Expression 20: "N" Subscript, "t" "e" "r" "r" "a" "i" "n" "L" "i" "m" "i" "t" , Baseline equals 0NterrainLimit=0
00
44
20
N_terrainLimit is used for terrain matching. Higher value leads to smaller radius. The game always trys to use the lowest value which can matcing the terrain.
21
Expression 22: "E" Subscript, "r" "a" "n" "d" "o" "m" "R" "a" "d" "i" "u" "s" , Baseline equals 20ErandomRadius=20
"p" Subscript, "c" "o" "l" "u" "m" "n" "R" "a" "d" "i" "u" "s" "M" "i" "n" , BaselinepcolumnRadiusMin
"g" Subscript, "j" , Baselinegj
22
E_randomRadius is random value generated by the game, which is used for caculate the real radius and for "min_radius_for_wind".
23
The followings are the values that can be changed in the json file of this feature:
24
Expression 25: "p" Subscript, "c" "o" "l" "u" "m" "n" "R" "a" "d" "i" "u" "s" "M" "i" "n" , Baseline equals 15pcolumnRadiusMin=15
11
"p" Subscript, "c" "o" "l" "u" "m" "n" "R" "a" "d" "i" "u" "s" "M" "a" "x" , BaselinepcolumnRadiusMax
25
Expression 26: "p" Subscript, "c" "o" "l" "u" "m" "n" "R" "a" "d" "i" "u" "s" "M" "a" "x" , Baseline equals 30pcolumnRadiusMax=30
11
6060
26
p_columnRadiusMin and Max is the min or max value the int provider can provide.
Expression 32: "p" Subscript, "m" "i" "n" "R" "a" "d" "i" "u" "s" "F" "o" "r" "W" "i" "n" "d" , Baseline equals 12pminRadiusForWind=12
00
100100
32
Expression 33: "p" Subscript, "m" "i" "n" "B" "l" "u" "n" "t" "n" "e" "s" "s" "F" "o" "r" "W" "i" "n" "d" , Baseline equals 0.5pminBluntnessForWind=0.5
00
55
33
Expression 34: "B" Subscript, "I" "s" "S" "t" "a" "l" "a" "g" "m" "i" "t" "e" , Baseline equals 1BIsStalagmite=1
00
11
34
0 is stalactite and 1 is stalagmite
35
Y=0 is the ceil surface or the floor surface of the cave. The feature can offest to the ceil (when stalactite) or the floor (when stalagmite) to match the terrain.
min left parenthesis, 10 , "r" Subscript, "s" "h" "f" "r" , Baseline left parenthesis, 0 , right parenthesis , right parenthesis minus 1min10,rshfr0−1
37
x is the horizonal distance to the center.
38
The dark (bright in dark mode) region inside the orange region is the dripstone block