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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" }
    }
  }
}