<?xml version="1.0" encoding="utf-8"?>
<rwgmixer>
	<world ruleset="vanilla" />

	<rulesets>
		<ruleset name="vanilla" cell_cache_size="8" cell_size="1800" cell_offset="0" generation_distance="10000" terrain_generator="vanilla" biome_generator="vanilla">
			<cell_rule name="default" prob="1"/>
			<!--<cell_rule name="customHubTest" position="0,1" prob="0"/>-->
		</ruleset>
	</rulesets>

	<cell_rules>
		<cell_rule name="default">
			<cave_count value="4,8"/>
			<path_material value="asphalt" />
			<path_radius value="10" />

			<hub_rule name="townSmall" prob="0.3"/>
			<hub_rule name="townLarge" prob="0.3"/>
			<hub_rule name="citySmall" prob="0.1"/>
			<hub_rule name="cityLarge" prob="0.1"/>
			<hub_rule name="rural" prob="0.3"/>

			<wilderness_rule name="wildernessDefault"/>
		</cell_rule>

		<cell_rule name="customHubTest">
			<cave_count value="1,3"/>
			<path_material value="asphalt" />
			<path_radius value="10" />

			<hub_rule name="customHubTest"/>

			<wilderness_rule name="wildernessDefault"/>
		</cell_rule>
	</cell_rules>

	<hub_rules>
		<hub_rule name="ruralSmall">
			<hub_type value="rural"/>
			<width value="168, 250" />
			<height value="168, 250" />
			<path_material value="asphalt" />
			<path_radius value="10" />

			<prefab_rule name="default"/>

			<street_gen level="10" length_multiplier="4">
				<axiom value="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN][F-FF+FF[-T]FF+FF+FFFF-FF-FF[+I]FF-F[+N]"/>

				<rule char="T" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="I" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="N" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="K" replace_with="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN]"/>
				<alt_commands chars="T,I,N,K"/>
			</street_gen>
		</hub_rule>

		<hub_rule name="ruralLarge">
			<hub_type value="rural"/>
			<width value="250, 300" />
			<height value="250, 300" />
			<path_material value="asphalt" />
			<path_radius value="10" />

			<prefab_rule name="default"/>

			<street_gen level="15" length_multiplier="4">
				<axiom value="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN][F-FF+FF[-T]FF+FF+FFFF-FF-FF[+I]FF-F[+N]"/>

				<rule char="T" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="I" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="N" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="K" replace_with="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN]"/>
				<alt_commands chars="T,I,N,K"/>
			</street_gen>
		</hub_rule>

		<hub_rule name="townSmall">
			<hub_type value="town"/>
			<width value="300, 400" />
			<height value="300, 400" />
			<path_material value="asphalt" />
			<path_radius value="10" />

			<prefab_rule name="default"/>

			<street_gen level="15" length_multiplier="4">
				<axiom value="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN][F-FF+FF[-T]FF+FF+FFFF-FF-FF[+I]FF-F[+N]"/>

				<rule char="T" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="I" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="N" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="K" replace_with="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN]"/>
				<alt_commands chars="T,I,N,K"/>
			</street_gen>
		</hub_rule>

		<hub_rule name="townLarge">
			<hub_type value="town"/>
			<width value="400, 600" />
			<height value="400, 600" />
			<path_material value="asphalt" />
			<path_radius value="10" />

			<prefab_rule name="default"/>

			<street_gen level="20" length_multiplier="4">
				<axiom value="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN][F-FF+FF[-T]FF+FF+FFFF-FF-FF[+I]FF-F[+N]"/>

				<rule char="T" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="I" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="N" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="K" replace_with="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN]"/>
				<alt_commands chars="T,I,N,K"/>
			</street_gen>
		</hub_rule>

		<hub_rule name="citySmall">
			<hub_type value="city"/>
			<width value="600, 800" />
			<height value="600, 800" />
			<path_material value="asphalt" />
			<path_radius value="10" />

			<prefab_rule name="default"/>

			<street_gen level="20" length_multiplier="4">
				<axiom value="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN][F-FF+FF[-T]FF+FF+FFFF-FF-FF[+I]FF-F[+N]"/>

