legacy_random_source: Whether to use the old random number generator from before 1.18 for world generation.
default_block: The default block used for the terrain.
Block state
default_fluid: The block used for seas and lakes.
Block state
structures: Structure settings
stronghold: Settings for how strongholds should be spawned. The stronghold value under the structures tag appears to be placeholders so that every structure has a value; these values are the ones that actually control stronghold spawning.
distance: Controls how far apart the strongholds are.
count: How many strongholds to generate.
spread:
structures: List of structures to use in this dimension
<namespaced id>: The key for this field should be the namespaced ID of a structure, a list is available at Java Edition data value § Structures.
spacing: Average distance between two structure placement attempts of this type in chunks[note 1].
separation: Minimum distance between two structures of this type in chunks. Must be less than spacing.
min_y: 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.[1]
height: 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.
size_horizontal: 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.
size_vertical: 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+.
island_noise_override: Optional. Causes the world to generate like The End with a big island in the center and smaller ones around.
amplified: Optional. Toggles between amplified and normal terrain generation.
large_biomes: Optional. Toggles between large biomes and normal biome generation.
sampling: Specifies how the noise is sampled.
xz_scale: 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.
xz_factor: Smoothes the noise on the horizontal axis. Works similarly to main noise scale X/Z from old customized worlds.
y_scale: Scales the Y axis of the noise. Higher values result in more intricate vertical shapes. Works similarly to height scale from old customized worlds.
y_factor: Smoothes the noise on the vertical axis. Value can range from 0.001 to 1000.0. Works similarly to main noise scale Y from old customized worlds.
top_slide: Settings for the curve at the top of the world.
target: 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.
size: Defines the size of the affected area from the top of the world. Calculated using the formula size = <height in blocks> * 0.25 / size_vertical.
offset: Moves the affected area from the top of the world. Uses the same formula as size, so offset = <height in blocks> * 0.25 / size_vertical. For top_slide, positive values move the area down and negative values bring it up.
bottom_slide: Settings for the curve at the bottom of the world.
target: 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.
size: Defines the size of the affected area from the bottom of the world. Uses the same formula as in top_slide.
offset: Moves the affected area from the bottom of the world. Uses the same formula as in top_slide. For bottom_slide, positive values move the area up and negative values bring it down.
terrain_shaper:
offset: A terrain spline determining the offset of the terrain. Corresponds to the old density_offset field but can now be configured depending on the dimension noises.
factor: A terrain spline determining the factor of the terrain. Corresponds to the old density_factor field but can now be configured depending on the dimension noises.
jaggedness: A terrain spline determining the jaggedness of the terrain.
surface_rule: Surface rule configuration for the terrain. This replaces the old surface builder system.
↑Setting this to a number does not mean one structure is generated this often, only that the game attempts to generate one; biomes or terrain could lead to the structure not being generated. The maximum distance of structure placement attempts is 2*spacing - separation.