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- -- Terrain Generation For FE
- if workspace:FindFirstChild("Generated") then
- workspace.Generated:Destroy()
- end
- local gen = Instance.new("Folder",workspace)
- gen.Name = "Generated"
- local lnd = Instance.new("Folder",gen)
- gen.Name = "Land"
- --workspace.Generated.Land:ClearAllChildren()
- local size = 60
- local bs = Vector3.new(4,4,4)
- local seedA = math.random(-1000000000,1000000000)/0.001
- local seedB = math.random(-1000000000,1000000000)/0.001
- local seedC = math.random(-1000000000,1000000000)/0.001
- local seedD = math.random(-1000000000,1000000000)/0.001
- local seedE = math.random(-1000000000,1000000000)/0.001
- local MSeed = math.random(-1000000000,1000000000)/0.001
- local clamp = 2
- local Mclamp = 250
- local threshA = math.random(100,750)/9000--5000 --math.random(20,40)/250
- local threshB = math.random(100,750)/9000
- local threshC = math.random(100,750)/9000
- local threshD = math.random(100,750)/9000
- local threshE = math.random(100,750)/9000
- local MThresh = math.random(100,1000)/100000
- local mult = math.random(20,100)/7.5--15
- local Mmult = math.random(20,400)
- for x = -size,size do
- for z = -size,size do
- local yA = math.clamp(math.noise(x*threshA,z*threshA,seedA)*mult,-clamp,clamp)
- local yB = math.clamp(math.noise(x*threshB,z*threshB,seedB)*mult,-clamp,clamp)
- local yC = math.clamp(math.noise(x*threshC,z*threshC,seedC)*mult,-clamp,clamp)
- local yD = math.clamp(math.noise(x*threshD,z*threshD,seedD)*mult,-clamp,clamp)
- local yE = math.clamp(math.noise(x*threshE,z*threshE,seedE)*mult,-clamp,clamp)
- local Moutain = math.clamp(math.noise(x*MThresh,z*MThresh,MSeed)*Mmult,0,Mclamp)---Mclamp,Mclamp)
- local part = Instance.new("Part",lnd)
- part.Anchored = true
- part.BrickColor = BrickColor.new("Camo")
- part.Position = Vector3.new(0,100,0) + Vector3.new(x,math.floor((yA+yB+yC+yD+yE+Moutain)),z) * bs
- part.Size = bs
- wait(0.05)
- end
- --wait()
- end
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