If you are using InvSwitcher, then it will switch out Advancements when you change worlds and that can cause spam, so we recommend you set the game rule `/gamerule announceAdvancements false`.
The config is very similar to BSkyBlock, AcidIsland, etc.
Each player will have a land of their own to explore up to the limit of the island distance value. The default is 400, so the land will be 800 x 800 blocks. The land is semi-random, but each player will get roughly the same layout (see the biomes config). Structures such as villages, broken nether gates, shipwrecks, etc. are random and so some players may get them, others not. In a future version, switching off structures will be a config option. Strongholds are switched off and do not exist. Each player's land is surrounded by seas of different temperatures. If the border is not solid, then players can theoretically explore other lands.
*World Seed*
The world seed is what it is used to generate the lands. I recommend keeping this value. If you change it the land may be very different.
### Blueprint
There is one blueprint "island" that is used to generate the tree, chest and blocks below down to y = 5. The default height of the surface is about y = 65, so the blueprint has to be about 60 blocks tall. If you make any good blueprints, please share them!
### advancements.yml
This file contains all the advancements and how much your box should grow if you get one. The file can contain custom advancements if you have them. The default is for most recipe advancements to give nothing.
Example:
```
advancements:
'minecraft:adventure/adventuring_time': 1
'minecraft:adventure/arbalistic': 1
'minecraft:adventure/bullseye': 1
'minecraft:adventure/hero_of_the_village': 1
'minecraft:adventure/honey_block_slide': 1
'minecraft:adventure/kill_a_mob': 1
...
```
### biomes.yml
The player's land has biomes and they are defined here. It's not possible to define where the biomes are right now, only what affect they have on the terrain.
* height: the default height is 8. Lower numbers will produce lower land, higher higher land.
* scale: this is how smooth the land will be. Smaller numbers are more jagged, larger numbers are flatter.
Setting ocean biomes to higher height numbers will result in the ocean floor being above the sea level and creating land.
A lot of these numbers are rough guesses right now and if you come up with better values, please share them!