Ah awesome! I did some islands experiments when I was creating the plugin, but they were just block colour... they kinda got abandoned. But yours look way better :P
Yeah they are pretty easy to use, they sound way scarier than they actually are. There's plenty of fine tuning you can do to get exactly the style of output you want, if you look at the section where I was creating clouds you can see some things you can try.
Redblobgames did some island generation tutorials ages back using somewhat similar techniques. The technique went something like:
- divide world into zones using voronoi
- use perlin noise to decide the height of each zone ( might want to try scaling based on how close to the center it is as well for a nice island shape )
- zones below a threshold become water
- zones further from the ocean have higher "moisture" levels
- zones "biome" is decided by height and moisture level ( high + wet = snow, high + dry = stone, low + dry = sand )
Incidentally the Voronoi noise expressions return the same value across the whole zone, it's kinda like an ID value. But it isn't guaranteed to be unique. If you do something like floor(AR.Voronoi2D(x, y) * 256)
you should be able to identify individual zones with that value.