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Land of the Ork

An example of custom terrain generation.

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This feature is exclusive to Java Edition. 
This page describes content that exists only in outdated versions of Minecraft. 
Customized worlds were removed in 18w06a. Mojang has stated that they will return in a later update.

Customized 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. Although it is, however, being removed as of that snapshot, Minecraft developer Erik Broes has stated that Customized world types will be returning at some point in the future after Java Edition 1.13, albeit "completely different from before" and with "no more screens of 50 vague sliders".

Customization

Basic settings

There were 18 customization options which affect whether structures will generate, among other environmental factors.

Customization option Parameters Default Description
Sea Level 4-500 10 The surface level of all oceans and rivers. If the level is set below the default, land masses are bigger, and rivers may be shallow or dry. All land below level 63 is gravel. For low settings, the ocean may be reduced to small lakes, may be restricted to underground caves and caverns, or sometimes even doesn't exist. If the level is set above the default, low-lying biomes such as swamps are fragmented or nonexistent, creating a world with smaller land masses. Rivers are not "rivers" in the literal sense, but are more like subsurface valleys. The world may, at high levels, consist of sparse islands separated by very deep water or may be all ocean, as in the Water World preset. Setting it to a negative value causes chunks never to load, always displaying "Waiting for chunk..." in the F3 menu. (Chunks are still generated, and can be viewed via external programs like MCEdit)
Caves 100 Yes Caves are only generated underground. If omitted, they are not generated.
Strongholds Yes There are 128 strongholds generated in eight rings around the center (0, 0) (see stronghold). End portals will not be generated in the world if strongholds are not generated.
Villages Yes/No yes Villages will only generate if there are plains, savanna, taiga or desert biomes. If the world is set to another biome, they are not generated. If no villages exist, there are no spawn areas for villagers. However, villagers can still be obtained by curing zombie villagers.
Mineshafts Yes/No Yes Whether mineshafts are generated in each biome underground.
Temples Yes/No Yes When this is turned on, jungle temples generate in jungle biomes, desert temples generate in desert biomes, witch huts generate in swamp biomes, and igloos generate in ice plains. If the world is set to another biome, they are not generated.
Ocean monuments Yes/No Yes When this structure is turned on, the ocean monuments are generated in the deep ocean biomes. The adjusted sea level does not affect the generation of ocean monuments. If the world is set to another biome, they are not generated.
Ravines Yes/No Yes Ravines are only generated underground. If omitted, they are not generated.
Dungeons Yes/No Yes Dungeons are only generated if there is an opening next to them. If there is no opening (cave, stronghold, abandoned mineshaft, ravine or underground lake) near the generated position of the dungeon, the dungeon is not generated.
Dungeon Count 1-100 7 Changes how many times the game will try to generate a dungeon per chunk. This is not the actual number of dungeons per chunk - as not all attempts are successful. This is because they are only generated next to an opening. This means that at a setting of 100% only very few or no dungeons are generated when the ground does not provide an opening for connecting to the right places. For example, in a world with only ravines, only two dungeons were generated at a setting of 100%.
Water Lakes Yes/No Yes If No, water lakes will not generate
Water Lake Rarity 1-100 4 Increases/decreases the rarity of water lake generation (as a percentage); lower values mean a higher number of water lakes. Water lakes can generate where there is no opening, unlike dungeons. Therefore, the underground water lakes are usually discovered only by chance while digging. The decrease in the frequency is not linear: the difference between 1% and 25% is huge, the other differences up to 100% are minor. The lakes are - in contrast to the dungeons - not always at the same position.
Lava Lakes Yes/No no If No, lava lakes will not generate (Note: This does not prevent lava from filling up caves under Y level 10)
Lava Lake Rarity 1-100 80 Increases/decreases the rarity of lava lake generation (as a percentage); lower values mean a higher number of lava lakes. Lava lakes are generated underground to the surface. Very few lakes generate on the surface. In contrast to the water lakes, which are uniformly distributed underground, the distribution of lava lakes is concentrated on the lower levels. In addition, the positions in the lava lakes from setting to setting vary widely. Few lakes retain their position at each setting.

The decrease in the frequency is not linear: the difference between 1% and 25% is huge, the other differences up to 100% are minor.

Lava Oceans Yes/No No The setting determines whether all the world's oceans and rivers should be filled with lava. If they are filled with lava, all combustible materials on their shores catch on fire when a player is nearby.
Biome nether All Which biome(s) should generate in the world. The rare biomes (such as desert M and sunflower plains), the Nether and the End are not on the list. However, biome variants such as beaches, hills and edge biomes can be generated.
Biome Size 1-8 4 Increases/decreases the size of biomes. Increasing the number by one doubles the size of biomes. The generation of oceans and lakes are independent of biome size. Biomes are magnified from the origin (0,0). Even in a single-biome world, this makes a difference; in a desert world, higher "biome size" seems to predispose toward flatter terrain and more villages and temples, while a lower setting results in steeper, more rugged terrain with fewer villages and temples. See also Large Biomes.
River Size 1-5 4 Increases/decreases the size and frequency of rivers. Decreasing the number by one doubles the proximity of rivers to each other. So while you get only slightly larger rivers by changing this 2 points, you also get approximately 3x as many rivers. At a setting of 1, rivers generate through most of the landscape; at 5, there are large tracts of land with no water. Rivers are magnified from the origin (0,0) so increasing the value by 1 will double the distance to a river. If the sea level is reduced far below 63, many "rivers" will be dry; but their beds will be dirt regardless of the surrounding biome.

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 only generates 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:

Customization option Parameters Default Description

Dirt

Gravel

Granite

Diorite

Andesite

Coal

Iron

Gold

Redstone

Diamond

Lapis Lazuli
Spawn Size 1-50 33 0 33 33 33 17 9 9 8 8 7 The approximate maximum number of blocks in a single vein.
Spawn Tries 0-40 10 8 10 10 10 20 20 2 8 1 1 The number of times the world generator attempts to place a vein in a chunk.
Min. Height 0-255 0 0 0 0 0 0 0 0 0 0 16[note 1] The minimum height at which the ore generates.
Max. Height 0-255 256[note 2] 256[note 2] 80 80 80 128 64 32 16 16 16[note 1] The maximum height at which the ore generates.
Notes
  1. a b The Lapis Lazuli distribution follows its own rules : instead of a minimum and a maximum height, it is based on a center height and a spread value. By default, these values are set to 16, meaning that Lapis Lazuli can generate within levels 0 to 32, mostly around level 16.
  2. a b Although 256 is the maximum height, adjusting the slider moves the values from 0-255. Resetting to Default or manually editing the preset code text is the only way to observe 256 on the slider if it has been moved.

Advanced settings

There are 16 customization options which can be used to affect various aspects of Minecraft's terrain generator. These settings appear on two pages: one with sliders, and one which allows for text input. On the manual text input page, typing in any value lower or higher than the allowed parameter will change the value to the lowest or highest value possible for that customization option. The settings only change the mountains and valleys of the landscape; structures and other environmental factors (which are set on page 1) remain unaffected.

