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FearFactory/1.20.1-FearFactoryTest/minecraft/config/custom_worldgen-config-readme.md

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# Config Generator
If you are confused about all parameters and terrain generation, you can try our [Config Generator](https://viola-siemens.github.io/pages/tools/oceanworld-config.html) to generate config and see the preview of the config you make.
# Temperature
## Description
The temperature values MUST BE ASCENDING!
Temperature in [-1.0, FROZEN_TEMPERATURE] will be filled with frozen biomes (eg. Snowy Plains, Frozen Ocean), [FROZEN_TEMPERATURE, COOL_TEMPERATURE] is for cold biomes (eg. Taiga, Cold Ocean), [COOL_TEMPERATURE, WARM_TEMPERATURE] is for neutral biomes (eg. Plains, Forests), [WARM_TEMPERATURE, HOT_TEMPERATURE] is for warm biomes (eg. savanna, jungle), and [HOT_TEMPERATURE, 1.0] is for hot biomes (eg. badlands, desert).
## Presets
### Vanilla
```json
{
"FROZEN_TEMPERATURE": -0.45,
"COOL_TEMPERATURE": -0.15,
"WARM_TEMPERATURE": 0.2,
"HOT_TEMPERATURE": 0.55,
"OCTAVE_TEMPERATURE_ADDER": 0
}
```
# Humidity
## Description
The humidity values MUST BE ASCENDING!
Temperature in [-1.0, ARID_HUMIDITY] will be filled with arid biomes (eg. ice spikes, savanna), [ARID_HUMIDITY, DRY_HUMIDITY] is for dry biomes (eg. plains, windswept gravelly hills), [DRY_HUMIDITY, WET_HUMIDITY] is for neutral biomes (eg. meadows, forests), [WET_HUMIDITY, HUMID_HUMIDITY] is for wet biomes (eg. taiga, wooded badlands), and [HUMID_HUMIDITY, 1.0] is for humid biomes (eg. dark forests, jungle).
## Presets
### Vanilla
```json
{
"ARID_HUMIDITY": -0.35,
"DRY_HUMIDITY": -0.1,
"WET_HUMIDITY": 0.1,
"HUMID_HUMIDITY": 0.3,
"OCTAVE_HUMIDITY_ADDER": 0
}
```
# Continentalness
## Description
The continentalness values and shaper values MUST BE ASCENDING!
If you modify these continentalness values, please remember to modify shaper values under the guide.
## Presets
### Default Values in Ocean World Mod
```json
{
"MUSHROOM_FIELDS_TO_DEEP_OCEAN_CONTINENTALNESS": -1.01,
"DEEP_OCEAN_TO_OCEAN_CONTINENTALNESS": 0.29,
"OCEAN_TO_COAST_CONTINENTALNESS": 0.42,
"COAST_TO_INLAND_CONTINENTALNESS": 0.51,
"NEAR_INLAND_TO_MID_INLAND_CONTINENTALNESS": 0.62,
"MID_INLAND_TO_MOUNTAINS_CONTINENTALNESS": 0.785,
"PEAKS_CONTINENTALNESS": 0.9,
"MUSHROOM_FIELDS_TO_DEEP_OCEAN_SHAPER": -0.99,
"DEEP_OCEAN_TO_OCEAN_SHAPER": 0.25,
"OCEAN_TO_COAST_SHAPER": 0.325,
"COAST_WATER_SHAPER": 0.43,
"COAST_BANK_SHAPER": 0.47,
"COAST_LAND_SHAPER": 0.48,
"NEAR_INLAND_SHAPER": 0.52,
"INLAND_EROSION_SHAPER": 0.64,
"MID_INLAND_SHAPER": 0.76,
"PEAKS_EROSION_SHAPER": 0.92,
"OCTAVE_CONTINENTALNESS_ADDER": 1
}
```
Notice that the larger gap between two neighbor values, the more frequently it will generate. The example given above means deep ocean (-1.01~0.29) will generate most frequently.
### Vanilla
```json
{
"MUSHROOM_FIELDS_TO_DEEP_OCEAN_CONTINENTALNESS": -1.05,
"DEEP_OCEAN_TO_OCEAN_CONTINENTALNESS": -0.455,
"OCEAN_TO_COAST_CONTINENTALNESS": -0.19,
"COAST_TO_INLAND_CONTINENTALNESS": -0.11,
"NEAR_INLAND_TO_MID_INLAND_CONTINENTALNESS": 0.03,
"MID_INLAND_TO_MOUNTAINS_CONTINENTALNESS": 0.3,
"PEAKS_CONTINENTALNESS": 0.55,
"MUSHROOM_FIELDS_TO_DEEP_OCEAN_SHAPER": -1.02,
"DEEP_OCEAN_TO_OCEAN_SHAPER": -0.51,
"OCEAN_TO_COAST_SHAPER": -0.44,
"COAST_WATER_SHAPER": -0.18,
"COAST_BANK_SHAPER": -0.16,
"COAST_LAND_SHAPER": -0.15,
"NEAR_INLAND_SHAPER": -0.1,
"INLAND_EROSION_SHAPER": 0.06,
"MID_INLAND_SHAPER": 0.25,
"PEAKS_EROSION_SHAPER": 0.65,
"OCTAVE_CONTINENTALNESS_ADDER": 0
}
```
## Comments
Here are some constructive comments for you to modify the shaper values:
- MUSHROOM_FIELDS_TO_DEEP_OCEAN_SHAPER should be greater than MUSHROOM_FIELDS_TO_DEEP_OCEAN_CONTINENTALNESS.
- DEEP_OCEAN_TO_OCEAN_SHAPER should be a little less than DEEP_OCEAN_TO_OCEAN_CONTINENTALNESS.
- OCEAN_TO_COAST_SHAPER should be between DEEP_OCEAN_TO_OCEAN_CONTINENTALNESS and OCEAN_TO_COAST_CONTINENTALNESS.
- COAST_WATER_SHAPER should be close to OCEAN_TO_COAST_CONTINENTALNESS.
- COAST_BANK_SHAPER should be between OCEAN_TO_COAST_CONTINENTALNESS and COAST_TO_INLAND_CONTINENTALNESS.
- COAST_LAND_SHAPER should be a little greater than COAST_BANK_SHAPER.
- NEAR_INLAND_SHAPER should be a little greater than COAST_TO_INLAND_CONTINENTALNESS.
- INLAND_EROSION_SHAPER should be a little greater than NEAR_INLAND_TO_MID_INLAND_CONTINENTALNESS.
- MID_INLAND_SHAPER should be a little less than MID_INLAND_TO_MOUNTAINS_CONTINENTALNESS.
- PEAKS_EROSION_SHAPER should be a little greater than PEAKS_CONTINENTALNESS.
# Others
## STRUCTURE_DENSITY_MULTIPLIER
The higher, the denser the structures will be. The lower, the less chance you can find structures in your world.
## ENABLE_MUSHROOM_FIELDS_SPAWN
If true, players can spawn at mushroom fields.