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
 * : 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.
 * : 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.