Noise Settings
Generated page, edit
scripts/gen_schema_pages.py instead.PKL4MC, Noise settings schema for Minecraft 1.20.1
noise_router and surface_rule are deeply nested density-function trees, set them using Dynamic or copy from vanilla and adapt.
Usage
amends "@pkl4mc/noise_settings.pkl"Example
noise_settings
amends "@pkl4mc/noise_settings.pkl"
aquifers_enabled = false
ore_veins_enabled = false
disable_mob_generation = false
legacy_random_source = false
sea_level = 63
default_block { Name = "minecraft:stone" }
default_fluid { Name = "minecraft:water"; Properties { ["level"] = "0" } }
noise {
height = 256
min_y = 0
size_horizontal = 1
size_vertical = 2
}
// All router slots zeroed - flat terrain, no biome blending artifacts
noise_router {
barrier = 0.0
continents = 0.0
depth = 0.0
erosion = 0.0
final_density = new Dynamic {
["type"] = "minecraft:interpolated"
["argument"] = new Dynamic {
["type"] = "minecraft:blend_density"
["argument"] = 0.1
}
}
fluid_level_floodedness = 0.0
fluid_level_spread = 0.0
initial_density_without_jaggedness = 0.0
lava = 0.0
ridges = 0.0
temperature = 0.0
vegetation = 0.0
vein_gap = 0.0
vein_ridged = 0.0
vein_toggle = 0.0
}
spawn_target = new Listing {}
// Place stone everywhere below sea level, air above.
// Raw Dynamic form shown here; for a typed, autocompleting way to build rules see
// examples/surface_rules/example_surface_rule.pkl (import "pklmc:surface_rules.pkl").
surface_rule = new Dynamic {
["type"] = "minecraft:sequence"
["sequence"] = new Listing {
new Dynamic {
["type"] = "minecraft:condition"
["if_true"] = new Dynamic {
["type"] = "minecraft:above_preliminary_surface"
}
["then_run"] = new Dynamic {
["type"] = "minecraft:block"
["result_state"] = new Dynamic { ["Name"] = "minecraft:air" }
}
}
new Dynamic {
["type"] = "minecraft:block"
["result_state"] = new Dynamic { ["Name"] = "minecraft:stone" }
}
}
}