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	<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?action=history&amp;feed=atom&amp;title=Perlin_Water_Step</id>
	<title>Perlin Water Step - Revision history</title>
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	<updated>2026-07-31T08:26:49Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Perlin_Water_Step&amp;diff=3067&amp;oldid=prev</id>
		<title>Imbion: Created page with &quot;The &#039;&#039;&#039;Blob Water Step&#039;&#039;&#039; is a floor generation step. Its typical priority is &#039;&#039;&#039;3&#039;&#039;&#039;.  == Usage == This step is used to generate terrain randomly using perlin noise. == Fields == This step has the following fields.  === Order Complexity === How many iterations of perlin noise to generate the terrain with. The higher the complexity, the more natural the terrain looks. === Order Softness === The smallest possible area of tile that is allowed to generate together. Given th...&quot;</title>
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		<updated>2025-08-10T19:00:44Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Blob Water Step&amp;#039;&amp;#039;&amp;#039; is a floor generation step. Its typical priority is &amp;#039;&amp;#039;&amp;#039;3&amp;#039;&amp;#039;&amp;#039;.  == Usage == This step is used to generate terrain randomly using perlin noise. == Fields == This step has the following fields.  === Order Complexity === How many iterations of perlin noise to generate the terrain with. The higher the complexity, the more natural the terrain looks. === Order Softness === The smallest possible area of tile that is allowed to generate together. Given th...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;Blob Water Step&amp;#039;&amp;#039;&amp;#039; is a floor generation step. Its typical priority is &amp;#039;&amp;#039;&amp;#039;3&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
This step is used to generate terrain randomly using perlin noise.&lt;br /&gt;
== Fields ==&lt;br /&gt;
This step has the following fields. &lt;br /&gt;
=== Order Complexity ===&lt;br /&gt;
How many iterations of perlin noise to generate the terrain with. The higher the complexity, the more natural the terrain looks.&lt;br /&gt;
=== Order Softness ===&lt;br /&gt;
The smallest possible area of tile that is allowed to generate together. Given the value is &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;, the smallest possible area becomes &amp;lt;code&amp;gt;y^2&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== Water Percent ===&lt;br /&gt;
The percent change that terrain can occur on each tile. Note that this considers all tiles on the map, not just the ones that are valid to place terrain on.&lt;br /&gt;
=== Bowl ===&lt;br /&gt;
If true, the terrain is distorted to become a bowl-like shape to prevent awkward cutoffs at the edge of the map.&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain that will be painted with the step.&lt;br /&gt;
=== Terrain Stencil ===&lt;br /&gt;
The requirements that must be met for a tile to be able to be replaced by the terrain. For more information, see [[stencils]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Floor Generation Step]]&lt;/div&gt;</summary>
		<author><name>Imbion</name></author>
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