Minecraft uses Perlin noise to create the randomness of its terrain. Perlin noise is a method for generating noise that transitions smoothly and looks more natural than 'regular' noise.

The Minecraft world generator uses many Perlin noise functions to generate the surface terrain. Three Perlin noise functions are combined to form the standard hills: a main function (Main Noise), a lower limit (Lower Limit) and a ceiling (Upper Limit). The world generator is calculated for each coordinate (X, Z) by comparing the average value between the lower limit and upper limit to the value of the main function. The base height (Depth Base) determines the separation between the standard hills and valleys and is independent from sea level.[1]

The default scenery is not seen in the finished world, because each biome has specific properties. Plains are flat, hills have small to medium elevations, extreme mountains are high mountain ranges, oceans have deep valleys, savannas and mesas have low mountains with flat plateaus, etc. Each biome type has an individual biome depth (Biome Depth) and an individual biome factor (Biome Scale) in order to perform the biome specific deformations.

Customization option Parameters Default Description
Main Noise Scale X 1–5000 80 Stretches the terrain along the x-axis
  • Below default: Mountains are cut in Z-direction in slices. Levels have a long strip of land in the Z-direction.
  • Above default: Mountains are smoother and wider in the Z-direction, more compact and have long, narrow edges in X-direction. Levels have a long strip of land in the X-direction.
Main Noise Scale Y 1–5000 160 Stretches the terrain along the y (height) axis.
  • Below default: Mountains are being eroded in the lower areas and make large, shallow overhangs.
  • Above default: Mountains are more compact, higher and less rugged.
Main Noise Scale Z 1–5000 80 Stretches the terrain along the z-axis.
  • Below default: Mountains are cut in the X-direction in slices. Levels have a long strip of land in the X-direction.
  • Above default: Mountains have narrow slices in the Z-direction and are slightly compressed in the X-direction. Levels have a long strip of land in the Z-direction.
Depth Noise Scale X 1–2000 200 Creates more variations and abrupt changes in the height of the terrain along the x-axis.
  • Below default: Only minimal differences.
  • Above default: Longer edges in Z-direction.
Depth Noise Scale Z 1–2000 200 Creates more variations and abrupt changes in the height of the terrain along the z-axis.
  • Below default: Only minimal differences.
  • Above default: Longer edges in X-direction.
Depth Noise Exponent 0.01–20 0.5 Customizes the size of random shapes that appear in world generation
  • Below default: Only minimal differences.
  • Above default: Only minor differences.
Depth Base Size 1–25 8.5 Decides at which height the surface is generated, before anything else is manipulated. But unlike a stretch effect, this gives more ground to be manipulated. Any change in the value of 1 corresponds to a variation of the base height by 8 levels. The value 0 cannot be set because of the base amount at least still the bedrock level must be generated. The default value of 8.5 corresponds to the base height of 68, which is slightly above sea level (level 63).
  • Below default: The base amount is below sea level. If this is not adjusted, the area is flooded. If the value is set to "1", this corresponds to the base height 8, which is below the lava level (height 11). This lava flows from the cave openings, because all caves are automatically filled to the lava level with lava. The lava lakes, which are normally in the underground, emerge openly, because there are only a few layers underground. Rivers have dried up, when the sea level is lower. Structures are generated, they stand on pillars (villages) or float in the air (abandoned mineshafts).
  • Above default: The higher the value, the longer it takes to generate the landscape. At the maximum value, the base height is 200. River valleys are deeply incised and yet dried up, because they do not reach the sea. Mountains are higher and more above the base height than normal. It is appropriate to adjust the distribution of the ore to the base height.
Coordinate Scale 1–6000 684.412 Horizontal stretch of the main world. This effectively handles "sharpness", which makes differences in the terrain more distinct. This applies to the first run of hills/mountains the game makes, but not to further changes.
  • Below default: Mountains are drawn in width, their peaks and chasms disappear, they are flat although their height hardly changes. The positions of mountains and valleys remain the same.
  • Above default: Mountains and hills are sharper and steeper with narrow peaks. Mountain ranges no longer exist. The valleys are covered with small hills, there are hardly any flat areas.
Height Scale 1–6000 684.412 Vertical stretch of the main world. This applies to the first run of hills/mountains the game makes, but not to further changes.
  • Below default: Mountains are rounded, but only slightly lower.
  • Above default: Relatively flat areas are higher and steepen, although the mountains are fairly low. If high enough (using a customly pasted preset), the Far Lands appears in the sky.
Height Stretch 0.01–50 12 Everything gets stretched or crushed more along the y-axis. It pulls terrain upward.
  • Below default: The lower the value, the longer it takes to generate the landscape. Lower values cause more extreme stretching, where the minimum value has the surface above level 250. It is not smooth, but still forms a flat profile. The sinks in the landscape lead into canyons of dizzying depth with giant cavities.
  • Above default: All heights are upset, mountains and valleys are flat.
Upper Limit Scale 1–5000 512 Make terrain more solid/riddled with holes depending on how close the values are to the lower limit scale values. Note however, that it is used in cave/cavern generation, and so setting them far apart with caves/caverns turned off doesn't give you holed terrain.
  • Below default: The lower the value, the longer it takes to generate the landscape. This raises the heights of some mountains and parts of the entire landscape sharply without changing their positions, while other parts of the landscape remain unchanged. The increase in height is nonlinear. Values close to the minimum already have an enormous impact, but the larger values have a lower the impact. At the minimum value, the surface is calculated well above the maximum height and capped at level 256. This leads to completely flat planes. There are huge cavities where the walls are not rounded, but have rather smooth, blocky edges.
  • Above default: The same mountains that extend when lowering the value in the height will always flatter while raising the value, while the mountains of the other parts of the landscape remain unchanged. With the maximum value mountains are almost gone.
Lower Limit Scale 1–5000 512 Make terrain more solid/riddled with holes depending on how close the values are to the upper limit scale values. The further apart the values, the more holes there are in the landscape.[verify] Note however, that it is used in cave/cavern generation, and so setting them far apart with caves/caverns turned off doesn't give you holed terrain. This setting has the same effect as the Upper Limit Scale, except that it affects parts of the landscape which the Upper Limit Scale does not affect.
Biome Depth Weight 1–20 1 Changes the height of the biomes. With increasing value the heights of the biomes are increased, without affecting the rest of the landscape. A maximum setting of 20 results in cone mountains that would exceed the maximum height of 256 meters and cap there. Large valleys of normal landscape generate between the mountains. The middle screenshot shows the value of 3.
Biome Depth Offset 0–20 0 Determines the surface level of the biome. The surface level of the biome is raised, but not the height of the features of the biome (e.g. hills). For example, in a tundra biome the surface at a setting of 0 is near the ocean level as normal. When set to 2, the surface is already at 100 meters, at 5 it is 150 meters and 10 at 250 meters. A further increase of the value leads to surfaces that would exceed the maximum height of 256 meters. The landscape is then capped. Therefore, at the maximum value 20 only a smooth, green sectional area at the level of 256 is visible. If set to -3.75 through a custom preset, the would-be sea level will approximately coincide with layer 0.
Biome Scale Weight 1–20 1 Determines the weight of biome specific characteristics. With increasing values, these characteristics are weighted more heavily. At the maximum value all tundra hills are over 240 meters high.
Biome Scale Offset 0–20 0 Moves biome specific characteristics. With increasing value these characteristics are moved further. The higher the value, the longer it takes to generate the landscape.

