Raises mountain ranges over an already-generated landmass: each range is a
jittered walk between two far-apart land cells, uplifted along its spine
with a 1-per-cell falloff. This is what gives chunk-built continents a
skeleton — ridgelines with foothills grading down to coastal plains —
instead of height landing wherever chunk overlap happened to stack.
Land-only by design: the walk stops at coasts and water cells are never
uplifted, so the pass cannot change the land percentage the chunk stage
placed. Runs before erosion, which then softens the ridges naturally.
Deterministic for a given map state, options, and rand; consumes no
randomness when mountainRanges is 0 or unset.
Raises mountain ranges over an already-generated landmass: each range is a jittered walk between two far-apart land cells, uplifted along its spine with a 1-per-cell falloff. This is what gives chunk-built continents a skeleton — ridgelines with foothills grading down to coastal plains — instead of height landing wherever chunk overlap happened to stack.
Land-only by design: the walk stops at coasts and water cells are never uplifted, so the pass cannot change the land percentage the chunk stage placed. Runs before erosion, which then softens the ridges naturally. Deterministic for a given map state, options, and
rand; consumes no randomness whenmountainRangesis 0 or unset.