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This plugin is an advanced terrain generator designed to create more varied and customizable landscapes than standard noise-based terrain tools. It gives you control over chunk size, height, water levels, materials, biomes, vegetation, props, and editing tools, allowing you to generate and fine-tune terrain directly to fit your game’s style.
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I have been working on this plugin for quite a while. It gets boring seeing the same terrain in games over and over again. Other terrain generators out there often only skim the surface of terrain creation. Most of them just loop through an array a set number of times, applying noise to the height of the parts. My goal is to uncap and escape from the norm.
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Buttons
- Save | Saves the current settings to
ServerStorage.TerrainSettings - Load | Select a saved setting using the cog wheel to load settings. If nothing is selected, it prompts the user to provide the name of the settings they want loaded.
- Generate | Generates the terrain
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The Settings
Core Settings
- Actors | Controls how many works to use for high computable tasks
- Seed | Try adjusting the seed
- Location | Determines where the terrain should be placed
Chunk Settings
- Chunks | Determines how large the terrain is using XZ chunks / scale
- Water Level | Decrease this if you want more terrain. Increase it if you want more water.
- Desired Height | Curve attribute. Increase for taller mountains, decrease for flatter terrain.
Noise Settings
- Scalar | Increase to stretch/widen the noise and make it more spread out. Decrease to shorten/compact the noise for tighter generation.
- Height Offset | Multiplies the terrain height output
- Squeeze Base | Controls what area to squeeze
- Squeeze Multiplier | Controls how strong the squeeze effect is
- Octaves | Decrease for smoother terrain. Increase for more variation.
LOD Levels
- Size | The boundary of each LOD ring. This should probably remain untouched since I haven’t tested it much.
- Resolution | Controls part size. For example, resolution 64 creates 64x64 parts.
- Mesh | Parts that are meshes are better optimized. Use these for background resolutions.
Part Settings
- Remove Water | Removes water if you want to add your own
- Rotate Parts | Rotates terrain parts to create a different generation effect
- Part Multiplier | Recommended when rotating parts to help fill in gaps caused by the rotation effect
- Round Grid | Rounds the terrain generation
- Edge Fall Off | Normalizes height on the edges down to water level
- Adaptive Part Sizing | Applies part size variation
- Island Masking | There are quite a few settings to go over here, but it is basically a set of modifiers that affect the terrain shape
Height Map / Materials
- Color Mapping | Node-based
- Click to Edit | Click to edit the height map/material zones
- Drag Node | Drag a node to change the affected height areas
- Double Click | Double click to add a new node / height color
- Remove Button | Removes the selected zone
- Color Variants | Save multiple color variants to blend between
- Material | Sets the material for that zone
- Texture | Apply textures to any selected face and adjust transparency
- Dithering | Applies a dither effect to blend zone edges
- Blend Edges | Applies a gradient to the edges of zones
- Grass Map | Uses noise to apply color variants
Props / Vegetation
There are quite a lot of settings here as well, so explore what is not covered below:
- Biome Heatmap | Controls biome areas and distributes them to biome entries
- Add Biome | Creates and names a biome entry
- Biome Rules | Controls how the biome works
- Add Object Entry | Select either multiple objects or a single object
- Selecting multiple objects will randomly cycle through them when placing
- Pass Type | Controls what placement pass to loop through
- Raycasts | Use only if necessary for fine placement. It is sending casts at every part so if a chunk is 64x64 and you have a chunk grid 16x16, that’s 1,048,576 raycasts being sent.
- Other settings control how these objects are placed
Edit
- Allows for fine-tuning
- Modes | Brush / Move / Scale / Rotate
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Food For Thought
-Recommend workflow | First start off with a slice of chunks 1x8 to fine tune your settings,
-Higher LOD resolutions are more computer intensive | Fine tune before increasing
-Prop/Vegetation placement is also computer intensive | Fine tune before adding
-More parts = Higher generation time
-Curious to see if its possible to combine this with other building techniques. To give variation in normal terrain height. For example, using this to create a background scenery, then building the base terrain out of blocks, then creating and filling in the space of the blocks with generated terrain by copying/moving/scaling/rotating/
-Shoutout to this post here | They have made quite the incredible system. Reading through their code was…Interesting and was able to take some inspiration of how they apply their LOD system and other aspects.
-Please let me know of any bugs
-Also share your creations/settings, I would like to see what you all create.