Presets

Image Preset Preset code Description
Worldwater Water World Special properties:
  • Sea level = 255
  • Main Noise Scale X=5000, Y=1000 Main Noise Scale, Main Noise Scale Z=5000
  • Height stretch=8
  • Biome Depth Weight=2, Biome Depth Offset=0.5, Biome Scale Weight=2, Biome Scale Offset=0.375
{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":5000.0,"mainNoiseScaleY":1000.0,"mainNoiseScaleZ":5000.0,"baseSize":8.5,"stretchY":8.0,"biomeDepthWeight":2.0,"biomeDepthOffset":0.5,"biomeScaleWeight":2.0,"biomeScaleOffset":0.375,"seaLevel":255,"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}
A world completely submerged in a moderately deep ocean.
Isles Isle Land Special properties:
  • Coordinate Scale=3000, Height Scale=6000, Height Stretch=10
  • Upper Limit Scale=250

{"coordinateScale":3000.0,"heightScale":6000.0,"lowerLimitScale":512.0,"upperLimitScale":250.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":10.0,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.0,"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}

A world similar to Extreme Hills biomes with numerous floating islands.
👍🏻 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

{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":5000.0,"mainNoiseScaleY":1000.0,"mainNoiseScaleZ":5000.0,"baseSize":8.5,"stretchY":5.0,"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}

A world consisting of dark, expansive caverns with large overhangs on the outside.
Madness 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

{"coordinateScale":738.41864,"heightScale":157.69133,"lowerLimitScale":1254.1643,"upperLimitScale":801.4267,"depthNoiseScaleX":374.93652,"depthNoiseScaleZ":288.65228,"depthNoiseScaleExponent":1.2092624,"mainNoiseScaleX":1355.9908,"mainNoiseScaleY":745.5343,"mainNoiseScaleZ":1183.464,"baseSize":1.8758626,"stretchY":1.7137525,"biomeDepthWeight":1.7553768,"biomeDepthOffset":3.4701107,"biomeScaleWeight":1.0,"biomeScaleOffset":2.535211,"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}

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

{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":1000.0,"mainNoiseScaleY":3000.0,"mainNoiseScaleZ":1000.0,"baseSize":8.5,"stretchY":10.0,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.0,"seaLevel":20,"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}

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

{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":64.0,"upperLimitScale":2.0,"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":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.0,"seaLevel":6,"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}

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 Good Luck Special properties:
  • Sea level=40
  • Lava oceans=Yes

{"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":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.0,"seaLevel":40,"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}

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

Video

History

Java Edition
1.8
{{Extension DPL}}<ul><li>[[Rotten Flesh|Rotten Flesh]]<br/>{{Item
| title = Rotten Flesh
| image = Rotten Flesh.png
| renewable = Yes
| heals = {{hunger|4}}
|effects={{EffectLink|link=Hunger (status effect)|Hunger}} (0:30) (80% chance) 
| stackable = Yes (64)
}}

'''Rotten flesh''' is a [[food]] item that can be eaten by the [[player]], at the high risk of inflicting [[Hunger (status effect)|Hunger]].

== Obtaining ==

=== Mob loot ===

==== Zombies ====
[[Zombie]]s, [[zombie villager]]s, [[zombie horse]]s, [[husk]]s, and [[drowned]] drop from 0 to 2 units of rotten flesh. [[Looting]] can increase this by one per level, for a maximum of 5 rotten flesh.

==== Zoglins ====
[[Zoglin]]s drop 1-3. Looting III grants a maximum of 6.

==== Zombified piglins ====
[[Zombified Piglin|Zombified piglins]] drop 0-1. Looting III grants a maximum of 4.

=== Fishing ===
Rotten flesh can be obtained as a "junk" item while [[fishing]].

=== Chest loot ===

{{LootChestItem|rotten-flesh}}

=== Cat gifts ===
{{main|Cat#Gifts}}

Tamed [[cat]]s have a 70% chance of giving the [[player]] a gift when they wake up from a [[bed]], and the gift has a 16.13% chance to be a rotten flesh.

== Usage ==

=== Food ===
{{see also|Tutorials/Hunger management}}

To eat rotten flesh, press and hold {{control|use}} while rotten flesh is selected in the hotbar.

Eating rotten flesh restores {{hunger|4}} [[hunger]] and 0.8 hunger [[Hunger#Mechanics|saturation]], but has an 80% chance of inflicting {{EffectLink|Hunger (effect)|id=Hunger}} for 30 seconds. Note that the duration does ''not'' accumulate when eating multiple pieces. However, if more is consumed and the [[Hunger (effect)|Hunger]] status effect is inflicted, the duration resets to 30 seconds.

=== Wolves ===
Rotten flesh can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.

Wolves are immune to the Hunger effect.

=== Trading ===
Novice-level [[Trading#Cleric|cleric villagers]] buy 32 rotten flesh for 1 [[emerald]] as part of their trades.

==Sounds==
{{Sound table/Entity/Food}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Rotten Flesh
|spritetype=item
|nameid=rotten_flesh
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Rotten Flesh
|spritetype=item
|nameid=rotten_flesh
|id=277
|form=item
|foot=1}}

== Achievements ==

{{load achievements|Iron Belly}}

== Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}

== Video ==
{{Video note|The video is outdated, as rotten flesh can now be also gained from [[fishing]], [[trading]], or loot chests.}}

