Noise type
Smooth random numbers from noise.new: the same seed gives the same numbers every time.
Functions 2
noise:get(x: number, y_or_z: number, z: number?) → numberReturns about -1..1 at a point: get(x, z) for a height map, get(x, y, z) for caves and overhangs.
noise:grid(x: number, z: number, width: number, depth: number) → { number }Returns width * depth heights in one call, row by row: the number for (x + dx, z + dz) is at [dz * width + dx + 1].