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Minecraft:Noise router

From SAS Gaming Wiki

Template:Exclusive The noise router is a collection of Minecraft:density functions. Density functions compute a value for each block position. They are used for terrain generation, biome layout, aquifers, ore veins, and more. A noise router is a part of a dimension's noise settings.

JSON format

The different density functions of the noise router and their uses.

Final density

Template:Cd is the main density function that determines whether a block position should be solid or air. If the function returns a value greater than 0, the noise settings' default_block is placed. Otherwise, either Minecraft:air or the default_fluid is placed, decided by the aquifer logic. Only afterward, the default_block is replaced with other blocks using the Minecraft:surface rules.

Setting the final density is set to 0 results in a void dimension, similarly setting it to 1 would completely fill the world with stone. Template:Collapse Template:Filename <syntaxhighlight lang="json" highlight="34"> {

 "sea_level": -64,
 "disable_mob_generation": false,
 "aquifers_enabled": false,
 "ore_veins_enabled": false,
 "legacy_random_source": false,
 "default_block": {
   "Name": "minecraft:stone"
 },
 "default_fluid": {
   "Name": "minecraft:water",
   "Properties": {
     "level": "0"
   }
 },
 "noise": {
   "min_y": -64,
   "height": 384,
   "size_horizontal": 2,
   "size_vertical": 2
 },
 "noise_router": {
   "barrier": 0,
   "fluid_level_floodedness": 0,
   "fluid_level_spread": 0,
   "lava": 0,
   "temperature": 0,
   "vegetation": 0,
   "continents": 0,
   "erosion": 0,
   "depth": 0,
   "ridges": 0,
   "initial_density_without_jaggedness": 0,
   "final_density": 0,
   "vein_toggle": 0,
   "vein_ridged": 0,
   "vein_gap": 0
 },
 "spawn_target": [],
 "surface_rule": {
   "type": "minecraft:sequence",
   "sequence": []
 }

} </syntaxhighlight> Template:Collapse

Flat world

File:Noise router diagram flat world.png
The side view of a flat world using the y_clamped_gradient density function

Using the [[Minecraft:Density function#y_clamped_gradient|Template:Cd density function]], a flat world can be created. In the following example positions at Y=-64 get a density of 1 and positions at Y=320 get a density of -1. <syntaxhighlight lang="json"> {

 "type": "minecraft:y_clamped_gradient",
 "from_y": -64,
 "to_y": 320,
 "from_value": 1,
 "to_value": -1

} </syntaxhighlight>

Noises

File:Noise router diagram simple noise.png
The side view of a world using a single noise
File:Noise router diagram simple noise (overhangs).png
The side view of a world using noise, creating overhangs

To bring some variety to the world, a noise is needed. By adding the previous Template:Cd to a noise, the height of the terrain is based on a noise that varies along the X and Z coordinates. <syntaxhighlight lang="json" highlight="2,10-15"> {

 "type": "minecraft:add",
 "argument1": {
   "type": "minecraft:y_clamped_gradient",
   "from_y": -64,
   "to_y": 320,
   "from_value": 1,
   "to_value": -1
 },
 "argument2": {
   "type": "minecraft:noise",
   "noise": "minecraft:gravel",
   "xz_scale": 2,
   "y_scale": 0
 }

} </syntaxhighlight>

The noise can be scaled to alter the results. Using <syntaxhighlight lang="json" inline>"xz_scale": 0.5</syntaxhighlight> makes the terrain smoother.

To get overhangs, the noise also needs to vary along the Y coordinate. This can be done with <syntaxhighlight lang="json" inline>"xz_scale": 1</syntaxhighlight> and <syntaxhighlight lang="json" inline>"y_scale": 1</syntaxhighlight>.

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