Craft 8 lights at once. Mid colour blend water. Flatter lowlands: terblen exponent, vary canexp, canamp. Grassy sides on mod grass
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@ -229,8 +229,8 @@ if SINGLENODE then
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local ATANAMP = 1.1 -- Arctan function amplitude, smaller = more and larger floatlands above ridges
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local XLSAMP = 0.2 -- Extra large scale height variation amplitude
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local BASAMP = 0.4 -- Base terrain amplitude
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local CANAMP = 0.4 -- Canyon terrain amplitude
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local CANEXP = 1.33 -- Canyon shape exponent
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local CANAMP = 0.4 -- Canyon terrain maximum amplitude
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local BLENEXP = 2 -- Terrain blend exponent
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local xsp
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local ysp
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local zsp
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@ -271,7 +271,7 @@ if SINGLENODE then
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scale = 1,
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spread = {x=4096, y=4096, z=4096},
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seed = 8890,
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octaves = 4,
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octaves = 3,
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persist = 0.33
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}
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local np_xlscale = {
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@ -280,7 +280,7 @@ if SINGLENODE then
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spread = {x=8192, y=8192, z=8192},
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seed = -72,
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octaves = 3,
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persist = 0.4
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persist = 0.33
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}
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for chunk = 1, 64 do
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print ("[watershed] searching for spawn "..chunk)
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@ -317,10 +317,12 @@ if SINGLENODE then
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local n_xlscale = nvals_xlscale[nixz]
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local grad = math.atan((TERCEN - y) / TERSCA) * ATANAMP
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local densitybase = (1 - math.abs(n_base)) * BASAMP + n_xlscale * XLSAMP + grad
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local terblen = math.max(1 - math.abs(n_base), 0)
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local terblen = (math.max(1 - math.abs(n_base), 0)) ^ BLENEXP
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local canexp = 0.5 + terblen
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local canamp = 0.03 + terblen * CANAMP
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local density = densitybase +
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math.abs((n_rough + n_roughalt) * 0.5 * terblen +
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(n_smooth + n_smoothalt) * 0.25 * (1 - terblen)) ^ CANEXP * CANAMP
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(n_smooth + n_smoothalt) * 0.5 * (1 - terblen)) ^ canexp * canamp
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if y >= 1 and density > -0.01 and density < 0 then
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ysp = y + 1
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xsp = x
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