The fractal world synthesizer can make a variety of natural-looking terrain. It relies on a number of parameters to govern a single algorithm.
SynthesisMethod: make-fractal-percentile-terrain
This method generates the terrain layer of a world. It works by generating two distinct layers of random blobs, known as the "alt" and "wet" layers, then decides on a terrain type for each cell. If elevations are defined, then this method will use the "alt" layer to produce elevations.
GlobalVariable: alt-blob-density
n
GlobalVariable: wet-blob-density
n
These variables are the number of blobs to put down,
expressed as number per 10,000 cells.
Defaults to 500
.
GlobalVariable: alt-blob-size
n.f%
GlobalVariable: wet-blob-size
n.f%
These variables are the average number of cells in a blob,
expressed as number per 10,000 cells.
Defaults to 100
.
GlobalVariable: alt-blob-height
n
GlobalVariable: wet-blob-height
n
These variables are the amounts by which to increment or decrement within a blob.
Defaults to 1000
.
GlobalVariable: alt-smoothing
n
GlobalVariable: wet-smoothing
n
These variables specify the number of averaging steps
to perform after the blobs have been generated.
Defaults to 2
.
TerrainTypeProperty: alt-percentile-min
n%
TerrainTypeProperty: alt-percentile-max
n%
TerrainTypeProperty: wet-percentile-min
n%
TerrainTypeProperty: wet-percentile-max
n%
These properties are
the percentiles of elevations and moistures that result in the given
terrain type.
Percentile ranges may overlap, in which case the earlier-defined
terrain type will be used.
If a cell has a alt and wet that does not fall in any of the ranges,
then terrain type 0 will be used there and players will be warned.
Mins defaults to 0
, maxes to 100
.