{
  "biomes": {
    "temperature_multiplier": 1.1,
    "temperature_offset": 0.0,
    "temperature_scale": 0.06,
    "vegetation_multiplier": 1.1,
    "vegetation_offset": 0.0,
    "vegetation_scale": 0.06
  },
  "caves": {
    // Whether old caves/ravines should generate. Game restart required!
    "carvers_enabled": true,
    // Density added to cheese caves. Lower values = bigger cheese caves.
    "cheese_additive": 0.27,
    // The standard expansive, large cheese-shaped caves.
    "cheese_enabled": true,
    // 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.
    "depth_cutoff_size": 0.1,
    // 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.
    "depth_cutoff_start": 0.1,
    // Density added to noodle caves. Lower values = bigger noodle caves.
    "noodle_additive": -0.075,
    // The narrow, claustrophobic noodle-shaped caves.
    "noodle_enabled": true,
    // Alters ore generation to generate at more acceptable levels when min_y is lowered.
    "ore_fix": false,
    // The tunneling, medium sized spaghetti-shaped caves.
    "spaghetti_enabled": true
  },
  "continents": {
    // Horizontally scales continents. Lower values = larger continents and oceans between them.
    "continents_scale": 0.13,
    // Horizontally scales erosion, primarily impacting mountains. Lower values = thicker mountain ranges and terrain between them.
    "erosion_scale": 0.25,
    // The threshold where plateau terrain becomes flatter terrain. Positive numbers favor flat terrain and negative numbers favor plateau terrain.
    "flat_terrain_skew": 0.1,
    // Some jungles generate massive pillars that can extend upwards of a hundred blocks tall.
    "jungle_pillars": true,
    // 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!
    "ocean_offset": -0.8,
    // Horizontally scales the ridge noise, primarily impacting rivers and terrain around them like plateaus. Lower values = wider rivers and terrain between them.
    "ridge_scale": 0.25,
    // Underground rivers under snowy biomes will generate with ice.
    "river_ice": false,
    // Underground rivers will rarely generate with hanging lanterns.
    "river_lanterns": true,
    // Some Plains biomes generate very smooth, hilly terrain.
    "rolling_hills": true,
    // Rivers that reach mountain ranges continue underground, allowing smoother boat exploration.
    "underground_rivers": true
  },
  "experimental": {
    "alternate_continents_scaling": false,
    "alternate_erosion_scaling": false
  },
  "general": {
    // When disabled, the mod lays dormant and does nothing. Game restart required!
    "mod_enabled": true,
    // Offsets the y-level snow in cold biomes like Taigas starts at.
    "snow_start_offset": 128
  },
  "global_terrain": {
    // Increases the effects of Vertical Scale on mountainous terrain. This will increase the scale of mountains and plateaus faster than lowlands.
    "elevation_boost": 0.0,
    // Rare, deep underground tunnels of lava sometimes generate at the bottom of the world.
    "lava_tunnels": true,
    "max_y": 320,
    "min_y": -64,
    // Greatly smoothens out the terrain like Tectonic v2, removing staircasing artifacts at the cost of strange/broken generation in deep oceans and windswept biomes.
    "ultrasmooth": true,
    // Vertically stretches terrain above sea level. Doubling this value will double the surface's height at a given point from sea level.
    "vertical_scale": 1.125
  },
  "islands": {
    "enabled": true,
    "noise_multiplier": 1.0,
    "noise_offset": 0.0,
    "noise_scale": 0.11
  },
  "minor_version": 1,
  "oceans": {
    // 0 is at sea level, -0.5 is 64 blocks below sea level.
    "deep_ocean_depth": -0.45,
    // Offsets (vanilla) ocean monuments to adjust for deeper oceans.
    "monument_offset": -30,
    // 0 is at sea level, -0.5 is 64 blocks below sea level.
    "ocean_depth": -0.22,
    // Removes the surface ice from Frozen Oceans, making them as navigable as Deep Frozen Oceans.
    "remove_frozen_ocean_ice": false
  }
}