
#Basic configuration options
#	    'Spacing' and 'Separation' values are useful if you want to tweak
#	    the amount of structures that generate.
#	    Keep in mind that spacing has to be higher than separation.
#	    I.e.: shirazPalaceSpacing = 1, shirazPalaceSeparation = 0 will generate the 'Shiraz Palace' on every possible chunk.
#	    'SpawnpointSeparation', on the other hand, is used to prevent structures from generating near x = 0, z = 0.
#	    Further customization options are available through datapacks. This includes structure layout, loot and mobs."
["When Configurations Arise"]

	["When Configurations Arise"."Campsite Structures"]

		["When Configurations Arise"."Campsite Structures"."Illager Campsite Spawning Settings"]
			#Whether Illager Campsites generate on your worlds or not.
			illagerCampsiteGenerates = true
			#Maximum separation between Illager Campsites (in chunks).
			#Range: 0 ~ 1000000
			illagerCampsiteSpacing = 60
			#Minimum spacing between Illager Campsites (in chunks).
			#Range: 0 ~ 1000000
			illagerCampsiteSeparation = 30
			#Number of Jigsaw iterations when generating an Illager Campsite.
			#Range: 0 ~ 1000000
			illagerCampsiteSize = 10
			#Whether Illager Campsites adapt the terrain around them or not.
			illagerCampsiteTransformsTerrain = true
			#The point in which Illager Campsites will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			illagerCampsiteSpawnpointSeparation = 100
			#Whether cartographer villagers generate maps for Illager Campsites or not.
			illagerCampsiteMapTrades = true

		["When Configurations Arise"."Campsite Structures"."Merchant Campsite Spawning Settings"]
			#Whether merchant Campsites generate on your worlds or not.
			merchantCampsiteGenerates = true
			#Maximum separation between merchant Campsites (in chunks).
			#Range: 0 ~ 1000000
			merchantCampsiteSpacing = 60
			#Minimum spacing between merchant Campsites (in chunks).
			#Range: 0 ~ 1000000
			merchantCampsiteSeparation = 10
			#Number of Jigsaw iterations when generating an merchant Campsite.
			#Range: 0 ~ 1000000
			merchantCampsiteSize = 10
			#Whether merchant Campsites adapt the terrain around them or not.
			merchantCampsiteTransformsTerrain = true
			#The point in which merchant Campsites will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			merchantCampsiteSpawnpointSeparation = 1
			#Whether cartographer vmerchants generate maps for merchant Campsites or not.
			merchantCampsiteMapTrades = true

	["When Configurations Arise"."Fortified Structures"]

		["When Configurations Arise"."Fortified Structures"."Illager Fort Spawning Settings"]
			#Whether Illager Forts generate on your worlds or not.
			illagerFortGenerates = true
			#Maximum separation between Illager Forts (in chunks).
			#Range: 0 ~ 1000000
			illagerFortSpacing = 160
			#Minimum spacing between Illager Forts (in chunks).
			#Range: 0 ~ 1000000
			illagerFortSeparation = 60
			#Number of Jigsaw iterations when generating an Illager Fort.
			#Range: 0 ~ 1000000
			illagerFortSize = 10
			#Whether Illager Forts adapt the terrain around them or not.
			illagerFortTransformsTerrain = true
			#The point in which Illager Forts will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			illagerFortSpawnpointSeparation = 500
			#Whether cartographer villagers generate maps for Illager Forts or not.
			illagerFortMapTrades = true

		["When Configurations Arise"."Fortified Structures"."Abandoned Temple Spawning Settings"]
			#Whether Abandoned Temples generate on your world or not.
			abandonedTempleGenerates = true
			#Maximum separation between Abandoned Temples (in chunks).
			#Range: 0 ~ 1000000
			abandonedTempleSpacing = 30
			#Minimum spacing between Abandoned Temples (in chunks).
			#Range: 0 ~ 1000000
			abandonedTempleSeparation = 20
			#Number of Jigsaw iterations when generating an Abandoned Temple.
			#Range: 0 ~ 1000000
			abandonedTempleSize = 30
			#Whether Abandoned Temples adapt the terrain around them or not.
			abandonedTempleTransformsTerrain = true
			#The point in which Abandoned Temples will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			abandonedTempleSpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Abandoned Temples or not.
			abandonedTempleMapTrades = true

