Layers (floating islands)
Please note that understanding this property might be a bit challenging, as it involves knowledge of a noise algorithm (in this case, Perlin Noise).
This list contains different layers that generate islands with varying shapes.
A layer is essentially the configuration used to generate the blobs that represent the floating islands. In this case, there are three layers named: fat_large_layer
, thin_large_layer
, and thin_tiny_layer
.
NOTE: I use the term "blob" to represent an island that you can think of as a horizontal lava lamp bubble.
You cannot edit already generated worlds by adding or removing layers. Starting from ParadiseLand BETA 1.3.0, when a world is generated, it registers all these layers that can be used. If you remove a layer from this list, an already-generated world will add a dummy layer, and if you add a new one, it will be ignored.
Properties
Name
A unique internal name for this layer (not exposed externally).
Entra height
This property adds additional height to the islands. The value range is from 0 to 64, with the default set at 0.
Noise scale (x, y, z)
Scale of Perlin noise in the X, Y, and Z coordinates.
The 'noise scale' controls how far apart spatial variations in the noise are.
Imagine looking at the generated islands. Decreasing the noise scales spreads out the generated blobs, creating a broader landscape with larger, smoother, and more regular features. Conversely, increasing the noise scale gives you smaller, jagged, and rugged blobs.
For example: assuming a 'noiseAmplitude' of 1, adjusting these values affects the size of the generated islands. It's recommended to avoid values close to 1, as that can lead to a flat world.
Noise amplitude
This value controls the range of value changes between nearby points in the noise.
In simple terms, a smaller value leads to more pronounced changes between points, creating distinct features. If the amplitude is far from zero, the generated islands will be smoother and broader; on the other hand, higher values result in narrower and more concentrated features.
My advice is to keep this value at 256.
Solid block threshold
The default threshold is 0. During generation, each block corresponds to a value; blocks are placed if their value surpasses this threshold.
NOTE: The threshold can be negative, potentially resulting in larger generated features.
River type
Generate caves
Set it to 'true' if you want to generate caves on this layer.
Generate trails
Set it to 'true' if you want to generate trails on this layer.
Samples
Note that the values of the other properties are set to their default values.
Noise amplitude = 256
A thick flat layer from both above and below.
An empty layer with no blocks placed.
A massive, very large, and flat layer with a rounded shape at the bottom.
This is the default fat_large_layer layer configuration.
Islands connected by various holes (resembling Swiss cheese), similar to 3D Perlin noise.
Similar to the previous configuration, but the islands are smaller, a little bit far away, and irregular. It appears as though they have shrunk and drawn closer together.
Similar to the previous one, but with slightly more pronounced features.
Noise amplitude = 1
It's worth noting that with a low noise amplitude value, you can generate a flat world at height 0.
A thick flat layer from both above and below.
A massive and flat layer with a rounded shape at the bottom.
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