				<rule char="T" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="I" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="N" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="K" replace_with="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN]"/>
				<alt_commands chars="T,I,N,K"/>
			</street_gen>
		</hub_rule>

		<hub_rule name="cityLarge">
			<hub_type value="city"/>
			<width value="800, 1200" />
			<height value="800, 1200" />
			<path_material value="asphalt" />
			<path_radius value="10" />
			<downtown_zone_size_perc value="0.45"/>

			<prefab_rule name="default"/>

			<street_gen level="25" length_multiplier="4">
				<axiom value="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN][F-FF+FF[-T]FF+FF+FFFF-FF-FF[+I]FF-F[+N]"/>

				<rule char="T" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="I" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="N" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
				<rule char="K" replace_with="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN]"/>
				<alt_commands chars="T,I,N,K"/>
			</street_gen>
		</hub_rule>

		<hub_rule name="customHubTest">
			<hub_type value="town"/>
			<hub_layout name="customHubTest"/>

			<prefab_rule name="town"/>
		</hub_rule>
	</hub_rules>

	<wilderness_rules>
		<wilderness_rule name="wildernessDefault" spawn_min_max="15,20">
			<path_material value="gravel" />
			<path_radius value="2" />
			<path_adjust_terrain value="false"/>
			<prefab_rule name="wildernessGroup" prob="1"/>
		</wilderness_rule>
	</wilderness_rules>

	<prefab_rules>
		<prefab_rule name="none"/>

		<prefab_rule name="default">
			<prefab rule="residentialOldGroup"/>
			<prefab rule="residentialNewGroup"/>
			<prefab rule="commercialGroup"/>
			<prefab rule="downtownGroup"/>
			<prefab rule="industrialGroup"/>
			<prefab rule="ruralGroup"/>
			<prefab rule="detailFillerGroup"/>
		</prefab_rule>

		<prefab_rule name="residentialOldGroup">
			<prefab name="abandoned_house_01"/>
			<prefab name="abandoned_house_02"/>
			<prefab name="abandoned_house_03"/>
			<prefab name="abandoned_house_04"/>
			<prefab name="abandoned_house_05"/>
			<prefab name="abandoned_house_06"/>
			<prefab name="abandoned_house_07"/>
			<prefab name="abandoned_house_08"/>
			<prefab name="bombshelter_lg_01" max_count="1"/>
			<prefab name="bombshelter_md_01" max_count="1"/>
			<prefab name="cemetery_01" />
			<prefab name="cemetery_02" />
			<prefab name="church_graveyard1"/>
			<prefab name="garagebrick"/>
			<prefab name="garageblue1"/>
			<prefab name="garageyellow1"/>
			<prefab name="garagewhite1"/>
			<prefab name="garagetan1"/>
			<prefab name="garagestucco1"/>
			<prefab name="garagegreen1"/>
			<prefab name="garageburnt1"/>
			<prefab name="houseburnt1"/>
			<prefab name="houseburnt2"/>
			<prefab name="houseburnt3"/>
			<prefab name="houseburnt3b"/>
			<prefab name="houseburnt4"/>
			<prefab name="houseburnt5"/>
			<prefab name="housewhite1basement"/>
			<prefab name="housewhitepyramid3"/>
			<prefab name="housetanpyramid2"/>
			<prefab name="housewhitepyramid1"/>
			<prefab name="housewhitepyramid2"/>
			<prefab name="housegreen1"/>
			<prefab name="houseblue1"/>
			<prefab name="housestucco1"/>
			<prefab name="housestucco2"/>
			<prefab name="housestucco3"/>
			<prefab name="housebrick1"/>
			<prefab name="housewhite1"/>
			<prefab name="housewhite2"/>
			<prefab name="housetan2"/>
			<prefab name="houseyellow1"/>
			<prefab name="houseyellowpyramid3"/>
			<prefab name="house_trailer_blue_01" />
			<prefab name="house_trailer_burnt_01" />
			<prefab name="house_trailer_green_01" />
			<prefab name="house_trailer_tan_01" />
			<prefab name="house_trailer_white_01" />
			<prefab name="house_trailer_yellow_01" />
			<prefab name="trailer_01" />
			<prefab name="trailer_02" />
			<prefab name="trailer_03" />
			<prefab name="trailer_04" />
			<prefab name="trailer_park_01" />
		</prefab_rule>

