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Apollo edited this page Sep 1, 2025 · 1 revision

Tectonic's mod version has an expansive mod config with many options to adjust and toggle.

If you have the mod installed on the client, you can access the config screen by going to the mod menu and opening the screen from the Tectonic section. That screen has all the config options explained, so you don't have to keep checking this wiki page.

Options


General

Mod Enabled

When disabled, the mod lays dormant and does nothing.

Snow Start Offset

Offsets the y-level snow in cold biomes like Taigas starts at.


Global Terrain

Vertical Scale

Vertically stretches terrain above sea level. Doubling this value will double the surface's height at a given point from sea level. Offsets the y-level snow in cold biomes like Taigas starts at.

Increased Height

Increases the max build and generation height to y640.

Ultrasmooth

Greatly smoothens out the terrain like Tectonic v2, removing staircasing artifacts at the cost of strange/broken generation in deep oceans and windswept biomes.


Continents

Ocean Offset

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!

Continents Scale

Horizontally scales continents. Lower values = larger continents and oceans between them.

Erosion Scale

Horizontally scales erosion, primarily impacting mountains. Lower values = thicker mountain ranges and terrain between them.

Ridge Scale

Horizontally scales the ridge noise, primarily impacting rivers and terrain around them like plateaus. Lower values = wider rivers and terrain between them.

Underground Rivers

Rivers that reach mountain ranges continue underground, allowing smoother boat exploration.

River Lanterns

Underground rivers will rarely generate with hanging lanterns.

Flat Terrain Skew

The threshold where plateau terrain becomes flatter terrain. Positive numbers favor flat terrain and negative numbers favor plateau terrain.

Rolling Hills

Some Plains biomes generate very smooth, hilly terrain.

Jungle Pillars

Some jungles generate massive pillars that can extend upwards of a hundred blocks tall.


Islands

Enabled

Islands with vanilla mountainous terrain dot the oceans.

With Terralith installed, these spawn volcanoes!

Noise Scale

Horizontally scales islands. Lower values = larger islands and oceans between them.

Noise Multiplier

Multipliers the island noise, making normal and mushroom islands more common.

Noise Offset

Offsets the island noise. Higher values favor normal islands, lower values favor mushroom islands.


Oceans

Ocean Depth

0 is at sea level, -0.5 is 64 blocks below sea level.

Deep Ocean Depth

0 is at sea level, -0.5 is 64 blocks below sea level.

Ocean Monument Offset

Offsets (vanilla) ocean monuments to adjust for deeper oceans.

Remove Frozen Ocean Ice

Removes the surface ice from Frozen Oceans, making them as navigable as Deep Frozen Oceans.


Biomes

Temperature Multiplier

Multiplies the temperature noise, causing extreme cold/warm biomes (snowy biomes, deserts) to be favored.

Temperature Scale

Horizontally scales the temperature noise. Lower values = larger distance between biomes of different temperatures.

Temperature Offset

Offsets the average value of the temperature noise. Higher values favor more deserts/warm biomes, lower values favor more snowy/cold biomes.

Vegetation Multiplier

Multiplies the vegetation noise, causing extreme dry/humid biomes (sunflower plains, dark forests) to be favored.

Vegetation Scale

Horizontally scales the vegetation noise. Lower values = larger distance between biomes of different humidities (e.g. savannas and jungles).

Vegetation Offset

Offsets the average value of the vegetation noise. Higher values favor more densely vegetated biomes, lower values favor more sparsely vegetated biomes.


Caves

Depth Cutoff Start

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 Size

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.

Cheese Enabled

The standard expansive, large cheese-shaped caves.

Cheese Additive

Density added to cheese caves. Lower values = bigger cheese caves.

Noodle Enabled

The narrow, claustrophobic noodle-shaped caves.

Noodle Additive

Density added to noodle caves. Lower values = bigger noodle caves.

Spaghetti Enabled

The tunneling, medium sized spaghetti-shaped caves.

Carvers Enabled

Whether old caves/ravines should generate.

Lava Tunnels

Rare, deep underground tunnels of lava sometimes generate at the bottom of the world.