This is an advanced option. Placeholder values below refer to the settings for the "Normal" map type. For more information on how the generation works, visit the Map Generator project page.
Tiles to be used for the ocean map, from top to bottom.
Tiles to be used for the land map, from top to bottom. Levels are numbers between -2 and 2, defining the distribution of the tiles across the terrain height.
If there are between and "Sea 1" tiles in the vicinity, the following weights define the proportion of chances to:
Along the coastlines, the following weights define the proportion of chances to:
Occasionally, this pass will either Paint a Circle of Sea Paint a River of Sea
From the coast in, this pass is intended to blend any jagged topography by gradually swapping tiles with:
Chance to add rivers if there are between and "Sea 3" tiles in the vicinity, and at least "Land 1" tiles in the vicinity.
If the tile is Land 1 Sea 1 Sea 2 Sea 3 Sea 4 Sand 1 Sand 2 Sand 3 Sand 4 Land 2 Land 3 Land 4 Rock 1 Rock 2 Rock 3 Rock 4 Snow 1 Snow 2 Snow 3 Snow 4 and there are at least "Land 1" tiles in the vicinity, the following defines the randomness of it generating (0 being absolute certainty).