<div style="text-align:center">{{yt|xTrUEVoe9Tw}}</div>

== History ==

{{History|java beta}}
{{History||1.8|snap=Pre-release|[[File:Rotten Flesh JE1.png|32px]] Added rotten flesh. 
|[[Zombie]]s and [[zombie pigmen]] now drop rotten flesh instead of [[feather]]s and [[cooked porkchop]]s respectively.}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 2|Food poisoning can now be stopped by drinking [[milk]].}}
{{History||1.2.1|snap=12w03a|Rotten flesh can now be used to [[Breeding|breed]] wolves. When a wolf eats rotten flesh, it will not receive the [[Hunger (effect)|Hunger]] effect.}}
{{History||1.3.1|snap=12w21a|Rotten flesh can now be found in [[desert temple]] [[chest]]s.
|Priest [[villager]]s now [[trading|buy]] rotten flesh.}}
{{History|||snap=1.3|[[File:Rotten Flesh JE2 BE1.png|32px]] The texture of rotten flesh has been changed.}}
{{History|||snap=12w22a|Rotten flesh now generates in [[jungle temple]] chests.
|Priest [[villager]]s no longer [[trading|buy]] rotten flesh.}}
{{History||1.7.2|snap=13w36a|Rotten flesh can now be obtained as one of the "junk" [[item]]s from [[fishing]].}}
{{History||1.8|snap=14w02a|Cleric [[villager]]s now [[trading|buy]] 36–40 rotten flesh for 1 [[emerald]], as their tier I trade.}}
{{history||1.9|snap=15w43a|Rotten flesh may now be found in [[igloo]] basement [[chest]]s.}}
{{history|||snap=15w44a|Rotten flesh now generates in [[dungeon]] chests.
|The average yield of rotten flesh has been decreased in [[desert temple]] chests.}}
{{History||1.11|snap=16w39a|Rotten flesh can now be found in [[woodland mansion]] [[chest]]s.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 367.}}
{{History|||snap=18w09a|Rotten flesh now generates in the loot [[chest]]s of [[underwater ruins]].}}
{{History|||snap=18w11a|[[Drowned]] may now [[drops|drop]] rotten flesh upon death.
|Rotten flesh now sometimes generates in [[shipwreck]] [[chest]]s.}}
{{History||1.14|snap=18w43a|[[File:Rotten Flesh JE3 BE2.png|32px]] The texture of rotten flesh has been changed.}}
{{History|||snap=18w44a|[[Cat]]s now offer rotten flesh as [[Cat#Gifts|gift]]s.}}
{{History|||snap=18w50a|Rotten flesh can now be found in [[village]] temple chests.}}
{{History||1.16|snap=20w06a|Added [[hoglin]]s, which can drop rotten flesh if killed.}}
{{History|||snap=20w07a|Rotten flesh has a {{frac|10|109}} (~9.17%) chance of being given by the new [[piglin]]s when [[bartering]], in a stack size of 4–12.
|[[Hoglin]]s no longer drop rotten flesh.}}
{{History|||snap=20w09a|Rotten flesh can no longer be obtained by bartering with piglins.}}
{{History|||snap=20w14a|Added [[zoglin]]s, which drop rotten flesh when killed.}}

{{History|pocket alpha}}
{{History||v0.11.0|snap=build 1|[[File:Rotten Flesh JE2 BE1.png|32px]] Added rotten flesh. 
|As the hunger bar has not yet been added, rotten flesh inflicts [[poison]] rather than [[hunger]].
|[[Zombie]]s and [[zombie pigmen]] now [[drops|drop]] rotten flesh.}}
{{History|||snap=build 11|Rotten flesh can now be used to feed [[wolves]].}}
{{History||v0.12.1|snap=build 1|Eating rotten flesh now gives the [[player]] the [[Hunger]] status effect.
|Rotten flesh now restores [[hunger]] instead of [[health]].
|Added [[zombie villager]]s, which [[drops|drop]] rotten flesh when killed.}}
{{History||v0.13.0|snap=build 1|Rotten flesh can now be found inside [[desert temple]] [[chest]]s.}}
{{History||v0.15.0|snap=build 1|Added [[husk]]s and [[zombie horse]]s, both of which drop rotten flesh when killed.
|Rotten flesh can now be found inside [[jungle temple]] chests.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Rotten flesh can now be found inside the basement [[chest]]s of [[igloo]]s.}}
{{History||1.0.4|snap=alpha 1.0.4.0|36-40 rotten flesh can now be [[trading|sold]] to cleric [[villager]]s.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Rotten flesh can now be found in [[woodland mansion]] chests.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.13.8|Added [[drowned]], which [[drops|drop]] rotten flesh when killed.}}
{{History|||snap=beta 1.2.14.2|Rotten flesh can now be found in some [[shipwreck]] [[chest]]s.}}
{{History|||snap=beta 1.2.20.1|Rotten flesh can now be found inside [[underwater ruins]] chests.}}
{{History||1.8.0|snap=beta 1.8.0.8|Tamed [[cat]]s can now give the [[player]] rotten flesh as a gift.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Rotten Flesh JE3 BE2.png|32px]] The texture of rotten flesh has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Rotten flesh can now be found in [[desert]] [[village]] temple [[chest]]s.}}
{{History|||snap=beta 1.11.0.4|[[Trading]] has been changed, cleric [[villager]]s now [[trading|buy]] 32 rotten flesh for an [[emerald]].}}

{{History|console}}
{{History||xbox=TU5|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Rotten Flesh JE2 BE1.png|32px]] Added rotten flesh.}}	
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Rotten Flesh JE3 BE2.png|32px]] The texture of rotten flesh has been changed.}}

{{History|new3ds}}
{{History||0.1.0|[[File:Rotten Flesh JE2 BE1.png|32px]] Added rotten flesh.}}
{{History|foot}}

== Issues ==
{{issue list}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--rotten-flesh Taking Inventory: Rotten Flesh] – Minecraft.net on June 8, 2020

{{Items}}

[[cs:Shnilé maso]]
[[de:Verrottetes Fleisch]]
[[es:Carne podrida]]
[[fr:Chair putréfiée]]
[[hu:Rohadt hús]]
[[it:Carne marcia]]
[[ja:腐った肉]]
[[ko:썩은 살점]]
[[nl:Bedorven vlees]]
[[pl:Zgniłe mięso]]
[[pt:Carne podre]]
[[ru:Гнилая плоть]]
[[uk:Гнила плоть]]
[[zh:腐肉]]
[[Category:Renewable resources]]
[[Category:Food]]</li><li>[[Mushroom Stew|Mushroom Stew]]<br/>{{Item
| title = Mushroom Stew
| image = Mushroom Stew.png
| renewable = Yes
| heals = {{hunger|6}}
| stackable = No
}}
'''Mushroom stew''' is a [[food]] item.

== Obtaining ==
=== Harvesting ===
Mushroom stew can be obtained by “milking” a [[mooshroom]] with an empty [[bowl]]. This is accomplished by {{Control|using}} a bowl on a mooshroom. The bowl gets replaced by the mushroom stew item. There is no cooldown for doing so.

If a stack of more than one bowl is used on a mooshroom, only one bowl is consumed, and the mushroom stew goes into an empty inventory slot, or is dropped if the player's inventory is full.

=== Crafting ===
{{Crafting
|Red Mushroom
|Brown Mushroom
|Bowl
|Output= Mushroom Stew
|type= Foodstuff
}}

== Usage ==
=== Food ===
{{see also|Tutorials/Hunger management|title1=Hunger management}}
To eat mushroom stew, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|6}} [[hunger]] and 7.2 hunger 
[[Hunger#Mechanics|saturation]].

The bowl is returned to the player empty after the mushroom stew has been eaten, and can be reused to craft more, similarly to [[Rabbit Stew|rabbit stew]] and [[Beetroot Soup|beetroot soup]].

