|Parameter chaos. Perhaps grouping them into labelled groups and changing some into sliders will improve things?|
In many case, many times just leaving the values as-is works great. But not always. It depends on your goal.
And I still need to back and fix the problem that I posted about previously, the "caterpillars" and over-eroded mountains. That's why I started looking at the erosion code in the first place. I basically want the land bordering on ocean to erode faster than the mountains. The "caterpillar" islands form from too little erosion of islands in the oceans formed by plate movement. Attempting to prevent the "caterpillars" by increasing the frequency with which erosion is applied causes the mountains to erode too quickly instead.
Conceptually, I think it is as simple as a scalar factor for the amount of material to move when the erosion algorithm moves material from a "high" cell to neighboring "low" cell(s). My first approach would be that the scalar could equal the sum the number of neighbor cells that are below sea level, divide by four (von Neumann neighborhoold, not Moore), plus 0.5. Hence a "high" cell that was inland would erode at half the nominal rate, a single-cell island would erode at 1.5 times the nominal rate, and cells belonging to larger islands or on the coast would erode at an intermediate rate. This actually makes some sense within the context of the simulation, as well, as wave action and rainfall would result in more erosion than rainfall alone. We'll see what it takes to implement that once I fully understand the existing implementation of the erosion algorithm, then how well it works in practice.