Custom world generation/noise settings

自定义世界生成/noise settings
 * The sea level in this dimension. Note that this value only affects world generation. The sea level for mob spawning is a fixed value 63.
 * Disables creature 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 default block used for seas and lakes.
 * (Required, but can be empty) A list of noise parameters to specify the points around which the player tries to spawn. The game will select some horizonal locations with a distance to are not more than 2560 blocks away from the origin (0,0), then sample the noise values ("depth" noise and "offset" are alway 0), and calculate . The player will spawn near the location whose this value is smallest.
 * ：A range.
 * Fields for world generation.
 * The minimum Y coordinate where terrain starts generating. Value between -2032 and 2031 (both inclusive). Must be divisible by 16.
 * : The total height where terrain generates. Value between 0 and 4064 (both inclusive). Must be divisible by 16. And  cannot exceed 2032.
 * : Value between 0 and 4 (both inclusive)
 * : Value between 0 and 4 (both inclusive)
 * Routes density functions to noise parameters used for world generation. Each field can be an ID of density function or a density function (can be in constant form or object form).
 * Related to the generation of aquifer and surface rule. At a horizonal position, starting from the top of the world, the game searches from top to bottom with the precision of size_vertical*4 blocks. The first Y-level whose noise value greater than 25/64 is used as the initial terrain height for world generation. This height should be generally lower than the actual terrain height (determined by the final density).
 * Determines where there is an air or a default block. If positive, returns default block which will can be replaced by the . Otherwise, an air where aquifers can generate.
 * Affects whether to separate between aquifers and open areas in caves. Larger values leads to higher probability to separate.
 * Affects the probability of generating liquid in an cave for aquifer. The larger value leads to higher probability. The noise value greater than 1.0 is regarded as 1.0, and value less than -1.0 is regarded as -1.0.
 * Affects the height of the liquid surface at a horizonal position. Smaller value leads to higher probability for lower height.
 * Affects whether an aquifer here uses lava instead of water. The threshold is 0.3.
 * The temperature values for biome placement. This field and the following five fields are used for biome placement.
 * The humidity values for biome placement.
 * The continentalness values for terrain generation and biome placement.
 * The erosion values for terrain generation and biome placement.
 * The depth values for terrain generation and biome placement.
 * The weirdness values for terrain generation and biome placement.
 * : To place blocks in the terrain.
 * The humidity values for biome placement.
 * The continentalness values for terrain generation and biome placement.
 * The erosion values for terrain generation and biome placement.
 * The depth values for terrain generation and biome placement.
 * The weirdness values for terrain generation and biome placement.
 * : To place blocks in the terrain.