== Sounds ==
=== Generic ===
{{Sound table/Entity/Food}}
=== Unique ===
{{Edition|Java}}:
{{Sound table
|sound=Mooshroom milk1.ogg
|sound2=Mooshroom milk2.ogg
|sound3=Mooshroom milk3.ogg
|subtitle=Mooshroom gets milked 
|source=neutral
|description=When a mooshroom is milked with a bowl
|id=entity.mooshroom.milk
|translationkey=subtitles.entity.mooshroom.milk
|volume=1.0
|pitch=''varies'' <ref group=sound name=milkpitch>Can be 1.0, 0.9, or 1.1 for each sound</ref>
|distance=16
|foot=1}}

{{Edition|Bedrock}}:
{{Sound table
|type=bedrock
|sound=Mooshroom milk1.ogg
|sound2=Mooshroom milk2.ogg
|sound3=Mooshroom milk3.ogg
|subtitle=Mooshroom gets milked 
|source=Friendly Creatures
|description=When a mooshroom is milked with a bowl
|id=mob.mooshroom.suspicious_milk
|volume=1.0/0.9/1.1
|pitch=1.0
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Mushroom Stew
|spritetype=item
|nameid=mushroom_stew
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Mushroom Stew
|spritetype=item
|nameid=mushroom_stew
|id=260
|form=item
|foot=1}}

== Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}

== History ==
{{History|java indev}}
{{History||0.31|snap=20100130|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.
|Restores {{hp|8}} [[health]].}}
{{History||20100206|Mushroom stew now restores {{hp|10}} health.}}
{{History|java beta}}
{{History||1.6|snap=Test Build 3|[[Mushroom]] spreading mechanic added, making mushroom stew [[renewable]].}}
{{History||1.8|snap=Pre-release|Now restores {{hunger|8}} [[hunger]].}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease|More fungi sources have now been introduced with the addition of the [[Mushroom Fields|mushroom biome]]. 
|A [[mooshroom]] can now be "milked" with a [[bowl]] to obtain mushroom stew.}}
{{History|||snap=Beta 1.9 Prerelease 3|Mushroom stew can now be crafted in the [[2×2 crafting grid]] in the [[inventory]]. Previously, the crafting recipe was shaped, now it's shapeless.}}
{{History||1.2.5|snap=release|The [[player]] milking a [[mooshroom]] with a stack of [[bowl]]s no longer results in receiving back a single bowl of mushroom stew.}}
{{History||1.4.2|snap=?|Mushroom stew now restores {{Hunger|6}} instead of {{Hunger|8}}.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 282.}}
{{History||1.14|snap=18w43a|[[File:Mushroom Stew JE2 BE2.png|32px]] The texture of mushroom stew has now been changed.}}
{{History||1.16|snap=Pre-release 1|Mooshrooms can now be milked for mushroom stew in Creative mode.<ref>{{Cite bug|MC|90969|Cannot get mushroom stew from mooshrooms / milk from cows in creative mode|date=October 19, 2015}}</ref>}}

{{History|pocket alpha}}
{{History||v0.4.0|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.}}
{{History||v0.5.0|Mushroom stew now restores {{hp|8}} instead of {{hp|4}}.}}
{{History||v0.9.0|snap=build 1|A mooshroom can now be "milked" with a [[bowl]] to obtain mushroom stew.}}
{{History||v0.12.1|snap=build 1|Mushroom stew now restores [[hunger]] instead of [[health]].}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Mushroom Stew JE2 BE2.png|32px]] The texture of mushroom stew has now been changed.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|switch=1.0.1|wiiu=Patch 1|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Mushroom Stew JE2 BE2.png|32px]] The texture of mushroom stew has now been changed.}}

{{History|new3ds}}
{{History||0.1.0|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.}}
{{History|foot}}

== Issues ==
{{Issue list}}

== References ==
{{reflist}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--mushroom-stew Taking Inventory: Mushroom Stew] – Minecraft.net on September 1, 2022

{{items}}

[[de:Pilzsuppe]]
[[es:Estofado de champiñones]]
[[fr:Soupe de champignons]]
[[hu:Gombaragu]]
[[ja:キノコシチュー]]
[[ko:버섯 스튜]]
[[nl:Paddenstoelenstoofpot]]
[[pl:Zupa grzybowa]]
[[pt:Ensopado de cogumelos]]
[[ru:Тушёные грибы]]
[[zh:蘑菇煲]]
[[Category:Food]]
[[Category:Renewable resources]]
<references /></li></ul>
April 22, 2014A preview video of the Customized world type is revealed on the TeamMojang YouTube channel.
14w17aAdded Customized world type.
14w25aThe generation of ocean monuments can now be customized.
1.8.2
{{Extension DPL}}<ul><li>[[:Category:Tools|Category:Tools]]<br/>[[Category:Items]]

[[fr:Catégorie:Outil]]
[[it:Categoria:Attrezzi]]</li><li>[[:Category:Dyes|Category:Dyes]]<br/>These are items that can be used to dye sheep, wool blocks, or combined to make other dyes.

[[Category:Items]]

[[es:Categoría:Tintes]]
[[fr:Catégorie:Teinture]]
[[hu:Kategória:Festékek]]
[[zh:Category:染料]]</li></ul>
pre7Grass generation in Customized worlds is now consistent with sea level.
1.13
{{Extension DPL}}<ul><li>[[Book and Quill|Book and Quill]]<br/>{{For|the item produced after a Book and Quill is signed|Written Book}}
{{Item
| image = Book and Quill.png
| renewable = Yes 
| stackable = No
}}

A '''book and quill''' is an [[item]] used to write [[written book]]s.

== Obtaining ==

=== Crafting ===

{{Crafting
|Book
|Ink Sac
|Feather
|Output= Book and Quill
|type= Miscellaneous
}}

=== Natural generation ===

{{LootChestItem|book-and-quill}}

== Usage ==

=== Crafting ingredient ===

{{crafting usage}}

=== Writing ===

By pressing {{control|use item}} or long pressing screen anywhere{{only|bedrock}} while holding a book and quill in their hand, the [[player]] can open a text editor GUI.

Using this GUI, the player can write a single book up to 100{{only|java}} or 50{{only|bedrock}} pages long, with up to 798 characters per page. The player can write up to 79,800{{only|java}} or 12,800{{only|bedrock}} characters inside the entire book. No page may be longer than 14 lines and each line can have a width of 114 pixels (see pixel width of each character [[Language#Font|here]]). 

The player has the ability to copy and paste into books. However, the paste does not work if the text being pasted is longer than a single page. Most Unicode characters are available in books, and they may be pasted in without issue.

In singleplayer, the world pauses while a book is being edited.{{only|java}}

=== Lecterns ===

One can place a book and quill or a [[written book]] on an empty [[lectern]].

The lectern then emits a redstone signal depending on the displayed page in the book. On the last page, the lectern emits a signal strength of 15. This is why lecterns are listed in the "redstone" tab in the [[creative inventory]].

