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  • The root tag
    •  sea_level: The sea level in this dimension.
    •  disable_mob_generation: Disables passive mob spawning upon chunk generation.
    •  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
    •  noise_router: Routes density functions to noise parameters used for world generation.
      •  final_density: Determines where there is air or stone. If positive, returns stone, if negative, air. [needs testing]
      •  vein_toggle: [check the code]
      •  vein_ridged: [check the code]
      •  vein_gap: [check the code]
      •  erosion: Determines the erosion values for terrain generation and biome placement.
      •  depth: Determines the depth values for terrain generation and biome placement.
      •  ridges: Determines the weirdness values for terrain generation and biome placement.
      •  initial_density_without_jaggedness: [check the code]
      •  lava: Used for lava aquifers. [check the code]
      •  temperature: Determines the temperature values for biome placement.
      •  vegetation: Determines the humidity values for biome placement.
      •  continents: Determines the continentalness values for terrain generation and biome placement.
      •  barrier: Used to separate between aquifers and open areas in caves. [needs testing]
      •  fluid_level_floodedness: [check the code]
      •  fluid_level_spread: [check the code]
    •  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 0.001 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.
      •  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, bandlands or temperature. See below of extra properties for each type.


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.
  • 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 absolute and below_top.
      •  absolute: the exact y-coord, mutually exclusive with above_bottom and below_top.
      •  below_top: the y-coord below the top of the world, mutually exclusive with above_bottom and absolute.
    •  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 absolute and below_top.
      •  absolute: the exact y-coord, mutually exclusive with above_bottom and below_top.
      •  below_top: the y-coord below the top of the world, mutually exclusive with above_bottom and absolute.
  • 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
  • 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.
  • 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 absolute and below_top.
      •  absolute: the exact y-coord, mutually exclusive with above_bottom and below_top.
      •  below_top: the y-coord below the top of the world, mutually exclusive with above_bottom and absolute.
    •  surface_depth_multiplier: [needs testing]
    •  add_stone_depth: [needs testing]
  • not conditional surface rule, inverts the conditional surface rule within this
    •  invert: the surface rule to invert.
  • 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


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