Custom world generation/noise settings


 * The root tag
 * The distance from the world height for the top coordinate of the bedrock roof, if out of world bounds (0-255) the roof does not appear, example: "-1". e.g. setting this to 32 puts the top of the roof at y=224. If the bedrock roof is low enough, natural terrain still generates above it.
 * The y coordinate of the bedrock floor, similar to bedrock_roof_position – setting both floor and roof to 255 generates a single layer of flat bedrock for each of them.
 * The sea level in this dimension between 0 and 255
 * Can be true or false.
 * Structure settings
 * Settings for how strongholds should be spawned. The stronghold values under the  tag appear to be placeholders so that every namespaced 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.
 * (number): Average distance between two structure placement attempts of this type in chunks.
 * (number): Minimum distance between two structures of this type in chunks; must be less than.
 * (integer): A number that assists in randomization; see.
 * Parameters for world generation.
 * Settings for the curve at the top of the world.
 * (integer): 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.
 * (integer): Defines the size of the affected area from the top of the world.  is calculated using the formula.
 * (integer): 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.
 * (integer): 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.
 * (integer): Defines the size of the affected area from the bottom of the world. Uses the same formula as in.
 * (integer): 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.
 * (double): 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.
 * (double): Smoothes the noise on the horizontal axis.
 * (double): Scales the Y axis of the noise. Higher values result in more intricate vertical shapes. Works similarly to height scale from old customized worlds.
 * (double): Smoothes the noise on the vertical axis.
 * (integer): Changes the Y scale of the landmass. Values between 1 and 15 gradually increase the hill height, above 20 are all above the normal sea level of 63, and higher than 32 give normal land levels of 100+.
 * (integer): Changes the X/Z scale of the landmass, but not the biomes.
 * (integer): Changes the max height of generated terrain by squashing the world. For example, with height=128, the ground is set to Y=32. this does not affect sea level.
 * (double):
 * (double; values between -1 and 1): Affects the average land level (not sea level).
 * (boolean; optional):
 * (boolean):
 * (boolean; optional): Causes the world to generate like The End with a big island in the center and smaller ones around.
 * (boolean; optional): Toggles between amplified and normal terrain generation. Can be used alongside large biomes in `vanilla_layered` types, and in any dimension (Nether, End, and custom).
 * The block that appears below the top blocks of the world; see
 * ID of the block
 * Block states
 * (string): A block state key and its value.
 * The block used for seas and lakes; see.
 * (string): ID of the block
 * Block states
 * (string): A block state key and its value.
 * Block states
 * (string): A block state key and its value.