		["When Configurations Arise"."Fortified Structures"."Thornborn Towers Spawning Settings"]
			#Whether Thornborn Towers generate on your world or not.
			thornbornTowersGenerates = true
			#Maximum separation between Thornborn Towers (in chunks).
			#Range: 0 ~ 1000000
			thornbornTowersSpacing = 80
			#Minimum spacing between Thornborn Towers (in chunks).
			#Range: 0 ~ 1000000
			thornbornTowersSeparation = 70
			#Number of Jigsaw iterations when generating an Thornborn Towers.
			#Range: 0 ~ 1000000
			thornbornTowersSize = 80
			#Whether Thornborn Towerss adapt the terrain around them or not.
			thornbornTowersTransformsTerrain = false
			#The point in which Thornborn Towers will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			thornbornTowersSpawnpointSeparation = 100
			#Whether cartographer villagers generate maps for Thornborn Towers or not.
			thornbornTowersMapTrades = true

		["When Configurations Arise"."Fortified Structures"."Monastery Spawning Settings"]
			#Whether Monasteries generate on your worlds or not.
			monasteryGenerates = true
			#Maximum separation between Monasteries (in chunks).
			#Range: 0 ~ 1000000
			monasterySpacing = 150
			#Minimum spacing between Monasteries (in chunks).
			#Range: 0 ~ 1000000
			monasterySeparation = 90
			#Number of Jigsaw iterations when generating a Monastery.
			#Range: 0 ~ 1000000
			monasterySize = 8
			#Whether Monasteries adapt the terrain around them or not.
			monasteryTransformsTerrain = true
			#The point in which Monasteries will start spawning.,This is based around X = 0, Z = 0
			#Range: 0 ~ 1000000
			monasterySpawnpointSeparation = 30
			#Whether cartographer villagers generate maps for Monasteries or not.
			monasteryMapTrades = true

	["When Configurations Arise"."Enigmatic Structures"]

		["When Configurations Arise"."Enigmatic Structures"."Lighthouse Spawning Settings"]
			#Whether Lighthouses generate on your worlds or not.
			lighthouseGenerates = true
			#Maximum separation between Lighthouse (in chunks).
			#Range: 0 ~ 1000000
			lighthouseSpacing = 100
			#Minimum spacing between Lighthouses (in chunks).
			#Range: 0 ~ 1000000
			lighthouseSeparation = 90
			#Number of Jigsaw iterations when generating a Lighthouse.
			#Range: 0 ~ 1000000
			lighthouseSize = 10
			#Whether Lighthouses adapt the terrain around them or not.
			lighthouseTransformsTerrain = true
			#The point in which Lighthouses will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			lighthouseSpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Lighthouses or not.
			lighthouseMapTrades = true

		["When Configurations Arise"."Enigmatic Structures"."Small Blimp Spawning Settings"]
			#Whether Small Blimps generate on your worlds or not.
			smallBlimpGenerates = false
			#Maximum separation between Small Blimps (in chunks).
			#Range: 0 ~ 1000000
			smallBlimpSpacing = 80
			#Minimum spacing between Small Blimps (in chunks).
			#Range: 0 ~ 1000000
			smallBlimpSeparation = 60
			#Number of Jigsaw iterations when generating an Small Blimp.
			#Range: 0 ~ 1000000
			smallBlimpSize = 100
			#Whether Small Blimps adapt the terrain around them or not.
			smallBlimpTransformsTerrain = false
			#The point in which Small Blimps will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			smallBlimpSpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Small Blimps or not.
			smallBlimpMapTrades = true

	["When Configurations Arise"."Fungi Structures"]

