| Structures & settlements |
Per-region weights for dungeons, trials, pyramids, mineshafts (islandRegionRareStructureWeight*), controlled villages/outposts (floatingIslandsControlledSettlementPlacement, controlledSettlementWeight*, controlledSettlementPlaceTryChance, anchor jitter/tries), snapping rare structures to island columns (floatingIslandsSnapRareStructuresToIslandColumn, floatingIslandsRareStructurePlacementMode, …), It Takes a Pillage outpost branch (floatingIslandsTakesapillageControlledOutpost), /locate search cap (floatingIslandsLocateStructureMaxRingRadius). |
| Carving & caves |
Masked overworld carvers inside islands (floatingIslandsEnableMaskedOverworldCarvers, floatingIslandsMaskedCarverNeighborChunkRadius, …). |
| Island shape & biomes |
How often an 8×8 region rolls an island (floatingIslandRegionSpawnChance), vanilla-style surface biome weights (islandBiomeWeightPlains, islandBiomeWeightRiver, …), mod biome surfaces such as Biomes O’ Plenty (islandBiomeModIntegrationEnabled, islandBiomeModDiscoverAllRegistered, weighted id lines), plateau width (floatingIslandHorizontalRadiusBonus, floatingIslandHorizontalRadiusVillageExtraBlocks, …), generator sea level (floatingIslandsChunkGeneratorSeaLevel). |
| Decoration & resources |
Extra surface trees, snow trees, water pools, stripping exterior fluids, stronghold/mineshaft overlap rules, ore vein density multipliers (floatingIslandsOreMultiplierCoal through floatingIslandsOreMultiplierEmerald). |
| Mob spawning |
Global thinning toggle (floatingIslandsSpawnTuningEnabled), keep chances for monsters/illagers/creepers/creatures/ambient/villagers, creature multiplier, daytime passive spawn boost on island tops (floatingIslandsDaytimeCreatureSpawnBoost*), pack spawn boost (floatingIslandsPackSpawnBoost*), namespaces that skip thinning (floatingIslandsSpawnTuningBypassEntityNamespaces). |
| Optional third-party compat |
e.g. Realm RPG: Treasure Balloons spawn fix when that mod is present (floatingIslandsRealmrpgBalloons*). |
| Island HUD (server) |
Send HUD/beacon updates (islandHudSyncEnabled, islandHudSyncIntervalTicks, islandHudRegionScanRadius, islandHudHeightAbovePeakBlocks, …), Waystone-driven titles (islandHudWaystoneTitleWhenLoaded, …). |
| Starter placement |
Auto-assign, shared hub vs split, search origin and radius, min region separation, kick message (starterIsland*). |
| Void rescue |
Rescue tick mode, trigger depth, snap-back-to-last-safe (voidRescue*). |
| Ropes & harpoon |
Shot reach vs max span (ropeLinkRaycastRangeBlocks, ropeLinkMaxLengthBlocks), rope HP, strain/stress damage, anchor mining vs link HP, server→client rope packets (ropeLinkSync*), tier upgrades (ropeProgressionUpgradeExistingLinks, …), topology caps for how graphs may grow (ropeTopology*, ropeMainDirectSpokeCap, ropeSisterOutboundCap, …), rope surfing speed/cooldown/duration (ropeTraversalSurf*). |
| Diagnostics |
debugLogging plus a few subsystem debug flags (e.g. masked carver logging). |