-
Notifications
You must be signed in to change notification settings - Fork 16
Config
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.

When disabled, the mod lays dormant and does nothing.
Offsets the y-level snow in cold biomes like Taigas starts at.
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.
Increases the max build and generation height to y640.
Greatly smoothens out the terrain like Tectonic v2, removing staircasing artifacts at the cost of strange/broken generation in deep oceans and windswept biomes.
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!
Horizontally scales continents. Lower values = larger continents and oceans between them.
Horizontally scales erosion, primarily impacting mountains. Lower values = thicker mountain ranges and terrain between them.
Horizontally scales the ridge noise, primarily impacting rivers and terrain around them like plateaus. Lower values = wider rivers and terrain between them.
Rivers that reach mountain ranges continue underground, allowing smoother boat exploration.
Underground rivers will rarely generate with hanging lanterns.
The threshold where plateau terrain becomes flatter terrain. Positive numbers favor flat terrain and negative numbers favor plateau terrain.
Some Plains biomes generate very smooth, hilly terrain.
Some jungles generate massive pillars that can extend upwards of a hundred blocks tall.
Islands with vanilla mountainous terrain dot the oceans.
With Terralith installed, these spawn volcanoes!
Horizontally scales islands. Lower values = larger islands and oceans between them.
Multipliers the island noise, making normal and mushroom islands more common.
Offsets the island noise. Higher values favor normal islands, lower values favor mushroom islands.
0 is at sea level, -0.5 is 64 blocks below sea level.
0 is at sea level, -0.5 is 64 blocks below sea level.
Offsets (vanilla) ocean monuments to adjust for deeper oceans.
Removes the surface ice from Frozen Oceans, making them as navigable as Deep Frozen Oceans.
Multiplies the temperature noise, causing extreme cold/warm biomes (snowy biomes, deserts) to be favored.
Horizontally scales the temperature noise. Lower values = larger distance between biomes of different temperatures.
Offsets the average value of the temperature noise. Higher values favor more deserts/warm biomes, lower values favor more snowy/cold biomes.
Multiplies the vegetation noise, causing extreme dry/humid biomes (sunflower plains, dark forests) to be favored.
Horizontally scales the vegetation noise. Lower values = larger distance between biomes of different humidities (e.g. savannas and jungles).
Offsets the average value of the vegetation noise. Higher values favor more densely vegetated biomes, lower values favor more sparsely vegetated biomes.
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.
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.
The standard expansive, large cheese-shaped caves.
Density added to cheese caves. Lower values = bigger cheese caves.
The narrow, claustrophobic noodle-shaped caves.
Density added to noodle caves. Lower values = bigger noodle caves.
The tunneling, medium sized spaghetti-shaped caves.
Whether old caves/ravines should generate.
Rare, deep underground tunnels of lava sometimes generate at the bottom of the world.