Ruined
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@@ -208,54 +208,60 @@ generation scripts/assets. Species ecological-stage textures/meshes remain
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the ecosystem/art owners' separate contract. Dynamic Lua tile names must be
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explicitly enumerated by the art owner if its scanner cannot expand loops.
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## Recommended v7 preset — NEW WORLDS ONLY
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## Epic-scale landscape generator — NEW WORLDS ONLY
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The following is a source-grounded **recommendation**, not an applied or
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engine-playtested preset. Main should place it in game defaults and its
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launcher **new-world creation** path, preserving existing saved mapgen params.
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The current launcher writes `mg_name=v7` and seed 731104, but does not yet emit
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these tuned noise values. Merely changing game defaults is not sufficient to
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prove that managed-launcher new worlds received them.
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New Last Hearth worlds use stock v7 as a cave/ore substrate and then the original
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`epic_terrain` Lua mapgen mod reshapes each freshly generated mapchunk with
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seeded, world-coordinate noise. The mod lives in the separate
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`luanti-mapgenerator-epic` workspace repository and is bundled into the managed
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Last Hearth runtime package. It does not copy Epic Terrain code, JSON density
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functions, textures, or other assets. Its feature mapping is inspired by the
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public Epic Terrain description/source, not a byte-for-byte or mathematical
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port. The launcher applies the generator preset only when a world is first
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created; it never rewrites saved map metadata or generated mapblocks.
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```conf
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mg_name = v7
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water_level = 1
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mapgen_limit = 512
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mg_flags = caves,nodungeons,light,decorations,biomes,ores
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water_level = 32
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mapgen_limit = 4096
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mg_flags = caves,nodungeons,light,biomes,ores
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mgv7_spflags = mountains,ridges,nofloatlands,caverns
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mgv7_mount_zero_level = 0
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mgv7_np_terrain_base = 12, 65, (384, 384, 384), 82341, 5, 0.6, 2.0
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mgv7_np_terrain_alt = 12, 28, (384, 384, 384), 5934, 5, 0.6, 2.0
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mgv7_np_terrain_base = 12, 45, (900, 384, 900), 82341, 5, 0.6, 2.0
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mgv7_np_terrain_alt = -8, 24, (900, 384, 900), 5934, 5, 0.6, 2.0
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mgv7_np_terrain_persist = 0.6, 0.1, (1200, 1200, 1200), 539, 3, 0.6, 2.0
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mgv7_np_height_select = -8, 16, (320, 320, 320), 4213, 6, 0.7, 2.0
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mgv7_np_height_select = -4, 14, (1400, 320, 1400), 4213, 6, 0.7, 2.0
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mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0
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mgv7_np_mount_height = 230, 100, (700, 700, 700), 72449, 3, 0.6, 2.0
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mgv7_np_mountain = -0.6, 1, (180, 280, 180), 5333, 5, 0.63, 2.0
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mgv7_np_mount_height = 250, 100, (700, 700, 700), 72449, 3, 0.6, 2.0
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mgv7_np_mountain = -0.6, 1, (320, 280, 320), 5333, 5, 0.63, 2.0
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mgv7_np_ridge_uwater = 0, 1, (700, 700, 700), 85039, 5, 0.6, 2.0
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mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
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mg_biome_np_heat = 50, 50, (256, 256, 256), 5349, 3, 0.5, 2.0
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mg_biome_np_humidity = 50, 50, (256, 256, 256), 842, 3, 0.5, 2.0
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```
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Why these parameters:
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Design and source-grounded limits:
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- Base/alternate terrain is lifted from stock offset 4 to 12, while retaining
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an accessible low-relief alternate surface. This reduces ocean dominance
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without pretending noise can guarantee a dry, safe spawn.
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- Broad 384-node hills and 700-node mountain/river structure fit the current
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small bounded world. Mountain density retains stock −0.6 bias; its longer
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vertical than horizontal spread favors grounded massifs over spiky rubble.
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Mount-height noise controls a density gradient, **not** an absolute peak cap.
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- Ridges retain v7's native water-level channels and canyon walls. Neither
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arbitrary block decorations nor exaggerated height offsets manufacture
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cliffs. The river-width threshold remains the stock C++ value.
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- 256-node climate fields make multiple coherent communities plausible inside
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the ±512 limit; stock 1000-node climate fields can hide most variety there.
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Existing small-scale heat/humidity blend noises can remain stock.
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- Floatlands are explicitly disabled; native mountain noise can still produce
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small overhangs/disconnected remnants. This is stock v7, not a guarantee of
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mathematically erosion-correct terrain. Dungeons are disabled so unknown
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mapgen dungeon aliases do not create unrelated structures.
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- Continentalness is shaped by 5100-node plate and 1750-node warped-shelf fields;
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a protected 620-node radius around world origin gives first arrival a dry
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meadow, while distant islands, peninsulas and ocean shelves continue to vary
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by seed.
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- Broad uplift plus ridged mountain fields creates plains, alpine massifs and
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high snow surfaces. A separate coast band uses a sharper elevation step for
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sea cliffs and indented shore profiles.
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- Major and minor river corridors are carved using separate warped ridge fields.
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Their water levels descend in short quantized steps, creating waterfalls;
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lakes form in closed noise basins. This is intentionally stylized flow, not a
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global watershed/drainage solver, so a river need not reach the ocean in every
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seed.
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- `epic_terrain` keeps native v7 cave voids and ore nodes where possible, then
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writes its own soil, water, block-cube trees and understory. Native v7
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decorations are disabled for newly created worlds so flora does not float
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above the reshaped land.
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- Epic Terrain's Minecraft source replaces a density-function graph and custom
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surface/rivers rules. Luanti does not expose that graph, so this is a feature-
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level parody implemented with the public `register_on_generated`/VoxelManip
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path, not a direct port. It is not a physical erosion simulation.
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Never call `settings:set_default`, change mapgen at runtime, rewrite existing
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map metadata, delete chunks, or automatically regenerate a player's world.
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@@ -280,12 +286,13 @@ decoration/schematic definitions. In particular v7 generates biomes, caves,
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ordered ores, then decorations; biome transitions must not be assumed to
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extrude surface rock unchanged to the bottom of the map.
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No full engine was run for this owner task. Main's remaining native gate is a
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fresh disposable world with explicit saved preset verification, multiple seed
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starts (including 731104), resource reachability, actual tree anchoring/media
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loading and representative valley/forest/alpine views. Do not test by opening
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the user's persistent world. Neither performance nor safe spawning is certified
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by the standalone checks.
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The native `test:seeds` gate creates eight disposable worlds, including seed
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731104, and checks startup resources plus safe arrival; it is not a terrain
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silhouette or biome-traversal test, and it does not require every seed to start
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on dry land at the origin. A representative coastal, valley, river and alpine
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visual survey is still needed before claiming those aesthetics. Never test by
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opening the user's persistent world. Neither performance nor universal spawn
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safety is certified by this preset or by the standalone checks.
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Security review: no credentials, cryptography, certificates, network access,
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filesystem writes, deserialization or player-supplied executable input are
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