Custom world generation/noise settings

From Minecraft Wiki
Jump to: navigation, search
  • The root tag
    •  bedrock_roof_position: The distance from the world height for the top coordinate of the bedrock roof, if out of world bounds (0-255) the roof does not appear, example: "-1". e.g. setting this to 32 puts the top of the roof at y=224. If the bedrock roof is low enough, natural terrain still generates above it. [needs testing]
    •  bedrock_floor_position: The y coordinate of the bedrock floor, similar to bedrock_roof_position – setting both floor and roof to 255 generates a single layer of flat bedrock for each of them. [needs testing]
    •  sea_level: The sea level in this dimension between 0 and 255
    •  disable_mob_generation: Can be true or false. [needs testing]
    •  structures: Structure settings
      •  stronghold: Settings for how strongholds should be spawned. The stronghold values under the structures tag appear to be placeholders so that every namespaced structure has a value; these values are the ones that actually control stronghold spawning.
      •  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 (number): Average distance between two structure placement attempts of this type in chunks[note 1].
          •  separation (number): Minimum distance between two structures of this type in chunks; must be less than spacing.
          •  salt (integer):[needs testing] A number that assists in randomization; see salt (cryptography).
    •  noise: Parameters for world generation.
      •  top_slide: Settings for the curve at the top of the world.
        •  target (integer): 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 (integer): Defines the size of the affected area from the top of the world. size is calculated using the formula size = <height in blocks> * 0.25 / size_vertical.
        •  offset (integer): Moves the affected area from the top of the world. offset 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 (integer): 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 (integer): Defines the size of the affected area from the bottom of the world. Uses the same formula as in top_slide.
        •  offset (integer): 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.
      •  sampling: [needs testing]
        •  xz_scale (double): 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 (double): Smoothes the noise on the horizontal axis.
        •  y_scale (double): 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 (double): Smoothes the noise on the vertical axis.
      •  size_vertical (integer): Changes the Y scale of the landmass. Values between 1 and 15 gradually increase the hill height, above 20 are all above the normal sea level of 63, and higher than 32 give normal land levels of 100+.[needs testing]
      •  size_horizontal (integer): Changes the X/Z scale of the landmass, but not the biomes.[needs testing]
      •  height (integer): Changes the max height of generated terrain by squashing the world. For example, with height=128, the ground is set to Y=32. this does not affect sea level.[needs testing]
      •  density_factor (double):[needs testing]
      •  density_offset (double; values between -1 and 1): Affects the average land level (not sea level).[needs testing]
      •  random_density_offset (boolean; optional):[needs testing]
      •  simplex_surface_noise (boolean):[needs testing]
      •  island_noise_override (boolean; optional): Causes the world to generate like The End with a big island in the center and smaller ones around.
      •  amplified (boolean; optional): Toggles between amplified and normal terrain generation. Can be used alongside large biomes in `vanilla_layered` types, and in any dimension (Nether, End, and custom).
    •  default_block: The block that appears below the top blocks of the world; see Java Edition data values § Blocks
      •  Name: ID of the block
      •  Properties: Block states
        •  state (string): A block state key and its value.
    •  default_fluid: The block used for seas and lakes; see Java Edition data values § Fluids.
      •  Name (string): ID of the block
      •  Properties: Block states
        •  state (string): A block state key and its value.
  1. 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.