		["When Configurations Arise"."Fungi Structures"."Mushroom Village Spawning Settings"]
			#Whether Mushroom Villages generate on your worlds or not.
			mushroomVillageGenerates = true
			#Maximum separation between Mushroom Villages (in chunks).
			#Range: 0 ~ 1000000
			mushroomVillageSpacing = 60
			#Minimum spacing between Mushroom Villages (in chunks).
			#Range: 0 ~ 1000000
			mushroomVillageSeparation = 20
			#Number of Jigsaw iterations when generating a Mushroom Village.
			#Range: 0 ~ 1000000
			mushroomVillageSize = 6
			#Whether Mushroom Villages adapt the terrain around them or not.
			mushroomVillageTransformsTerrain = true
			#The point in which Mushroom Villages will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			mushroomVillageSpawnpointSeparation = 10
			#Whether cartographer villagers generate maps for Mushroom Villages or not.
			mushroomVillageMapTrades = true

		["When Configurations Arise"."Fungi Structures"."Mushroom Mines Spawning Settings"]
			#Whether Mushroom Mines generate on your worlds or not.
			mushroomMinesGenerates = true
			#Maximum separation between Mushroom Mines (in chunks).
			#Range: 0 ~ 1000000
			mushroomMinesSpacing = 80
			#Minimum spacing between Mushroom Mines (in chunks).
			#Range: 0 ~ 1000000
			mushroomMinesSeparation = 40
			#Number of Jigsaw iterations when generating a Mushroom Mine.
			#Range: 0 ~ 1000000
			mushroomMinesSize = 100
			#Whether Mushroom Mines adapt the terrain around them or not.
			mushroomMinesTransformsTerrain = true
			#The point in which Mushroom Mines will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			mushroomMinesSpawnpointSeparation = 10
			#Whether cartographer villagers generate maps for Mushroom Mines or not.
			mushroomMinesMapTrades = true

		["When Configurations Arise"."Fungi Structures"."Mushroom House Spawning Settings"]
			#Whether Mushroom House generate on your worlds or not.
			mushroomHouseGenerates = true
			#Maximum separation between Mushroom House (in chunks).
			#Range: 0 ~ 1000000
			mushroomHouseSpacing = 80
			#Minimum spacing between Mushroom House (in chunks).
			#Range: 0 ~ 1000000
			mushroomHouseSeparation = 40
			#Number of Jigsaw iterations when generating a Mushroom House.
			#Range: 0 ~ 1000000
			mushroomHouseSize = 10
			#Whether Mushroom House adapt the terrain around them or not.
			mushroomHouseTransformsTerrain = false
			#The point in which Mushroom House will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			mushroomHouseSpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Mushroom House or not.
			mushroomHouseMapTrades = false

		["When Configurations Arise"."Fungi Structures"."Giant Mushroom Spawning Settings"]
			#Whether Giant Mushroom generate on your worlds or not.
			giantMushroomGenerates = true
			#Maximum separation between Giant Mushrooms (in chunks).
			#Range: 0 ~ 1000000
			giantMushroomSpacing = 80
			#Minimum spacing between Giant Mushrooms (in chunks).
			#Range: 0 ~ 1000000
			giantMushroomSeparation = 40
			#Number of Jigsaw iterations when generating a Giant Mushroom.
			#Range: 0 ~ 1000000
			giantMushroomSize = 10
			#Whether Giant Mushroom adapt the terrain around them or not.
			giantMushroomTransformsTerrain = false
			#The point in which Giant Mushroom will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			giantMushroomSpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Giant Mushroom or not.
			giantMushroomMapTrades = false

	["When Configurations Arise"."Prairie Structures"]

		["When Configurations Arise"."Prairie Structures"."Small Prairie House Spawning Settings"]
			#Whether Small Prairie Houses generate on your worlds or not.
			smallPrairieHouseGenerates = true
			#Maximum separation between Small Prairie Houses (in chunks).
			#Range: 0 ~ 1000000
			smallPrairieHouseSpacing = 25
			#Minimum spacing between Small Prairie Houses (in chunks).
			#Range: 0 ~ 1000000
			smallPrairieHouseSeparation = 10
			#Number of Jigsaw iterations when generating a Small Prairie House.
			#Range: 0 ~ 1000000
			smallPrairieHouseSize = 10
			#Whether Small Prairie Houses adapt the terrain around them or not.
			smallPrairieHouseTransformsTerrain = true
			#The point in which Small Prairie Houses will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			smallPrairieHouseSpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Small Prairie Houses or not.
			smallPrairieHouseMapTrades = false

