There's info online about the various kinds of terrain noise out there, but I can't find anything conclusive on the hashing functions used in their implementations. It seems that the standard for perlin/simplex noise is to rely on a hardcoded "permutation table" of a certain size, generally 256, but if I understand things correctly this implies that the noise is 256-periodic. You can make the permutation table bigger, but for infinite terrain, that won't do, will it?

Typically, I wonder what sources of reproducible randomness games such as #Minecraft use? I couldn't find that info online.

#ProceduralGeneration

@glocq

Yes it is periodic, but if you combine layers over layers of noise to generate the value of each parameters in your world you end up with something where the player will never notice that periodicity. By combination I mean both combination at various scales (octave) for one parameter, combination of different seed for different parameter, and combination of various ways you use these layers of noise.
Minecraft does use Perlin noise too. Have you look at this article ? It gives a lot of details.
https://www.alanzucconi.com/2022/06/05/minecraft-world-generation/
No Man's Sky does too. There are several recordings of GDC talks where they give details about how they did. Here is one of you haven't already seen it:
https://youtu.be/C9RyEiEzMiU?si=kGZT2fWnHteTuxB4