 +01:00
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mapgen_rivers_glaciers (Glaciers) bool false
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2020-11-15 11:10:19 +01:00
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# River channels are widened by this factor if they are a glacier.
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mapgen_rivers_glacier_widening_factor (Glacier widening factor) float 8.0 1.0 20.0
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# Temperature value decreases by this quantity for every node, vertically.
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# This results in mountains being more covered by snow.
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mapgen_rivers_elevation_chill (Elevation chill) float 0.25 0.0 5.0
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2021-06-06 17:17:28 +02:00
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[Landscape evolution parameters]
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# Modelled landscape evolution time, in arbitrary units
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mapgen_rivers_evol_time (Landscape evolution time) float 10.0 0.0 100.0
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# Model time steps in arbitrary units
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# Smaller values will result in more time steps to be necessary to
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# complete the simulation, taking more time.
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mapgen_rivers_evol_time_step (Landscape evolution time step) float 1.0 0.0 50.0
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# To adjust river erosion proportionnally.
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# This type of erosion acts by deepening the valleys.
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mapgen_rivers_river_erosion_coef (River erosion coefficient) float 0.5 0.0 10.0
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# Represents how much river erosion depends on river flow (catchment area).
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# Catchment area is elevated to this power.
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# Extreme cases: 0.0 -> All rivers have the same erosive capabilities
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# 1.0 -> Erosion is proportional to river flow
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# Reasonable values are generally between 0.4 and 0.7.
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#
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# This parameter is extremely sensitive, and changes may require to adjust
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# 'river_erosion_coef' as well.
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mapgen_rivers_river_erosion_power (River erosion power) float 0.4 0.0 1.0
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# Intensity of diffusive erosion.
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# Smoothes peaks and valleys, and tends to prevent sharp cliffs from forming.
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mapgen_rivers_diffusive_erosion (Diffusive erosion) float 0.5 0.0 10.0
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# Speed of evolution of tectonic conditions between steps
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# Higher values means tectonics will be very different from one step to the other,
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# resulting in geologically unstable and more varied landforms (plateau, gorge, lake...)
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mapgen_rivers_tectonic_speed (Tectonic speed) float 70 0 10000
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[Noises]
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# Y level of terrain at a very large scale. Only used during pre-generation.
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# X and Z axes correspond to map's X and Z directions, and Y axis is time.
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# Successive XZ slices of this noise represent successive tectonic states.
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mapgen_rivers_np_base (Terrain base noise) noise_params_3d 0, 200, (4000, 4000, 4000), 2469, 8, 0.6, 2.0
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# This noise will shear the terrain on the X axis,
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# to break the regularity of the river grid.
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mapgen_rivers_np_distort_x (X-axis distorsion noise) noise_params_3d 0, 1, (64, 32, 64), -4574, 3, 0.75, 2.0
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# This noise will shear the terrain on the Z axis,
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# to break the regularity of the river grid.
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mapgen_rivers_np_distort_z (Z-axis distorsion noise) noise_params_3d 0, 1, (64, 32, 64), -7940, 3, 0.75, 2.0
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# Amplitude of the distorsion.
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# Too small values may leave the grid pattern apparent,
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# and too high values could make the terrain insanely twisted.
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mapgen_rivers_np_distort_amplitude (Distorsion amplitude noise) noise_params_2d 0, 10, (1024, 1024, 1024), 676, 5, 0.5, 2.0, absvalue
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