Old Customized



Customized, retroactively labelled Old Customized by later game versions, was a world type that replaced the normal varied terrain of the Overworld with custom features. Because, as of snapshot 18w06a, it was removed completely due to the rewrite of the world generation, it was then replaced by a new, easy-to-customize but considerably more limited substitute world type called Buffet. Custom worlds returned in 20w21a, though they are completely different; this version also renamed this world type to Old Customized.

Basic settings
There were 18 customization options that affected whether structures generate, among other environmental factors.

Ore settings
Each of the eleven sections of this page modifies the generation settings for each type of ore. These settings can be used to change the distribution of almost all any ore and mineral type. The only exception is emerald ore, as it generates only in extreme hills biomes, and the vein size is always one block; as its distribution is hard coded, it cannot be changed. The distribution of natural resources in the Nether (Nether quartz ore and magma block) also cannot be changed.

Apart from the above exceptions, the vein size, number and distribution are set. Here are the default settings:


 * Notes
 * A world completely submerged in a moderately deep ocean.
 * Isles.png
 * Isle Land
 * Special properties:
 * Coordinate Scale=3000, Height Scale=6000, Height Stretch=10
 * Upper Limit Scale=250
 * Upper Limit Scale=250


 * A world similar to Extreme Hills biomes with numerous floating islands.
 * Delight.png
 * Caver's Delight
 * Special properties:
 * Main Noise Scale X=5000, Main Noise Scale Y=1000, Main Noise Scale Z=5000
 * Height Stretch=5
 * Biome Depth Weight=2, Biome Depth Offset=1, Biome Scale Weight=4, Biome Scale Offset=1
 * Biome Depth Weight=2, Biome Depth Offset=1, Biome Scale Weight=4, Biome Scale Offset=1


 * A world consisting of dark, expansive caverns with large overhangs on the outside.
 * Madness.png
 * Mountain Madness
 * Special properties:
 * Main Noise Scale X=1355.9908, Main Noise Scale Y=745.5343, Main Noise Scale Z=1183.464
 * Depth Noise Scale X= 374.93652, Depth Noise Scale Z=288.65228, Depth Noise Scale Exponent=1.2092624, Depth Base Size=1.8758626
 * Coordinate Scale=738.41864, Height Scale=157.69133, Height Stretch=1.7137525
 * Upper Limit Scale=801.4267, Lower Limit Scale=1254.1643
 * Biome Depth Weight=1.7553768, Biome Depth Offset=3.4701107, Biome Scale Weight=1.0, Biome Scale Offset=2.535211
 * Biome Depth Weight=1.7553768, Biome Depth Offset=3.4701107, Biome Scale Weight=1.0, Biome Scale Offset=2.535211


 * A world consisting of tall, extremely steep mountains, often with overhangs, cliffs and some big caverns.
 * Drought.png
 * Drought
 * Special properties:
 * Sea level=20
 * Main Noise Scale X=1000, Main Noise Scale Y=3000, Main Noise Scale Z=1000
 * Height Stretch=10
 * Height Stretch=10


 * A world with low sea levels and small "ocean lakes" with expansive areas of gravel.
 * Chaos.png
 * Caves of Chaos
 * Special properties:
 * Sea level=6
 * Upper Limit Scale=2, Lower Limit Scale=64
 * Upper Limit Scale=2, Lower Limit Scale=64


 * A world with tall, expansive caves that have numerous springs. They are so porous that parts of the caves are sunlit and have vegetation. Caves often have wacky structures that hang from the ceiling. Sometimes, they have expanses of water near the floor, despite the low sea level. Floating islands are a common sight, but they are less frequent than in Isle Land or Amplified worlds.
 * Luckpreset.png
 * Good Luck
 * Special properties:
 * Sea level=40
 * Lava oceans=Yes
 * Lava oceans=Yes


 * A predominantly stone and gravel world with lava oceans, dry rivers, and little or no vegetation or animals.
 * }
 * }

Video
This video was made on Minecraft 

Trivia

 * The customized world type is based on a Minecraft mod Ryan Holtz made in 2012 called Wedge.
 * The following preset can be used to generate a world similar to the Amplified world type:

{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":12.0,"biomeDepthWeight":2.0,"biomeDepthOffset":1.0,"biomeScaleWeight":4.0,"biomeScaleOffset":1.0,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":4,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}


 * If the Far Lands are re-enabled using mods, increasing the "Coordinate Scale" causes them to generate much closer to the origin.
 * The Farther Lands will generate exactly Main Noise Scale X/Z times further away than the Far Lands do. As they are 80 by default, they generate 80 times further; manually editing the preset text to set it a value lower than 1 can result in them generating before the Far Lands do.