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. Works similarly to main noise scale X/Z from old customized worlds.
 * (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. Works similarly to main noise scale Y from old customized worlds.
 * (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): Changes the gradient of terrain density from the bottom to the top of the world. Positive values result in terrain that is solid underneath with shapes that shrink at higher altitudes, negative values result in terrain that is solid on top with empty space underneath. Greater positive or negative values result in a sharper transition.
 * (double; values between -1 and 1): Moves the center height for terrain density relative to Y=128, by an amount inversely proportional to.
 * (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.