		<prefab_rule name="residentialNewGroup">
			<prefab name="house_new_mansion_01"/>
			<prefab name="house_new_mansion_02"/>
			<prefab name="house_new_mansion_03"/>
			<prefab name="house_new_01"/>
			<prefab name="house_new_02"/>
			<prefab name="house_new_03"/>
			<prefab name="house_new_04"/>
			<prefab name="house_new_05"/>
			<prefab name="house_new_06"/>
			<prefab name="houseranchwhite1"/>
			<prefab name="houseranchtan1"/>
			<prefab name="houseranchtan2"/>
			<prefab name="houseranchblue1"/>
			<prefab name="church_sm_01"/>
			<prefab name="hospital_01_rg"  max_count="1"/>
			<prefab name="school_01" min_count="1" max_count="1"/>
			<prefab name="school_k6_01" min_count="1" max_count="1"/>
			<prefab name="school_daycare_01" min_count="1" max_count="1"/>
			<prefab name="football_stadium"  max_count="1"/>
			<prefab name="apartment_adobe_red_5_flr" max_count="1" />
			<prefab name="apartment_brick_6_flr" max_count="1" />
			<prefab name="funeral_home_01" max_count="1" />
		</prefab_rule>

		<prefab_rule name="commercialGroup">
			<prefab name="store_gun_sm_01" prob="0.6"/>
			<prefab name="store_gun_lg_01" prob="0.4"/>
			<prefab name="store_pharmacy_sm_01" />
			<prefab name="store_hardware_sm_01" prob="0.6"/>
			<prefab name="store_hardware_lg_01" prob="0.4"/>
			<prefab name="store_book_sm_01" prob="0.6"/>
			<prefab name="store_book_lg_01" prob="0.4"/>
			<prefab name="store_grocery_lg_01" prob="0.4"/>
			<prefab name="store_grocery_sm_01" prob="0.6"/>
			<prefab name="store_bank_lg_01" />
			<prefab name="gas_station1" max_count="1"/>
			<prefab name="gas_station2" max_count="1"/>
			<prefab name="gas_station3" max_count="1"/>
			<prefab name="gas_station4" max_count="1"/>
			<prefab name="gas_station5" max_count="1"/>
			<prefab name="diner_01" max_count="2"/>
			<prefab name="diner_02" max_count="2"/>
			<prefab name="fastfood_01" max_count="2"/>
			<prefab name="fastfood_02" max_count="2"/>
			<prefab name="fastfood_03" max_count="2"/>
			<prefab name="carlot_01" max_count="2"/>
			<prefab name="carlot_02" max_count="2"/>
			<prefab name="store_autoparts_01" max_count="1"/>
			<prefab name="skate_park_01"  max_count="1"/>
			<prefab name="store_laundry_01" max_count="1" />
			<prefab name="store_salon" max_count="1" />
		</prefab_rule>

		<prefab_rule name="downtownGroup">
			<prefab name="business_red_brick_01"/>
			<prefab name="business_red_brick_02"/>
			<prefab name="business_red_brick_03"/>
			<prefab name="business_red_brick_04"/>
			<prefab name="business_red_brick_05"/>
			<prefab name="business_red_brick_06"/>
			<prefab name="business_red_brick_07"/>
			<prefab name="business_tan_brick_01"/>
			<prefab name="business_tan_brick_02"/>
			<prefab name="business_tan_brick_03"/>
			<prefab name="business_tan_brick_04"/>
			<prefab name="business_tan_brick_05"/>
			<prefab name="business_strip_old_01" max_count="1"/>
			<prefab name="business_strip_old_02" max_count="1"/>
			<prefab name="courthouse_med_01" max_count="1" />
			<prefab name="courthouse_med_02" max_count="1" />
			<prefab name="post_office_sm_01" max_count="1" />
			<prefab name="post_office_med_01" max_count="1" />
			<prefab name="mp_waste_bldg_governer_08" max_count="1"/>
			<prefab name="police_station1" max_count="1"/>
			<prefab name="hotel_roadside_01" max_count="1"/>
			<prefab name="hotel_roadside_02" max_count="1"/>
			<prefab name="hotel_ostrich" max_count="1"/>
			<prefab name="hotel_new_01" max_count="1"/>
			<prefab name="prison_01" max_count="1"/>
			<prefab name="parking_lot_01"/>
			<prefab name="parking_lot_02"/>
			<prefab name="parking_lot_03"/>
			<prefab name="parking_garage_01"/>
			<prefab name="theater_01"  max_count="1"/>
			<prefab name="bar_theater_01"  max_count="1"/>
			<prefab name="bar_stripclub_01" />
			<prefab name="bar_sm_01" />
			<prefab name="fire_station_01" max_count="1"/>
			<prefab name="fire_station_02" max_count="1"/>
			<prefab rule="skyscrapers" min_count="2"/>
			<prefab name="store_pawn_01" max_count="1" />
		</prefab_rule>

