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Durch die angepasste Weltgenerierung können Datenpakete die Generierung der Welt ändern. Dies ist besonders nützlich in Verbindung mit angepassten Welten.
Weltgenerator-Vorlagen[]
Eine Weltgenerator-Vorlage fasst die Weltgenerator-Einstellungen zusammen, die bestimmen wie die erzeugte Landschaft aussieht.
Derzeit gibt es diese Vorlagen nur für den Weltgenerator minecraft:noise
, diese werden in einem Datenpaket als JSON-Datei data/<namensraum>/worldgen/noise_settings/<name>.json
angelegt und können dann mit der ID <namensraum>:<name>
in angepassten Dimensionen verwendet werden.
Datenstruktur[]
Der Landschaftsgenerator minecraft:noise
funktioniert ähnlich wie der Landschaftsgenerator des alten Welttyps Angepasst.
- die namenlose Haupteigenschaft
- bedrock_roof_position (ganzzahlig): Abstand der Grundgestein-Decke von der oberen Grenze der Welt: Ist dies außerhalb der Welt, dann wird keine Grundgestein-Decke erzeugt. Wird die Grundgestein-Decke weit genug unten erzeugt, dann entsteht die normale Landschaft auch über der Grundgestein-Decke.
- bedrock_floor_position (ganzzahlig): y-Koordinate des Grundgestein-Bodens
- sea_level (ganzzahlig): Meeresspiegel dieser Dimension als y-Koordinate
- disable_mob_generation: deaktiviert das Erzeugen von Kreaturen während der Weltenerzeugung (einmaliges Spawnen) wenn
true
- noise_caves_enabled: aktiviert die Erzeugung der Noise Caves
- aquifers_enabled: aktiviert die Erzeugung von Grundwasserleitern
- deepslate_enabled: ersetzt das Gestein am Boden der Welt durch Tiefenschiefer
- structures: Einstellungen für das Erzeugen von Bauwerken
- stronghold: Einstellungen für Festungen: Festungen werden auf andere Weise in der Minecraft-Welt verteilt werden als die anderen Bauwerke. Die Werte für Festungen unter
structures
sind nur Platzhalter und werden nicht verwendet.- distance (ganzzahlig): Bestimmt den Abstand von Festungen zueinander.
- count (ganzzahlig): Anzahl der zu erzeugenden Festungen
- spread (ganzzahlig):
- structures: Auflistung der Bauwerke
- <ID-Name>: ID-Name eines Bauwerks
- spacing (ganzzahlig): mittlerer Abstand zweier Platzierungsversuche für dieses Bauwerk, gemessen in Chunks: Der maximale Abstand der Platzierungsversuche in Chunks beträgt
2 * spacing - separation
. Da die Platzierungsversuche in Abhängigkeit von der an der gewählten Position vorhandenen Landschaft und vom Biom fehlschlagen können, lässt sich aus diesem Wert nicht direkt die Häufigkeit des Bauwerks in der Welt berechnen. - separation (ganzzahlig): minimaler Abstand zweier dieser Bauwerke, gemessen in Chunks, muss kleiner als
spacing
sein - salt (ganzzahlig): Hilfswert für die Verteilung der Bauwerke in der Welt; siehe Salt
- spacing (ganzzahlig): mittlerer Abstand zweier Platzierungsversuche für dieses Bauwerk, gemessen in Chunks: Der maximale Abstand der Platzierungsversuche in Chunks beträgt
- <ID-Name>: ID-Name eines Bauwerks
- stronghold: Einstellungen für Festungen: Festungen werden auf andere Weise in der Minecraft-Welt verteilt werden als die anderen Bauwerke. Die Werte für Festungen unter
- noise: Einstellungen für die Form der Landschaft
- sampling:
- xz_scale (Gleitkommazahl): skaliert die X- und Z-Achsen der Landschaftsgenerierung
- xz_factor (Gleitkommazahl): glättet horizontale Unebenheiten
- y_scale (Gleitkommazahl): skaliert die Y-Achse der Landschaftsgenerierung
- y_factor (Gleitkommazahl): glättet vertikale Unebenheiten
- size_vertical (ganzzahlig): Bestimmt die Größe der Landmasse in Y-Richtung. Werte von 1 bis 15 vergrößern die Höhe der Hügel, bei Werten über 20 liegt die gesamte Landschaft über Y=63, Werte größer als 32 heben die Landschaft auf über Y=100 an.