		["When Configurations Arise"."Prairie Structures"."Illager Windmill Spawning Settings"]
			#Whether Illager Windmills generate on your worlds or not.
			illagerWindmillGenerates = true
			#Maximum separation between Illager Windmills (in chunks).
			#Range: 0 ~ 1000000
			illagerWindmillSpacing = 50
			#Minimum spacing between Illager Windmills (in chunks).
			#Range: 0 ~ 1000000
			illagerWindmillSeparation = 45
			#Number of Jigsaw iterations when generating a Illager Windmill.
			#Range: 0 ~ 1000000
			illagerWindmillSize = 5
			#Whether Illager Windmills adapt the terrain around them or not.
			illagerWindmillTransformsTerrain = false
			#The point in which Illager Windmills will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			illagerWindmillSpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Illager Windmills or not.
			illagerWindmillMapTrades = false

		["When Configurations Arise"."Prairie Structures"."Fishing Hut Spawning Settings"]
			#Whether Fishing Huts generate on your worlds or not.
			fishingHutGenerates = true
			#Maximum separation between Fishing Huts (in chunks).
			#Range: 0 ~ 1000000
			fishingHutSpacing = 20
			#Minimum spacing between Fishing Huts (in chunks).
			#Range: 0 ~ 1000000
			fishingHutSeparation = 5
			#Number of Jigsaw iterations when generating a Fishing Hut.
			#Range: 0 ~ 1000000
			fishingHutSize = 10
			#Whether Fishing Huts adapt the terrain around them or not.
			fishingHutTransformsTerrain = true
			#The point in which Fishing Huts will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			fishingHutSpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Fishing Huts or not.
			fishingHutMapTrades = false

		["When Configurations Arise"."Prairie Structures"."Coliseum Spawning Settings"]
			#Whether Coliseums generate on your worlds or not.
			coliseumGenerates = true
			#Maximum separation between Coliseums (in chunks).
			#Range: 0 ~ 1000000
			coliseumSpacing = 240
			#Minimum spacing between Coliseums (in chunks).
			#Range: 0 ~ 1000000
			coliseumSeparation = 200
			#Number of Jigsaw iterations when generating a Coliseum.
			#Range: 0 ~ 1000000
			coliseumSize = 10
			#Whether Coliseums adapt the terrain around them or not.
			coliseumTransformsTerrain = true
			#The point in which Coliseums will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			coliseumSpawnpointSeparation = 50
			#Whether cartographer villagers generate maps for Coliseums or not.
			coliseumMapTrades = true

		["When Configurations Arise"."Prairie Structures"."Wishing Well Spawning Settings"]
			#Whether Wishing Wells generate on your worlds or not.
			wishingWellGenerates = true
			#Maximum separation between Wishing Wells (in chunks).
			#Range: 0 ~ 1000000
			wishingWellSpacing = 40
			#Minimum spacing between Wishing Wells (in chunks).
			#Range: 0 ~ 1000000
			wishingWellSeparation = 30
			#Number of Jigsaw iterations when generating a Wishing Well.
			#Range: 0 ~ 1000000
			wishingWellSize = 10
			#Whether Wishing Wells adapt the terrain around them or not.
			wishingWellTransformsTerrain = false
			#The point in which Wishing Wells will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			wishingWellSpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Wishing Wells or not.
			wishingWellMapTrades = false

	["When Configurations Arise"."Haunted Structures"]

