The Generator

The generator roughs in a whole world (land, coastlines, and terrain) so you have somewhere to start instead of a blank grid. You then paint over anything you'd like to change.

Rolling a Map

Click Generate Map. Infinihex builds an initial world you can immediately tune.

The Dials

The generator settings control the shape of the world:

  • Land amount: how much of the map is land versus water.
  • Clustering: low spreads land into scattered islands; high pulls it into one solid continent.
  • Dimensions: the map's width and height.
  • Seed: the random seed. Re-roll it for a completely different world, or keep it to refine the same one.

Temperature and polar caps have their own section below.

Climate: Temperature and Polar Caps

Two settings decide whether the map has a climate, and how strong it is. Together they control where warm and cold terrain ends up.

Temperature sets the climate model for the whole map:

  • Random: no climate order. Terrain is placed without regard to latitude. This is the default, and it's the right choice for a map where you don't want a north/south temperature story.
  • Bi-polar: cold at both poles, hot at the equator, the way Earth works.
  • Mono-polar: a single gradient across the map, cold at one end and hot at the other.

Polar caps places a cap region at the cold extremes, and is only available when Temperature is set to Bi-polar or Mono-polar (Random has no cold axis to place them on). A cap is drawn with whatever swatch you mark as the polar-cap fill, so its look is entirely up to you; there is no built-in ice tile.

  • Off: a soft temperature gradient only, with no distinct cap.
  • Full caps: a distinct cap band at the poles, filled with the swatch you mark as the polar-cap fill.

When Temperature is Bi-polar or Mono-polar, each swatch's own temperature preference (below) starts to matter, because now the map has warm and cold regions for swatches to prefer. Under Random, a swatch's temperature preference has nothing to act on.

Swatches

A generator swatch is a piece of terrain the generator can place. Each one has:

  • a base color or tile (and an optional overlay),
  • a role that sets how it's placed (the sea or background, the ground everything sits on, mountain-like ranges, compact clusters, or scattered detail),
  • a temperature preference: Any (no latitude preference), Cold (hugs the poles), Temperate (mid-latitudes), or Hot (hugs the equator). This biases where the swatch appears, and only has an effect when the map's Temperature is set to Bi-polar or Mono-polar (see above),
  • a weight that sets how much of the available land it takes, relative to the others,
  • an optional polar-cap fill: mark one swatch to fill the poles when Full caps is on.

You can add, edit, duplicate, and remove swatches, and save a set to reuse later.

Regenerating: Nothing Rolls Until You Say So

Changing a dial or a swatch does not immediately roll a new map. Instead the Regenerate Map button lights up to show there are pending changes, and you click it to roll the new version. This is deliberate. A stray edit, like blurring a dimension field, can't surprise you with a full re-roll, and a very large map can't be generated by accident.

  • Regenerate Map: rolls a new map with your current settings. If the dimensions are very large, Infinihex warns you first, since a large map can be slow to build.
  • Accept Map: commits the generated map to the canvas. The result is a normal map and is fully editable.
  • Discard: throws the preview away and leaves generate mode.

Gotchas

  • Polar caps with no polar swatch. If full polar caps are on but no swatch is marked as the polar-cap fill, the poles won't draw. Infinihex warns you. Check "Use as polar-cap fill" on one of your swatches.
  • Unsaved swatches or settings. If you leave with unsaved changes to your swatch set, Infinihex asks before discarding them. Your map is unaffected, and can always be regenerated.