=== Formatting codes ===
{{main|Formatting codes}}
{{exclusive|bedrock|section=1}}

Text in a book can be styled using codes starting with the {{key|§}} character (section sign).
* {{key|§}} + {{key|k}} creates randomly changing characters.
* {{key|§}} + {{key|l}} creates bold text.
* {{key|§}} + {{key|m}} creates strikethrough text.
* {{key|§}} + {{key|n}} creates underlined text.
* {{key|§}} + {{key|o}} creates italic text.
* {{key|§}} + {{key|0}} – {{key|f}} (hexadecimal) creates colored text. 
* {{key|§}} + {{key|r}} resets any of the previous styles so text after it appears normally.

If the [[player]] uses multiple codes, and continue typing past the end of a line, the next line exhibits only the last formatting code used.

=== Signing ===

Books can be signed by pressing the "Sign" button while in the interface. {{IN|java}}, when signed, a book bears the name of the player who wrote it and a title chosen upon signing. {{IN|bedrock}}, the book doesn't display the name of the player as the author; instead, the author can be any text the player wants. After it has been signed, it cannot be edited again – it has turned into a [[written book]].

Special characters can be used in the title, if typed from a keyboard that supports them. Alt codes do not work, and the {{key|§}} character cannot be typed even using a keyboard that implements it, meaning titles cannot be colored or formatted in-game. However, on Linux using the compose key to produce special characters does work.

The title of the book can be up to 16 characters long, and the player cannot paste into a title. A "workaround" for the 16-character limitation is to manually rename the book at an [[Anvil#Renaming|anvil]], which always costs 1 [[Experience|experience level]]. This can be done with either a written book or a book and quill – both versions will always display the changed name. If a custom name is removed from a written book, it will revert back to the title it was given during the signing process.

=== Chiseled bookshelf ===
{{control|Use|text=Using}} the [[chiseled bookshelf]] while having a book and quill in the main hand will put the book inside the chiseled bookshelf.

=== Trading ===
{{IN|bedrock}}, expert-level librarian [[villager]]s buy 2 books and quills for one [[emerald]]. Book and quill is offered in two item slots due to being non-stackable.

{{IN|java}}, expert-level librarian villagers have a 50% chance to buy 2 books and quills for one emerald. The amount of books and quills needed is supposed to be 2, but due to the item being non-stackable, only one is needed for the trade.<ref>{{bug|MC-248042||Librarian's book and quill trade is always discounted to 1 since books are unstackable}}</ref>

== Sounds ==
{{edition|java}}:
{{Sound table
|rowspan=2
|sound=Page turn1.ogg
|sound2=Page turn2.ogg
|sound3=Page turn3.ogg
|subtitle=Page rustles
|source=master
|description=When the page of a book is turned
|id=item.book.page_turn
|translationkey=subtitles.item.book.page_turn
|volume=2.0
|pitch=1.0
|distance=16}}
{{Sound table
|subtitle=Page rustles
|source=block
|description=When the page of a book is turned on a lectern
|id=item.book.page_turn
|translationkey=subtitles.item.book.page_turn
|volume=2.0
|pitch=0.9-1.0
|distance=16}}
{{Sound table
|sound=Book thump1.ogg
|sound2=Book thump2.ogg
|subtitle=Book thumps
|source=block
|description=When a book is placed on a lectern
|id=item.book.put
|translationkey=subtitles.item.book.put
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Chiseled bookshelf insert1.ogg
|sound2=Chiseled bookshelf insert2.ogg
|sound3=Chiseled bookshelf insert3.ogg
|sound4=Chiseled bookshelf insert4.ogg
|subtitle=Book placed
|source=block
|description=When a book and quill is placed in a chiseled bookshelf
|id=block.chiseled_bookshelf.insert
|translationkey=subtitles.chiseled_bookshelf.insert
|volume=0.8
|pitch=''varies'' <ref group=sound>Can be 1.0, 0.85, or 1.1 for each sound</ref>
|distance=16}}
{{Sound table
|sound=Chiseled bookshelf pickup1.ogg
|sound2=Chiseled bookshelf pickup2.ogg
|sound3=Chiseled bookshelf pickup3.ogg
|subtitle=Book taken
|source=block
|description=When a book and quill is removed from a chiseled bookshelf
|id=block.chiseled_bookshelf.pickup
|translationkey=subtitles.chiseled_bookshelf.take
|volume=0.8
|pitch=''varies'' <ref group=sound>Can be 1.0, 0.8, or 1.1 for each sound</ref>
|distance=16
|foot=1}}

{{edition|bedrock}}:
{{Sound table
|type=bedrock
|sound=Page turn1.ogg
|sound2=Page turn2.ogg
|sound3=Page turn3.ogg
|source=sound
|description=When the page of a book is turned
|id=item.book.page_turn
|volume=2.0
|pitch=1.0}}
{{Sound table
|sound=Book thump1.ogg
|sound2=Book thump2.ogg
|source=block
|description=When a book is placed on a lectern
|id=item.book.put
|volume=4.8
|pitch=1.0}}
{{Sound table
|type=bedrock
|sound=Chiseled bookshelf insert1.ogg
|sound2=Chiseled bookshelf insert2.ogg
|sound3=Chiseled bookshelf insert3.ogg
|sound4=Chiseled bookshelf insert4.ogg
|source=block
|description=When a book and quill is placed in a chiseled bookshelf
|id=insert.chiseled_bookshelf
|volume=0.8
|pitch=''varies'' <ref group=sound name=insertvaries>Can be 1.0, 0.85, or 1.1 for each sound</ref>}}
{{Sound table
|sound=Chiseled bookshelf pickup1.ogg
|sound2=Chiseled bookshelf pickup2.ogg
|sound3=Chiseled bookshelf pickup3.ogg
|source=block
|description=When a book and quill is removed from a chiseled bookshelf
|id=pickup.chiseled_bookshelf
|volume=0.8
|pitch=''varies'' <ref group=sound name=pickupvaries>Can be 1.0, 0.8, or 1.1 for each sound</ref>
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Book and Quill
|spritetype=item
|nameid=writable_book
|itemtags=bookshelf_books, lectern_books
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showitemtags=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Book and Quill
|spritetype=item
|nameid=writable_book
|id=510
|itemtags=minecraft:bookshelf_books, minecraft:lectern_books
|form=item
|foot=1}}

=== Item data ===

{{el|java}}:
{{main|Player.dat format}}
<div class="treeview" style="margin-top: 0;">
* {{nbt|compound|tag}}: The '''tag''' tag.
{{:Player.dat_format/Writable Books}}
</div>

{{el|bedrock}}:
: See [[Bedrock Edition level format/Item format]].

