Ive been testing this a lot lately, not really in the mood to grab decent screenshots sorry. Also, here's an example biome config
BiomeHeight mean how much height will be added in terrain generation
It is double value from -10.0 to 10.0
Value 0.0 equivalent half of map height with all other default settings
Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
So if two biomes next to each other have both a smooth radius of 2, the
resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
List of custom height factor, 17 double entries, each entire control of about 7 blocks height from down. Positive entry - better chance of spawn blocks, negative - smaller
Values which affect your configuration may be found only experimental. That may be very big, like ~3000.0 depends from height
Make empty layer above bedrock layer.
CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
This also requires that all biomes have the same technical height, -1.8 places everything just below water level for this setup. Furthermore.. this requires a very large negative horizontal fracture in the world config, around -40 lol. I know these setting seem extreme, but it works.