+# Defines areas where trees have apples.
+# type: noise_params_2d
+# mgv6_np_apple_trees = {
+# offset = 0,
+# scale = 1,
+# spread = (100, 100, 100),
+# seed = 342902,
+# octaves = 3,
+# persistence = 0.45,
+# lacunarity = 2.0,
+# flags = eased
+# }
+
+## Mapgen V7
+
+# Map generation attributes specific to Mapgen v7.
+# 'ridges': Rivers.
+# 'floatlands': Floating land masses in the atmosphere.
+# 'caverns': Giant caves deep underground.
+# type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
+# mgv7_spflags = mountains,ridges,nofloatlands,caverns
+
+# Y of mountain density gradient zero level. Used to shift mountains vertically.
+# type: int min: -31000 max: 31000
+# mgv7_mount_zero_level = 0
+
+# Lower Y limit of floatlands.
+# type: int min: -31000 max: 31000
+# mgv7_floatland_ymin = 1024
+
+# Upper Y limit of floatlands.
+# type: int min: -31000 max: 31000
+# mgv7_floatland_ymax = 4096
+
+# Y-distance over which floatlands taper from full density to nothing.
+# Tapering starts at this distance from the Y limit.
+# For a solid floatland layer, this controls the height of hills/mountains.
+# Must be less than or equal to half the distance between the Y limits.
+# type: int min: 0 max: 32767
+# mgv7_floatland_taper = 256
+
+# Exponent of the floatland tapering. Alters the tapering behavior.
+# Value = 1.0 creates a uniform, linear tapering.
+# Values > 1.0 create a smooth tapering suitable for the default separated
+# floatlands.
+# Values < 1.0 (for example 0.25) create a more defined surface level with
+# flatter lowlands, suitable for a solid floatland layer.
+# type: float
+# mgv7_float_taper_exp = 2.0
+
+# Adjusts the density of the floatland layer.
+# Increase value to increase density. Can be positive or negative.
+# Value = 0.0: 50% of volume is floatland.
+# Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
+# to be sure) creates a solid floatland layer.
+# type: float
+# mgv7_floatland_density = -0.6
+
+# Surface level of optional water placed on a solid floatland layer.
+# Water is disabled by default and will only be placed if this value is set
+# to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
+# upper tapering).
+# ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
+# When enabling water placement the floatlands must be configured and tested
+# to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
+# required value depending on 'mgv7_np_floatland'), to avoid
+# server-intensive extreme water flow and to avoid vast flooding of the
+# world surface below.
+# type: int min: -31000 max: 31000
+# mgv7_floatland_ywater = -31000
+
+# Controls width of tunnels, a smaller value creates wider tunnels.
+# Value >= 10.0 completely disables generation of tunnels and avoids the
+# intensive noise calculations.
+# type: float
+# mgv7_cave_width = 0.09
+
+# Y of upper limit of large caves.
+# type: int min: -31000 max: 31000
+# mgv7_large_cave_depth = -33
+
+# Minimum limit of random number of small caves per mapchunk.
+# type: int min: 0 max: 256
+# mgv7_small_cave_num_min = 0
+
+# Maximum limit of random number of small caves per mapchunk.
+# type: int min: 0 max: 256
+# mgv7_small_cave_num_max = 0
+
+# Minimum limit of random number of large caves per mapchunk.
+# type: int min: 0 max: 64
+# mgv7_large_cave_num_min = 0
+
+# Maximum limit of random number of large caves per mapchunk.
+# type: int min: 0 max: 64
+# mgv7_large_cave_num_max = 2
+
+# Proportion of large caves that contain liquid.
+# type: float min: 0 max: 1
+# mgv7_large_cave_flooded = 0.5
+
+# Y-level of cavern upper limit.
+# type: int min: -31000 max: 31000
+# mgv7_cavern_limit = -256
+
+# Y-distance over which caverns expand to full size.
+# type: int min: 0 max: 32767
+# mgv7_cavern_taper = 256
+
+# Defines full size of caverns, smaller values create larger caverns.
+# type: float
+# mgv7_cavern_threshold = 0.7
+
+# Lower Y limit of dungeons.
+# type: int min: -31000 max: 31000
+# mgv7_dungeon_ymin = -31000
+
+# Upper Y limit of dungeons.
+# type: int min: -31000 max: 31000
+# mgv7_dungeon_ymax = 31000
+
+### Noises
+
+# Y-level of higher terrain that creates cliffs.
+# type: noise_params_2d
+# mgv7_np_terrain_base = {
+# offset = 4,
+# scale = 70,
+# spread = (600, 600, 600),
+# seed = 82341,
+# octaves = 5,
+# persistence = 0.6,
+# lacunarity = 2.0,
+# flags = eased
+# }
+
+# Y-level of lower terrain and seabed.
+# type: noise_params_2d
+# mgv7_np_terrain_alt = {
+# offset = 4,
+# scale = 25,
+# spread = (600, 600, 600),
+# seed = 5934,
+# octaves = 5,
+# persistence = 0.6,
+# lacunarity = 2.0,
+# flags = eased
+# }
+
+# Varies roughness of terrain.
+# Defines the 'persistence' value for terrain_base and terrain_alt noises.
+# type: noise_params_2d
+# mgv7_np_terrain_persist = {
+# offset = 0.6,
+# scale = 0.1,
+# spread = (2000, 2000, 2000),
+# seed = 539,
+# octaves = 3,
+# persistence = 0.6,
+# lacunarity = 2.0,
+# flags = eased
+# }
+
+# Defines distribution of higher terrain and steepness of cliffs.
+# type: noise_params_2d
+# mgv7_np_height_select = {
+# offset = -8,
+# scale = 16,
+# spread = (500, 500, 500),
+# seed = 4213,
+# octaves = 6,
+# persistence = 0.7,
+# lacunarity = 2.0,
+# flags = eased
+# }
+
+# Variation of biome filler depth.
+# type: noise_params_2d
+# mgv7_np_filler_depth = {
+# offset = 0,
+# scale = 1.2,
+# spread = (150, 150, 150),
+# seed = 261,
+# octaves = 3,
+# persistence = 0.7,
+# lacunarity = 2.0,
+# flags = eased
+# }
+
+# Variation of maximum mountain height (in nodes).
+# type: noise_params_2d
+# mgv7_np_mount_height = {
+# offset = 256,
+# scale = 112,
+# spread = (1000, 1000, 1000),
+# seed = 72449,
+# octaves = 3,
+# persistence = 0.6,
+# lacunarity = 2.0,
+# flags = eased
+# }
+
+# Defines large-scale river channel structure.
+# type: noise_params_2d
+# mgv7_np_ridge_uwater = {
+# offset = 0,
+# scale = 1,
+# spread = (1000, 1000, 1000),
+# seed = 85039,
+# octaves = 5,
+# persistence = 0.6,
+# lacunarity = 2.0,
+# flags = eased
+# }