Ultra Softcore/Season 7 world preset

For USC season 7, we used the world type with a preset that added more lapis, smaller biomes, less diorite/granite/andesite, more floating terrain/overhangs, more extreme variation based on biomes, but also smoother transitions between biomes. We did not intend to include the ore changes, but resetting them to default failed for some reason.

Here is the preset for pasting into the world generator:

Preset
The formatted preset:

{    "andesiteCount": 10, "andesiteMaxHeight": 90, "andesiteMinHeight": 12, "andesiteSize": 25, "baseSize": 7.264034, "biomeDepthOffset": 0.7, "biomeDepthWeight": 1.5, "biomeScaleOffset": 0, "biomeScaleWeight": 1.5, "biomeSize": 2, "coalCount": 15, "coalMaxHeight": 137, "coalMinHeight": 0, "coalSize": 20, "coordinateScale": 688.61035, "depthNoiseScaleExponent": 1.3724216, "depthNoiseScaleX": 137.27937, "depthNoiseScaleZ": 133.04167, "diamondCount": 1, "diamondMaxHeight": 16, "diamondMinHeight": 0, "diamondSize": 8, "dioriteCount": 4, "dioriteMaxHeight": 87, "dioriteMinHeight": 26, "dioriteSize": 27, "dirtCount": 9, "dirtMaxHeight": 255, "dirtMinHeight": 9, "dirtSize": 35, "dungeonChance": 8, "fixedBiome": -1, "goldCount": 2, "goldMaxHeight": 28, "goldMinHeight": 7, "goldSize": 11, "graniteCount": 7, "graniteMaxHeight": 64, "graniteMinHeight": 30, "graniteSize": 31, "gravelCount": 9, "gravelMaxHeight": 255, "gravelMinHeight": 0, "gravelSize": 33, "heightScale": 734.17194, "ironCount": 16, "ironMaxHeight": 86, "ironMinHeight": 11, "ironSize": 8, "lapisCenterHeight": 18, "lapisCount": 3, "lapisSize": 10, "lapisSpread": 18, "lavaLakeChance": 40, "lowerLimitScale": 486.13162, "mainNoiseScaleX": 157.19763, "mainNoiseScaleY": 17.716764, "mainNoiseScaleZ": 248.43846, "redstoneCount": 10, "redstoneMaxHeight": 10, "redstoneMinHeight": 3, "redstoneSize": 6, "riverSize": 4, "seaLevel": 63, "stretchY": 9.8694315, "upperLimitScale": 666.9407, "useCaves": true, "useDungeons": true, "useLavaLakes": true, "useLavaOceans": false, "useMineShafts": true, "useRavines": true, "useStrongholds": true, "useTemples": true, "useVillages": true, "useWaterLakes": true, "waterLakeChance": 4 }