Noise Settings
This content applies only to Java Edition.
Noise settings (noise generator settings) define the base terrain and surface rules of noise-generator worlds. Definition files are their data-driven definitions in datapacks.
Definition format
Noise settings use the NOISE_SETTINGS registry; the datapack path is worldgen/noise_settings (definitions in data/<namespace>/worldgen/noise_settings, tags in data/<namespace>/tags/worldgen/noise_settings).
Definition files use JSON with the following structure:
- JSON file root object
sea_level (int, required): the dimension's sea level.
aquifers_enabled (bool, required): whether aquifers generate.
ore_veins_enabled (bool, required): whether ore veins generate.
disable_mob_generation (bool, required): whether initial animal spawning is disabled.
legacy_random_source (bool, required): use the pre-1.18 random source.
default_block (string/compound, required): the dimension's default block (block state).
default_fluid (string/compound, required): the dimension's default fluid (block state).
spawn_target (list, may be empty): biome parameter ranges for player spawn conditions. The game samples points within 2560 blocks of (0,0), computes (x2+z2)/2390625 + Σdi² (di = parameter distance to the range), and spawns near the best position.
noise (compound, required): world noise parameters.
min_y (int, required): (−2032≤v≤2031, multiple of 16) lowest terrain height.
height (int, required): (0≤v≤2032−min_y, multiple of 16) total terrain height.
size_horizontal (int, required): (1≤v≤4) horizontal cell size.
size_vertical (int, required): (1≤v≤4) vertical cell size.
noise_router (compound, required): binds density functions to world generation. Each function may be a namespace ID, constant, or inline density function:
preliminary_surface_level: 2D density function for preliminary surface height; affects aquifers and surface rules.
final_density: final density; >0 → default block (replaced by surface rules), <0 → air (replaced by aquifers).
barrier: chance that aquifers place barrier blocks between fluid and air.
fluid_level_floodedness: probability of aquifers placing fluid (clamped 0–1).
fluid_level_spread: affects aquifer fluid height; lower = fewer aquifers.
lava: aquifers place lava instead of the default fluid between Y=−58 and sea level when |value|>0.3.
vein_toggle: >0 → copper veins, else iron veins.
vein_ridged: <0 → no vein blocks.
vein_gap: controls actual vein placement (ore blocks vs. stone).
temperature / vegetation / continents / erosion / depth / ridges / initial_density / final_density: the standard noise router functions (see the density function article).
Definition behavior
Noise settings data is loaded only once at server startup; /reload does not reload it — a server restart is required.
During terrain generation, the game first decides per coordinate whether final_density > 0 (default block) or < 0 (air). Default blocks are replaced by ore veins and surface rules; air above Y=−58 below sea level or the surface is replaced by aquifers; air below Y=−58 is always lava.
Built-in noise settings
minecraft:overworld, minecraft:amplified, minecraft:large_biomes, minecraft:nether, minecraft:caves, minecraft:end, minecraft:floating_islands.
