OptionallandTarget percentage of map cells that will be above water (0–100). Default 50.
OptionalchunkMinimum cells in a single raised or sunk chunk. Default 30.
OptionalchunkMaximum cells in a single raised or sunk chunk. Default 100.
OptionaljitterProbability (0–0.5) that a neighbour's BFS priority is increased by 1 (jitter). Default 0.25.
OptionalsinkProbability that an iteration sinks terrain instead of raising it. Default 0.2.
OptionalelevationMaximum land elevation value. Default 12.
OptionalelevationMinimum water elevation value (ocean floor). Default -5.
OptionalseedWhere raise chunks seed. 'uniform' picks anywhere in the region (default); 'accrete' seeks the coast of existing land, so the landmass grows as one coherent body; 'scatter' seeks open water away from existing land, so chunks become separate islands. Sinks under either non-uniform mode seek the coast, so they carve bays instead of deepening open ocean.
OptionalscatterOpen-water clearance a 'scatter' seed keeps from existing land, in cells. Small values pack islands into dense chains with narrow channels; large values spread them far apart. 0 or unset = one chunk radius (auto).
OptionalchunkStretch factor for chunk growth. 1 grows round chunks (default); higher values grow lens-shaped chunks along a random per-chunk axis, which union into elongated, geological-looking landmasses instead of round blobs.
OptionalseedNumber of guide curves per region that 'scatter' seeds are sampled along instead of uniformly. Islands then form chains and arcs — the visual signature of real archipelagos. Default 0 (off; plain scatter).
OptionalpeninsulaProbability (0–1) that a raise round grows a walked chunk sequence — each chunk seeded a step past the last along a drifting heading — instead of a single chunk. Produces peninsulas, capes, and isthmuses reaching out of the landmass. Needs at least one prior chunk to anchor on. Default 0.
OptionalcoastAmplitude of a shared multi-octave noise field added to the BFS growth priority, in priority steps. All chunks share the field, so their boundaries follow common contours: coasts develop coherent lobes and bights at the low frequency and fractal texture at the higher octaves, instead of the uniform per-cell fuzz jitter alone produces. Default 0.
OptionalcoastHow strongly land elevation is pulled toward a distance-from-coast profile, 0–1. 0 leaves the stacked chunk heights alone (default); 1 replaces them outright. Mid values keep the chunk detail but make elevation rise inland — coastal lowlands, high interior — which is how continents read.
OptionalerosionPercentage of the initial erodible-cell count to eliminate (0–100). Default 50.
OptionalclimateOptionaltemperatureOptionalbiomesOptionalriversOptionalroadsOptionalclimateOptional sink for the temperature and moisture fields the pipeline computes on its way to biomes. Without it those fields are used and discarded; pass a ClimateData sized to the map and they land in its base channels, ready for a SeasonCycle to derive snow and ice from at render time.
The pipeline fills the base tier only — it never writes snow or ice, so
handing it a ClimateData mid-campaign will not thaw anything.
OptionalmountainNumber of mountain ranges to raise across the landmass. Default 0 (off).
OptionalrangePeak uplift added along a range's spine, falling off by 1 per cell of distance — so it is also the half-width of the range. Default 4.
OptionalmapWater-buffer cells on left/right edges. Default 5.
OptionalmapWater-buffer cells on top/bottom edges. Default 5.
OptionalregionGap between adjacent region spawn zones (each side). Default 5.
OptionalregionNumber of independent spawn regions (1–4). Default 1.
OptionalvolcanoesNumber of volcanoes to raise. Default 0 (off).
OptionalvolcanoRadius of the cone in cells, rim crest to the foot of the flanks. Default 4.
OptionalvolcanoRim height above the ground the cone is built on, in elevation steps. Default 5.
OptionalvolcanoTerrain index for the caldera pool. Should belong to a liquid type (the built-in lava is the obvious one) so the pool renders as a surface; omit for a dry crater floored with VolcanoOptions.volcanoAshTerrain.
OptionalvolcanoTerrain index for the cone and the ash apron around it. Default Rock (4); pass VOLCANIC_ASH_TERRAIN_DESCRIPTOR's index for a dark ash field.
OptionalvolcanoHow far past the foot of the cone ash falls, feathering out. Default 1.5 × radius.
OptionalvolcanoFeature layer to write smoke density into: 2 on the rim (about half its
slots, at the middle and small tiers), nothing elsewhere — fumaroles, not
a wall of cloud. Omit to leave every layer alone. Pair it with a scatter
definition on that layer (see createSmokeGeometry).
Single config object for the full procedural pipeline. All sub-configs are optional — each phase falls back to its own defaults.