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ksoichiro

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.

0🍴 0📅 Jan 25, 2026

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

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:

  1. Copy vanilla minecraft:overworld noise settings
  2. Make small adjustments to one parameter
  3. Test extensively in-game
  4. 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 terrain
  • minecraft:nether - Ceiling + floor with open middle
  • minecraft:end - Floating islands
  • minecraft: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. air
  • continents - Continental scale features
  • erosion - Erosion effects
  • ridges - Mountain ridges
  • depth - 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 ocean
  • erosion - Erosion level
  • weirdness - Terrain weirdness
  • temperature - Temperature range
  • humidity - 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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