I tried using Tectonic, Terralith, and Terratonic (datapack), but I didn't get the desired results. I tried messing with Tectonic's settings, but it generated mostly small mountains and almost no flat areas. I didn't find any tweaking settings for Terralith or Terratonic. I think the only way to achieve this is by using world edit and doing it manually.

Please share your settings if you can roughly get this look.

Here's my settings:

{
  "biomes": {
    "temperature_multiplier": 1.0,
    "temperature_offset": 0.4,
    "temperature_scale": 0.15,
    "vegetation_multiplier": 1.0,
    "vegetation_offset": 0.0,
    "vegetation_scale": 0.15
  },
  "caves": {
    "carvers_enabled": true,
    "cheese_additive": 0.27,
    "cheese_enabled": true,
    "depth_cutoff_size": 0.1,
    "depth_cutoff_start": 0.1,
    "noodle_additive": -0.075,
    "noodle_enabled": true,
    "spaghetti_enabled": true
  },
  "continents": {
    "continents_scale": 1.0,
    "erosion_scale": 0.2,
    "flat_terrain_skew": 0.6,
    "jungle_pillars": true,
    "ocean_offset": -0.95,
    "ridge_scale": 0.25,
    "river_ice": false,
    "river_lanterns": true,
    "rolling_hills": true,
    "underground_rivers": true
  },
  "general": {
    "mod_enabled": true,
    "snow_start_offset": 230
  },
  "global_terrain": {
    "elevation_boost": 0.05,
    "lava_tunnels": true,
    "max_y": 320,
    "min_y": -64,
    "ultrasmooth": false,
    "vertical_scale": 1.8
  },
  "islands": {
    "enabled": true,
    "noise_multiplier": 1.0,
    "noise_offset": 0.3,
    "noise_scale": 1.0
  },
  "minor_version": 1,
  "oceans": {
    "deep_ocean_depth": -0.45,
    "monument_offset": -30,
    "ocean_depth": -1.0,
    "remove_frozen_ocean_ice": true
  }
}

by typcalthowawayacount

3 Comments

  1. Mobius_Peverell on

    I’ve spent a decade working on this problem specifically, and my conclusion is that it’s essentially not possible within the current game engine. The game builds terrain by adding different octaves of quasi-perlin noise together, and you just can’t create areas of contrasting composition like this from that. All the world winds up having the same “scale” of noise (mountains are one size and look one way, hills are one size and look one way, bumps on terrain are one size and look one way) because the same noise is used across the entire world—so you can’t get the sort of natural variation that you do in real life, where it looks like different areas are made out of different substances. And that’s not even getting to erosion, which is also impractical to do for a world that doesn’t pre-generate.

  2. I can’t give any ideas on how to do it via mods, but maybe try tinkering around with a tool like axiom to terraform around your base? I wish we could have terrain like this as well