You can adjust the amount of ore which generates on new maps, to make the game more or less challenging. Even a 'sparse' tropical rainforest will have a much higher biodensity than a 'dense' extreme desert or ice sheet. These settings are, of course, relative to the base values for a given biome. You can adjust the 'biodensity' on new maps, to determine how thickly populated with plant and animal life the maps should be. You can decide whether you want ruins to be constructed solely or primarily from stone types actually available on the map, or if you want them to be constructed from random materials (as in vanilla). (Regardless of the settings, the mod ensures that buildings will be significantly more common among ruins than unattached wall segments, and that those buildings will be shaped more like rooms than like hallways.) Or you can set them high, so it seems as if you've landed in what was once a bustling city. You can set them low, so you'll no longer find yourself starting the game in an area that looks like it might once have been someone's town square. You can alter the number of ruins and 'ancient shrines' that generate on new maps. You'll find three different sets of options for the mod. Simply visit 'Mod Settings' from the game's 'Options' menu. 'Configurable Maps' provides you with a number of configuration options that you can use to tailor the way your maps generate.