		<prefab_rule name="skyscrapers">
			<prefab name="skyscraper_01" max_count="1" prob="50"/>
			<prefab name="skyscraper_02" max_count="1" prob="50"/>
			<prefab name="skyscraper_03" max_count="1" prob="50"/>
			<prefab name="skyscraper_04" max_count="1" prob="50"/>
		</prefab_rule>

		<prefab_rule name="industrialGroup">
			<prefab name="utility_waterworks_01" max_count="1"/>
			<prefab name="utility_electric_co_01" />
			<prefab name="utility_refinery_01" max_count="1"/>
			<prefab name="settlement_01" />
			<prefab name="factory_lg_01" max_count="1"/>
			<prefab name="factory_lg_02" max_count="1"/>
			<prefab name="installation_red_mesa" max_count="1"/>
			<prefab name="sawmill_01_snow" max_count="1"/>
			<prefab name="utility_celltower_02" max_count="1"/>
			<prefab name="utility_celltower_01" max_count="2"/>
			<prefab name="junkyard_lg_01" />
			<prefab name="junkyard_med_01" />
			<prefab name="vacant_lot_med_01"/>
			<prefab name="vacant_lot_med_02"/>
			<prefab name="vacant_lot_sm_01"/>
			<prefab name="vacant_lot_sm_02"/>
			<prefab name="army_barracks_01" />
			<prefab name="mp_waste_bldg_01_white" />
			<prefab name="mp_waste_bldg_03_white" />
			<prefab name="mp_waste_bldg_04_white" />
			<prefab name="mp_waste_bldg_01_red" />
			<prefab name="mp_waste_bldg_02_red" />
			<prefab name="mp_waste_bldg_03_red" />
			<prefab name="mp_waste_bldg_04_red" />
			<prefab name="mp_waste_bldg_01_tan" />
			<prefab name="mp_waste_bldg_02_tan" />
			<prefab name="mp_waste_bldg_03_tan" />
			<prefab name="mp_waste_bldg_04_tan" />
			<prefab name="mp_waste_bldg_04_grey" />
			<prefab name="mp_waste_bldg_05_grey" />
			<prefab name="mp_waste_bldg_06_grey" />
			<prefab name="waste_rubble_bldg_01" />
			<prefab name="waste_rubble_bldg_02" />
			<prefab name="waste_rubble_bldg_03" />
			<prefab name="waste_rubble_bldg_04" />
			<prefab name="waste_rubble_bldg_05" />
			<prefab name="waste_rubble_bldg_06" />
			<prefab name="waste_rubble_bldg_07" />
			<prefab name="waste_rubble_bldg_08" />
			<prefab name="waste_rubble_bldg_09" />
			<prefab name="mp_waste_sewer_hole_1" />
		</prefab_rule>

