> For the complete documentation index, see [llms.txt](https://evanthebearge.gitbook.io/minecraft-earth-map/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://evanthebearge.gitbook.io/minecraft-earth-map/minecraft-earth-tiles/configuring-earth-tiles/map-features.md).

# Map Features

This page is still under construction and is in no way complete!

{% hint style="warning" %}
*The more map features selected will increase the run time of a Tile generation due to the increased data added!*
{% endhint %}

<figure><img src="/files/d5wDAuLAucLq7YMUTN8W" alt=""><figcaption><p>Earth Tiles Map Features</p></figcaption></figure>

### Heightmap & Bathymetry

* **Heightmap Error Correction**

{% hint style="info" %}
The 30m heightmap source has some missing spots that will be filled with a custom algorithm.
{% endhint %}

{% hint style="danger" %}
This setting is inactive when you are using a high “Dagrees per Tile” value because this uses a less accurate heightmap source.
{% endhint %}

* **Bathymetry**

{% hint style="warning" %}
Require Bathymetry addon to be present and installed. View [Addons - Part 2](/minecraft-earth-map/minecraft-earth-tiles/required-addons/addons-part-2.md#custom-qgis-project-bathymetry-add-on) for more details.
{% endhint %}

{% hint style="info" %}
This setting changes the block deepness for the oceans instead of a fixed maximum of 5 blocks deep.
{% endhint %}

<figure><img src="/files/ozPE1tix8ZRrFaqSCK8F" alt=""><figcaption><p>Heightmap options</p></figcaption></figure>

***

### **Terrain**

<figure><img src="/files/8TkP2g2Z8O9rQusEcEKZ" alt=""><figcaption><p>Terrain options</p></figcaption></figure>

* **Terrain Mapping**

{% hint style="info" %}
You can create a custom Terrain Mapping. The satellite images are reduced to \~20 different colors, which represent the terrain. At the moment, there are “Standard” and “Custom” options, so you can change the color values of the custom.png image inside `“wpscript\terrain”` and in the WorldPainter script. This way, you can make the world a little bit greener or even add blocks for future Minecraft versions!
{% endhint %}

* Standard
* Custom

<figure><img src="/files/gIyKNo5D19UMigFstrKm" alt=""><figcaption><p>Terrain Mapping option</p></figcaption></figure>

* **Terrain Source**

{% hint style="info" %}
You can choose between different satellite images. Arcgis, Google, and Bing require a permanent internet connection. You can also choose the Offline Terrain (the high res requires the addon) if you have any trouble with the online images.
{% endhint %}

* Offline Terrain (high res)
  * This terrain has an accuracy of 250m.
  * *<mark style="color:red;">For this terrain, you need the “</mark><mark style="color:red;">**Custom QGIS offline terrain add-on**</mark><mark style="color:red;">“. See</mark>* [Addons - Part 3](/minecraft-earth-map/minecraft-earth-tiles/required-addons/addons-part-3.md#custom-qgis-offline-terrain-add-on) <mark style="color:red;">for more details.</mark>
* Offline Terrain (low res)
  * This terrain, built into the QGIS project, has a resolution of just 2500m.
  * *<mark style="color:red;">It will</mark> <mark style="color:red;"></mark><mark style="color:red;">**always**</mark> <mark style="color:red;"></mark><mark style="color:red;">be used on scales</mark> <mark style="color:red;"></mark><mark style="color:red;">**smaller than 1:6000.**</mark>*
* Arcgis\*
* Google
* Bing

|              ArcGIS              |              Google              |               Bing               |
| :------------------------------: | :------------------------------: | :------------------------------: |
| ![](/files/uqMVE27LspAioUFa8lAC) | ![](/files/8sDkzUzZGjy3ymPyMVp6) | ![](/files/kGB3Mng5DAzIXi6f64ag) |

| Offline Terrain (high resolution) | Offline Terrain (low resolution) |
| :-------------------------------: | :------------------------------: |
|  ![](/files/qgFucphSzGzD2DrCsE7r) | ![](/files/UaV4uIoAPDf4hPE3Ly0a) |

<figure><img src="/files/sNoGjwhlw96OOx9E76id" alt=""><figcaption><p>Terrain Source option</p></figcaption></figure>

