Config Documentation
Here you can find what all the config values represent. Numbers that don't have decimal points here only support integers! If you don't want to change all the values yourself, try some config presets!
- General Configs
- Terrain Configs
- Biome Configs
- Temperature and Humidity Configs
Simplex Terrain Generation uses this value to figure out when to update the config with new values. Don't change it!
Whether to do mod compat with Winter Biomes Mod, Traverse, and Terrestria.
Enables a method to reload the config from disk. NOTE: this doesn't work with threaded noise generation!!!! It will crash and you will be sad.
Whether to allow the use of multiple threads to generate noise, speeding up terrain generation considerably.
How many threads to use for noise generation if threadedNoiseGeneration is enabled. You should set this to the amount of physical cores (not logical cores!) in your computer. If you set this too high, your world generation will actually slow down! NOTE: This value must be a power of two!
When set to true, the default vanilla lakes that dot the surface won't generate in simplex terrain worlds. Note that this will also remove underground lakes and lava lakes as well.
When set to true, Simplex Terrain will generate an improved nether if the overworld is generated by Simplex Terrain.
Controls the cloud height for single player simplex terrain overworlds.
Changes between the 5 implemented noise generators. For more information visit the Noise Implementations page.
Adds post processors for modifying the terrain after it's been generated. Currently there are only a couple, as this feature is still in development. Head over to the Post processors page for more information.
Adds noise modifiers that change the shape of the terrain. They make the terrain more variable and interesting to visit. Check out the Noise Modifiers page for more information.
The default height of the ocean. Beaches generate between this height and the lowland starting height. At half of this height, deep ocean will spawn.
How many octaves the guiding noise will generate. This noise is used to separate land from ocean, and increasing the octave amount makes the transition more fuzzy.
The size of the continents and the oceans. Increasing this will make landmasses and oceans larger.
The upper bound of the main (continent) noise. Increasing this will make ocean/land transitions sharper, and vice versa.
The lower bound of the main (continent) noise. Increasing this will make oceans deeper, and vice versa.
The size of the nether's noise, when simplex nether generation is enabled. Increasing this will make open and solid areas larger, and vice versa.
Increasing this value will spread out the transition of open areas to solid areas in the nether, and vice versa.
Increasing this value will make the transition of open to solid areas in the nether much sharper, and vice versa.
Controls the open area to solid area distribution in the nether. Increasing it will make the nether more open in general while decreasing it will make areas more solid and closed off.
The y value when the lowlands biome area starts.
The y value when the midlands biome area starts.
The y value when the highlands biome area starts.
The y value when the mountain peaks biome area starts.
Larger values make the biomes bigger while smaller numbers shrink the biome size.
Controls the amount of octaves of noise used in temperature calculation.
Controls the amount of octaves used in humidity calculation.
How spread out temperature changes are. Increasing this value will increase the temperature changes, making it more gradual.
Does the same thing as the option above but modifies the humidity.
The minimum and maximum temperature. If you set this lower, the entire world will be temperate without any major temperature changes. Setting it higher will increase the occurrences of temperature extremes.
Does the same thing as the option above but with humidity.