Following the coastline of Malaysia at a 1:50 (thereabouts?) scale, 1.5x terrain height and 4x ocean depth, 63 sea level. It seems as though large, straight areas of non-deep ocean generate as only 1 block deep and then cut to their correct depth. These are zones which can reach a few hundred blocks out from the coast but do not follow the coastline precisely, as can be seen by the map. The expected behaviour is for these coastal waters to descend smoothly to deeper depths rather than the cliff seen now.
This brings to mind a gameplay suggestion, in that an added scale for shallow waters would improve the immersion of underwater terrain. The depth of rivers and water on continental shelves is far too shallow by default, and increasing ocean depth leads to a steep drop to bedrock once off the shelf. A separate scaling would be useful, so that with good configuration seas could be ~20 blocks deep and oceans would reach down another 25 or so.
Following the coastline of Malaysia at a 1:50 (thereabouts?) scale, 1.5x terrain height and 4x ocean depth, 63 sea level. It seems as though large, straight areas of non-deep ocean generate as only 1 block deep and then cut to their correct depth. These are zones which can reach a few hundred blocks out from the coast but do not follow the coastline precisely, as can be seen by the map. The expected behaviour is for these coastal waters to descend smoothly to deeper depths rather than the cliff seen now.
This brings to mind a gameplay suggestion, in that an added scale for shallow waters would improve the immersion of underwater terrain. The depth of rivers and water on continental shelves is far too shallow by default, and increasing ocean depth leads to a steep drop to bedrock once off the shelf. A separate scaling would be useful, so that with good configuration seas could be ~20 blocks deep and oceans would reach down another 25 or so.