mapgen_rivers/settingtypes.txt

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# 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