- size_horizontal (ganzzahlig): Bestimmt die Größe der Landmasse in X- und Z-Richtung, hat keine Auswirkung auf die Biome: Ein Wert von 8 entfernt die Landmasse vollständig, Werte kleiner als 1 bringen das Spiel zum Absturz. Ein Wert von 3 erzeugt ein Gitter aus einzelnen Blöcken.
- min_y (ganzzahlig): minimale Y-Koordinate an der die Landschaft generiert wird: Muss durch 16 teilbar sein und im Bereich von -2048 bis 2031 liegen.
- height (ganzzahlig): Ändert die maximale Gesamthöhe der Landschaft: Muss durch 16 teilbar sein und
min_y + height
darf maximal 2032 sein. - density_factor (Gleitkommazahl): Landschaftsdichte-Gradient von unten nach oben: Positive Werte erzeugen eine feste Landschaft unten mit nach oben schmaler werdenden Hügeln und Bergen; negative Werte erzeugen eine fest Landschaft oben mit nach unten ragenden Spitzen. Je höher der Wert (betragsmäßig), desto schärfer ist der Übergang (es gibt also weniger hohe Berge).
- density_offset (Gleitkommazahl im Bereich von -1 bis 1): verschiebt die mittlere Höhe der Landschaft nach oben oder unten, die Verschiebung ist invers proportional zu
density_factor
- random_density_offset (optional): appears to tie in with the above 2 parameters, as the name suggests by removing some randomness applied to them.
- simplex_surface_noise:
- island_noise_override (optional): für Landschaften wie im Ende mit einer großen Insel in der Mitte und kleineren darum herum
- amplified (optional): für Landschaften wie im Welttyp Zerklüftet
- top_slide: Einstellungen für die obere Begrenzung
- target (ganzzahlig): negative Werte sorgen für runden die Spitzen von Hügeln und Bergen ab, positive Werte erzeugen eine Decke
- size (ganzzahlig): Bestimmt die Größe des beeinflussten Bereiches von der oberen Grenze der Welt.
- offset (ganzzahlig): verschiebt den beeinflussten Bereich: Positive Werte verschieben den von
top_slide
beeinflussten Bereich nach unten, negative Werte nach oben.
- bottom_slide: Einstellungen für die untere Begrenzung
- target (ganzzahlig): negative values entfernen den Boden und runden die Unterseite von Inseln ab, positive Werte erzeugen einen Boden
- size (ganzzahlig): Bestimmt die Größe des beeinflussten Bereiches von der unteren Grenze der Welt.
- offset (ganzzahlig): verschiebt den beeinflussten Bereich: Positive Werte verschieben den von
bottom_slide
beeinflussten Bereich nach oben, negative Werte nach unten.