		["When Configurations Arise"."Haunted Structures"."Infested Temple Spawning Settings"]
			#Whether Infested Temples generate on your worlds or not.
			infestedTempleGenerates = true
			#Maximum separation between Infested Temples (in chunks).
			#Range: 0 ~ 1000000
			infestedTempleSpacing = 140
			#Minimum spacing between Infested Temples (in chunks).
			#Range: 0 ~ 1000000
			infestedTempleSeparation = 100
			#Number of Jigsaw iterations when generating an Infested Temple.
			#Range: 0 ~ 1000000
			infestedTempleSize = 100
			#Whether Infested Temples adapt the terrain around them or not.
			infestedTempleTransformsTerrain = false
			#The point in which Infested Temples will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			infestedTempleSpawnpointSeparation = 100
			#Whether cartographer villagers generate maps for Infested Temples or not.
			infestedTempleMapTrades = true

		["When Configurations Arise"."Haunted Structures"."Plague Asylum Spawning Settings"]
			#Whether Plague Asylums generate on your worlds or not.
			plagueAsylumGenerates = true
			#Maximum separation between Plague Asylums (in chunks).
			#Range: 0 ~ 1000000
			plagueAsylumSpacing = 240
			#Minimum spacing between Plague Asylums (in chunks).
			#Range: 0 ~ 1000000
			plagueAsylumSeparation = 200
			#Number of Jigsaw iterations when generating a Plague Asylum.
			#Range: 0 ~ 1000000
			plagueAsylumSize = 35
			#Whether Plague Asylums adapt the terrain around them or not.
			plagueAsylumTransformsTerrain = false
			#The point in which Plague Asylums will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			plagueAsylumSpawnpointSeparation = 50
			#Whether cartographer villagers generate maps for Plague Asylums or not.
			plagueAsylumMapTrades = true

	["When Configurations Arise"."Eerie Structures"]

		["When Configurations Arise"."Eerie Structures"."Heavenly Rider Spawning Settings"]
			#Whether Heavenly Riders generate on your worlds or not.
			heavenlyRiderGenerates = false
			#Maximum separation between Heavenly Riders (in chunks).
			#Range: 0 ~ 1000000
			heavenlyRiderSpacing = 180
			#Minimum spacing between Heavenly Riders (in chunks).
			#Range: 0 ~ 1000000
			heavenlyRiderSeparation = 160
			#Number of Jigsaw iterations when generating an Heavenly Rider.
			#Range: 0 ~ 1000000
			heavenlyRiderSize = 20
			#Whether Heavenly Riders adapt the terrain around them or not.
			heavenlyRiderTransformsTerrain = false
			#The point in which Heavenly Riders will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			heavenlyRiderSpawnpointSeparation = 50
			#Whether cartographer villagers generate maps for Heavenly Riders or not.
			heavenlyRiderMapTrades = true

		["When Configurations Arise"."Eerie Structures"."Heavenly Conqueror Spawning Settings"]
			#Whether Heavenly Conquerors generate on your worlds or not.
			heavenlyConquerorGenerates = false
			#Maximum separation between Heavenly Conquerors (in chunks).
			#Range: 0 ~ 1000000
			heavenlyConquerorSpacing = 230
			#Minimum spacing between Heavenly Conquerors (in chunks).
			#Range: 0 ~ 1000000
			heavenlyConquerorSeparation = 190
			#Number of Jigsaw iterations when generating an Heavenly Conqueror.
			#Range: 0 ~ 1000000
			heavenlyConquerorSize = 20
			#Whether Heavenly Conquerors adapt the terrain around them or not.
			heavenlyConquerorTransformsTerrain = false
			#The point in which Heavenly Conquerors will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			heavenlyConquerorSpawnpointSeparation = 80
			#Whether cartographer villagers generate maps for Heavenly Conquerors or not.
			heavenlyConquerorMapTrades = true

		["When Configurations Arise"."Eerie Structures"."Heavenly Challenger Spawning Settings"]
			#Whether Heavenly Challengers generate on your worlds or not.
			heavenlyChallengerGenerates = false
			#Maximum separation between Heavenly Challengers (in chunks).
			#Range: 0 ~ 1000000
			heavenlyChallengerSpacing = 340
			#Minimum spacing between Heavenly Challengers (in chunks).
			#Range: 0 ~ 1000000
			heavenlyChallengerSeparation = 290
			#Number of Jigsaw iterations when generating an Heavenly Challenger.
			#Range: 0 ~ 1000000
			heavenlyChallengerSize = 20
			#Whether Heavenly Challengers adapt the terrain around them or not.
			heavenlyChallengerTransformsTerrain = false
			#The point in which Heavenly Challengers will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			heavenlyChallengerSpawnpointSeparation = 120
			#Whether cartographer villagers generate maps for Heavenly Challengers or not.
			heavenlyChallengerMapTrades = true

