Customized, retroactively labelled Old Customized by later game versions, 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. Custom worlds returned in 20w21a, though they are completely different; this version also renamed this world type to Old Customized.
There were 18 customization options that affected whether structures generate, among other environmental factors.
|Sea Level||1-255||63||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 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||Yes/No||Yes||Caves generate only underground. If omitted, they do not generate.|
|Strongholds||Yes/No||Yes||There are 128 strongholds generated in eight rings around the center (0, 0) (see stronghold). End portals do not generate in the world if strongholds are not generated.|
|Villages||Yes/No||Yes||Villages generate if there are plains, savanna, taiga or desert biomes. If the world is set to another biome, they do not generate. 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 generate only underground. If omitted, they do not generate.|
|Dungeons||Yes/No||Yes||Dungeons generate only if there is an opening next to them. If there is no opening (cave, stronghold, 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 tries 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 generate only next to an opening. This means that at a setting of 100%, few or no dungeons generate when the ground does not provide an opening for connecting to the right places. For example, in a world with only ravines, two dungeons generated at a setting of 100%.|
|Water Lakes||Yes/No||Yes||If No, water lakes do 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 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||Yes||If No, lava lakes do 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. 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||All, Ocean, Plains, Desert, Extreme Hills, Forest, Taiga, Swampland, River, FrozenOcean, FrozenRiver, Ice Plains, Ice Mountains, MushroomIsland, MushroomIslandShore, Beach, DesertHills, ForestHills, TaigaHills, Extreme Hills Edge, Jungle, JungleHills, JungleEdge, Deep Ocean, Stone Beach, Cold Beach, Birch Forest, Birch Forest Hills, Roofed Forest, Cold Taiga, Cold Taiga Hills, Mega Taiga, Mega Taiga Hills, Extreme Hills+, Savanna, Savanna Plateau, Mesa, Mesa Plateau F, Mesa Plateau||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. Note that hill biomes and mutated biomes still generate in single biome worlds, respective of the base biome used to generate, and their locations change depending on biome size. While the slider is hard coded between sizes 1 through 8. Editing the JSON allows biome sizes from 0 and up to generate. Biome size 0 is 1/16th the default world's size 4. At sizes 20-23, much of the world is just a single biome for a million blocks or so, at size 31, it would extend over 2 billion blocks if the hard coded wall at 30 million is removed, so setting the biome size above 31 usually makes no difference, even at extremely large distances.|
|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 slightly larger rivers result from changing this 2 points, approximately 3 times as many rivers generate. 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 doubles the distance to a river. If the sea level is reduced far below 63, many "rivers" generate dry although their beds are dirt regardless of the surrounding biome. While the slider is hard coded between sizes 1 through 5. Editing the JSON allows biome sizes from 0 and up to generate. River size 0 is 1/16th the default world's size 4, meaning nearly the entire world is covered in rivers. At sizes 20-23, over 1 million blocks separate rivers, at size 31, rivers could be effectively removed or impossible to find, even if the hard coded wall at 30 million is removed, so setting the river size any higher than 31 is usually ineffective, even at extremely large distances.|
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 generates only in extreme hills biomes, and the blob 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 blob size, number and distribution are set. Here are the default settings:
|Spawn Size||1-50||33||33||33||33||33||17||9||9||8||8||7||The approximate maximum number of blocks in a single blob.|
|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 blob 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.|
- 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.
- 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.
There are 16 customization options that can be used to affect various aspects of Minecraft's terrain generator. These settings appear on two pages: one with sliders, and one that allows for text input. On the manual text input page, typing in any value lower or higher than the allowed parameter changes the value to the lowest or highest value possible for that customization option. The settings change only the mountains and valleys of the landscape; structures and other environmental factors (which are set on page 1) remain unaffected.
Minecraft uses noise generators, specifically those making use of 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.
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.
|Main Noise Scale X||1–5000||80||Stretches the terrain along the x-axis
|Main Noise Scale Y||1–5000||160||Stretches the terrain along the y (height) axis.
|Main Noise Scale Z||1–5000||80||Stretches the terrain along the z-axis.
|Depth Noise Scale X||1–2000||200||Scales depth noise across the X-axis. Creates more variations and abrupt changes in the height of the terrain along the x-axis.
|Depth Noise Scale Z||1–2000||200||Scales depth noise across the Z-axis. Creates more variations and abrupt changes in the height of the terrain along the z-axis.
|Depth Noise Exponent||0.01–20||0.5||Sharpness by which Depth Noise Scale X and Y cut into the side of high terrain. The lower this value, the more rounded floating islands and overhangs are. The higher this value, the higher the chance you'll end up with floating plateau's rather than islands. Note that this has no effect on caves, just terrain around the Depth Base +/- ( Height Scale / 8 ). [verify]|
|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).
|Coordinate Scale||1–6000||684.412||Scales low noise, high noise and selector noise across the XZ plane. 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.
|Height Scale||1–6000||684.412||Scales low noise, high noise and selector noise across the Y axis. Vertical stretch of the main world. This applies to the first run of hills/mountains the game makes, but not to further changes.
|Height Stretch||0.01–50||12||Everything gets stretched or crushed more along the y-axis. It pulls terrain upward.
|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.
|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 that 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 coincides approximately 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.|
|Water World||Special properties:
||A world completely submerged in a moderately deep ocean.|
|Isle Land||Special properties:
||A world similar to Extreme Hills biomes with numerous floating islands.|
|Caver's Delight||Special properties:
||A world consisting of dark, expansive caverns with large overhangs on the outside.|
|Mountain Madness||Special properties:
||A world consisting of tall, extremely steep mountains, often with overhangs, cliffs and some big caverns.|
||A world with low sea levels and small "ocean lakes" with expansive areas of gravel.|
|Caves of Chaos||Special properties:
||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.|
|Good Luck||Special properties:
||A predominantly stone and gravel world with lava oceans, dry rivers, and little or no vegetation or animals.|
This video was made on Minecraft Java Edition 1.8
|1.8||April 22, 2014||A preview video of the Customized world type is revealed on the TeamMojang YouTube channel.|
|14w17a||Added Customized world type.|
|14w25a||The generation of ocean monuments can now be customized.|
|1.8.2||pre7||Grass generation in Customized worlds is now consistent with sea level.|
|1.11||16w39a||The generation of woodland mansions can now be customized.|
|1.13||18w06a||Removed customized worlds.|
|Worlds previously generated with this world type can no longer be loaded.|
|May 15, 2018||Erik Broes indicates that Customized worlds would return "after 1.13", but "completely different from before", with "no more screens with 50 vague sliders".|
|1.13||?||Worlds previously generated with this world type can be loaded, but new chunks are generated using the Default world type.|
|April 10, 2019||Helen Zbihlyj indicates that Customized worlds do not return in 1.14.|
|1.16||20w21a||Customized worlds are now called "Old Customized" in the world selection screen.|
- The customized world type is based on a Minecraft mod Ryan Holtz made in 2012 called Wedge.
- The following preset can be used to generate a world similar to the Amplified world type:
- If the Far Lands are re-enabled using mods, increasing the "Coordinate Scale" causes them to generate much closer to the origin.
- The Farther Lands will generate exactly Main Noise Scale X/Z times further away than the Far Lands do. As they are 80 by default, they generate 80 times further; manually editing the preset text to set it a value lower than 1 can result in them generating before the Far Lands do.
- http://www.minecraftforum.net/forums/minecraft-discussion/recent-updates-and-snapshots/2102053-what-is-the-default-preset-for-amplified (answers deleted, archived version recommended)