		<prefab_rule name="ruralGroup">
			<prefab name="blueberryfield_sm"/>
			<prefab name="cornfield_sm"/>
			<prefab name="cornfield_med"/>
			<prefab name="potatofield_sm"/>
			<prefab name="barn_01" />
			<prefab name="barn_02" />
			<prefab name="barn_03" />
			<prefab name="farm_shed1" />
			<prefab name="farm_shed2" />
			<prefab name="farm_shed3" />
			<prefab name="farm_shed4" />
			<prefab name="oldwest_stables" />
			<prefab name="pond02"/>
			<prefab name="pond01"/>
			<prefab name="water_tower_01" />
			<prefab name="water_tower_02" />
			<prefab name="oldwest_watertower" />
			<prefab name="oldwest_church"/>
			<prefab name="oldwest_hotel_01"/>
			<prefab name="oldwest_hotel_02"/>
			<prefab name="oldwest_jail"/>
			<prefab name="oldwest_md_shop_01"/>
			<prefab name="oldwest_md_shop_02"/>
			<prefab name="oldwest_md_shop_03"/>
			<prefab name="oldwest_md_shop_04"/>
			<prefab name="oldwest_sm_shop_01"/>
			<prefab name="oldwest_sm_shop_02"/>
			<prefab name="oldwest_sm_shop_03"/>
			<prefab name="army_camp_01" />
			<prefab name="army_camp_02" />
			<prefab name="army_camp_03" />
		</prefab_rule>

		<prefab_rule name="wildernessGroup">
			<prefab rule="traderGroup" min_count="1" max_count="1"/>
			<prefab name="cabin_01" />
			<prefab name="cabin_02_sm" />
			<prefab name="cabin_03_lg" />
			<prefab name="cabin_04_md" />
			<prefab name="cabin_05_lg" />
			<prefab name="cabin_06_lg" />
			<prefab name="cabin_snow_hidden_01"/>
			<prefab name="ranger_station1" />
			<prefab name="snowy_ski_lodge" />
			<prefab name="campsite_01" />
			<prefab name="campsite_02" />
			<prefab name="campsite_03" />
			<prefab name="campsite_04" />
			<prefab name="campsite_06" />
			<prefab name="campsite_06a" />
			<prefab name="campsite_07" />
			<prefab name="campsite_07a" />
			<prefab name="indian_burial_grounds_01" prob="0.05"/>
			<prefab name="oldwest_graveyard"/>
			<prefab name="cave_01" />
			<prefab name="cave_02" />
			<prefab name="cave_03" />
			<prefab name="cave_04" />
		</prefab_rule>

		<prefab_rule name="detailFillerGroup">
			<prefab name="mailbox1" prob="0.25"/>
			<prefab name="street_light_01" prob="0.25"/>
			<prefab name="street_light_02" prob="0.25"/>
			<prefab name="sign_slow"/>
			<prefab name="sign_speed_25"/>
			<prefab name="sign_speed_35"/>
			<prefab name="sign_speed_45"/>
			<prefab name="sign_73_north"/>
			<prefab name="sign_73_south"/>
			<prefab name="sign_albuquerque"/>
			<prefab name="sign_phoenix"/>
			<prefab name="tree_burntpine_01"/>
			<prefab name="tree_burntpine_02"/>
			<prefab name="tree_burntpine_03"/>
			<prefab name="water_tower_03" />
		</prefab_rule>

		<prefab_rule name="traderGroup">
			<prefab name="settlement_trader_01" />
			<prefab name="settlement_trader_02" />
			<prefab name="settlement_trader_03" />
			<prefab name="settlement_trader_04" />
			<prefab name="settlement_trader_05" />
		</prefab_rule>


	</prefab_rules>

	<hub_layouts>
		<hub_layout name="customHubTest">
			<township_type value="town"/>
			<street start_point="-64,0" end_point="64,0"/>
			<lot min_x_y="0, 8" size="60,60" rotation_to_road="2"/>
			<lot min_x_y="-32, 12" prefab="oldwest_jail" rotation_to_road="2"/>
		</hub_layout>

		<hub_layout name="ruralHub01">
			<township_type value="town"/>
			<street start_point="-96,0" end_point="96,0"/>
			<street start_point="0,-96" end_point="0,96"/>
			<lot min_x_y="8, 8" size="48,48" rotation_to_road="2"/>
			<lot min_x_y="8, -56" size="48,48" rotation_to_road="0"/>
			<lot min_x_y="-56, 8" size="48,48" rotation_to_road="1"/>
			<lot min_x_y="-56, -56" size="48,48" rotation_to_road="3"/>
		</hub_layout>

