Skip to content

World Settings

Edward edited this page Jul 18, 2026 · 24 revisions

Continent


Continent Type

Controls the continent generator variant in use when generating the overworld.
Screenshot Value Description
UPLIFT Generates continents with deterministic gradient that increases towards the center of the continent. Otherwise identical to MULTI_IMPROVED. Wider continent scales will result in larger uplifts at their center. Required for 3D rivers.
MULTI-IMPROVED Generates naturally shaped continents that gives a good mix of organic shapes and general land form distribution. Does not support 3D rivers.
SINGLE Generates a single continent surrounded by endless ocean. Does not support 3D rivers, skipping, size variance, noise octaves, noise gain or lacunarity customization. If you want 3D rivers and a single continent set skipping to 1.0 while using an uplift continent. Retained primarily for historic preset loading compatibility. Continent Shape setting values have a high impact on continent generation shape.
MULTI Generates continents closely mapped to the underlying voronoi cell grid. Does not support 3D rivers, skipping, size variance, noise octaves, noise gain or lacunarity customization. Retained primarily for historic preset loading compatibility. Continent Shape setting values have a high impact on continent generation shape.

Continent Shape

Strongly influences the generation shape of legacy continents. Not available for UPLIFT or MULTI-IMPROVED continent types.
Screenshot Value Description
MANHATTAN Generates organic shaped continents with large oceans separating continents.
NATURAL Generates organic shaped continents with moderate oceans separating continents.
EUCLIDEAN Mostly fills the underlying voronoi cells. Tends to generate blob shaped continents close to their neighbours. Typically oceans are compressed and do not compose a great proportion of the world.

Continent Scale

Controls the overall world footprint size of continents generated.
Screenshot Value Description
10000 Generates continents approximately 40000 blocks wide. Best for screen archery and high end rigs. Less friendly for survival play due to the significant travel distances involved. When combined with UPLIFT continent type requires high world height values to ensure terrain features don't get cut off in the middle of the continent. UPLIFT continents at this scale generate centroids approximately 400 blocks high at the continent centers.
4000 Generates continents approximately 20000 blocks wide. Great for all purpose and survival play. UPLIFT continents at this scale generate centroids approximately 200 blocks high at the continent centers.
2000 Generates continents approximately 10000 blocks wide. Well suited for all purpose survival play. UPLIFT continents at this scale generate centroids approximately 100 blocks high at the continent centers. Underlying Voronoi cell noise begins to become noticable.
500 Generates continents approximately 2000 blocks wide. This size or lower tends to generate very degenerate terrain. Not recommended for general purpose play. As scales shrink lots of fundamental assumptions in the terrain generation pipelines start breaking down. Continents will tend to bleed together and yield undesirable worldgen results. UPLIFT continents at this scale generate negligible uplift. Underlying Voronoi cell noise is obvious.

Continent Jitter

Applies a jitter to the continent centers generated. Higher values make continents less aligned to the underlying Voronoi cell grid.
Screenshot Value Description
0.50 Can see some of the underlying Voronoi cell grid lines.
0.65 Distorts the grid generating reasonable and practical continent offsets to disguise grid noise.
0.80 Distorts the grid about as much as is safe to do so.
1.00 Distorts the grid so far that occasionally continents will bridge across to each other. This is generally undesirable as it can result in bad results where rivers meet the ocean, only instead of ocean there's more continent there instead.

Continent Skipping

Controls the chance for each independent continent to be skipped instead of generating a landmass. Useful for introducing large open ocean areas between continents.
Screenshot Value Description
0.00 No continents are skipped.
0.25 25% of continents are skipped.
0.50 50% of continents are skipped.
0.75 50% of continents are skipped.
1.00 100% of continents are skipped, except for the continent closest to the world center. This is a great way of configuring a world for a single large continent surrounded by islands or open ocean for a seafaring / piracy style play through, especially when combined with islands.

Continent Size Variance

Controls the percentage smaller that continent scales can potentially be reduced to.
Screenshot Value Description
0.00 All continents generated use the full Voronoi cell dimensions (based on their control point values / continent shape))
0.25 25% of continents generated can be up to 25% smaller.
0.50 50% of continents generated can be up to 50% smaller.
0.75 75% of continents generated can be up to 75% smaller.

