Terrain Customization
Advanced techniques for customizing terrain generation.
Noise Generation Parameters
BiomeGen uses multi-layered Perlin noise for natural-looking terrain variation.
terrain:
advanced:
noise_settings:
primary_frequency: 0.0025
secondary_frequency: 0.005
tertiary_frequency: 0.01
valley_frequency: 0.002
amplitude_blocks: 18.0
hills_influence: 0.6
valley_influence: 0.25Frequency Settings
Lower frequency (0.001-0.002) = Gradual, rolling terrain
Higher frequency (0.01-0.02) = Sharp, varied terrain
primary_frequency - Main terrain features
secondary_frequency - Medium detail
tertiary_frequency - Fine detail
valley_frequency - Valley formation
Influence Settings
hills_influence (0.0-1.0) - Weight of hill generation
valley_influence (0.0-1.0) - Weight of valley generation
Balance these for different terrain styles.
Amplitude
amplitude_blocks - Maximum height change in blocks
Higher values = more dramatic terrain
Must match
max_variationfor consistency
Height Variation
Control terrain height range:
terrain:
base_height: 67
advanced:
max_variation: 18This creates terrain from 49 to 85 blocks (67 ± 18).
Examples:
Flatter terrain:
max_variation: 10(57-77 blocks)Dramatic terrain:
max_variation: 30(37-97 blocks)Nearly flat:
max_variation: 3(64-70 blocks)
World-Specific Overrides
Apply different settings to each world:
worlds:
"flatworld":
terrain:
advanced:
max_variation: 5
noise_multiplier: 0.5
"mountainworld":
terrain:
base_height: 80
advanced:
max_variation: 35
amplitude_multiplier: 2.5
noise_settings:
primary_frequency: 0.002
hills_influence: 0.8Terrain Styles
Rolling Hills
terrain:
advanced:
max_variation: 15
noise_multiplier: 0.7
noise_settings:
primary_frequency: 0.003
hills_influence: 0.7
valley_influence: 0.2Dramatic Mountains
terrain:
base_height: 85
advanced:
max_variation: 40
amplitude_multiplier: 2.2
noise_settings:
primary_frequency: 0.002
hills_influence: 0.8
valley_influence: 0.1Nearly Flat
terrain:
advanced:
max_variation: 4
noise_multiplier: 0.3
amplitude_multiplier: 0.8Performance Considerations
High terrain variation:
Increases generation time
More complex lighting calculations
May cause lag on lower-end servers
Optimization tips:
Enable
cache_noise_generators: trueIncrease
cache_sizefor better performancePre-generate chunks:
/bg preload <world> <radius>Use lower
chunks_per_tickon busy servers
Testing Changes
Last updated