		<hub_layout name="ruralHub02">
			<township_type value="town"/>

			<street start_point="-160,0" end_point="160,0"/>
			<street start_point="0,-160" end_point="0,160"/>

			<lot min_x_y="7, 7" size="128,128" rotation_to_road="2" align="south_west"/>
			<lot min_x_y="7, -135" size="128,128" rotation_to_road="0" align="north_west"/>

			<lot min_x_y="-135, 7" size="128,128" rotation_to_road="3" align="south_east"/>
			<lot min_x_y="-135, -135" size="128,128" rotation_to_road="1" align="north_east"/>
		</hub_layout>
	</hub_layouts>

<!--
	GENERATOR MODULE TYPES
	    AbsoluteOutput
        Add
        BiasOutput
        Blend
        ClampOutput
        CurveOutput
        DisplaceInput
        ExponentialOutput
        InvertInput
        InvertOutput
        LargerOutput
        Multiply
        Power
        RotateInput
        ScaleBiasOutput
        ScaleInput
        ScaleOutput
        Select
        SmallerOutput
        Terrace
        TranslateInput
        Billow
        Checkerboard
        Constant
        FastBillow
        FastNoise
        FastNoiseBasis
        FastRidgedMultifractal
        FastTurbulence
        GradientNoiseBasis
        RidgedMultifractal
        Turbulence
        Voronoi

-->

	<terrain_generators>
		<terrain_generator name="vanilla" use_old_final="false">
			<module name="landBaseBase" type="FastBillow" seed_additive="5">
				<property name="frequency" value="0.02"/>
			</module>
			<module name="scaleLandBaseFilter" type="ScaleBiasOutput">
				<property name="sourceModule" value="landBaseBase"/>
				<property name="scale" value="0.25"/>
				<property name="bias" value="0.25"/>
			</module>
			<module name="landBase" type="ClampOutput">
				<property name="sourceModule" value="scaleLandBaseFilter"/>
				<property name="bounds" value="0.01,0.5"/>
			</module>

			<module name="fastMountainsBase" type="FastRidgedMultifractal">
				<property name="frequency" value="0.25"/>
			</module>
			<module name="fastMountainsT" type="FastTurbulence">
				<property name="sourceModule" value="fastMountainsBase"/>
				<property name="power" value="5"/>
				<property name="frequency" value="0.025"/>
				<property name="roughness" value="1"/>
			</module>
			<module name="fastMountainsScaled" type="ScaleBiasOutput">
				<property name="sourceModule" value="fastMountainsT"/>
				<property name="scale" value="0.9"/>
			</module>
			<module name="fastWaterBase" type="FastRidgedMultifractal">
				<property name="frequency" value="0.35"/>
			</module>
			<module name="fastWaterBase2" type="InvertOutput">
				<property name="sourceModule" value="fastWaterBase"/>
			</module>
			<module name="fastWaterScaled" type="ScaleBiasOutput">
				<property name="sourceModule" value="fastWaterBase2"/>
				<property name="scale" value="1"/>
				<property name="bias" value="-0.15"/>
			</module>
			<module name="fastWaterClamped" type="ClampOutput">
				<property name="sourceModule" value="fastWaterScaled"/>
				<property name="bounds" value="-1,0.25"/>
			</module>


			<module name="fastWaterFilter" type="FastRidgedMultifractal" seed_additive="3">
				<property name="frequency" value="0.05"/>
			</module>
			<module name="scaleBiasLandFilter" type="ScaleBiasOutput">
				<property name="sourceModule" value="fastWaterFilter"/>
				<property name="scale" value="1"/>
				<property name="bias" value="0.25"/>
			</module>

			<module name="fastLandWater" type="Blend">
				<property name="controlModule" value="scaleBiasLandFilter"/>
				<property name="sourceModule1" value="landBase"/>
				<property name="sourceModule2" value="fastWaterClamped"/>
			</module>

			<module name="finalLand" type="Blend">
				<property name="controlModule" value="fastMountainsScaled"/>
				<property name="sourceModule1" value="fastLandWater"/>
				<property name="sourceModule2" value="fastMountainsScaled"/>
			</module>