		["When Configurations Arise"."Eerie Structures"."Aviary Spawning Settings"]
			#Whether Aviaries generate on your worlds or not.
			aviaryGenerates = true
			#Maximum separation between Aviaries (in chunks).
			#Range: 0 ~ 1000000
			aviarySpacing = 140
			#Minimum spacing between Aviaries (in chunks).
			#Range: 0 ~ 1000000
			aviarySeparation = 110
			#Number of Jigsaw iterations when generating an Aviary.
			#Range: 0 ~ 1000000
			aviarySize = 20
			#Whether Aviaries adapt the terrain around them or not.
			aviaryTransformsTerrain = false
			#The point in which Aviaries will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			aviarySpawnpointSeparation = 50
			#Whether cartographer villagers generate maps for Aviaries or not.
			aviaryMapTrades = true

	["When Configurations Arise"."Underworld Structures"]

		["When Configurations Arise"."Underworld Structures"."Mining System Spawning Settings"]
			#Whether Mining Systems generate on your worlds or not.
			miningSystemGenerates = true
			#Maximum separation between Mining Systems (in chunks).
			#Range: 0 ~ 1000000
			miningSystemSpacing = 90
			#Minimum spacing between Mining Systems (in chunks).
			#Range: 0 ~ 1000000
			miningSystemSeparation = 60
			#Number of Jigsaw iterations when generating an Mining System.
			#Range: 0 ~ 1000000
			miningSystemSize = 20
			#Whether Mining Systems adapt the terrain around them or not.
			miningSystemTransformsTerrain = false
			#The point in which Mining Systems will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			miningSystemSpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Mining Systems or not.
			miningSystemMapTrades = true

		["When Configurations Arise"."Underworld Structures"."Scorched Mines Spawning Settings"]
			#Whether Scorched Mines generate on your worlds or not.
			scorchedMinesGenerates = true
			#Maximum separation between Scorched Mines (in chunks).
			#Range: 0 ~ 1000000
			scorchedMinesSpacing = 120
			#Minimum spacing between Scorched Mines (in chunks).
			#Range: 0 ~ 1000000
			scorchedMinesSeparation = 90
			#Number of Jigsaw iterations when generating an Scorched Mines.
			#Range: 0 ~ 1000000
			scorchedMinesSize = 12
			#Whether Scorched Mines adapt the terrain around them or not.
			scorchedMinesTransformsTerrain = false
			#The point in which Scorched Mines will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			scorchedMinesSpawnpointSeparation = 50
			#Whether cartographer villagers generate maps for Scorched Mines or not.
			scorchedMinesMapTrades = true

		["When Configurations Arise"."Underworld Structures"."Foundry Spawning Settings"]
			#Whether Foundries generate on your worlds or not.
			foundryGenerates = false
			#Maximum separation between Foundries (in chunks).
			#Range: 0 ~ 1000000
			foundrySpacing = 120
			#Minimum spacing between Foundries (in chunks).
			#Range: 0 ~ 1000000
			foundrySeparation = 60
			#Number of Jigsaw iterations when generating an Foundry.
			#Range: 0 ~ 1000000
			foundrySize = 20
			#Whether Foundries adapt the terrain around them or not.
			foundryTransformsTerrain = false
			#The point in which Foundries will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			foundrySpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Foundries or not.
			foundryMapTrades = true

	["When Configurations Arise"."Aquatic Structures"]

