【我的世界】自定義biomes生物群系/地形 教程
程式碼例項:
{
object "minecraft:climate"[0,7] : opt // 描述溫度、溼度、降水等。沒有此元件的生物群落將具有預設值。Describes temperature, humidity, precipitation, etc. Biomes without this component will have default values.
{
float "temperature" : opt
float "downfall" : opt
float "red_spores" : opt
float "blue_spores" : opt
float "ash" : opt
float "white_ash" : opt
array "snow_accumulation"[2] : opt
{
float "[0..0]"
float "[1..1]"
}
}
object "minecraft:overworld_height"[0,2] : opt // 用於在超世界中驅動地形高度的噪波引數。Noise parameters used to drive terrain height in the Overworld.
{
array "noise_params"[2] : opt
{
float "[0..0]"
float "[1..1]"
}
string "noise_type"<"stone_beach", "deep_ocean", "default", "default_mutated", "lowlands", "river", "ocean", "taiga", "mountains", "highlands", "mushroom", "less_extreme", "extreme", "beach", "swamp"> : opt
}
object "minecraft:forced_features"[0,1] : opt // 強制特定的裝飾特徵(樹木、植物等)出現在該生物群落中,而不考慮正常的裝飾規則。Force specific decorative features (trees, plants, etc.) to appear in this Biome, regardless of normal decoration rules.
{
array "<identifier>" : opt
{
object "<any array element>" : opt
{
molang "iterations" // 要生成的分散位置數Number of scattered positions to generate
object "scatter_chance" : opt // 發生這種分散的概率分子/分母。未對每次迭代進行評估;要麼不執行迭代,要麼全部執行。Probability numerator / denominator that this scatter will occur. Not evaluated each iteration; either no iterations will run, or all will.
{
int "numerator"<1-*>
int "denominator"<1-*>
}
molang "scatter_chance" : opt // 發生這種分散的概率(0-100)。未對每次迭代進行評估;要麼不執行迭代,要麼全部執行。Probability (0-100] that this scatter will occur. Not evaluated each iteration; either no iterations will run, or all will.
enumerated_value "coordinate_eval_order"<"xyz", "xzy", "yxz", "yzx", "zxy", "zyx"> : opt // The order in which coordinates will be evaluated. Should be used when a coordinate depends on another. If omitted, defaults to "xzy".
molang "x" : opt // Expression for the coordinate (evaluated each iteration). Mutually exclusive with random distribution object below.
object "x" : opt // Distribution for the coordinate (evaluated each iteration). Mutually exclusive with Molang expression above.
{
enumerated_value "distribution"<"uniform", "gaussian", "inverse_gaussian", "triangle", "fixed_grid", "jittered_grid"> // Type of distribution - uniform random, gaussian (centered in the range), triangle (centered in the range), or grid (either fixed-step or jittered)
int "step_size"<1-*> : opt // When the distribution type is grid, defines the distance between steps along this axis
int "grid_offset"<0-*> : opt // When the distribution type is grid, defines the offset along this axis
array "extent"[2]
{
molang "[0..0]" : opt // Lower bound (inclusive) of the scatter range, as an offset from the input point to scatter around
molang "[1..1]" : opt // Upper bound (inclusive) of the scatter range, as an offset from the input point to scatter around
}
}
molang "z" : opt // Expression for the coordinate (evaluated each iteration). Mutually exclusive with random distribution object below.
object "z" : opt // Distribution for the coordinate (evaluated each iteration). Mutually exclusive with Molang expression above.
{
enumerated_value "distribution"<"uniform", "gaussian", "inverse_gaussian", "triangle", "fixed_grid", "jittered_grid"> // Type of distribution - uniform random, gaussian (centered in the range), triangle (centered in the range), or grid (either fixed-step or jittered)
int "step_size"<1-*> : opt // When the distribution type is grid, defines the distance between steps along this axis
int "grid_offset"<0-*> : opt // When the distribution type is grid, defines the offset along this axis
array "extent"[2]
{
molang "[0..0]" : opt // Lower bound (inclusive) of the scatter range, as an offset from the input point to scatter around
molang "[1..1]" : opt // Upper bound (inclusive) of the scatter range, as an offset from the input point to scatter around
}
}
molang "y" : opt // Expression for the coordinate (evaluated each iteration). Mutually exclusive with random distribution object below.
object "y" : opt // Distribution for the coordinate (evaluated each iteration). Mutually exclusive with Molang expression above.
