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World Settings
Edward edited this page Jul 19, 2026
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| Controls the continent generator variant in use when generating the overworld. | ||
| Screenshot | Value | Description |
|---|---|---|
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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. |
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MULTI-IMPROVED | Generates naturally shaped continents that gives a good mix of organic shapes and general land form distribution. Does not support 3D rivers. |
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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. |
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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. |
| Strongly influences the generation shape of legacy continents. Not available for UPLIFT or MULTI-IMPROVED continent types. | ||
| Screenshot | Value | Description |
|---|---|---|
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MANHATTAN | Generates organic shaped continents with large oceans separating continents. |
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NATURAL | Generates organic shaped continents with moderate oceans separating continents. |
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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. |
| Controls the overall world footprint size of continents generated. | ||
| Screenshot | Value | Description |
|---|---|---|
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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. |
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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. |
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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. |
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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. |
| Applies a jitter to the continent centers generated. Higher values make continents less aligned to the underlying Voronoi cell grid. | ||
| Screenshot | Value | Description |
|---|---|---|
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0.50 | Can see some of the underlying Voronoi cell grid lines. |
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0.65 | Distorts the grid generating reasonable and practical continent offsets to disguise grid noise. |
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0.80 | Distorts the grid about as much as is safe to do so. |
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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. |
| 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 |
|---|---|---|
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0.00 | No continents are skipped. |
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0.25 | 25% of continents are skipped. |
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0.50 | 50% of continents are skipped. |
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0.75 | 75% of continents are skipped. |
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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. |
| Controls the percentage smaller that continent scales can potentially be reduced to. | ||
| Screenshot | Value | Description |
|---|---|---|
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0.00 | All continents generated use the full Voronoi cell dimensions (based on their control point values / continent shape)) |
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0.25 | 25% of continents generated can be up to 25% smaller. |
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0.50 | 50% of continents generated can be up to 50% smaller. |
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0.75 | 75% of continents generated can be up to 75% smaller. |
| 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 |
|---|---|---|
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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. |
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3 | Detailed coastal regions (when combined with noise gain, lacunarity) |
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5 | Highly detailed coastal region profiles with fine grained variation. |
| 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 |
|---|---|---|
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0.00 | Breaks distortion approach resulting in rigid Voronoi cell derived continent shapes. |
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0.125 | Leans towards heavily organic continent shapes. |
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0.25 | Good shape, keeps organic profile but gains interest. |
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0.375 | Lots of visual interest, some homogenisation of coastal profiles beginning. |
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0.50 | Continent shape starting to be more bloblike, but lots of erratic details in edges. |
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Modifies the frequency of each noise octave.
‣ Higher frequencies effectively reduce the scale of noise adding more variation over shorter distances. |
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| Screenshot | Value | Description |
|---|---|---|
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1.00 | Very little evidence of noise variance. |
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2.50 | Small amounts of noise variance. |
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5.00 | Moderate noise variance. |
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7.50 | Heavy noise variance. |
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10.00 | Extreme noise evidence. Broken, erratic terrain is generated. |
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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. |
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| Screenshot | Value | Description |
|---|---|---|
| CONTINENT_CENTER | Spawns the player at the center of the nearest continent center to the currently set spawn coordinate. | |
| ISLANDS | Deprecated? Broken? TBC. Currently just sets you at x0 z0. | |
| 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. | |
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This is the maximum build height of the world being generated above 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. ‣ 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 values will significantly increase your world save sizes. |
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| 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. | |
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TOO LOW | v0.0.6006 onwards: If noise configurations for a preset result in terrain being generated taller than the world limits, the truncated terrain will be highlighted in bright pink to draw attention to this fact so that terrain scales or world heights can be suitably adjusted. |
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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. |
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| 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. | |
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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. |
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| Screenshot | Value | Description |
|---|---|---|
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0 |
Generates an ocean free world.
River terminations will look weird (either disable rivers or live with it). |
| 63 | Vanilla Minecraft Water Level | |
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This is the distance below y0 that air and water will be replaced with lava.
‣ Generates lava lake like results. ‣ Lava levels set below world depth have no impact. |
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| Screenshot | Value | Description |
|---|---|---|
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Above sea level | Breaks many underlying assumptions of the world generation.
Generates a broken, degenerate world with a lava ocean repalcing oceans and many artifacts. Interesting but do not recommend for a real playthrough. |
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Below 0 | Tune to taste, some people like having lava lakes in the deeps (Handy for Create playthroughs) |







