		["When Configurations Arise"."Aquatic Structures"."Undead Pirate Ship Spawning Settings"]
			#Whether Undead Pirate Ships generate on your worlds or not.
			undeadPirateShipGenerates = true
			#Maximum separation between Undead Pirate Ships (in chunks).
			#Range: 0 ~ 1000000
			undeadPirateShipSpacing = 60
			#Minimum spacing between Undead Pirate Ships (in chunks).
			#Range: 0 ~ 1000000
			undeadPirateShipSeparation = 40
			#Number of Jigsaw iterations when generating a Undead Pirate Ships.
			#Range: 0 ~ 1000000
			undeadPirateShipSize = 10
			#Whether Undead Pirate Ships adapt the terrain around them or not.
			undeadPirateShipTransformsTerrain = false
			#The point in which Undead Pirate Ships will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			undeadPirateShipSpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Undead Pirate Ships or not.
			undeadPirateShipMapTrades = true

		["When Configurations Arise"."Aquatic Structures"."Thypon Spawning Settings"]
			#Whether Thypons generate on your worlds or not.
			typhonGenerates = true
			#Maximum separation between Thypons (in chunks).
			#Range: 0 ~ 1000000
			typhonSpacing = 60
			#Minimum spacing between Thypons (in chunks).
			#Range: 0 ~ 1000000
			typhonSeparation = 50
			#Number of Jigsaw iterations when generating a Thypons.
			#Range: 0 ~ 1000000
			typhonSize = 10
			#Whether Thypons adapt the terrain around them or not.
			typhonTransformsTerrain = false
			#The point in which Thypons will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			typhonSpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Thypons or not.
			typhonMapTrades = true

		["When Configurations Arise"."Aquatic Structures"."Illager Corsair Spawning Settings"]
			#Whether Illager Corsairs generate on your worlds or not.
			illagerCorsairGenerates = true
			#Maximum separation between Illager Corsairs (in chunks).
			#Range: 0 ~ 1000000
			illagerCorsairSpacing = 64
			#Minimum spacing between Illager Corsairs (in chunks).
			#Range: 0 ~ 1000000
			illagerCorsairSeparation = 48
			#Number of Jigsaw iterations when generating a Illager Corsairs.
			#Range: 0 ~ 1000000
			illagerCorsairSize = 10
			#Whether Illager Corsairs adapt the terrain around them or not.
			illagerCorsairTransformsTerrain = false
			#The point in which Illager Corsairs will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			illagerCorsairSpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Illager Corsairs or not.
			illagerCorsairMapTrades = true

		["When Configurations Arise"."Aquatic Structures"."Illager Galley Spawning Settings"]
			#Whether Illager Galleys generate on your worlds or not.
			illagerGalleyGenerates = true
			#Maximum separation between Illager Galleys (in chunks).
			#Range: 0 ~ 1000000
			illagerGalleySpacing = 50
			#Minimum spacing between Illager Galleys (in chunks).
			#Range: 0 ~ 1000000
			illagerGalleySeparation = 30
			#Number of Jigsaw iterations when generating a Illager Galleys.
			#Range: 0 ~ 1000000
			illagerGalleySize = 10
			#Whether Illager Galleys adapt the terrain around them or not.
			illagerGalleyTransformsTerrain = false
			#The point in which Illager Galleys will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			illagerGalleySpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Illager Galleys or not.
			illagerGalleyMapTrades = true

	["When Configurations Arise"."Bandit Structures"]

		["When Configurations Arise"."Bandit Structures"."Bandit Village Spawning Settings"]
			#Whether Bandit Villages generate on your worlds or not.
			banditVillageGenerates = true
			#Maximum separation between Bandit Villages (in chunks).
			#Range: 0 ~ 1000000
			banditVillageSpacing = 45
			#Minimum spacing between Bandit Villages (in chunks).
			#Range: 0 ~ 1000000
			banditVillageSeparation = 35
			#Number of Jigsaw iterations when generating a Bandit Village.
			#Range: 0 ~ 1000000
			banditVillageSize = 13
			#Whether Bandit Villages adapt the terrain around them or not.
			banditVillageTransformsTerrain = true
			#The point in which Bandit Villages will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			banditVillageSpawnpointSeparation = 1
			#Whether cartographer villagers generate maps for Bandit Villages or not.
			banditVillageMapTrades = true