{
enumerated_value "distribution"<"uniform", "gaussian", "inverse_gaussian", "triangle", "fixed_grid", "jittered_grid"> // Type of distribution - uniform random, gaussian (centered in the range), triangle (centered in the range), or grid (either fixed-step or jittered)
int "step_size"<1-*> : opt // When the distribution type is grid, defines the distance between steps along this axis
int "grid_offset"<0-*> : opt // When the distribution type is grid, defines the offset along this axis
array "extent"[2]
{
molang "[0..0]" : opt // Lower bound (inclusive) of the scatter range, as an offset from the input point to scatter around
molang "[1..1]" : opt // Upper bound (inclusive) of the scatter range, as an offset from the input point to scatter around
}
}
feature_reference "places_feature"
string "identifier"
}
}
}
object "minecraft:ignore_automatic_features" : opt // No features will be automatically attached to this Biome, only features specified in the minecraft:forced_features component will appear.
object "minecraft:surface_parameters"[0,6] : opt //控制用於預設Minecraft Overworld地形生成的塊。 Control the blocks used for the default Minecraft Overworld terrain generation.
{
"top_material" // 控制用於此生物群落表面的塊型別。Controls the block type used for the surface of this biome.
"mid_material" // 控制此生物群落表面下的層中使用的塊型別。Controls the block type used in a layer below the surface of this biome.
"sea_floor_material" // 控制用作此生物群落中水體地板的塊型別。Controls the block type used as a floor for bodies of water in this biome.
"foundation_material" // 控制在該生物群落的地下深處使用的塊體型別Controls the block type used deep underground in this biome.
"sea_material" // Controls the block type used for the bodies of water in this biome.
int "sea_floor_depth" // 控制地板應位於世界水位以下的深度。Controls how deep below the world water level the floor should occur.
}
object "minecraft:surface_material_adjustments"[0,1] : opt // 指定對地形生成中使用的塊的精細細節更改(基於噪波函式)Specify fine-detail changes to blocks used in terrain generation (based on a noise function)
{
array "adjustments" : opt // 所有與列的噪波值匹配的調整都將按列出的順序應用。All adjustments that match the column's noise values will be applied in the order listed.
{
object "<any array element>"
{
object "materials"
{
"top_material" : opt // Controls the block type used for the surface of this biome when this adjustment is active.
"mid_material" : opt // Controls the block type used in a layer below the surface of this biome when this adjustment is active.
"sea_floor_material" : opt // Controls the block type used as a floor for bodies of water in this biome when this adjustment is active.
"foundation_material" : opt // Controls the block type used deep underground in this biome when this adjustment is active.
"sea_material" : opt // Controls the block type used in the bodies of water in this biome when this adjustment is active.
}
array "noise_range"[2] : opt // Defines a range of noise values [min, max) for which this adjustment should be applied.
{
float "[0..0]"<-1.000000-1.000000>
float "[1..1]"<-1.000000-1.000000>
}
array "height_range"[2] : opt // Defines a range of noise values [min, max] for which this adjustment should be applied.
{
molang "[0..0]"
molang "[1..1]"
}
float "noise_frequency_scale" : opt // The scale to multiply by the position when accessing the noise value for the material adjustments.
}
}
}
object "minecraft:swamp_surface"[0,6] : opt // Similar to overworld_surface. Adds swamp surface details.
{
"top_material" // Controls the block type used for the surface of this biome.
"mid_material" // Controls the block type used in a layer below the surface of this biome.
"sea_floor_material" // Controls the block type used as a floor for bodies of water in this biome.
"foundation_material" // Controls the block type used deep underground in this biome.
"sea_material" // Controls the block type used for the bodies of water in this biome.
int "sea_floor_depth" // Controls how deep below the world water level the floor should occur.
}
object "minecraft:frozen_ocean_surface"[0,6] : opt // Similar to overworld_surface. Adds icebergs.
{
"top_material" // Controls the block type used for the surface of this biome.
"mid_material" // Controls the block type used in a layer below the surface of this biome.
"sea_floor_material" // Controls the block type used as a floor for bodies of water in this biome.
"foundation_material" // Controls the block type used deep underground in this biome.
"sea_material" // Controls the block type used for the bodies of water in this biome.
int "sea_floor_depth" // Controls how deep below the world water level the floor should occur.
}
object "minecraft:mesa_surface"[0,10] : opt // Similar to overworld_surface. Adds colored strata and optional pillars.
{
"top_material" // Controls the block type used for the surface of this biome.
"mid_material" // Controls the block type used in a layer below the surface of this biome.
"sea_floor_material" // Controls the block type used as a floor for bodies of water in this biome.
