Scale noise is another terrain generation noise which can be found in Beta 1.7.3. It's the line above depth noise (see #1 - I've found a lot more information on it recently) which reads as follows:
field_4182_g = field_922_a.func_4109_a(field_4182_g, i, k, l, j1, 1.121D, 1.121D, 0.5D);
This noise generator is used for controlling mountains and other biome-based height features. It was removed from the Overworld in Beta 1.8 since from that point up to 1.17.1 biomes themselves dictated the height.
If we change the 1.121D to 1000D, this should cause it to overflow at 8589934 blocks out from the center of the world. If you're in a flat area, effects will be minimal, with the odd directional artifact here and there.
In order for things to really get interesting, you'll want to venture into some hilly areas. Before it overflows, hills are already weird since you've changed 1.121 to 1000 and basically multiplied it by a thousand. The overflow point is still obvious when you're in such a region though, since you'll end up with "farther-lands-before-far-lands"-esque generation:
The term "scale noise" comes from 1.12.2 MCP, where it is still apparently defined for the Nether.
Would it be possible to include something about scale noise in the first chapter?
Scale noise is another terrain generation noise which can be found in Beta 1.7.3. It's the line above depth noise (see #1 - I've found a lot more information on it recently) which reads as follows: field_4182_g = field_922_a.func_4109_a(field_4182_g, i, k, l, j1, 1.121D, 1.121D, 0.5D);
This noise generator is used for controlling mountains and other biome-based height features. It was removed from the Overworld in Beta 1.8 since from that point up to 1.17.1 biomes themselves dictated the height.
If we change the 1.121D to 1000D, this should cause it to overflow at 8589934 blocks out from the center of the world. If you're in a flat area, effects will be minimal, with the odd directional artifact here and there.
In order for things to really get interesting, you'll want to venture into some hilly areas. Before it overflows, hills are already weird since you've changed 1.121 to 1000 and basically multiplied it by a thousand. The overflow point is still obvious when you're in such a region though, since you'll end up with "farther-lands-before-far-lands"-esque generation:
The term "scale noise" comes from 1.12.2 MCP, where it is still apparently defined for the Nether.
Would it be possible to include something about scale noise in the first chapter?