sea_level = 64 sea_layers = { {block="base:water", height=-1}, } layers = { {block="base:grass_block", height=1, below_sea_level=false}, {block="base:dirt", height=5, below_sea_level=false}, {block="base:stone", height=-1}, {block="base:bazalt", height=1}, } local function _generate_heightmap(x, y, w, h, seed, s) local umap = Heightmap(w, h) local vmap = Heightmap(w, h) umap.noiseSeed = seed vmap.noiseSeed = seed vmap:noise({x+521, y+70}, 0.1*s, 3, 25.8) vmap:noise({x+95, y+246}, 0.15*s, 3, 25.8) local map = Heightmap(w, h) map.noiseSeed = seed map:noise({x, y}, 0.8*s, 4, 0.04) map:cellnoise({x, y}, 0.1*s, 3, 0.7, umap, vmap) map:mul(0.5) map:add(0.5) local rivermap = Heightmap(w, h) rivermap.noiseSeed = seed rivermap:noise({x+21, y+12}, 0.1*s, 4) rivermap:abs() rivermap:mul(2.0) rivermap:pow(0.3) rivermap:max(0.6) map:add(0.4) map:mul(rivermap) map:add(-0.15) return map end function generate_heightmap(x, y, w, h, seed) -- blocks per dot -- 8 - linear interpolation is visible, but not so much -- 4 - high quality, but slower -- 2 - you really don't need it -- 1 - please have mercy on your CPU local bpd = 4 local map = _generate_heightmap( math.floor(x/bpd), math.floor(y/bpd), math.floor(w/bpd)+1, math.floor(h/bpd)+1, seed, bpd) map:resize(w+bpd, h+bpd, 'linear') map:crop(0, 0, w, h) return map end