Custom world generation/noise settings


 * The root tag
 * The sea level in this dimension.
 * Disables passive mob spawning upon chunk generation.
 * 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.
 * Routes density functions to noise parameters used for world generation.
 * Determines where there is air or stone. If positive, returns stone, if negative, air.
 * Determines the erosion values for terrain generation and biome placement.
 * Determines the depth values for terrain generation and biome placement.
 * Determines the weirdness values for terrain generation and biome placement.
 * Used for lava aquifers.
 * Determines the temperature values for biome placement.
 * Determines the humidity values for biome placement.
 * Determines the continentalness values for terrain generation and biome placement.
 * Used to separate between aquifers and open areas in caves.
 * 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+.
 * A list of noise parameters for where the player should spawn. Formatted in a similar way to biome parameters in a dimension file.
 * : 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.
 * 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+.
 * A list of noise parameters for where the player should spawn. Formatted in a similar way to biome parameters in a dimension file.
 * : 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.

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
 * : reference to a noise file in


 * 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

自定义世界生成/noise settings
 * temperature  conditional surface rule, used to generate ice in frozen oceans, has no further properties