- The root tag
- sea_level: The sea level in this dimension.
- disable_mob_generation: Disables passive mob spawning upon chunk generation.
- noise_caves_enabled: Whether the different noise caves generate.
- noodle_caves_enabled: Whether noodle caves generate.
- ore_veins_enabled: Whether ore veins generate.
- aquifers_enabled: Whether aquifers generate.
- 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 [upcoming: JE 1.18.2]
- <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.
- distance: Controls how far apart the structure are.
- count: How many structures to generate.
- spread:
- type: Type of the structure generation rules,
minecraft:withconcentric_rings
- <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.
- spread_type:
- locate_offset:
- 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.
- salt: A number that assists in randomization; see salt (cryptography).
- type: Type of the structure generation rules,
minecraft:withrandom_spread
- <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.
- structures: Structure settings [until JE 22w06a]
- 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 2].
- separation: Minimum distance between two structures of this type in chunks. Must be less than spacing.
- salt: A number that assists in randomization; see salt (cryptography).
- <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.
- 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.
- noise: Parameters for world generation.
- 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
0.001to1000.0. 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.
- type: Type of the surface rule,
minecraft:with one of:condition,block,vertical_gradient,above_preliminary_surface,sequence,stone_depth,water,biome,y_above,not,noise_threshold,steep,hole,bandlandsortemperature. See below of extra properties for each type.
- type: Type of the surface rule,
The extra properties for surface_rule per type:
- condition
- if_true: A surface rule that can give a true or false output
- then_run: A surface rule that does something
- block sets the blocks that reach this surface rule to the specified block
- result_state: The block to use
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- result_state: The block to use
- vertical_gradient a conditional surface rule to select blocks in a gradient, used for deepslate and bedrock (between the specified y-coords is the gradient itself)
- random_name:[needs testing] any random name.
- true_at_and_below: the lower y-coord where this condition is true.
- above_bottom: the y-coord above the bottom of the world, mutually exclusive with
absoluteandbelow_top. - absolute: the exact y-coord, mutually exclusive with
above_bottomandbelow_top. - below_top: the y-coord below the top of the world, mutually exclusive with
above_bottomandabsolute.
- above_bottom: the y-coord above the bottom of the world, mutually exclusive with
- false_at_and_above: the upper y-coord where this condition is false.
- above_bottom: the y-coord above the bottom of the world, mutually exclusive with
absoluteandbelow_top. - absolute: the exact y-coord, mutually exclusive with
above_bottomandbelow_top. - below_top: the y-coord below the top of the world, mutually exclusive with
above_bottomandabsolute.
- above_bottom: the y-coord above the bottom of the world, mutually exclusive with
- above_preliminary_surface [needs testing] conditional surface rule, has no further properties
- sequence applies surface rules in order (only the first successful surface rule seems to be applied [needs testing])
- sequence
- a surface rule
- sequence
- stone_depth [needs testing] conditional surface rule
- offset: [needs testing]
- add_surface_depth: [needs testing]
- secondary_depth_range: [needs testing]
- surface_type: [needs testing] either
floororceiling
- water [needs testing] conditional surface rule
- offset: [needs testing]
- surface_depth_multiplier: [needs testing]
- add_stone_depth: [needs testing]
- biome conditional surface rule to test for the biome
- biome_is: list of biomes that result in true.
- : namespaced id of the biome to check for.
- biome_is: list of biomes that result in true.
- y_above conditional surface rule to check if it is above a specified y-coord
- anchor: the minimal y-coord where this condition is true.
- above_bottom: the y-coord above the bottom of the world, mutually exclusive with
absoluteandbelow_top. - absolute: the exact y-coord, mutually exclusive with
above_bottomandbelow_top. - below_top: the y-coord below the top of the world, mutually exclusive with
above_bottomandabsolute.
- above_bottom: the y-coord above the bottom of the world, mutually exclusive with
- surface_depth_multiplier: [needs testing]
- add_stone_depth: [needs testing]
- anchor: the minimal y-coord where this condition is true.
- not conditional surface rule, inverts the conditional surface rule within this
- invert: the surface rule to invert.
- noise_threshold [needs testing] conditional surface rule
- noise: [needs testing] default examples:
minecraft:followed by one of:surface,surface_swamp,packed_ice,ice,powder_snow,calcite,gravel,patch,nether_state_selector,netherrack,nether_wart,soul_sand_layerorgravel_layer - min_threshold: [needs testing]
- max_threshold: [needs testing]
- noise: [needs testing] default examples:
- steep [needs testing] conditional surface rule, has no further properties
- hole [needs testing] conditional surface rule, has no further properties
- bandlands [needs testing] surface rule, used in badlands, has no further properties
- temperature [needs testing] conditional surface rule, used to generate ice in frozen oceans, has no further properties
- ↑ 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. - ↑ 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.