What every terrain.* command really does on Console — recovered from the actual world generator, with example maps rendered on reference seed 12345. Click any command, or try them live in the generator.
Behaviors specific to Rust Console Edition worldgen — the stuff no official docs tell you.
On Console, monuments only generate on the island closest to the centre of the map (the “mainland”). Carve the map into lots of islands with noise_base_shape and the smaller outer islands stay empty — great for peaceful build islands, bad if you expected loot everywhere.
Terrain height is stored as a truncated 16-bit value, NOT clamped. Push peaks past the world ceiling (roughly 500 m above sea — big noise_mountain amps or a low fade_mountain) and the stored height wraps around to a huge negative number: the summit renders as pockets of deep ocean (“blue pockets”) instead of taller rock. Keep headroom.
The mountain layer is hard-multiplied by zero along the low-loot (Tier-0) end of the loot axis — no noise_mountain or elevation_mountain value will ever put peaks on that side of the map. The same strip also halves the south/desert plains & hills strength.
The border envelope normally fades terrain into ocean before the edge. Negative border_padding (e.g. -0.6) expands the land to the edge