Custom world generation/noise settings


 * The root tag
 * The sea level in this dimension.
 * Disables passive mob spawning upon chunk generation.
 * Whether the different noise caves generate.
 * Whether noodle caves generate.
 * Whether ore veins generate.
 * Whether aquifers generate.
 * Whether to use the old random number generator from before 1.18 for world generation.
 * The default block used for the terrain.
 * The block used for seas and lakes.
 * Structure settings
 * : The key for this field should be the namespaced ID of a structure, a list is available at.
 * : Controls how far apart the structure are.
 * : How many structures to generate.
 * : Type of the structure generation rules,  with
 * : The key for this field should be the namespaced ID of a structure, a list is available at.
 * : Average distance between two structure placement attempts of this type in chunks.
 * : Minimum distance between two structures of this type in chunks. Must be less than.
 * : A number that assists in randomization; see.
 * : Type of the structure generation rules,  with
 * Structure settings
 * : Settings for how strongholds should be spawned. The stronghold value under the tag appears to be placeholders so that every structure has a value; these values are the ones that actually control stronghold spawning.
 * : Controls how far apart the strongholds are.
 * : How many strongholds to generate.
 * : List of structures to use in this dimension
 * : The key for this field should be the namespaced ID of a structure, a list is available at.
 * : Average distance between two structure placement attempts of this type in chunks.
 * : Minimum distance between two structures of this type in chunks. Must be less than.
 * : A number that assists in randomization; see.
 * Parameters for world generation.
 * The minimum Y coordinate where terrain starts generating. Value between -2048 or -2032 and 2031. Must be divisible by 16. Note that if -2048 is used, the bottom face of the, likely, bedrock floor won't be lit up correctly.
 * : The total height where terrain generates. Must be divisible by 16. Before 1.17, it squashes the world, for example, with height=128, the ground is set to Y=32. min_y + height cannot be higher than 2032 so its maximum is 4064 or 4080.
 * : Changes the X/Z scale of the landmass, but not the biomes. E.g., increases the distance between mountainous terrain. Upper limit for this parameter is somewhere between 4 and 8.
 * : Changes the Y scale of the landmass. Values between 1 and 1.5 gradually increase the hill height, above 2.0 are all above the normal sea level of 63, and higher than 3.2 give normal land levels of 100+.
 * : Optional. Causes the world to generate like The End with a big island in the center and smaller ones around.
 * : Optional. Toggles between amplified and normal terrain generation.
 * : Optional. Toggles between large biomes and normal biome generation.
 * : Specifies how the noise is sampled.
 * : Scales the X and Z axis of the noise. Higher values results in more intricate horizontal shapes. Works similarly to coordinate scale from old customized worlds.
 * : Smoothes the noise on the horizontal axis. Works similarly to main noise scale X/Z from old customized worlds.
 * : Scales the Y axis of the noise. Higher values result in more intricate vertical shapes. Works similarly to height scale from old customized worlds.
 * : Smoothes the noise on the vertical axis. Value can range from  to  . Works similarly to main noise scale Y from old customized worlds.
 * : Settings for the curve at the top of the world.
 * : The value of the curve. Negative values round off the top of the hills in the affected area, positive values create a roof. Higher values produce larger effects.
 * : Defines the size of the affected area from the top of the world. Calculated using the formula.
 * : Moves the affected area from the top of the world. Uses the same formula as, so . For , positive values move the area down and negative values bring it up.
 * : Settings for the curve at the bottom of the world.
 * : The value of the curve. Negative values remove the floor and round off the bottom of the islands, positive values make a floor. Higher values produce larger effects.
 * : Defines the size of the affected area from the bottom of the world. Uses the same formula as in.
 * : Moves the affected area from the bottom of the world. Uses the same formula as in . For, positive values move the area up and negative values bring it down.
 * : A terrain spline determining the offset of the terrain. Corresponds to the old field but can now be configured depending on the dimension noises.
 * : A terrain spline determining the factor of the terrain. Corresponds to the old field but can now be configured depending on the dimension noises.
 * : A terrain spline determining the jaggedness of the terrain.
 * : Surface rule configuration for the terrain. This replaces the old surface builder system.
 * : Type of the surface rule,  with one of: ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,   or  . See below of extra properties for each type.
 * : Moves the affected area from the bottom of the world. Uses the same formula as in . For, positive values move the area up and negative values bring it down.
 * : A terrain spline determining the offset of the terrain. Corresponds to the old field but can now be configured depending on the dimension noises.
 * : A terrain spline determining the factor of the terrain. Corresponds to the old field but can now be configured depending on the dimension noises.
 * : A terrain spline determining the jaggedness of the terrain.
 * : Surface rule configuration for the terrain. This replaces the old surface builder system.
 * : Type of the surface rule,  with one of: ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,   or  . See below of extra properties for each type.
 * : Type of the surface rule,  with one of: ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,   or  . See below of extra properties for each type.

The extra properties for per type:
 * condition
 * : A surface rule that can give a true or false output
 * : A surface rule that does something


 * block sets the blocks that reach this surface rule to the specified block
 * : The block to use
 * : The namespaced id of the block to use.
 * : Block states
 * : A block state key and its value.


 * vertical_gradient a conditional surface rule to select blocks in a gradient, used for deepslate and bedrock (between the specified y-coords is the gradient itself)
 * : any random name.
 * : the lower y-coord where this condition is true.
 * : the y-coord above the bottom of the world, mutually exclusive with  and.
 * : the exact y-coord, mutually exclusive with  and.
 * : the y-coord below the top of the world, mutually exclusive with  and.
 * : the upper y-coord where this condition is false.
 * : the y-coord above the bottom of the world, mutually exclusive with  and.
 * : the exact y-coord, mutually exclusive with  and.
 * : the y-coord below the top of the world, mutually exclusive with  and.


 * above_preliminary_surface  conditional surface rule, has no further properties


 * sequence applies surface rules in order (only the first successful surface rule seems to be applied )
 * a surface rule
 * a surface rule


 * stone_depth  conditional surface rule
 * : either   or
 * : either   or
 * : either   or
 * : either   or


 * water  conditional surface rule


 * biome conditional surface rule to test for the biome
 * : list of biomes that result in true.
 * : namespaced id of the biome to check for.


 * y_above conditional surface rule to check if it is above a specified y-coord
 * : the minimal y-coord where this condition is true.
 * : the y-coord above the bottom of the world, mutually exclusive with  and.
 * : the exact y-coord, mutually exclusive with  and.
 * : the y-coord below the top of the world, mutually exclusive with  and.


 * not conditional surface rule, inverts the conditional surface rule within this
 * : the surface rule to invert.


 * noise_threshold  conditional surface rule
 * : default examples:   followed by one of: ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,   or


 * steep  conditional surface rule, has no further properties


 * hole  conditional surface rule, has no further properties


 * bandlands  surface rule, used in badlands, has no further properties


 * temperature  conditional surface rule, used to generate ice in frozen oceans, has no further properties