What this is
A data-gathering & tuning issue for world generation hydrology. A recent measured audit (probe harness against the real WorldGenerator, seed 7, sparse global grids) found that the water/river system underdelivers by construction — not by bad luck. We'd love help reproducing across many seeds, extending the measurements, and proposing parameter tunes. Numbers people welcome; this is half analysis, half playtest. Fixes are not implemented yet — this issue collects the evidence and tuning proposals that the fix will be designed from.
What the first audit measured
- Most green worlds have no sea at all. The sea level formula places the sea at
BaseHeight − 0.4·Amplitude, but the terrain height function never swings that far on flat terrain styles — a flats-style world cannot produce a single sea column, arithmetically. Measured % of columns below sea level: jungle 0.00%, swamp 0.00%, varied 0.06%, highland 0.13%, savanna 1.03% … ocean 99.99%.
- The
ocean planet has no rivers — 99.99% water leaves zero eligible river source cells.
- Waterfalls essentially never generate. The min-drop threshold (4) is checked per 1-block step in the field builder — it needs a 5-block cliff within one block, which FBM terrain doesn't produce. Measured waterfall columns: jungle 0, varied 0, lava 0, highland 52.
- Rivers are 1-wide, 1–2-deep ditches. ~72% of channel cells are 1 block wide (lava worlds: 100%), and depth 1–2 means they're not even swimmable. The headwater cells (47% of the network on jungle) are discarded by the flow threshold, so rivers begin abruptly mid-slope.
How to help
- Reproduce & broaden: run world generation across many seeds/planet types and report the same stats (columns below sea level, river width histogram, waterfall count). A small C# probe against
WorldGeneration/ is the way — happy to share pointers on where to hook in.
- Propose tunes: given the formulas above, what sea-offset / width / threshold values produce believable hydrology per planet type? Concrete numbers with reasoning are the ideal contribution.
- Design constraint to keep in mind: worldgen is deterministic, and changing it alters existing player worlds. Part of the discussion is whether a fix should apply to new worlds only (we've done that before for star-system variance).
What this is
A data-gathering & tuning issue for world generation hydrology. A recent measured audit (probe harness against the real
WorldGenerator, seed 7, sparse global grids) found that the water/river system underdelivers by construction — not by bad luck. We'd love help reproducing across many seeds, extending the measurements, and proposing parameter tunes. Numbers people welcome; this is half analysis, half playtest. Fixes are not implemented yet — this issue collects the evidence and tuning proposals that the fix will be designed from.What the first audit measured
BaseHeight − 0.4·Amplitude, but the terrain height function never swings that far on flat terrain styles — aflats-style world cannot produce a single sea column, arithmetically. Measured % of columns below sea level: jungle 0.00%, swamp 0.00%, varied 0.06%, highland 0.13%, savanna 1.03% … ocean 99.99%.oceanplanet has no rivers — 99.99% water leaves zero eligible river source cells.How to help
WorldGeneration/is the way — happy to share pointers on where to hook in.