# File containing all settings for 'mapgen_rivers' mod. # Whether the map should be centered at x=0, z=0. mapgen_rivers_center (Center map) bool true # Every cell of the river grid will represent a square of this size. # A lower value will result in more detailed terrain and finer computation # of rivers, but will be slower to generate and use more resources. # # WARNING: Excessively low values may cause crashes at pre-generation, due to # memory issues mapgen_rivers_blocksize (Block size) float 15.0 2.0 100.0 # X size of the map being generated # # X size of the river grid will be this/blocksize # When increasing, it is recommended to increase blocksize too mapgen_rivers_map_x_size (Map X size) int 15000 500 66000 # Z size of the map being generated # # Z size of the river grid will be this/blocksize # When increasing, it is recommended to increase blocksize too mapgen_rivers_map_z_size (Map Z size) int 15000 500 66000 # If margin is enabled, elevation becomes closer to a fixed value when approaching # the edges of the map. mapgen_rivers_margin (Margin) bool true # Width of the transition at map borders, in nodes mapgen_rivers_margin_width (Margin width) float 2000.0 0.0 15000.0 # Elevation toward which to converge at map borders mapgen_rivers_margin_elev (Margin elevation) float -200.0 -31000.0 31000.0 # Minimal catchment area for a river to be drawn, in square nodes # Lower value means bigger river density mapgen_rivers_min_catchment (Minimal catchment area) float 3600.0 100.0 1000000.0 # Coefficient describing how rivers widen when merging. # Riwer width is a power law W = a*D^p. D is river flow and p is this parameter. # Higher value means that a river will grow more when receiving a tributary. # Note that a river can never exceed 2*blocksize. mapgen_rivers_river_widening_power (River widening power) float 0.5 0.0 1.0 # Lateral slope of the riverbed. # Higher value means deeper rivers. mapgen_rivers_riverbed_slope (Riverbed slope) float 0.4 0.0 2.0 # Enable horizontal distorsion (shearing) of landscape, to break the regularity # of grid cells and allow overhangs. # Distorsion uses two 3D noises and thus is intensive in terms of computing time. mapgen_rivers_distort (Distorsion) bool true # Enable biome generation. # If 'biomegen' mod is installed, 'mapgen_rivers' will generate biomes from the # native biome system. If 'biomegen' is not present, will generate only grass and # snow. mapgen_rivers_biomes (Biomes) bool true # Whether to enable glaciers. # Glaciers are widened river sections, covered by ice, that are generated in # very cold areas. mapgen_rivers_glaciers (Glaciers) bool false # River channels are widened by this factor if they are a glacier. mapgen_rivers_glacier_widening_factor (Glacier widening factor) float 8.0 1.0 20.0 # Temperature value decreases by this quantity for every node, vertically. # This results in mountains being more covered by snow. mapgen_rivers_elevation_chill (Elevation chill) float 0.25 0.0 5.0 [Landscape evolution parameters] # Modelled landscape evolution time, in arbitrary units mapgen_rivers_evol_time (Landscape evolution time) float 10.0 0.0 100.0 # Model time steps in arbitrary units # Smaller values will result in more time steps to be necessary to # complete the simulation, taking more time. mapgen_rivers_evol_time_step (Landscape evolution time step) float 1.0 0.0 50.0 # To adjust river erosion proportionnally. # This type of erosion acts by deepening the valleys. mapgen_rivers_river_erosion_coef (River erosion coefficient) float 0.5 0.0 10.0 # Represents how much river erosion depends on river flow (catchment area). # Catchment area is elevated to this power. # Extreme cases: 0.0 -> All rivers have the same erosive capabilities # 1.0 -> Erosion is proportional to river flow # Reasonable values are generally between 0.4 and 0.7. # # This parameter is extremely sensitive, and changes may require to adjust # 'river_erosion_coef' as well. mapgen_rivers_river_erosion_power (River erosion power) float 0.4 0.0 1.0 # Intensity of diffusive erosion. # Smoothes peaks and valleys, and tends to prevent sharp cliffs from forming. mapgen_rivers_diffusive_erosion (Diffusive erosion) float 0.5 0.0 10.0 # Radius of compensation for isostatic/tectonic processes # Tectonic uplift forces will have a diffuse effect over this radius mapgen_rivers_compensation_radius (Tectonic compensation radius) float 50 1.0 1000.0 # Speed of evolution of tectonic conditions between steps # Higher values means tectonics will be very different from one step to the other, # resulting in geologically unstable and more varied landforms (plateau, gorge, lake...) mapgen_rivers_tectonic_speed (Tectonic speed) float 70 0 10000 [Noises] # Y level of terrain at a very large scale. Only used during pre-generation. # X and Z axes correspond to map's X and Z directions, and Y axis is time. # Successive XZ slices of this noise represent successive tectonic states. mapgen_rivers_np_base (Terrain base noise) noise_params_3d 0, 300, (2048, 2048, 2048), 2469, 8, 0.6, 2.0, eased # This noise will shear the terrain on the X axis, # to break the regularity of the river grid. mapgen_rivers_np_distort_x (X-axis distorsion noise) noise_params_3d 0, 1, (64, 32, 64), -4574, 3, 0.75, 2.0 # This noise will shear the terrain on the Z axis, # to break the regularity of the river grid. mapgen_rivers_np_distort_z (Z-axis distorsion noise) noise_params_3d 0, 1, (64, 32, 64), -7940, 3, 0.75, 2.0 # Amplitude of the distorsion. # Too small values may leave the grid pattern apparent, # and too high values could make the terrain insanely twisted. mapgen_rivers_np_distort_amplitude (Distorsion amplitude noise) noise_params_2d 0, 10, (1024, 1024, 1024), 676, 5, 0.5, 2.0, absvalue