
noise-settings
by ksoichiro
A dimension mod for Minecraft that adds Chrono Dawn, a time-themed world with custom portals, boss battles, and time-manipulating artifacts. Supports Fabric & NeoForge.
SKILL.md
name: noise-settings description: Minecraft terrain generation and noise settings customization guide
Custom Noise Settings (Terrain Generation)
Purpose: Guide for understanding and customizing Minecraft's terrain generation system.
How it works: This skill is automatically activated when you mention tasks related to:
- Customizing terrain generation
- Modifying noise settings
- Adjusting biome sizes
- Creating custom dimension terrain
- Troubleshooting terrain generation issues
Simply describe what you want to do, and Claude will reference the appropriate guidance from this skill.
Difficulty Assessment
Based on T299 experiment (2025-12-13):
Simple Approach (BiomeScalingMixin):
- Difficulty: Easy
- Effectiveness: High
- Use Case: Biome size adjustment
Custom Noise Settings:
- Difficulty: Very difficult
- Time Required: 10-15 hours of trial-and-error
- Use Case: Complete terrain customization
Lessons Learned from T299 Experiment
1. Vanilla Settings Are Highly Optimized
minecraft:overworld provides balanced, natural terrain that's the result of extensive testing and tuning.
Implication: Starting from scratch requires deep understanding of noise mathematics.
2. Parameter Tuning Is Complex
Small changes cause drastic terrain changes:
Observed Issues:
- Mountains extending from Y=-40 to Y=320
- Lava seas at surface level
- Flat mountain summits
- Unnatural terrain transitions
Root Cause: Density function parameters are highly sensitive and interdependent.
3. Density Functions Require Mathematical Understanding
Challenge: Understanding how noise values translate to terrain density (block placement).
Key Concepts:
- Noise Functions: Generate pseudo-random values
- Density Functions: Convert noise to block density
- Threshold Values: Determine air vs. block
- Interpolation: Smooth transitions between biomes
Learning Curve: Requires studying vanilla implementations and experimenting extensively.
4. BiomeScalingMixin Is More Practical
Approach: Scale biome coordinates via Mixin injection
Advantages:
- Simple implementation (1 Mixin class)
- Predictable results
- No terrain generation issues
- Maintains vanilla terrain quality
Disadvantages:
- Limited to biome size adjustment
- Cannot modify terrain shape/height
Recommended Approaches
For Biome Size Adjustment
Use: Mixin-based coordinate scaling
Implementation: BiomeScalingMixin
Reason: Effective, simple, no terrain artifacts
For Terrain Customization
Use: Vanilla density functions as base, modify incrementally
Process:
- Copy vanilla
minecraft:overworldnoise settings - Make small adjustments to one parameter
- Test extensively in-game
- Iterate until desired result
Avoid: Creating noise_settings from scratch unless absolutely necessary
For Custom Dimensions
Use: Vanilla presets as templates
Available Presets:
minecraft:overworld- Standard terrainminecraft:nether- Ceiling + floor with open middleminecraft:end- Floating islandsminecraft:amplified- Extreme height variation
Strategy: Start with closest vanilla preset, modify parameters gradually
Understanding Noise Settings Components
1. Noise Router
Routes different noise generators to terrain features:
Key Routes:
final_density- Determines block vs. aircontinents- Continental scale featureserosion- Erosion effectsridges- Mountain ridgesdepth- Ocean depth
2. Density Functions
Mathematical functions that generate terrain density:
Types:
- Noise-based (e.g.,
noise,shifted_noise) - Mathematical (e.g.,
add,mul,clamp) - Positional (e.g.,
y_clamped_gradient)
3. Spawn Target
Defines spawn point terrain preferences:
Parameters:
continentalness- Distance from oceanerosion- Erosion levelweirdness- Terrain weirdnesstemperature- Temperature rangehumidity- Humidity range
Parameter Tuning Guidelines
Start Conservative
Make small adjustments (5-10% changes) and test
Test Frequently
Generate test worlds after each change to verify results
Document Changes
Keep notes on what each parameter change does:
Change: Increased continentalness scale from 1.0 to 1.2
Result: Larger continents, more ocean space
Side Effects: None observed
Use Debug Visualization
Press F3 in-game to see:
- Current biome
- Biome parameters
- Coordinates
Common Pitfalls
1. Extreme Parameter Values
Problem: Using values too far from vanilla (e.g., multiplying by 10)
Result: Broken terrain, impossible landscapes
Solution: Adjust incrementally (1.1x, 1.2x, etc.)
2. Ignoring Interdependencies
Problem: Changing one parameter without considering related parameters
Result: Inconsistent terrain, artifacts
Solution: Understand parameter relationships, adjust related parameters together
3. Not Testing Edge Cases
Problem: Only testing one biome or area
Result: Terrain breaks in specific biomes or coordinates
Solution: Test multiple biomes, visit various X/Z coordinates
4. Forgetting Vertical Range
Problem: Not considering Y-level effects
Result: Underground caverns at surface, solid ground at build limit
Solution: Test terrain at multiple Y-levels (Y=-64, Y=0, Y=64, Y=256)
Debugging Terrain Generation
Symptom: Terrain Too Flat
Possible Causes:
- Erosion parameter too high
- Continentalness variation too low
- Ridge noise scale too small
Symptom: Extreme Mountains
Possible Causes:
- Ridge noise scale too high
- Erosion parameter too low
- Y-gradient too steep
Symptom: Lava Seas at Surface
Possible Causes:
- Depth parameter misconfigured
- Final density threshold incorrect
- Y-gradient inverted
Symptom: Unnatural Biome Transitions
Possible Causes:
- Biome parameters too discrete
- Interpolation disabled or misconfigured
- Temperature/humidity ranges not overlapping
Tools and Resources
In-Game Debug Tools
- F3 Debug Screen: Shows current biome and parameters
- F3 + G: Shows chunk boundaries
- Debug Stick: Modify block states (creative mode)
External Tools
- MCA Selector: View world from above, export regions
- Amidst: Preview biome distribution (1.12 and earlier)
- Cubiomes Viewer: Biome visualization (1.13+)
Reference Implementations
- Vanilla Data Packs:
minecraft:overworld,minecraft:amplified - Terralith: Advanced terrain generation datapack
- William Wythers' Overhauled Overworld: Custom terrain example
Reference: T299 Experiment Summary
Goal: Create custom noise settings for larger biome sizes
Approach Tried: Custom noise_settings.json from scratch
Results:
- ❌ Extreme mountains (Y=-40 to Y=320)
- ❌ Lava seas at surface
- ❌ Flat mountain summits
- ❌ Unnatural terrain transitions
- ✅ Biome sizes increased (desired effect)
Conclusion: BiomeScalingMixin approach is more practical and reliable
Time Invested: Multiple hours of parameter tuning
Recommendation: Use BiomeScalingMixin unless terrain shape modification is required
Last Updated: 2026-01-16 Maintained by: Chrono Dawn Development Team
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