Its okay if you dont want to open source it
I made some comments on the config.txt while generating some worlds, you can take it as a starting point if you want
//configuration file for version v0.355 alpha
//Height Map Options
//Minimun Height to Gen @int
TER_MIN_HIGHT = 4
//Value of this and lower Spawns Water @int
TER_WATER_SPAWN_AT = 33
//Base Height Generated @int
TER_BASE_HIGHT = 35
//Maximum Terrain Height @int
TER_MAX_HIGHT = 255
//Snow Spawns at @int
ALTITUDE_SNOW = 170
// ?? @int
ALTITUDE_SNOW_SCATTERED = 165
//Width of Map Border Radiation @int
MAP_BORDER = 50
//Road Amount ? Maps to roads Option @int (Change to Array at some Point ?)
ROAD_TO_FEW = 2
ROAD_TO_DEFAULT = 3
ROAD_TO_MANY = 4
ROAD_TO_REMOTE_POI_FEW = 4
ROAD_TO_REMOTE_POI_DEFAULT = 1
ROAD_TO_REMOTE_POI_MANY = 1
//Maps to city grid, function unknown @int
CITY_GRID_ALIGN_TIGHT = 56
CITY_GRID_ALIGN_MEDIUM = 60
CITY_GRID_ALIGN_WIDE = 64
CITY_GRID_ALIGN_RANDOMIZE = 3
// ?? @int
STREET_WIDE_ASPHALT = 10
STREET_EXTEND_ASPHALT = 32
STREET_DAMAGED_ASPHALT = 15
STREET_WIDE_GRAVEL = 6
STREET_EXTEND_GRAVEL = 12
STREET_DAMAGED_GRAVEL = 4
// ?? @float
LOT_SMOOTH_OUTER = 12.0
LOT_SMOOTH_INNER = 4.0
LOT_CITY_SMOOTH_OUTER = 30
LOT_CITY_SMOOTH_INNER = 10.0
// ?? @int
GEN_CRATER_BASE = 4
GEN_CRATER_MANY = 18
GEN_BURNED_FOREST_BASE = 3
GEN_BURNED_FOREST_MANY = 10
GEN_CRACKS = 16
// north/south biome width in percentage ? @float
BIOME_NORTH = 0.08
BIOME_SOUTH = 0.08
// ?? @float
RIVERS_FACTOR = 3.0
// Amount of Traders: none,few,default,many,lots @Array(int)
tTraders = 0,1,2,3,5,
// Amount of Player Spawnpoints @int
PLAYER_SPAWNPOINTS = 8
// City Area percentage ? Maps to city: none,very few,few,default,many,lots @Array(float)
tCities = 0.0,0.8,1.4,2.0,3.0,50.0,
// Amount of Towns ? Maps to town: none,very few,few,default,many,lots @Array(int)
tTowns = 0,1,2,4,7,10,
// Amount of old towns ?? Maps to old towns: none,very few,few,default,many,lots @Array(int)
tOldWest = 0,1,2,3,5,8,
// Amount of farms ?? Maps to farms: none,very few,few,default,many,lots @Array(int)
tFarms = 0,2,5,11,16,20,
// Amount of rednecks ?? Maps to rednecks: none,very few,few,default,many,lots @Array(int)
tRedNecks = 0,2,4,8,14,20,
// Amount of outback ?? Maps to outback: none,very few,few,default,many,lots @Array(int)
tOutback = 0,10,30,60,90,170,
// Amount of mountain huts ?? Maps to mountain huts: none,very few,few,default,many,lots @Array(int)
tMountainHuts = 0,5,10,25,40,80,
// Amount of small lakes ?? Maps to small lakes: none,very few,few,default,many,lots @Array(int)
tLakes = 0,20,40,100,200,300,
// Amount of big lakes ?? Maps to big lakes: none,very few,few,default,many,lots @Array(int)
tBigLakes = 0,4,8,16,20,28,
//Minimum Distance between city centers in block ? @int
cityMinimumDistance = 800
//minimum Distance of poi ? @int
POI_MIN_DISTANCE_TO_OTHER = 4
// ?? @int
MIN_DIST_OTHER_SETTLEMENT = 40
// ?? @int
MIN_DIST_SETTLEMENT_TO_CITY = 300
cityTerrainCheckRadius = 200
cityTerrainCheckMinElevation = 34
cityTerrainCheckMaxElevation = 65
townTerrainCheckRadius = 120
townTerrainCheckMinElevation = 34
townTerrainCheckMaxElevation = 75
farmTerrainCheckRadius = 40
farmTerrainCheckMinElevation = 34
farmTerrainCheckMaxElevation = 80
outbackTerrainCheckRadius = 20
outbackTerrainCheckMinElevation = 34
outbackTerrainCheckMaxElevation = 90
mountainTerrainCheckRadius = 20
mountainTerrainCheckMinElevation = 90
mountainTerrainCheckMaxElevation = 230
lakeTerrainCheckRadius = 30
lakeTerrainCheckMinElevation = 34
lakeTerrainCheckMaxElevation = 110
ROAD_SMOOTH_A_INNER = 4
ROAD_SMOOTH_A_OUTER = 10
ROAD_SMOOTH_A_SCAN = 3
ROAD_DRAW_A_WIDE = 2
ROAD_SMOOTH_B_INNER = 5
ROAD_SMOOTH_B_OUTER = 14
ROAD_SMOOTH_B_SCAN = 3
ROAD_DRAW_B_WIDE = 3
ROAD_SMOOTH_C_INNER = 5
ROAD_SMOOTH_C_OUTER = 18
ROAD_SMOOTH_C_SCAN = 4
ROAD_DRAW_C_WIDE = 4
ROAD_HIGHT_ROUGH = 65
ROAD_HIGHT_TRAIL = 90
ROAD_SIDE_SMOOTHING_STRENGHT = 0.3