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World Settings
Edward edited this page Jul 18, 2026
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| Controls the continent generator variant in use when generating the overworld. | ||
| Screenshot | Value | Description |
|---|---|---|
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UPLIFT | Generates continents with deterministic gradient that increases towards the center of the continent. Otherwise identical to MULTI_IMPROVED. Wider continent scales will result in larger uplifts at their center. Required for 3D rivers. |
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MULTI-IMPROVED | Generates naturally shaped continents that gives a good mix of organic shapes and general land form distribution. Does not support 3D rivers. |
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SINGLE | Generates a single continent surrounded by endless ocean. Does not support 3D rivers, skipping, size variance, noise octaves, noise gain or lacunarity customization. If you want 3D rivers and a single continent set skipping to 1.0 while using an uplift continent. Retained primarily for historic preset loading compatibility. Continent Shape setting values have a high impact on continent generation shape. |
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MULTI | Generates continents closely mapped to the underlying voronoi cell grid. Does not support 3D rivers, skipping, size variance, noise octaves, noise gain or lacunarity customization. Retained primarily for historic preset loading compatibility. Continent Shape setting values have a high impact on continent generation shape. |
| Strongly influences the generation shape of legacy continents. Not available for UPLIFT or MULTI-IMPROVED continent types. | ||
| Screenshot | Value | Description |
|---|---|---|
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MANHATTAN | Generates organic shaped continents with large oceans separating continents. |
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NATURAL | Generates organic shaped continents with moderate oceans separating continents. |
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EUCLIDEAN | Mostly fills the underlying voronoi cells. Tends to generate blob shaped continents close to their neighbours. Typically oceans are compressed and do not compose a great proportion of the world. |
| Strongly influences the generation shape of legacy continents. Not available for UPLIFT or MULTI-IMPROVED continent types. | ||
| Screenshot | Value | Description |
|---|---|---|
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10000 | Generates continents approximately 40000 blocks wide. Best for screen archery and high end rigs. Less friendly for survival play due to the significant travel distances involved. When combined with UPLIFT continent type requires high world height values to ensure terrain features don't get cut off in the middle of the continent. UPLIFT continents at this scale generate centroids approximately 400 blocks high at the continent centers. |
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4000 | Generates continents approximately 20000 blocks wide. Great for all purpose and survival play. UPLIFT continents at this scale generate centroids approximately 200 blocks high at the continent centers. |
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2000 | Generates continents approximately 10000 blocks wide. Well suited for all purpose survival play. UPLIFT continents at this scale generate centroids approximately 100 blocks high at the continent centers. Underlying Voronoi cell noise begins to become noticable. |
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500 | Generates continents approximately 2000 blocks wide. This size or lower tends to generate very degenerate terrain. Not recommended for general purpose play. As scales shrink lots of fundamental assumptions in the terrain generation pipelines start breaking down. Continents will tend to bleed together and yield undesirable worldgen results. UPLIFT continents at this scale generate negligible uplift. Underlying Voronoi cell noise is obvious. |
| Modifying this changes the overall world scale of continents generated. Modifies the size of the Voronoi cells that underpin continent generation to achieve this. Very low values break stuff. | ||
| Screenshot | Value | Description |
|---|---|---|
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10000 | Generates continents approximately 40000 blocks wide. Best for screen archery and high end rigs. Less friendly for survival play due to the significant travel distances involved. When combined with UPLIFT continent type requires high world height values to ensure terrain features don't get cut off in the middle of the continent. UPLIFT continents at this scale generate centroids approximately 400 blocks high at the continent centers. |
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4000 | Generates continents approximately 20000 blocks wide. Great for all purpose and survival play. UPLIFT continents at this scale generate centroids approximately 200 blocks high at the continent centers. |
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2000 | Generates continents approximately 10000 blocks wide. Well suited for all purpose survival play. UPLIFT continents at this scale generate centroids approximately 100 blocks high at the continent centers. Underlying Voronoi cell noise begins to become noticable. |
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500 | Generates continents approximately 2000 blocks wide. This size or lower tends to generate very degenerate terrain. Not recommended for general purpose play. As scales shrink lots of fundamental assumptions in the terrain generation pipelines start breaking down. Continents will tend to bleed together and yield undesirable worldgen results. UPLIFT continents at this scale generate negligible uplift. Underlying Voronoi cell noise is obvious. |