			<module name="scaleBiasOutput" type="ScaleBiasOutput">
				<property name="sourceModule" value="finalLand"/>
				<property name="scale" value="182"/>
			</module>

			<output module="scaleBiasOutput"/>
		</terrain_generator>
	</terrain_generators>

	<biome_generators>
		<biome_generator name="vanilla">
			<module name="voronoi" type="Voronoi">
				<property name="frequency" value="0.0008"/>
				<property name="displacement" value="0.5"/>
			</module>
			<module name="biasOutput" type="BiasOutput">
				<property name="sourceModule" value="voronoi"/>
				<property name="bias" value="0.5"/>
			</module>

			<module name="biomeDither" type="FastTurbulence">
				<property name="sourceModule" value="biasOutput"/>
				<property name="frequency" value="0.25"/>
				<property name="power" value="8"/>
				<property name="roughness" value="5"/>
			</module>

			<module name="biomeJiggle" type="FastTurbulence">
				<property name="sourceModule" value="biomeDither"/>
				<property name="frequency" value="0.0016"/>
				<property name="power" value="400"/>
				<property name="roughness" value="1"/>
			</module>

			<module name="clampOutput" type="ClampOutput">
				<property name="sourceModule" value="biomeJiggle"/>
				<property name="bounds" value="0,1"/>
			</module>

			<output module="clampOutput"/>
		</biome_generator>

		<!-- Passes back the biome intensity to allow for per biome terrain control  THIS MUST MATCH THE BIOME DISTRIBUTION BUT RETURN 0-1 based on distance from center-->
	</biome_generators>

	<biome_intensity_generators>
		<biome_intensity_generator name="vanilla">
			<module name="voronoi" type="Voronoi">
				<property name="frequency" value="0.0008"/>
				<property name="displacement" value="0.5"/>
				<property name="distanceEnabled" value="true"/>
			</module>
			<module name="biasOutput" type="BiasOutput">
				<property name="sourceModule" value="voronoi"/>
				<property name="bias" value="0.5"/>
			</module>

			<module name="biomeDither" type="FastTurbulence">
				<property name="sourceModule" value="biasOutput"/>
				<property name="frequency" value="0.25"/>
				<property name="power" value="8"/>
				<property name="roughness" value="5"/>
			</module>

			<module name="biomeJiggle" type="FastTurbulence">
				<property name="sourceModule" value="biomeDither"/>
				<property name="frequency" value="0.0016"/>
				<property name="power" value="400"/>
				<property name="roughness" value="1"/>
			</module>

			<module name="clampOutput" type="ClampOutput">
				<property name="sourceModule" value="biomeJiggle"/>
				<property name="bounds" value="0,1"/>
			</module>

			<output module="clampOutput"/>
		</biome_intensity_generator>
	</biome_intensity_generators>

	<biome_spawn_rules>
		<biome_spawn_rule name="pine_forest">
			<biome_generator range="0,0.1"/>
			<terrain_generator range="150,175"/>
		</biome_spawn_rule>

		<biome_spawn_rule name="desert">
			<biome_generator range="0.1,0.3"/>
		</biome_spawn_rule>

		<biome_spawn_rule name="burnt_forest">
			<biome_generator range="0.3,0.4"/>
		</biome_spawn_rule>

		<biome_spawn_rule name="forest">
			<biome_generator range="0.4,0.6"/>
		</biome_spawn_rule>

		<biome_spawn_rule name="snow">
			<biome_generator range="0.6,0.7"/>
			<terrain_generator range="176,255"/>
		</biome_spawn_rule>

		<biome_spawn_rule name="wasteland">
			<biome_generator range="0.7,0.8"/>
		</biome_spawn_rule>

		<biome_spawn_rule name="plains">
			<biome_generator range="0.8,1"/>
		</biome_spawn_rule>

		<biome_spawn_rule name="radiated">
			<distance_from_center range="10000,20000"/>
		</biome_spawn_rule>

		<biome_spawn_rule name="water">
			<terrain_generator range="-31,-1"/>
		</biome_spawn_rule>

	</biome_spawn_rules>
</rwgmixer>