- sampling:
- default_block: Hauptblock, aus dem die Landschaft besteht (unter den obersten Blöcken, deren Typ vom Biom abhängt)
- Name: ID-Name des Blocks
- Properties:
- <Blockzustand>: Wert des Blockzustands
- default_fluid: Block, aus dem Flüsse und Seen in der Landschaft bestehen
- Name: ID-Name des Blocks
- Properties:
- <Blockzustand>: Wert des Blockzustands
Standard-Vorlagen[]
Die folgenden Vorlagen für den Weltgenerator minecraft:noise
sind von Minecraft vordefiniert:
Vorlage | minecraft:overworld
(normale Oberwelt) |
minecraft:amplified
(Oberwelt im Welttyp zerklüftet) |
minecraft:nether
(Nether) |
minecraft:caves
(Oberwelt im Welttyp Höhlen) |
minecraft:end
(Ende) |
minecraft:floating_islands
(Oberwelt im Welttyp schwebende Inseln) | ||
---|---|---|---|---|---|---|---|---|
bedrock_roof_position
|
-10 | 0 | -10 | |||||
bedrock_floor_position
|
0 | 0 | -10 | |||||
sea_level
|
63 | 32 | 0 | |||||
disable_mob_generation
|
false | false | true | false | ||||
default_block
|
minecraft:stone
|
minecraft:netherrack
|
minecraft:stone
|
minecraft:end_stone
|
minecraft:stone
| |||
default_fluid
|
minecraft:water
|
minecraft:lava
|
minecraft:water
|
minecraft:air
|
minecraft:water
| |||
structures
|
stronghold
|
distance
|
32 | nicht angegeben | nicht angegeben | |||
count
|
1 | |||||||
spread
|
3 | |||||||
structures
|
siehe unten | |||||||
noise
|
top_slide
|
target
|
-10 | 120 | -3000 | |||
size
|
3 | 3 | 64 | |||||
offset
|
0 | 0 | -46 | |||||
bottom_slide
|
target
|
-30 | 320 | -30 | ||||
size
|
0 | 4 | 7 | |||||
offset
|
0 | -1 | 1 | |||||
sampling
|
xz_scale
|
0.9999999814507745 | 1 | 2 | ||||
xz_factor
|
80 | 80 | 80 | |||||
y_scale
|
0.9999999814507745 | 3 | 1 | |||||
y_factor
|
160 | 60 | 160 | |||||
size_vertical
|
2 | 2 | 1 | |||||
size_horizontal
|
1 | 1 | 2 | |||||
height
|
256 | 128 | 128 | |||||
density_factor
|
1 | 0 | 0 | |||||
density_offset
|
-0.46875 | 0.019921875 | 0 | |||||
random_density_offset
|
true | false | false | |||||
simplex_surface_noise
|
true | false | true | |||||
island_noise_override
|
false | false | true | false | ||||
amplified
|
false | true | false | false |
Standardeinstellungen für die Bauwerke[]
Alle oben aufgelisteten Vorlagen verwenden die gleichen Einstellungen für die Verteilung, der Bauwerke, mit Ausnahme von minecraft:ruined_portal
.
Bauwerk | spacing
|
separation
|
salt
| |
---|---|---|---|---|
village
|
32 | 8 | 10387312 | |
desert_pyramid
|
32 | 8 | 14357617 | |
igloo
|
32 | 8 | 14357618 | |
jungle_pyramid
|
32 | 8 | 14357619 | |
swamp_hut
|
32 | 8 | 14357620 | |
pillager_outpost
|
32 | 8 | 165745296 | |
stronghold *
|
1 | 0 | 0 | |
monument
|
32 | 5 | 10387313 | |
endcity
|
20 | 11 | 10387313 | |
mansion
|
80 | 20 | 10387319 | |
buried_treasure
|
1 | 0 | 0** | |
mineshaft
|
1 | 0 | 0** | |
ruined_portal
|
nether und caves
|
25 | 10 | 34222645 |
alle anderen Vorlagen | 40 | 15 | 34222645 | |
shipwreck
|
24 | 4 | 165745295 | |
ocean_ruin
|
20 | 8 | 14357621 | |
bastion_remnant
|
27 | 4 | 30084232 | |
fortress
|
27 | 4 | 30084232 | |
nether_fossil
|
2 | 1 | 14357921 |
*Platzhalterwerte, ohne Effekt
**diese Bauwerke verwenden den salt
-Wert nicht, ihn zu ändern hat daher keine Auswirkungen
Biome[]
Biome werden als JSON-Dateien in einem Datenpaket in dem Pfad data/<namespace>/worldgen/biome
gespeichert.
JSON-Format[]
- precipitation: Kann entweder
"none"
,"rain"
, oder"snow"
sein. - category: Kann enweder
"none"
,"taiga"
,"extreme_hills"
,"jungle"
,"mesa"
,"plains"
,"savanna"
,"icy"
,"the_end"
,"beach"
,"forest"
,"ocean"
,"desert"
,"river"
,"swamp"
,"mushroom"
, oder"nether" sein.
- depth: Positive Werte verändert das Biom so, dass es über den Meeresspiegel generiert (zum Beispiel Ebene), negative Werte verändern das Biom so, dass es unter den Meeresspiegel generiert (zum Beispiel Ozeane oder Sümpfe)
- scale: Bei niederigen Werten ist das Biom flach, hingegen bei hohen Werten ist das Biom zerklüftet.
