{"params":{"colorway":{"type":"choice","default":"summer-wood","label":"Colorway","describe":"Curated kit schemes. summer-wood is mid-green grass over brown soil; deep-pine darkens everything for old dense forest floor; autumn-dry bleaches the meadow to straw; high-moor pairs cool grass with pale exposed stone.","options":["summer-wood","deep-pine","autumn-dry","high-moor"]},"edges":{"type":"choice","default":"island","label":"Edges","describe":"island cuts the chunk to an irregular floating landmass with sides that skirt down and stop, which is how one piece of ground is presented on its own. tile keeps the full 64 x 64 m square and forces the outer 4 m to the shared world field, so this chunk joins any other kit's terrain edge to edge with no crack.","affects":"geometry","options":["island","tile"]},"res":{"type":"choice","default":1,"label":"Detail","describe":"Metres per quad. 4 is coarse faceted ground, 2 is a mid read, 1 resolves the stream banks and the boulder lumps properly and is the default. Two blocks can only be joined at the SAME setting.","affects":"geometry","options":[4,2,1,0.5]},"span":{"type":"range","default":2,"label":"Size","describe":"How many 64m chunks across the block is: 1 is a single 64x64m chunk, 4 is 256x256m and sixteen times the ground. Size and detail share one triangle budget, so past 2 the vertex pitch coarsens to hold it \u2014 dragging this up buys more ground, not more of both. Any size joins any other, because the outer edge still lands on chunk lines and still matches the shared world field there.","affects":"geometry","min":1,"max":4,"step":1},"erosion":{"type":"range","default":0,"label":"Erosion","describe":"Weathers the landforms after they are built: valleys cut down and smooth out while crests stay sharp, which is what distinguishes ground that water has worked on from ground that noise made. Detail dies on the steep faces and survives in the flats, so raising this reads as age rather than as more noise. At 1 it moves the ground by about 3m either way and lowers the average by around a metre, because erosion removes material. The block edges are untouched at any setting, so an eroded block still joins its neighbours exactly.","affects":"geometry","min":0,"max":1,"step":0.05},"flatten":{"type":"range","default":0,"label":"Level clearing","describe":"Clears a LEVEL AREA IN THE MIDDLE of the block for a town, a village or a base to stand on, and leaves the landscape around it alone. The number is the size of that clearing: 0 is none, 0.5 is a circle roughly a third of the block across, 1 is as large as it can go without touching the edges. Its rim is soft, so the ground rises out of the clearing rather than stepping. It levels the WORLD's slope as well as this kit's features, which is what makes it genuinely buildable: everything else in the kit is flat-bottomed and assumes level ground. The block's edges are never touched at any setting, so a levelled block still joins its neighbours exactly.","affects":"geometry","min":0,"max":1,"step":0.05},"relief":{"type":"range","default":1,"label":"Relief","describe":"Overall vertical exaggeration of everything this kit adds over the shared world field. 0 leaves bare rolling ground, 1 gives hillocks standing 3-5 m proud with a stream cut through them, 1.8 makes steep wooded hills with a gorge.","affects":"geometry","min":0,"max":1.8,"step":0.05},"hillocks":{"type":"range","default":1,"label":"Hillocks","describe":"Strength of the soft rounded rises that break up the forest floor. Unlike the reef's ridged outcrops these are smooth and broad, the kind of ground a tree line follows over.","affects":"geometry","min":0,"max":1.6,"step":0.05},"river":{"type":"range","default":1,"label":"River","describe":"Size of the watercourse crossing the ground: at 1 the channel reaches about 7 m wide and 2.8 m deep at its mouth, with graded banks either side. The course is TRACED downhill through the world, so it always flows somewhere and it widens and deepens as it goes, and the water in it is a real surface that falls along the valley and stays level across it. 0 removes the river and leaves unbroken ground.","affects":"geometry","min":0,"max":1.8,"step":0.05},"boulders":{"type":"range","default":1,"label":"Boulder fields","describe":"Patches of lumpy exposed bedrock pushing through the soil, clustered rather than spread evenly. They read as rock rather than grass and give the scatter points somewhere convincing to put loose stones.","affects":"geometry","min":0,"max":1.6,"step":0.05},"grass":{"type":"color","default":"#4c8140","label":"Grass","describe":"Albedo of the ordinary forest floor, the largest area in the model. One flat matte tone."},"meadow":{"type":"color","default":"#77b258","label":"Meadow","describe":"Albedo of the lighter open growth on the tops of the hillocks, where more light reaches the ground."},"soil":{"type":"color","default":"#5d4430","label":"Bare soil","describe":"Albedo of the earth exposed along the stream banks and in the hollows, where nothing grows."},"rock":{"type":"color","default":"#87847c","label":"Rock","describe":"Albedo of any face steeper than 40 degrees and of the boulder fields: exposed stone and the island skirt."},"water":{"type":"color","default":"#3f8fa8","label":"River water","describe":"Albedo of the river surface. It is a separate mesh sitting on the water line, not a colour on the bed, so it stays flat across the channel however rough the bed under it is."}},"presets":{"summer-wood":{"grass":"#4c8140","meadow":"#77b258","soil":"#5d4430","rock":"#87847c","water":"#3f8fa8"},"deep-pine":{"grass":"#2f4f2e","meadow":"#3d6b34","soil":"#3a2a1e","rock":"#57544e","water":"#2f6f86"},"autumn-dry":{"grass":"#6f8f3c","meadow":"#c8d98a","soil":"#75563b","rock":"#a3a099","water":"#63b3c4"},"high-moor":{"grass":"#3d6b34","meadow":"#8fa84a","soil":"#4a3527","rock":"#e0dfdb","water":"#9fd8dd"}},"rev":1792408798,"materials":{"grass":{"kind":"foliage","finish":"leaf"},"meadow":{"kind":"foliage","finish":"leaf"},"soil":{"kind":"soil","finish":"dry"},"rock":{"kind":"stone","finish":"rough"},"water":{"kind":"glass","finish":"clear"}},"materials_note":"what each colour zone is made of: `kind` and `finish` name a procedural PBR material in https://polyfork.dev/materials.mjs (dressByAlbedo finds a zone by its albedo in COLOR_0). A zone not listed has not been classified.","preview_v":1792464950,"mod_v":1792408798}