		["When Configurations Arise"."Bandit Structures"."Bandit Towers Spawning Settings"]
			#Whether Bandit Towerss generate on your worlds or not.
			banditTowersGenerates = true
			#Maximum separation between Bandit Towerss (in chunks).
			#Range: 0 ~ 1000000
			banditTowersSpacing = 45
			#Minimum spacing between Bandit Towers (in chunks).
			#Range: 0 ~ 1000000
			banditTowersSeparation = 35
			#Number of Jigsaw iterations when generating Bandit Towers.
			#Range: 0 ~ 1000000
			banditTowersSize = 50
			#Whether Bandit Towerss adapt the terrain around them or not.
			banditTowersTransformsTerrain = false
			#The point in which Bandit Towers will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			banditTowersSpawnpointSeparation = 1
			#Whether cartographer towersrs generate maps for Bandit Towers or not.
			banditTowersMapTrades = true

	["When Configurations Arise"."Desertic Structures"]

		["When Configurations Arise"."Desertic Structures"."Ceryneian Hind Spawning Settings"]
			#Whether Ceryneian Hinds generate on your worlds or not.
			ceryneianHindGenerates = true
			#Maximum separation between Ceryneian Hinds (in chunks).
			#Range: 0 ~ 1000000
			ceryneianHindSpacing = 80
			#Minimum spacing between Ceryneian Hinds (in chunks).
			#Range: 0 ~ 1000000
			ceryneianHindSeparation = 70
			#Number of Jigsaw iterations when generating a Ceryneian Hind.
			#Range: 0 ~ 1000000
			ceryneianHindSize = 10
			#Whether Ceryneian Hinds adapt the terrain around them or not.
			ceryneianHindTransformsTerrain = false
			#The point in which Ceryneian Hinds will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			ceryneianHindSpawnpointSeparation = 10
			#Whether cartographer villagers generate maps for Ceryneian Hinds or not.
			ceryneianHindMapTrades = true

		["When Configurations Arise"."Desertic Structures"."Shiraz Palace Spawning Settings"]
			#Whether Shiraz Palaces generate on your worlds or not.
			shirazPalaceGenerates = true
			#Maximum separation between Shiraz Palaces (in chunks).
			#Range: 0 ~ 1000000
			shirazPalaceSpacing = 160
			#Minimum spacing between Shiraz Palaces (in chunks).
			#Range: 0 ~ 1000000
			shirazPalaceSeparation = 140
			#Number of Jigsaw iterations when generating a Shiraz Palace.
			#Range: 0 ~ 1000000
			shirazPalaceSize = 50
			#Whether Shiraz Palaces adapt the terrain around them or not.
			shirazPalaceTransformsTerrain = false
			#The point in which Shiraz Palaces will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			shirazPalaceSpawnpointSeparation = 100
			#Whether cartographer villagers generate maps for Shiraz Palaces or not.
			shirazPalaceMapTrades = true

	["When Configurations Arise"."Jungle Structures"]

		["When Configurations Arise"."Jungle Structures"."Jungle Tree House Spawning Settings"]
			#Whether Jungle Tree Houses generate on your worlds or not.
			jungleTreeHouseGenerates = true
			#Maximum separation between Jungle Tree Houses (in chunks).
			#Range: 0 ~ 1000000
			jungleTreeHouseSpacing = 160
			#Minimum spacing between Jungle Tree Houses (in chunks).
			#Range: 0 ~ 1000000
			jungleTreeHouseSeparation = 140
			#Number of Jigsaw iterations when generating a Jungle Tree House.
			#Range: 0 ~ 1000000
			jungleTreeHouseSize = 50
			#Whether Jungle Tree Houses adapt the terrain around them or not.
			jungleTreeHouseTransformsTerrain = false
			#The point in which Jungle Tree Houses will start spawning. This is based around X = 0, Z = 0.
			#Range: 0 ~ 1000000
			jungleTreeHouseSpawnpointSeparation = 10
			#Whether cartographer villagers generate maps for Jungle Tree Houses or not.
			jungleTreeHouseMapTrades = true