#### Test ArcGIS Access

{% hint style="success" %}
Test whether your computer has a connection to the ArcGIS terrain database. A popup message will be shown whether ArcGIS can be used or not.
{% endhint %}

<figure><img src="/files/MZpHU58rSWfQfs41Y6DR" alt=""><figcaption></figcaption></figure>

#### Terrain Modifier

{% hint style="info" %}
Change the amount of vegetation that each Tile has. This setting changes the intensity.
{% endhint %}

* Dryest
* Dryer
* None (Default)
* Greener
* Greenest

<figure><img src="/files/pSazEBzLhYTCsHPtMI9o" alt=""><figcaption><p>Terrain Modifier Selector</p></figcaption></figure>

***

### Basic Features

* Biome Source

{% hint style="info" %}
Depending on the Biome Source you choose, the variety of Minecraft biomes found in various regions on your map will vary.&#x20;

* Köppen is the original biome source and offers a generally standard biome mapping.
* Terrestrial Ecoregions (WWF) is a community-created source which has far more variety.
  {% endhint %}

#### Köppen Climate Classification

<figure><img src="/files/KUNvncX9S0uzbtjFj7hw" alt=""><figcaption><p>Köppen</p></figcaption></figure>

{% embed url="<https://earth.motfe.net/tiles-biomes/>" %}

#### Terrestrial Ecoregions (WWF)

<figure><img src="https://i0.wp.com/earth.motfe.net/wp-content/uploads/2022/09/ecoregions.png?w=1454&#x26;ssl=1" alt=""><figcaption><p>WWF</p></figcaption></figure>

{% embed url="<https://earth.motfe.net/wwf-ecoregions-community-project/>" %}

* Rivers

{% hint style="info" %}
You can select if rivers (and other water bodies) should be generated on your map, as well as their size.
{% endhint %}

* River Amount / Size

  * All (small)
    * 1-2 pixels wide
  * All (medium)
    * 5-7 pixels wide
  * All (large)
    * 12-15 pixels wide
  * Major
    * Only large rivers in real life. Useful for really small scales, such as 1:1000.
  * Major + Minor

  ![](/files/8tBhMdWJcXp1z5c8BLPJ)

* Borders

{% hint style="info" %}

{% endhint %}

* Border Year
  * 2000bc - Current
* Urban Groundcover
  * Areas of cities and villages are generated with cobblestone instead of the satellite image terrain.
* Highways
  * 2 stonebrick wide path blocks.
* Normal Streets
  * 2 path block wide path.
* Additional ores

{% embed url="<https://earth.motfe.net/additional-ore-global-distribution/>" %}

* Rare Netherite in the Overworld
  * Small deposits of Netherite scrap scattered around the map.
* Amount of ores
  * Less
  * Standard (Default)
  * More
* End-Portals
  * End-Portals are placed at positions of real-life airports with the official 3-character code by IATA. This way, small “hobby” airports are not used for generations. At scales of 1:100 and smaller, real-life locations of rocket launchpads are used.
* Volcanoes
* Shrubs
* Random Crops
* Random Mob-Spawners
  * Generate random harmful mobs in spawner dungeons around the map. In oceans, Elder Guardians and Guardians spawners are prevalent.
* Random Animal-Spawners
  * Some mobs only spawn in special biomes, that are not always part of the final map, for example when creating small countries. To make it survival-friendly, small mob spawner rooms with random mob spawners will generate underground.

***

### Detailed Features

*<mark style="color:red;">**\*These features are only available on large scales**</mark>*

Read about OSM Vegetation here:

{% embed url="<https://earth.motfe.net/tiles-vegetation/>" %}

* Streams\*
  * The smaller parts of rivers, most likely at the source of the river. Should only be used on very large scales and is completely deactivated at scales smaller then 1:100.
* Small Streets\*
  * 1 path block wide path.
* OSM Farms\*
  * Wheat in different states in fields.
* OSM Meadows\*
  * Dense 1 block and 2 block height grass.
* Exposed Quarrys\*
  * Stone with a lot of ores visible from ground.
* OSM Forests\*

<figure><img src="/files/BJcucVoVwvf4tDqfvCaz" alt=""><figcaption></figcaption></figure>
