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Paint tool

The Paint tool lets you nudge a procedurally generated map with hand strokes. You draw painted regions on top of the existing terrain; the next regen treats them as elevation or biome overrides.

Two groups:

These shift elevation when the next regen runs.

  • Mountain — lifts elevation. Tall peaks pick up mountain / snow biome on their own.
  • Valley — gentle depression. Carves a low through the surrounding terrain without flooding it.
  • Land — pushes the area above sea level. Useful for shorelines and isthmuses.
  • Ocean — drops the area into open sea. Rivers reroute around it on the next regen.
  • Lake — localised depression detected as a lake by the biome pass.

These force a biome regardless of climate. They don’t move elevation.

  • Forest — force forest biome.
  • Desert — force desert biome.
  • Marsh — force marsh biome. Pair with a low-lying terrain brush for the right look.
  • Mangrove — force mangrove biome. Reads right on coastal land near sea level.

Below the brush grids:

  • Brush size — radius of the stroke in map cells.
  • Intensity (elevation brushes only) — how strong each stroke is. Lower values let you build up gradually.
  • Variance (elevation brushes only) — adds randomness to each stroke for natural-looking edges.
  • Pressure curve (elevation brushes only) — how the stroke fades from the centre outward.
  • Live brush toggle — when on, the GPU painter shows the new terrain immediately as you drag. When off, you see the result after each stroke commits.

Biome brushes hide Intensity / Variance / Pressure curve because they’re binary — a cell is either painted or it isn’t.

  1. Pick a brush by clicking it in the Paint panel.

  2. Adjust the size and (for elevation brushes) the intensity.

  3. Click and drag on the canvas to paint.

  4. Release. The next regen picks up your stroke and rebuilds the map around it.

Multiple strokes with the same brush accumulate. Switching brushes mid- stroke is fine — each brush’s regions are tracked separately so you can selectively clear them later.

The bottom of the Paint panel lists every painted region grouped by brush:

  • Region count per brush.
  • Clear the regions for a single brush by clicking its row.
  • Clear all removes every painted region across every brush.

Clearing returns the affected cells to their procedurally generated values on the next regen.

  • Mountain ranges read best when painted as a long thin strip with a slight curve rather than a single big blob.
  • Lakes look natural when you also paint a small valley brush around them — the drop into the lake reads as a basin.
  • Forests painted on slopes look right; biome brushes that contradict the elevation (forest on a peak, desert on a marsh) get blended back toward the procedural biome.
  • Build tool — the map kind and detail you set there frame what the brush paints over.
  • Locks — pin a hand-painted coastline before rerolling the rest.