The Terrain panel
The first panel, and the one everything else is built on. It turns a seed and a handful of noise settings into a heightmap, and that heightmap into elevation strata and biomes.
Primary action — Generate map, in the bar pinned at the bottom of the panel. The dice button beside it rolls a new seed first.
Seed
Open by default.
The seed identifies a world. The same seed with the same settings always produces the same map, on any machine.
| Control | Notes |
|---|---|
| Seed | Typed directly. Range 0 – 999,999,999 |
| Copy | Puts the seed on the clipboard |
| Paste | Reads a seed from the clipboard, tolerating decoration — Seed: 4125, world 4125 (v2) and 4125 all work |
Saved seeds
A shelf for worlds worth coming back to. Type a name, Keep, and the seed is stored in seeds.txt next to the application.
- Click a row to reload that seed.
- The ✕ on a row removes it.
- Keep is disabled when the current seed is already on the shelf.
seeds.txt is plain text, editable and shareable. Malformed lines are skipped one by one rather than causing the file to be discarded.
Resolution
Collapsed by default.
Resolution is independent of window size. Resizing the window changes what you see, not what you generate.
| Control | Range |
|---|---|
| Width | 100 – 16384 |
| Height | 100 – 16384 |
Presets
| Preset | Size | Use |
|---|---|---|
| 1080p | 1920 × 1080 | Iterating on settings — a few seconds per generation |
| 4K | 3840 × 2160 | A detailed map that is still quick to regenerate |
| Archway | 8129 × 4065 | Production size for an Archway project |
The note below reports what the chosen size costs in memory, at roughly 25 bytes per pixel. Above 2 GB the application asks for confirmation.
Noise
Collapsed by default.
| Control | Range | Effect |
|---|---|---|
| Scale | 1 – 20 | Feature size. Low = few large masses; high = archipelago |
| Octaves | 1 – 10 | Layers of detail. 3 is smooth, 8 is craggy. Costs generation time |
| Sea level | 0 – 1 | Where water ends and land begins |
| Edge mask | 0 – 1 | Fades elevation toward the borders |
| Lacunarity | 1 – 5 | How much finer each octave is than the last. 2.0 is the classical value |
| Gain | 0 – 1 | How much each octave contributes. Lower is smoother |
Noise type
| Type | Character |
|---|---|
| Simplex | Smooth, organic, no directional artefacts |
| Cellular | Worley/Voronoi — cracked, tessellated, good for shattered terrain |
| Perlin | The classic. Slight axis alignment, familiar look. Default |
Fractal type
| Type | Character |
|---|---|
| FBm | Fractional Brownian motion — rolling, natural. Default |
| Ridged | Inverted and sharpened: ridgelines and mountain chains |
| Ping pong | Folded: terraced and banded terrain |
Projection
Collapsed by default.
| Projection | Meaning |
|---|---|
| Planar | A flat map. No spherical distortion |
| Equirect. | Latitude/longitude grid — the standard world-map layout |
| Mercator | Conformal cylindrical, stretched toward the poles |
Seamless longitude
Appears for the two spherical projections.
On: the map wraps east to west, as a globe does, and the edge mask only fades the poles.
Off: the mask fades all four sides, which cuts a strip of ocean down the antimeridian and breaks the wrap. The panel warns you when that is the case.
Shaping
Collapsed by default.
Each option here changes the shape of a world, so none is on by default: a seed keeps producing what it always produced until you ask for something else.
Warped coastlines
Displaces the noise before sampling it. Fractal noise alone makes rounded blobs; warping it gives continents with inlets, peninsulas and fjords.
| Control | Range |
|---|---|
| Warp strength | 0 – 1 |
| Warp scale | 0.1 – 2 |
Realistic elevation spread
Applies a hypsometric curve — plains dominate, high peaks become rare, the way real elevation is distributed. Sea depth is left alone.
| Control | Range | Effect |
|---|---|---|
| Lowland bias | 1 – 3 | Higher flattens more aggressively |
The curve is applied before the edge mask, so it can move samples across sea level. Switching it on changes your shoreline, not just your mountains.
Recipes
A continent, not an archipelago
Scale 3–5, Edge mask 0.6 or more, Warped coastlines on with strength around 0.4.
A mountain range
Ridged fractal, Octaves 6–8, Gain 0.5.
A shattered, non-terrestrial world
Cellular noise, FBm fractal, Lacunarity 2.5.
An Earth-like globe
Equirect. projection, Seamless longitude on, Realistic elevation spread on with a lowland bias around 2.