Razorbill
Operations

World Operations

CreateTerrain

Generate a procedural terrain entity with mesh, collision, and texturing.

ParameterTypeRequiredDescription
entity_namestringNoTerrain entity name (default: "Terrain")
archetypestringNo"wilderness" (heightmap) or "cave" (marching cubes). Default: "wilderness"
biomestringNoTexture biome. See table below
widthnumberNoWidth in world units (default: 200)
depthnumberNoDepth in world units (default: 200)
height_scalenumberNoMax height displacement (default: 20)
resolutionintegerNoHeightmap vertices per side, 2-512 (default: 256)
roughnessnumberNoNoise roughness (default: 0.5)
octavesintegerNoNoise octaves for detail (default: 6)
seedintegerNoRandom seed, 0 = random (default: 0)
positionarrayNoPosition [x, y, z] (default: [0,0,0])
parent_guidstringNoParent entity GUID
cave_stylestringNoCave only: "spacious", "moderate", "dense", "dramatic"
room_heightnumberNoCave only: room height in world units

Biomes

ArchetypeAvailable Biomes
wildernessforest, alpine, desert
cavestone_cave, crystal_cave, lava_cave

Wilderness Example

{
  "op": "CreateTerrain",
  "params": {
    "archetype": "wilderness",
    "biome": "alpine",
    "width": 300,
    "depth": 300,
    "height_scale": 40,
    "resolution": 256,
    "seed": 42
  }
}

Cave Example

{
  "op": "CreateTerrain",
  "params": {
    "archetype": "cave",
    "biome": "crystal_cave",
    "cave_style": "dramatic",
    "width": 100,
    "depth": 100,
    "room_height": 10,
    "seed": 99
  }
}

CreateWorld

Generate a tiled world with multiple terrain chunks, biome blending, and optional water.

ParameterTypeRequiredDescription
namestringNoWorld root entity name (default: "World")
chunks_xintegerNoChunks in X direction (default: 4)
chunks_zintegerNoChunks in Z direction (default: 4)
world_widthnumberNoTotal width in units (default: 800)
world_depthnumberNoTotal depth in units (default: 800)
height_scalenumberNoHeight per chunk (default: 20)
resolutionintegerNoHeightmap resolution per chunk (default: 128)
roughnessnumberNoNoise roughness (default: 0.5)
octavesintegerNoNoise octaves (default: 6)
seedintegerNoRandom seed (default: 0)
biomesarrayNoBiome names for Voronoi zones (default: ["forest","alpine","desert"])
water_levelnumberNoWater surface Y level. > 0 for visible water (default: -100 = no water)

Example: Island World

{
  "op": "CreateWorld",
  "params": {
    "chunks_x": 4,
    "chunks_z": 4,
    "world_width": 800,
    "world_depth": 800,
    "height_scale": 25,
    "biomes": ["forest", "alpine", "desert"],
    "water_level": 2.0,
    "seed": 42
  }
}

Creates a root World entity with terrain chunks and scatter objects as children. Chunks are seamlessly tiled using world-space noise, and biomes are assigned via Voronoi noise partitioning.

Uniform Biome World

{
  "op": "CreateWorld",
  "params": {
    "chunks_x": 2,
    "chunks_z": 2,
    "world_width": 400,
    "world_depth": 400,
    "biomes": ["forest"],
    "seed": 7
  }
}

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