== Video ==

<div style="text-align:center">{{yt|DD_Z82wmGZA}}</div>

== History ==

{{History|java}}
{{History||1.3.1|snap=12w17a|[[File:Book and Quill JE1 BE1.png|32px]] Added books and quills.}}
{{History||1.7.2|snap=13w36a|Books and quills can now be crafted with a [[written book]] to clone the written book.}}
{{History||1.8|snap=14w05a|Copying written books now mark them as "Copy of Original" or "Copy of Copy".
|The copying status of a book is now denoted in a separate line in the tooltip, beneath the author's name.
|Copies of copies cannot be copied.}}
{{History|||snap=14w25a|Books and quills now use JSON text components instead of plain text with the new <code>pages</code> tag
|Book and quills are now capable of using the <code>clickEvent</code> and <code>hoverEvent</code> tags.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 386.}}
{{History||1.14|snap=18w43a|[[File:Book and Quill JE2 BE2.png|32px]] The texture of books and quills has now been changed.
|Added support for editing anywhere in the book and quill.<ref name="MC-1578">{{bug|MC-1578}}</ref>
|Books and quills now have copy/paste support.<ref name="MC-1578"></ref>
|The page limit of books and quills has now been increased from 50 to 100 pages.}}
{{History|||snap=19w11a|Librarian [[villager]]s now [[trading|buy]] books and quills instead of written books.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Books and quills can now interact with [[chiseled bookshelves]].}}

{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|[[File:Book and Quill JE1 BE1.png|32px]] Added books and quills.}}
{{History||1.4.0|snap=beta 1.2.14.2|Books and quills can now be found inside [[buried treasure]] [[chest]]s.}}
{{History||1.6.0|snap=beta 1.6.0.1|Pages within books and quills can now be turned using the controller bumper buttons.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Book and Quill JE2 BE2.png|32px]] The texture of books and quills has now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|Books and quills can now be [[trading|sold]] to librarian [[villager]]s.}}

{{History|console}}
{{History||xbox=TU25|xbone=CU14|ps=1.17|wiiu=Patch 1|switch=1.0.1|[[File:Book and Quill JE1 BE1.png|32px]] Added books and quills.}}
{{History|PS4}}
{{History||1.90|[[File:Book and Quill JE2 BE2.png|32px]] The texture of books and quills has now been changed.}}
{{History|foot}}

== Issues ==
{{issue list}}

== Trivia ==
* The in-game restrictions on books are not hard limits. Third party editors or commands can make books have more than 100 pages{{only|java}} (2,147,483,639 pages), more than 256 characters per page (32,767 characters per page), can change author names, and can have colored titles, among other things. These books still function properly in vanilla ''Minecraft'', meaning the [[player]] may encounter such books on adventure maps or multiplayer servers.<ref>http://www.minecraftforum.net/topic/1189266-hacking-books</ref>
* If the player renames a book and quill in an anvil before signing it, it retains the name from the anvil instead of taking the name from signing.{{only|java}}

== Gallery ==
<gallery>
Jeb book.png|The first image of a book seen.<ref>https://web.archive.org/web/20120427014334/https://www.mojang.com/2012/04/minecraft-snapshot-12w17a/</ref>
Book and Quill Writing.png|The GUI of writing a book.
Book and Quill Signing.png|The GUI of signing a book.
Written Book tooltip.png|A signed book.
BookandQuillOperators12w17a.png|Display of styles used in a book. "e" and "f" are difficult to see.
Book and Quill in Pocket Edition.jpg|A book and quill {{in|be}}.
Java book and quill example with text.png|An example of text in a book and quill in [[Java Edition]].
Better Together Book.jpg|A book and quill in ''Bedrock Edition''.
</gallery>

== References ==
{{Reflist}}

== External links ==
* [http://www.minecraftforum.net/topic/1498339-132ssp-bookshop-your-books-anywhere/ Bookshop - Book Sharing And Editing Tool]
* [http://fsymbols.com/generators/wide/ Full-Width Text Generator]
* [http://fsymbols.com/generators/smallcaps/ Small Caps Text Generator]
* [http://www.minecraftforum.net/topic/1202590-revise-edit-signed-books-w-more-options-all-os-12w17a/ Revise - External Book Editor]

== See also ==
* [[Book]]
* [[Bookshelf]]
* [[Written Book]]

{{Items}}

[[Category:Renewable resources]]

[[cs:Rozepsaná kniha s brkem]]
[[de:Buch und Feder]]
[[el:Βιβλίο και Πένα]]
[[es:Libro y pluma]]
[[fr:Livre vierge]]
[[hu:Könyv és toll]]
[[it:Libro e penna]]
[[ja:本と羽根ペン]]
[[ko:책과 깃펜]]
[[nl:Boek en veer]]
[[pl:Książka z piórem]]
[[pt:Livro e pena]]
[[ru:Книга с пером]]
[[th:หนังสือกับปากกาขนนก]]
[[uk:Книга з пером]]
[[zh:书与笔]]</li><li>[[Enchanted Golden Apple|Enchanted Golden Apple]]<br/>{{Item
| image = Enchanted Golden Apple.gif
| rarity = Epic
| heals = {{hunger|4}}
| effects = 
* {{EffectLink|Absorption}} IV (2:00)
* {{EffectLink|Regeneration}} II (0:20){{only|java|short=yes}}/V (0:30){{only|bedrock|short=yes}}
* {{EffectLink|Fire Resistance}} (5:00)
* {{EffectLink|Resistance}} (5:00)
| renewable = No
| stackable = Yes (64)
}}

An '''enchanted golden apple''' ({{in|je}}) or '''enchanted apple''' ({{in|be}}), is a rare, uncraftable variant of the [[golden apple]] that grants much more powerful effects when consumed.

== Obtaining ==
=== Chest loot ===
{{LootChestItem|enchanted-golden-apple}}

== Usage ==
{{see also|Tutorials/Hunger management|title1=Hunger management}}

To eat an enchanted golden apple, press and hold {{control|use}} while it is selected in the hotbar. It restores {{hunger|4}} points of hunger and 9.6 [[Hunger#Mechanics|saturation]].

The enchanted golden apple provides: 
* [[Absorption]] IV for 2 minutes (providing {{hp|16|absorption=1}} points of absorption health)
* [[Regeneration]] level II {{in|java}} or V {{in|bedrock}} for 30 seconds ({{in|java}}, {{hp|1}} is restored every 25 ticks, {{hp|2|notag=1}} × 0.4 per second) for 20 seconds (long enough to heal {{hp|16}} points of damage; {{in|bedrock}}, {{hp|1}} is restored every 6 ticks, {{hp|2|notag=1}} × 1.66 per second for 30 seconds, which is long enough to heal up to {{hp|100}} points of damage.
* [[Fire Resistance]] I for 5 minutes
* [[Resistance]] I (20% reduced damage from all sources except the [[void]]) for 5 minutes

=== Horses ===
Enchanted golden apples can be used for improving the chances of taming a [[horse]] by 10%, for [[breeding]] and leading horses, and for speeding up the growth of [[baby]] horses by 4 minutes.

=== Crafting ingredient ===
{{crafting usage|Enchanted Golden Apple|match=start}}
===Piglins===
{{EntityLink|Piglin|Piglins}} are attracted to enchanted golden apples and run toward any enchanted golden apples on the ground, and inspect it for 6 to 8 seconds before putting it in their inventory. However, piglins do not eat enchanted golden apples (or any [[food]]).

