{ "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 } }