Continent Noise Octaves

Controls the number of noise octaves applied distorting the continent base terrain height. Lower values generate smoother terrain transitions and more organic overall shapes. Higher values (when combined with Continent Noise Gain and Continent Noise Lacunarity) generate more detailed profiles with more rapid transitions over shorter distances. Each octave adds smaller details than the previous one, so as you step up octave counts you get finer details generating. Coastal regions can look better with fewer octaves due to the smoothing effect that water has in the real world, but there is significant visual interest added to terrain generation (continent wide) by including additional octaves.
Screenshot Value Description
1 Smooth organic continent shapes are generated in coastal regions. Because the noise is applied at a grid level some mirroring of features on adjacent continents can be visible.
3 Detailed coastal regions (when combined with noise gain, lacunarity)
5 Highly detailed coastal region profiles with fine grained variation.

Continent Noise Gain

Modifies the distortion contribution strength of each octave impacting continent coastal profiles. Higher values tend to shift continents towards blobbier shapes with more erratic noise profiles around shorelines.
Screenshot Value Description
0.00 Breaks distortion approach resulting in rigid Voronoi cell derived continent shapes.
0.125 Leans towards heavily organic continent shapes.
0.25 Good shape, keeps organic profile but gains interest.
0.375 Lots of visual interest, some homogenisation of coastal profiles beginning.
0.50 Continent shape starting to be more bloblike, but lots of erratic details in edges.

Continent Noise Lacunarity

Modifies the frequency of each noise octave. Higher frequencies effectively reduce the scale of noise adding more variation over shorter distances.
Screenshot Value Description
1.00 Very little evidence of noise variance.
2.50 Small amounts of noise variance.
5.00 Moderate noise variance.
7.50 Heavy noise variance.
10.00 Extreme noise evidence. Broken, erratic terrain is generated.

Control Points


Properties


Spawn type

Controls where the player will spawn in the world. Is not 100% reliable due to how Minecraft handles safe spawning behavior, but will make a best effort which is usually pretty good.
Screenshot Value Description
CONTINENT_CENTER Spawns the player at the center of the nearest continent to world origin
ISLANDS Deprecated? Broken? TBC
WORLD_ORIGIN Spawns the player at x0 z0
USER_SELECTED Spawns the player at the most recent left clicked location in either of the preview panels.

World Height

This is the maximum build height of the world being generated above y0. This has one of the largest performance impacts on a world of all settings. Excessive values may require additional mods to stabilize depending on your mod stack. Vanilla minecraft uses a value of 320 for this. Peset configurations that are configured to generate above this height will just result in vast, flat featureless surfaces. It's your responsibility as a user to ensure modified terrain scales at the most extreme locations are configured to never exceed this value. High height values will significantly increase your world save sizes.
Screenshot Value Description
320 Vanilla Minecraft Height
640 Modern Default Preset Height
1024 Screenarchery style values, heavy performance impact
2032 Must be edited in preset file directly (not exposed by deliberate design choice). Here there be monsters, ye be warned.

World Depth

This is the distance to the floor of the world below y0.
Has one of the largest performance impacts on a world of all settings.
Excessive values may require additional mods to stabilize depending on your mod stack.
"Solid" chunks such as underground layers are significantly computationally expensive relative to air filled chunks, both at generation time and ongoing.
High depth values will significantly increase your world save sizes.
Screenshot Value Description
64 Vanilla Minecraft Depth
128 Modern Default Preset Depth
1024 Balrogs
2032 Must be edited in preset file directly (not exposed by deliberate design choice). Here there be monsters, ye be warned.

Sea level

This is the distance to the surface of the ocean relative to y0.
Air blocks below this y level will be water filled oceans unless they're a cave.
Increasing sea levels will not result in oceans overflowing onto generated continents (this is otherwise best managed via control points).
Increasing the sea level will increase the y height that continents transition from shallow ocean to continent shoreline.
Screenshot Value Description
0 Generates an ocean free world.
River terminations will look weird (either disable rivers or live with it).
63 Vanilla Minecraft Water Level

Clone this wiki locally