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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. |
| Applies a jitter to the continent centers generated. Higher values make continents less aligned to the underlying Voronoi cell grid. | ||
| Screenshot | Value | Description |
|---|---|---|
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0.50 | Can see some of the underlying Voronoi cell grid lines. |
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0.65 | Distorts the grid generating reasonable and practical continent offsets to disguise grid noise. |
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0.80 | Distorts the grid about as much as is safe to do so. |
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1.00 | Distorts the grid so far that occasionally continents will bridge across to each other. This is generally undesirable as it can result in bad results where rivers meet the ocean, only instead of ocean there's more continent there instead. |
| Controls the chance for each independent continent to be skipped instead of generating a landmass. Useful for introducing large open ocean areas between continents. | ||
| Screenshot | Value | Description |
|---|---|---|
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0.00 | No continents are skipped. |
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0.25 | 25% of continents are skipped. |
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0.50 | 50% of continents are skipped. |
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0.75 | 50% of continents are skipped. |
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1.00 | 100% of continents are skipped, except for the continent closest to the world center. This is a great way of configuring a world for a single large continent surrounded by islands or open ocean for a seafaring / piracy style play through, especially when combined with islands. |
| Controls the percentage smaller that continent scales can potentially be reduced to. | ||
| Screenshot | Value | Description |
|---|---|---|
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0.00 | All continents generated use the full Voronoi cell dimensions (based on their control point values / continent shape)) |
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0.25 | 25% of continents generated can be up to 25% smaller. |
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0.50 | 50% of continents generated can be up to 50% smaller. |
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0.75 | 75% of continents generated can be up to 75% smaller. |