- temperature: Ändert Features wie Gras - bzw. Laubfarbe, das Wetter und ob Schneegolems Schaden bekommen.
- temperature_modifier: Kann
none
oderfrozen
sein. - downfall: Ändert die Laub und Grasfarbe, bei Werten über 0.85 brennt Feuer schneller.
- effects: Effekte in diesem Biom
- fog_color: Dezimal Wert für die Farbe des Nebels. Für einen Konverter von hexadezimal Farbcodes in dezimale Zahlen siehe externe Links.
- foliage_color: Dezimal Wert für die Farbe von Laub und Ranken. Für einen Konverter von hexadezimal Farbcodes in dezimale Zahlen siehe externe Links.
- grass_color: Dezimal Wert für die Farbe von Grasblöcke, Gras, hohes Gras, Ferne sowie Zuckerrohr. Für einen Konverter von hexadezimal Farbcodes in dezimale Zahlen siehe externe Links.
- sky_color: Dezimal Wert für die Farbe vom Himmel. Für einen Konverter von hexadezimal Farbcodes in dezimale Zahlen siehe externe Links.
- water_color: Dezimal Wert für die Farbe von Wasser und Wasser in einem Kessel. Für einen Konverter von hexadezimal Farbcodes in dezimale Zahlen siehe externe Links.
- water_fog_color: Dezimal Wert für die Farbe des Nebels. Für einen Konverter von hexadezimal Farbcodes in dezimale Zahlen siehe externe Links.
- grass_color_modifier: Kann
none
,dark_forest
oderswamp
sein. - particle (optional): Partikel, welche in diesem Biom erscheinen können.
- probability: Wie oft die Partikel erzeugt werden.
- options: Die Partikel, welche erzeugt ewerden.
- type: Die ID des jeweiligen Partikels
- Wenn
type
block
oderfalling_dust
ist:- Name: Die ID des jeweiligen Blockes
- Properties: Blockzustand
- state: Der Blockzustand und der jeweilige Zustand.
- Wenn
type
dust
ist:- r: Der rote Kompotent, von 0 bis 1.
- g: Der grüneKompotent, von 0 bis 1.
- b: Der blaue Kompotent, von 0 bis 1.
- scale: Die größe der Partikel.
- Wenn
type
item
ist:- id: Die ID des Items.
- Count: Die Anzahl des Items
- tag: NBT Daten des Items
- ambient_sound (optional): Geräusche, welche im folgenden Biom abgespielt werden
- mood_sound (optional): Einstellungen für Ambientegeräusche.
- sound: Geräusch ID
- tick_delay: Die Zeit in Ticks, bis wieder das nächste Geräusch abgespielt werden kann.
- block_search_extent: Determines the cubic range of possible positions to play the mood sound. The player is at the center of the cubic range, and the edge length is
2 * block_search_extent + 1
. - offset:
- additions_sound (optional): Einstellungen für zusätzliche Geräausche
- sound: Geräusch ID
- tick_chance:
- music (optional): Musik, welche in diesem Biom abgespielt werden soll.
- sound: Geräusch ID
- min_delay:
- max_delay:
- replace_current_music: Überschreiben von aktueller Musik
- surface_builder: Die ID des Oberflächengenerators, welches in diesem Biom verwendet wird.
- carvers: The carvers to use.
- air: List of carvers used to fill areas with air.
- : The namespaced id of a configured carver.
- liquid: List of carvers used to fill areas with the liquid.
- : The namespaced id of a configured carver.
- air: List of carvers used to fill areas with air.
- features: 10 Listen für features. In Vanilla gehört jede Liste zu einer Anzahl von Features. Sie werden für jeden Chunk generiert und von oben nach unten angewendet. Wenn man bei einer Liste kein Feature verwenden möchte, kann auch eine leere Liste mit [ ] schreiben.
