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// Whether old caves/ravines should generate. Game restart required!
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"carvers_enabled": false,
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// Density added to cheese caves. Lower values = bigger cheese caves.
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"cheese_additive": 0.27,
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// The standard expansive, large cheese-shaped caves.
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"cheese_enabled": false,
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// 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.
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"depth_cutoff_size": 0.1,
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// 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.
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"depth_cutoff_start": 0.30000001192092896,
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// Density added to noodle caves. Lower values = bigger noodle caves.
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"noodle_additive": -0.10000000149011612,
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// The narrow, claustrophobic noodle-shaped caves.
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"noodle_enabled": true,
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// Alters ore generation to generate at more acceptable levels when min_y is lowered.
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"ore_fix": false,
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// The tunneling, medium sized spaghetti-shaped caves.
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"spaghetti_enabled": true
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},
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"continents": {
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// Horizontally scales continents. Lower values = larger continents and oceans between them.
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"continents_scale": 0.13,
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// Horizontally scales erosion, primarily impacting mountains. Lower values = thicker mountain ranges and terrain between them.
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"erosion_scale": 0.10000000149011612,
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// The threshold where plateau terrain becomes flatter terrain. Positive numbers favor flat terrain and negative numbers favor plateau terrain.
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"flat_terrain_skew": 0.20000000298023224,
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// Some jungles generate massive pillars that can extend upwards of a hundred blocks tall.
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"jungle_pillars": false,
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// 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!
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"ocean_offset": -0.6499999761581421,
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// Horizontally scales the ridge noise, primarily impacting rivers and terrain around them like plateaus. Lower values = wider rivers and terrain between them.
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"ridge_scale": 0.10000000894069672,
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// Underground rivers under snowy biomes will generate with ice.
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"river_ice": true,
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// Underground rivers will rarely generate with hanging lanterns.
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"river_lanterns": false,
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// Some Plains biomes generate very smooth, hilly terrain.
// When disabled, the mod lays dormant and does nothing. Game restart required!
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"mod_enabled": true,
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// Offsets the y-level snow in cold biomes like Taigas starts at.
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"snow_start_offset": 256
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},
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"global_terrain": {
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// Increases the effects of Vertical Scale on mountainous terrain. This will increase the scale of mountains and plateaus faster than lowlands.
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"elevation_boost": 0.0,
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// Rare, deep underground tunnels of lava sometimes generate at the bottom of the world.
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"lava_tunnels": true,
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"max_y": 512,
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"min_y": -64,
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// Greatly smoothens out the terrain like Tectonic v2, removing staircasing artifacts at the cost of strange/broken generation in deep oceans and windswept biomes.
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"ultrasmooth": false,
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// Vertically stretches terrain above sea level. Doubling this value will double the surface's height at a given point from sea level.
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"vertical_scale": 2.0
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},
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"islands": {
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"enabled": true,
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"noise_multiplier": 1.0,
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"noise_offset": 0.0,
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"noise_scale": 0.19999998807907104
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},
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"minor_version": 1,
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"oceans": {
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// 0 is at sea level, -0.5 is 64 blocks below sea level.
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"deep_ocean_depth": -0.5,
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// Offsets (vanilla) ocean monuments to adjust for deeper oceans.
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"monument_offset": -30,
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// 0 is at sea level, -0.5 is 64 blocks below sea level.
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"ocean_depth": -0.30000001192092896,
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// Removes the surface ice from Frozen Oceans, making them as navigable as Deep Frozen Oceans.
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