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-rw-r--r--builtin/settingtypes.txt49
1 files changed, 48 insertions, 1 deletions
diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt
index b75bf2de5..d3f2c60b5 100644
--- a/builtin/settingtypes.txt
+++ b/builtin/settingtypes.txt
@@ -1607,12 +1607,53 @@ mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 3
[*Mapgen V7]
# Map generation attributes specific to Mapgen v7.
-# 'ridges' enables the rivers.
+# 'ridges': Rivers.
+# 'floatlands': Floating land masses in the atmosphere.
+# 'caverns': Giant caves deep underground.
mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns,nomountains,noridges,nofloatlands,nocaverns
# Y of mountain density gradient zero level. Used to shift mountains vertically.
mgv7_mount_zero_level (Mountain zero level) int 0
+# Lower Y limit of floatlands.
+mgv7_floatland_ymin (Floatland minimum Y) int 1024
+
+# Upper Y limit of floatlands.
+mgv7_floatland_ymax (Floatland maximum Y) int 4096
+
+# Y-distance over which floatlands taper from full density to nothing.
+# Tapering starts at this distance from the Y limit.
+# For a solid floatland layer, this controls the height of hills/mountains.
+# Must be less than or equal to half the distance between the Y limits.
+mgv7_floatland_taper (Floatland tapering distance) int 256
+
+# Exponent of the floatland tapering. Alters the tapering behaviour.
+# Value = 1.0 creates a uniform, linear tapering.
+# Values > 1.0 create a smooth tapering suitable for the default separated
+# floatlands.
+# Values < 1.0 (for example 0.25) create a more defined surface level with
+# flatter lowlands, suitable for a solid floatland layer.
+mgv7_float_taper_exp (Floatland taper exponent) float 2.0
+
+# Adjusts the density of the floatland layer.
+# Increase value to increase density. Can be positive or negative.
+# Value = 0.0: 50% of volume is floatland.
+# Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
+# to be sure) creates a solid floatland layer.
+mgv7_floatland_density (Floatland density) float -0.9
+
+# Surface level of optional water placed on a solid floatland layer.
+# Water is disabled by default and will only be placed if this value is set
+# to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
+# upper tapering).
+# ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
+# When enabling water placement the floatlands must be configured and tested
+# to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
+# required value depending on 'mgv7_np_floatland'), to avoid
+# server-intensive extreme water flow and to avoid vast flooding of the
+# world surface below.
+mgv7_floatland_ywater (Floatland water level) int -31000
+
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
@@ -1682,6 +1723,12 @@ mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333
# 3D noise defining structure of river canyon walls.
mgv7_np_ridge (Ridge noise) noise_params_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
+# 3D noise defining structure of floatlands.
+# If altered from the default, the noise 'scale' (0.7 by default) may need
+# to be adjusted, as floatland tapering functions best when this noise has
+# a value range of approximately -2.0 to 2.0.
+mgv7_np_floatland (Floatland noise) noise_params_3d 0, 0.7, (384, 96, 384), 1009, 4, 0.75, 1.618
+
# 3D noise defining giant caverns.
mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0