1---2name: minecraft-noise-settings3description: Minecraft Noise Settings 噪声设置定义:NOISE_SETTINGS 注册表、data/<namespace>/worldgen/noise_settings/ 数据包路径、tags/noise_settings/ 标签、JSON 格式(sea_level 海平面 int、aquifers_enabled 含水层生成 bool、ore_veins_enabled 矿脉生成 bool、disable_mob_generation 禁用初始动物生成 bool、legacy_random_source 使用pre-1.18随机源 bool、default_block 默认方块状态、default_fluid 默认流体状态、spawn_target 玩家生成条件 生物群系参数范围 采样2560方块内点 计算距离指数)、Noise 世界噪声参数(min_y 最低地形高度 -2032..2031、height 总地形高度、size_horizontal 水平单元格大小 1-4、size_vertical 垂直单元格大小 1-4、noise_router 噪声路由器 绑定密度函数到世界生成:preliminary_surface_level 初步表面高度、final_density 最终密度 >0默认方块 <0空气、barrier 含水层屏障方块概率、fluid_level_floodedness 流体洪水概率 0-1、fluid_level_spread 流体扩散、lava 岩浆放置条件 Y=-58到海平面 |value|>0.3、vein_toggle 矿脉类型切换、vein_ridged 矿脉块、vein_gap 矿脉放置控制、temperature/vegetation/continents/erosion/depth/ridges/initial_density/final_density 标准噪声路由函数)、Definition Behavior 定义行为(服务器启动加载一次、/reload 不重新加载)、Terrain Generation 地形生成(final_density >0默认方块 <0空气、默认方块被矿脉和表面规则替换、Y=-58以下海平面上方空气被含水层替换、Y=-58以下空气总是岩浆)、Built-in Noise Settings 内置噪声设置(minecraft:ove4---56# Noise Settings78This content applies only to Java Edition.910Noise settings (noise generator settings) define the base terrain and surface rules of noise-generator worlds. Definition files are their data-driven definitions in datapacks.1112## Definition format1314Noise settings use the `NOISE_SETTINGS` registry; the datapack path is `worldgen/noise_settings` (definitions in `data/<namespace>/worldgen/noise_settings`, tags in `data/<namespace>/tags/worldgen/noise_settings`).1516Definition files use JSON with the following structure:1718- JSON file root object19 - `sea_level` (int, required): the dimension's sea level.20 - `aquifers_enabled` (bool, required): whether aquifers generate.21 - `ore_veins_enabled` (bool, required): whether ore veins generate.22 - `disable_mob_generation` (bool, required): whether initial animal spawning is disabled.23 - `legacy_random_source` (bool, required): use the pre-1.18 random source.24 - `default_block` (string/compound, required): the dimension's default block (block state).25 - `default_fluid` (string/compound, required): the dimension's default fluid (block state).26 - `spawn_target` (list, may be empty): biome parameter ranges for player spawn conditions. The game samples points within 2560 blocks of (0,0), computes `(x2+z2)/2390625 + Σdi²` (di = parameter distance to the range), and spawns near the best position.27 - `noise` (compound, required): world noise parameters.28 - `min_y` (int, required): (−2032≤v≤2031, multiple of 16) lowest terrain height.29 - `height` (int, required): (0≤v≤2032−min_y, multiple of 16) total terrain height.30 - `size_horizontal` (int, required): (1≤v≤4) horizontal cell size.31 - `size_vertical` (int, required): (1≤v≤4) vertical cell size.32 - `noise_router` (compound, required): binds density functions to world generation. Each function may be a namespace ID, constant, or inline density function:33 - `preliminary_surface_level`: 2D density function for preliminary surface height; affects aquifers and surface rules.34 - `final_density`: final density; >0 → default block (replaced by surface rules), <0 → air (replaced by aquifers).35 - `barrier`: chance that aquifers place barrier blocks between fluid and air.36 - `fluid_level_floodedness`: probability of aquifers placing fluid (clamped 0–1).37 - `fluid_level_spread`: affects aquifer fluid height; lower = fewer aquifers.38 - `lava`: aquifers place lava instead of the default fluid between Y=−58 and sea level when |value|>0.3.39 - `vein_toggle`: >0 → copper veins, else iron veins.40 - `vein_ridged`: <0 → no vein blocks.41 - `vein_gap`: controls actual vein placement (ore blocks vs. stone).42 - `temperature` / `vegetation` / `continents` / `erosion` / `depth` / `ridges` / `initial_density` / `final_density`: the standard noise router functions (see the density function article).4344## Definition behavior4546Noise settings data is loaded only once at server startup; `/reload` does not reload it — a server restart is required.4748During terrain generation, the game first decides per coordinate whether `final_density` > 0 (default block) or < 0 (air). Default blocks are replaced by ore veins and surface rules; air above Y=−58 below sea level or the surface is replaced by aquifers; air below Y=−58 is always lava.4950## Built-in noise settings5152- `minecraft:overworld`, `minecraft:amplified`, `minecraft:large_biomes`, `minecraft:nether`, `minecraft:caves`, `minecraft:end`, `minecraft:floating_islands`.