Thanks guys. You can use the bias scalars to flatten the rounded rocks even more if needed. I changed them form 0.8.. something into 0.92. Then add/mix some sizes of the output, and use that to raise ground by normal (masked by PF), then add a CT small patch (1m), then add another surface shader where you can use a masked (and/or smaller=transform shader) version of the output to displace laterally. If you need a stream or river run through the blocky rocks, mask that out. I used the same warped stream to lower the ground a bit before the squares are displaced up. I used the inverse PF (for the squares) to get some fake stones in, so they appear where there are no square rocks, also used some height restriction. Also added small sized strata (partly masked by another small PF) to flatten and stretch some rocks. Oh yes, and also fractal warped the output a bit.
But I realized that I warped the streambed, so the upward displacement is affected by that. Even if you displace up from a certain height, it will have the warped base. So now I want to displace from unwarped. Another problem is the white spots, where displacement is overlapping. I figured it to be the atmosphere shining through the planet that you see, and tried to get rid of the white by adding another (black) planet inside the planet as a block off. But that didn't work, and I wonder why....