== Sounds ==
{{Sound table/Entity/Food}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Enchanted Golden Apple
|spritetype=item
|nameid=enchanted_golden_apple
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Enchanted Golden Apple
|spritetype=item
|nameid=enchanted_golden_apple
|aliasid=appleenchanted
|id=259
|form=item
|translationkey=item.appleEnchanted.name
|foot=1}}

== Achievements ==
{{load achievements|Overpowered;Fruit on the Loom;Oooh, shiny!}}

== Advancements ==
{{load advancements|Oh Shiny;A Furious Cocktail;How Did We Get Here;Husbandry;A Balanced Diet}}

== History ==
{{History|java}}
{{History||1.3.1|snap=12w21a|[[File:Enchanted Golden Apple JE1 BE1.gif|32px]] Added enchanted golden apples.
|Enchanted golden apples highly resemble the golden apple prior to [[Java Edition 1.1|1.1]]. 
|Enchanted golden apples have [[Regeneration]] IV (30 seconds), [[Resistance]] (5 minutes) and [[Fire Resistance]] (5 minutes). 
|Enchanted golden apples can be [[crafted]] with 8 [[blocks of gold]] and one apple, making them [[renewable]]. 
|Enchanted golden apples shine like an [[enchanting|enchanted]] [[item]] and have a purple tooltip while the standard golden apple's tooltip changed to blue. However, the standard golden apple's effects remain unchanged.}}
{{History|||snap=12w21b|Added Enchanted Golden Apples to the Creative inventory.}}
{{History||1.6.1|snap=13w24b|Enchanted golden apples now give the player Absorption as well, and Regeneration IV has been increased to Regeneration V.}}
{{History|||snap=?|Enchanted golden apples can now be used to tame, breed and heal horses and donkeys.}}
{{History||1.8|snap=14w06a|[[Crafting]] an enchanted golden apple now gives the [[player]] the [[Achievements/Java_Edition|''achievement'']] "Overpowered."}}
{{History||1.9|snap=15w37a|Enchanted golden apples now give Regeneration II (down from V) and [[Absorption]] IV (up from I), in addition to the unchanged [[Resistance]] and [[Fire Resistance]] effects. The duration of the Regeneration effect has now also been decreased to 20 seconds.}}
{{History|||snap=15w44a|Enchanted golden apples are now uncraftable, making them no longer renewable.
|Enchanted golden apples have been added to [[dungeon]], [[desert temple]] and [[mineshaft]] chests.}}
{{History||1.11|snap=16w39a|Enchanted golden apples are now found in the new [[woodland mansion]] chests.}}
{{History||1.13|snap=17w47a|The names and IDs have been split into golden apple and enchanted golden apple.
|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 322.}}
{{History||1.14|snap=18w43a|[[File:Enchanted Golden Apple JE2 BE2.gif|32px]] The texture for enchanted golden apples has been changed.}}
{{History||1.16|snap=20w16a|Enchanted golden apples can now be found inside [[ruined portal]] chests.}}
{{History||1.16.2|snap=20w30a|Enchanted golden apples can now be found inside [[bastion remnant]] chests.}}
{{History||1.18|snap=experimental snapshot 6|Horses, donkeys and mules now follow players holding enchanted golden apples.}}
{{History||1.19|snap=22w13a|Enchanted golden apples may now be found in [[ancient city]] [[chest]]s.}}

{{History|pocket alpha}}
{{History||v0.12.1|snap=build 1|[[File:Enchanted Golden Apple JE1 BE1.gif|32px]] Added enchanted golden apples.}}
{{History|||snap=build 4|A crafting recipe has been added for enchanted golden apples.}}
{{History|pocket}}
{{History||1.1.0|snap=alpha 1.1.0.0|Enchanted golden apples are now known as "Enchanted Apple."}}
{{History|bedrock}}
{{History||1.2.0|snap=?|Enchanted apples now give [[Absorption]] IV rather than Absorption I.}}
{{History||1.2.13|snap=?|Enchanted golden apples are now uncraftable, making them no longer [[renewable resource|renewable]].}}
{{History||?|Enchanted apples now give [[Regeneration]] V rather than IV.}}
{{History||1.10.0|snap=beta 1.10.0.3|Enchanted apples are no longer used to [[crafting|craft]] patterns on [[banner]]s directly, but are now used to craft Thing [[banner pattern]]s.
|[[File:Enchanted Golden Apple JE2 BE2.gif|32px]] The texture for the enchanted golden apple has been changed.}}
{{History||1.16.0|snap=beta 1.16.0.57|Enchanted golden apples can now be found inside [[ruined portal]] chests.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of enchanted apples has been changed from <code>appleenchanted</code> to <code>enchanted_golden_apple</code>.}}

{{History|console}}
{{History||xbox=TU14|xbone=CU1|ps=1.04|wiiu=Patch 1|switch=1.0.1|[[File:Enchanted Golden Apple JE1 BE1.gif|32px]] Added enchanted golden apples.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Enchanted Golden Apple JE2 BE2.gif|32px]] The texture for the enchanted golden apple has been changed.}}

{{History|New 3DS}}
{{History||0.1.0|[[File:Enchanted Golden Apple JE1 BE1.gif|32px]] Added enchanted golden apples.}}
{{History|foot}}

== Issues ==
{{issue list}}

== Trivia ==
* The damage tag of an enchanted apple obtained {{in|be}} is 1, although setting it to 0 makes no difference.

== Gallery ==
<gallery>
GoldenAppleComparison.png|A comparison of the two golden apple variations.
EnchantedGoldenAppleEffects.png|The effects of consuming an enchanted golden apple.
Notch Apple In Mansion Chest.png|An extremely rare occasion where a regular golden apple and an enchanted apple being found in the same woodland mansion chest {{in|ee}}.
GoldenAppleDungeonChest.png|Golden apple in a [[dungeon]] chest, prior to 1.3.1. It resembles the enchanted golden apple.
GodPortal.png|An enchanted golden apple found in a ruined portal chest.
GodSpawner.png|An enchanted golden apple found in a monster room chest.
</gallery>

{{Items}}

[[Category:Non-renewable resources]]
[[Category:Food]]

[[de:Verzauberter goldener Apfel]]
[[es:Manzana dorada encantada]]
[[fr:pomme dorée enchantée]]
[[ja:エンチャントされた金のリンゴ]]
[[pt:Maçã dourada encantada]]
[[th:แอปเปิ้ลทองร่ายมนตร์]]
[[zh:附魔金苹果]]</li></ul>
18w06aRemoved customized worlds.
Worlds previously generated with this world type can no longer be loaded.
May 15, 2018Erik Broes indicates that Customized worlds would return "after 1.13", but "completely different from before", with "no more screens with 50 vague sliders".
April 10, 2019Helen Zbihlyj indicates that Customized worlds will not return in 1.14.

Trivia

  • The customized world type is based on a Minecraft mod Ryan Holtz made in 2012 called Wedge.[2]
  • The following preset can be used to generate a world similar to the Amplified world type:[3]
{"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" will cause them to generate much closer to the origin.[4]

Issues

Issues relating to "Custom" are maintained on the bug tracker. Report issues there.

References

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