Customized World Presets Details

Customized is a world type replacing the normal varied terrain of the Overworld with customizable features. The world type was previewed by Ryan Holtz via a video posted to the Team Mojang YouTube channel, which is based on a Minecraft mod called Wedge he made in 2012. There are 16 sliders which can be used to affect various aspects of Minecraft's terrain generator, but you can also type in values directly. You also have complete control over things like the sea level and what structures you want to generate. Below are details about each category of settings and value ranges, defaults, and descriptions about each individual setting.



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Basic Settings

There are 17 customization options which affect whether generated structures will spawn in, as well as other environmental factors.

Preset Option Values/Ranges Default Description
Has Lava Oceans: Yes/No No If Yes, the ocean is made up of lava source blocks instead of water.
Sea Level: 1-255 63 The maximum height oceans can generate up to
Has Dungeons: Yes/No Yes If No, Dungeons will not generate in the world
Dungeon Chance: 1-100 7 Changes how many times the game will try to generate a dungeon per chunk (this is not the actual number of dungeons per chunk- not all attempts are successful)
Has Water Lakes: Yes/No Yes If No, water lakes will not generate
Water Lake Chance: 1-100 4 Increases/decreases the rarity of water lake generation; lower values mean a higher number of water lakes
Has Lava Lakes: Yes/No Yes If No, lava lakes will not generate (Note: This does not prevent lava from filling up caves under Y level 10)
Lava Lake Chance: 1-100 80 Increases/decreases the rarity of lava lake generation; lower values mean a higher number of lava lakes.
River Size: 1-5 4 Increases/decreases the size and frequency of rivers. So while you get only slightly bigger rivers by changing this 2 points, you also get around 3x as many rivers. At 1, it's a marshland of rivers everywhere. At 5, you have large stretches of no water.
Biome Size: 1-8 4 Increases/decreases the size of biomes. Increasing the number by one seems to double the size of biomes.
Has Caves: Yes/No Yes If No, caves will not generate in the world
Has Strongholds: Yes/No Yes If No, Strongholds will not generate in the world
Has MineShafts: Yes/No Yes If No, mineshafts will not generate in the world
Has Ravines: Yes/No Yes If No, Ravines will not generate in the world
Has Villages: Yes/No Yes If No, Villages will not generate in the world
Has Temples: Yes/No Yes If No, Temples will not generate in the world

Choose Which Biome(s) Spawn

List of which biome(s) should generate in the world, Default is ALL

All, Ocean, Plains, Desert, Extreme Hills, Forest, Taiga, Swampland, River, Ice Plains Spikes, FrozenOcean, FrozenRiver, Ice Plains, Ice Mountains, MushroomIsland, MushroomIslandShore, Beach, DesertHills, ForestHills, TaigaHills, Extreme Hills Edge, Jungle, JungleHills, JungleEdge, Deep Ocean, Stone Beach, Cold Beach, Birch Forest, Birch Forest Hills, Roofed Forest, Cold Taiga, Cold Taiga Hills, Mega Taiga, Mega Taiga Hills, Extreme Hills+, Savanna, Savanna Plateau, Mesa, Mesa Plateau F, Mesa Plateau,

Ore Settings

These settings are all related to ore and mineral spawn behaviour

Default Settings

Option Parameters Dirt Gravel Granite Diorite Andesite Coal Iron Gold Redstone Diamond Lapis
Spawn Frequency 0-40 10 8 10 10 10 20 20 2 8 1 1
Vein Size 1-50 33 33 33 33 33 17 9 9 8 8 7
Min. Height 0-255 0 0 0 0 0 0 0 0 0 0 16*
Max. Height 0-255 256 256 80 80 80 128 64 32 16 16 16*
* The Lapis Lazuli distribution follows its own rules : instead of a minimum and a maximum height, it is based on a center height and a spread value. By default, these values are set to 16, meaning that Lapis Lazuli can generate within levels 0 to 32, mostly around level 16.

Advanced Settings

There are 16 customization options which can be used to affect various aspects of Minecraft's terrain generator. These settings are on two pages, one with sliders and one which allows for text input. On the manual text input page, typing in any value lower or higher than the allowed parameter will change the value to the lowest or highest value possible for that customization option.


Minecraft uses Perlin Noise to create the randomness of its terrain. Perlin Noise is a method for generating noise that transitions smoothly and looks more natural than 'regular' noise. "For each chunk, the game generates three same-sized cubes of Perlin Noise (Lower Limit, Upper Limit, and Main), then for each position in the cube, it selects a value in between the Upper Limit noise and Lower Limit noise using the value in the Main noise as the interpolation factor.

Customization option Parameters Default Description
Main Noise Scale X 1–5000 80 Stretches the terrain along the x-axis, consequently making the terrain more smooth. Larger values for smoother terrain.
Main Noise Scale Y 1–5000 160 Stretches the terrain along the y (height) axis. Larger values for smoother, higher and more hilly terrain.
Main Noise Scale Z 1–5000 80 Stretches the terrain along the z-axis, consequently making the terrain more smooth. Larger values for smoother terrain.
Depth Noise Scale X 1–2000 200 Creates more variations and abrupt changes in the height of the terrain along the x-axis.
Depth Noise Scale Z 1–2000 200 Creates more variations and abrupt changes in the height of the terrain along the z-axis.
Depth Noise Exponent 0.01–20 0.5 Customizes the size of random shapes that appear in world generation
Depth Base Size 1–25 8.5 Decides at which height the surface is generated, before anything else is manipulated. But unlike a stretch effect, this gives more ground to be manipulated.
Coordinate Scale 1–6000 684.412 Horizontal stretch of the main world. This effectively handles "sharpness", which makes differences in the terrain more distinct. Increasing this value makes sharper edges, sharper and steeper hills, decreasing this value will smooth out the whole terrain much with less fluctuations. This applies to the first run of hills/mountains the game makes, but not to further changes.
Height Scale 1–6000 684.412 Vertical stretch of the main world. This applies to the first run of hills/mountains the game makes, but not to further changes.
Lower Limit Scale 1–5000 512 Make terrain more solid/riddled with holes depending on how close the values are to the upper limit scale values. Note however, that it is used in cave/cavern generation, and so setting them far apart with caves/caverns turned off doesn't give you holed terrain.
Upper Limit Scale 1–5000 512 Make terrain more solid/riddled with holes depending on how close the values are to the lower limit scale values. Note however, that it is used in cave/cavern generation, and so setting them far apart with caves/caverns turned off doesn't give you holed terrain.
Biome Depth Weight 1–20 1 How much the biome is allowed to modify the base values - setting the weights up means more variance by biome, while setting them to zero makes biomes not change the landscape (but only the plants).
Biome Depth Offset 0–20 0 How long the game takes to make a transition from its normal value to the modified ones for the biome - larger values means a smoother transition over more blocks.
Biome Scale Weight 1–20 1 How much the biome is allowed to modify the base values - setting the weights up means more variance by biome, while setting them to zero makes biomes not change the landscape (but only the plants).
Biome Scale Offset 0–20 0 How long the game takes to make a transition from its normal value to the modified ones for the biome - larger values means a smoother transition over more blocks.
Height Stretch 0.01–50 12 Everything gets stretched or crushed more along the y-axis. It pulls terrain upward, with smaller values causing more extreme stretching.

find out more info on the Minecraft Wiki