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2026-08-19 08:38:25 +00:00
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{
"biomes": {
"temperature_multiplier": 1.0,
"temperature_offset": 0.0,
"temperature_scale": 0.25,
"vegetation_multiplier": 1.0,
"vegetation_offset": 0.0,
"vegetation_scale": 0.25
},
"caves": {
// Whether old caves/ravines should generate. Game restart required!
"carvers_enabled": true,
// Density added to cheese caves. Lower values = bigger cheese caves.
"cheese_additive": 0.27,
// The standard expansive, large cheese-shaped caves.
"cheese_enabled": true,
// The distance in depth between the start and end of the depth cutoff. 0.1 means caves close over ~12 blocks, 0.0 means caves cut off at the `depth_cutoff_start` value immediately.
"depth_cutoff_size": 0.1,
// The depth noise value that caves stop generating. 0.1 cuts off caves ~12 blocks below the surface, 0.5 cuts off caves ~64 blocks below the surface.
"depth_cutoff_start": 0.1,
// Density added to noodle caves. Lower values = bigger noodle caves.
"noodle_additive": -0.075,
// The narrow, claustrophobic noodle-shaped caves.
"noodle_enabled": true,
// Alters ore generation to generate at more acceptable levels when min_y is lowered.
"ore_fix": false,
// The tunneling, medium sized spaghetti-shaped caves.
"spaghetti_enabled": true
},
"continents": {
// Horizontally scales continents. Lower values = larger continents and oceans between them.
"continents_scale": 0.13,
// Horizontally scales erosion, primarily impacting mountains. Lower values = thicker mountain ranges and terrain between them.
"erosion_scale": 0.25,
// The threshold where plateau terrain becomes flatter terrain. Positive numbers favor flat terrain and negative numbers favor plateau terrain.
"flat_terrain_skew": 0.1,
// Some jungles generate massive pillars that can extend upwards of a hundred blocks tall.
"jungle_pillars": true,
// Skews terrain towards or away from oceans. Lower values = more oceans. Above -0.45, deep oceans will not spawn! Above -0.2, oceans will not spawn!
"ocean_offset": -0.8,
// Horizontally scales the ridge noise, primarily impacting rivers and terrain around them like plateaus. Lower values = wider rivers and terrain between them.
"ridge_scale": 0.25,
// Underground rivers under snowy biomes will generate with ice.
"river_ice": false,
// Underground rivers will rarely generate with hanging lanterns.
"river_lanterns": true,
// Some Plains biomes generate very smooth, hilly terrain.
"rolling_hills": true,
// Rivers that reach mountain ranges continue underground, allowing smoother boat exploration.
"underground_rivers": true
},
"experimental": {
"alternate_continents_scaling": false,
"alternate_erosion_scaling": false
},
"general": {
// When disabled, the mod lays dormant and does nothing. Game restart required!
"mod_enabled": true,
// Offsets the y-level snow in cold biomes like Taigas starts at.
"snow_start_offset": 128
},
"global_terrain": {
// Increases the effects of Vertical Scale on mountainous terrain. This will increase the scale of mountains and plateaus faster than lowlands.
"elevation_boost": 0.0,
// Rare, deep underground tunnels of lava sometimes generate at the bottom of the world.
"lava_tunnels": true,
"max_y": 320,
"min_y": -64,
// Greatly smoothens out the terrain like Tectonic v2, removing staircasing artifacts at the cost of strange/broken generation in deep oceans and windswept biomes.
"ultrasmooth": false,
// Vertically stretches terrain above sea level. Doubling this value will double the surface's height at a given point from sea level.
"vertical_scale": 1.125
},
"islands": {
"enabled": true,
"noise_multiplier": 1.0,
"noise_offset": 0.0,
"noise_scale": 0.11
},
"minor_version": 1,
"oceans": {
// 0 is at sea level, -0.5 is 64 blocks below sea level.
"deep_ocean_depth": -0.45,
// Offsets (vanilla) ocean monuments to adjust for deeper oceans.
"monument_offset": -30,
// 0 is at sea level, -0.5 is 64 blocks below sea level.
"ocean_depth": -0.22,
// Removes the surface ice from Frozen Oceans, making them as navigable as Deep Frozen Oceans.
"remove_frozen_ocean_ice": false
}
}