20w21a
| Table of Contents |
|---|
Noisesize_horizontal and size_verticaldensity_factor and density_offsetsamplingtop_slide and bottom_slide |
Structuresspacing and separationsalt |
Integers between 1 and 4.
→ size_horizontal
↓ size_vertical
| 1 | 2 | 4 | |
|---|---|---|---|
| 1 | ![]() |
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| 2 | ![]() |
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| 3 | ![]() |
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| 4 | ![]() |
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Surprisingly, when size_horizontal is 3, it generates this interesting pattern

When editing these values, you need to keep in mind the following formula.
terrain height = ((density_offset / density_factor) + 1) * height / 2
density_factor |
density_offset |
|
|---|---|---|
| 0.5 | -0.25 | ![]() |
| 1 | -0.5 | ![]() |
| 2 | -1 | ![]() |
| 4 | -2 | ![]() |
| 0.25 | 1 | 8 |
|---|---|---|
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Setting xz_scale to 0 will cause a flat surface.
| 20 | 80 | 320 |
|---|---|---|
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WIP
spacing determines the maximum space in chunks between two structures of this type. separation determines the minimum space in chunks. spacing must be larger than separation. A grid pattern forms when spacing is one larger than separation.
→ separation
↓ spacing
| 1 | 2 | 3 | |
|---|---|---|---|
| 2 | ![]() |
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| 3 | ![]() |
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| 4 | ![]() |
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| 5 | ![]() |
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Determines the random placement of the structures after being combined with the seed.






























Whoa, did you actually try all these worlds?