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A noise is a technical JSON file that can be referenced by a density function and surface rule. They are stored within a data pack in the folder data/<namespace>/worldgen/noise.
In addition to being called by density functions and surface rules, there are also some noises with hard-coded usage:
minecraft:surface: Affects the surface layer thickness in surface rules.minecraft:surface_secondary: Used as the thickness of additional surface layer in surface rules.minecraft:clay_bands_offset: Used to generate badland terracotta bands in bandlands surface rules.minecraft:badlands_pillar, minecraft:badlands_pillar_roof, minecraft:badlands_surface: Used when generating badland hoodoos in minecraft:eroded_badlands biome.minecraft:iceberg_pillar, minecraft:iceberg_pillar_roof, minecraft:iceberg_surface: Used when generating iceberg terrain feature in minecraft:frozen_ocean and minecraft:deep_frozen_ocean biomes.index (from 0) in the list is 2^(- firstOctave + index), and the amplitude (the value of the sub-noise ranges from -amplitude to +amplitude) of this sub-noise is about 1.04 * doubleValueAtIndex * 2^(sizeOfThisList - index - 1) / (2^sizeOfThisList - 1) (assuming the range of 3D Improved Perlin Noise is ยฑ1.04). For each sub-noise, two 3D improved perlin noises are created and their average is taken. The final range of this noise value is ยฑ 10 * sumOfSubNoises / ( 3 * ( 1 + 1 / m ) ), where m is the number of elements in the list after removing the leading and trailing zero elements. If [Boolean] legacy_random_source in the noise settings is true, the length must be less than or equal to 1-firstOctave. If false, the length is unlimited.