"foundation_material" // Controls the block type used deep underground in this biome.
"sea_material" // Controls the block type used for the bodies of water in this biome.
int "sea_floor_depth" // Controls how deep below the world water level the floor should occur.
"clay_material"
"hard_clay_material"
bool "bryce_pillars"
bool "has_forest"
}
object "minecraft:nether_surface" : opt // Use default Minecraft Nether terrain generation.
object "minecraft:the_end_surface" : opt // Use default Minecraft End terrain generation.
object "minecraft:capped_surface"[0,5] : opt // Generates surface on blocks with non-solid blocks above or below.
{
array "floor_materials"[1,*] // Materials used for the surface floor.
{
block_reference "<any array element>"
}
array "ceiling_materials"[1,*] // Materials used for the surface ceiling.
{
block_reference "<any array element>"
}
block_reference "sea_material" // Material used to replace air blocks below sea level.
block_reference "foundation_material" // Material used to repalce solid blocks that are not surface blocks.
block_reference "beach_material" : opt // Material used to decorate surface near sea level.
}
object "minecraft:mountain_parameters"[0,3] : opt // Noise parameters used to drive mountain terrain generation in Overworld
{
float "peaks_factor" : opt
object "steep_material_adjustment" : opt // Defines surface material for steep slopes
{
"material" : opt // Block type use as steep material.
bool "north_slopes" : opt // Enable for north facing slopes
bool "south_slopes" : opt // Enable for south facing slopes
bool "west_slopes" : opt // Enable for west facing slopes
bool "east_slopes" : opt // Enable for east facing slopes
}
object "top_slide" : opt // Controls the density tapering that happens at the top of the world to prevent terrain from reaching too high
{
bool "enabled" // If false, top slide will be disabled. If true, other parameters will be taken into account
}
}
object "minecraft:overworld_generation_rules"[0,5] : opt // 控制在整個世界的世界生成過程中,該生物群落如何例項化(然後可能被修改)Control how this biome is instantiated (and then potentially modified) during world generation of the overworld.
{
biome_reference "hills_transformation" : opt
array "hills_transformation"[1,*] : opt
{
biome_reference "<any array element>" : opt
array "<any array element>"[2] : opt
{
biome_reference "[0..0]"
int "[1..1]"
}
}
biome_reference "mutate_transformation" : opt
array "mutate_transformation"[1,*] : opt
{
biome_reference "<any array element>" : opt
array "<any array element>"[2] : opt
{
biome_reference "[0..0]"
int "[1..1]"
}
}
array "generate_for_climates" : opt // 控制該生物群落可以繁殖的世界一代氣候類別。單個生物群落可以與具有不同權重的多個類別相關聯。Controls the world generation climate categories that this biome can spawn for. A single biome can be associated with multiple categories with different weightings.
{
array "<any array element>"[2]
{
enumerated_value "[0..0]"<"medium", "warm", "lukewarm", "cold", "frozen"> // 氣候類別名稱Name of a climate category
int "[1..1]" // 相對於同一類別中的其他生物群落,選擇該生物群落的權重Weight with which this biome should be selected, relative to other biomes in the same category
}
}
biome_reference "river_transformation" : opt
array "river_transformation"[1,*] : opt
{
biome_reference "<any array element>" : opt
array "<any array element>"[2] : opt
{
biome_reference "[0..0]"
int "[1..1]"
}
}
biome_reference "shore_transformation" : opt
array "shore_transformation"[1,*] : opt
{
biome_reference "<any array element>" : opt
array "<any array element>"[2] : opt
{
biome_reference "[0..0]"
int "[1..1]"
}
}
}
object "minecraft:multinoise_generation_rules"[0,5] : opt //控制在虛空世界生成期間如何例項化(然後可能修改)此生物群落。 Controls how this biome is instantiated (and then potentially modified) during world generation of the nether.
{
float "target_temperature" : opt // Temperature with which this biome should selected, relative to other biomes.
float "target_humidity" : opt // Humidity with which this biome should selected, relative to other biomes.
float "target_altitude" : opt // Altitude with which this biome should selected, relative to other biomes.
float "target_weirdness" : opt // Weirdness with which this biome should selected, relative to other biomes.
float "weight" : opt // Weight with which this biome should selected, relative to other biomes.
}
object "minecraft:legacy_world_generation_rules" : opt // Additional world generation control applicable only to legacy limited worlds.
object "[a-z0-9_.:]+" : opt // Attach arbitrary string tags to this biome
}
適用版本,Minecraft基岩版,
更多請參見//docs.microsoft.com/en-us/minecraft/creator