Merge docs for 'Carpet Mod 1.4.96 for Minecraft 23w05a and 1.19.3'

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github-actions[bot] committed 2023-02-01 19:57:35 +00:00
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@@ -2834,31 +2834,29 @@ Returns the map colour of a block at position. One of:
`'brown_terracotta'`, `'green_terracotta'`, `'red_terracotta'`, `'black_terracotta'`,
`'crimson_nylium'`, `'crimson_stem'`, `'crimson_hyphae'`, `'warped_nylium'`, `'warped_stem'`, `'warped_hyphae'`, `'warped_wart'`
### `sample_noise(pos, ...type?)` 1.18+ only
### `sample_noise()`, `sample_noise(pos, ... types?)` 1.18+
Samples the multi noise value(s) on the given position.
If no type is passed, returns a map of `continentalness`, `depth`, `erosion`, `humidity`, `temperature`, `weirdness`.
Otherwise, returns the map of that specific noise.
Samples the world generation noise values / data driven density function(s) at a given position.
If no types are passed in, or no arguments are given, it returns a list of all the available registry defined density functions.
With a single function name passed in, it returns a scalar. With multiple function names passed in, it returns a list of results.
Function accepts any registry defined density functions, both built in, as well as namespaced defined in datapacks.
On top of that, scarpet provides the following list of noises sampled directly from the current level (and not returned with no-argument call):
`'barrier_noise'`, `'fluid_level_floodedness_noise'`, `'fluid_level_spread_noise'`, `'lava_noise'`,
`'temperature'`, `'vegetation'`, `'continents'`, `'erosion'`, `'depth'`, `'ridges'`,
`'initial_density_without_jaggedness'`, `'final_density'`, `'vein_toggle'`, `'vein_ridged'` and `'vein_gap'`
<pre>
// without type
sample_noise(pos) => {continentalness: 0.445300012827, erosion: 0.395399987698, temperature: 0.165399998426, ...}
// requesting single value
sample_density(pos, 'continents') => 0.211626790923
// passing type as multiple arguments
sample_noise(pos, 'pillarRareness', 'aquiferBarrier') => {aquiferBarrier: -0.205013844481, pillarRareness: 1.04772473438}
// passing types as a list with unpacking operator
sample_noise(pos, ...['spaghetti3dFirst', 'spaghetti3dSecond']) => {spaghetti3dFirst: -0.186052125186, spaghetti3dSecond: 0.211626790923}
sample_density(pos, 'continents', 'depth', 'overworld/caves/pillars', 'mydatapack:foo/my_function') => [-0.205013844481, 1.04772473438, 0.211626790923, 0.123]
</pre>
Available types:
`aquiferBarrier`, `aquiferFluidLevelFloodedness`, `aquiferFluidLevelSpread`, `aquiferLava`, `caveCheese`,
`caveEntrance`, `caveLayer`, `continentalness`, `depth`, `erosion`, `humidity`, `island`, `jagged`, `oreGap`,
`pillar`, `pillarRareness`, `pillarThickness`, `shiftX`, `shiftY`, `shiftZ`, `spaghetti2d`, `spaghetti2dElevation`,
`spaghetti2dModulator`, `spaghetti2dThickness`, `spaghetti3d`, `spaghetti3dFirst`, `spaghetti3dRarity`,
`spaghetti3dSecond`, `spaghetti3dThickness`, `spaghettiRoughness`, `spaghettiRoughnessModulator`, `temperature`,
`terrain`, `terrainFactor`, `terrainOffset`, `terrainPeaks`, `weirdness`
### `loaded(pos)`
Boolean function, true if the block is accessible for the game mechanics. Normally `scarpet` doesn't check if operates