- : Interner Feature Typ
RAW_GENERATION
. Wird standartmäßig von Endinseln verwendet. - : Interner Feature Typ
LAKES
. Wird standartmäßig für Lava - und Wasserseen verwendet - : Interner Feature Typ
LOCAL_MODIFICATIONS
. Wird standartmäßig für Felsen in Taigas verwendet - : Interner Feature Typ
UNDERGROUND_STRUCTURES
. Wird standartmäßig für Monsterspawner und Fossile verwendet. - : Interner Feature Typ
SURFACE_STRUCTURES
. Wird standartmäßig für blaue Eisflächen und Wüstenbrunnen verwendet. - : Interner Feature Typ
STRONGHOLDS
. Standartmäßig ungenutzt. - : Interner Feature Typ
UNDERGROUND_ORES
. Wird standartmäßig für Erzadern verwendet. - : Interner Feature Typ
UNDERGROUND_DECORATION
. Wird standartmäßig für Schwarzsteinadern angewant. - : Interner Feature Typ
VEGETAL_DECORATION
. Wird standartmäßig für Bäume, Bambus, Kakteen und Seegras verwendet. - : Interner Feature Typ
TOP_LAYER_MODIFICATION
. Wird standartmäßig für gefrorene Oberfläche verwendet.
- : Interner Feature Typ
- starts: Die Strukturen welche in diesem Biom standartmäßig generiert werden.
- Die ID für die Struktur
- spawners: Das natürliche Spawnen von Monstern
- <mob category>: Gültige Mob Kategorien sind
monster
,creature
,ambient
,water_creature
,water_ambient
undmisc
.- Eine List von Datenobjekte, welches eins für jedes Mob entspricht.
- Die Daten für jedes Monster
- type: Die ID für jedes Monster
- weight: Wie oft dieses Monster spawnen soll.
- minCount:
- maxCount:
- Die Daten für jedes Monster
- Eine List von Datenobjekte, welches eins für jedes Mob entspricht.
- <mob category>: Gültige Mob Kategorien sind
- player_spawn_friendly: Kann
true
oderfalse
sein. - creature_spawn_probability: Passive Monster werden gespawnt, wenn ein zufälliger Wert kleiner als dieser Wert ist. Muss zwischen 0 und 1 sein.
- parent (optional): Die ID des "Elternbiom"
- spawn_costs: Eine Liste von allen Enitäten-IDs
- <entity id>:
- energy_budget:
- charge:
- <entity id>:
- precipitation: Kann entweder
Biom-Kategorien[]
Biom-Kategorien werden von mehreren Spielmechaniken verwendet:
- Biome in der
ocean
-Kategorie werden als Teil der Ozeantemperaturkategorie angesehen; andere Temperaturkategorien werden von dem Temperaturwert des Bioms gesteuert. Das bedeutet, dass Biome in derocean
-Kategorie typischerweise in der Nähe voneinander platziert werden sollten. - Biome in der
ocean
- oderriver
-Katgorie spielen die Unterwassermusik anstelle ihrer normalen Musik, wenn der Spieler unter Wasser ist. - Zombiebelagerungen und Illager-Patrouillen werden nicht in Biomen in der
mushroom
-Kategorie spawnen. - Kaninchen, die in einem Biom in der
desert
-Kategorie spawnen, haben immer den Wüsten-Skin, außer, wenn sie in eime Biom sind, dassprecipitation
zusnow
gesetzt hat. - Kreaturen in der
water_ambient
-Kategorie spawnen viel seltener in Biomen mit der Kategorieriver
. - Ozeanmonumente generieren nicht in Biomen, die nicht in den Kategorien
ocean
oderriver
sind.
Standard-Biome[]
Carvers[]
Carvers are used to add carved out regions of biomes, either replaced with air or liquid. They stored as JSON files within a Datenpaket in the path data/<namespace>/worldgen/configured_carver
.
JSON format[]
The root tag
- type: The type of carver to use, must be one of either
"cave"
,"nether_cave"
,"canyon"
,"underwater_canyon"
, or"underwater_cave"
. - config: Configuration values for the carver.
- probability: The probability that each chunk attempts to generate this carver, must be between 0 and 1.
- type: The type of carver to use, must be one of either
Surface builders[]
Surface builders control how the surface of the terrain is shaped and what blocks it is generated with. They stored as JSON files within a Datenpaket in the path data/<namespace>/worldgen/configured_surface_builder
.
JSON format[]
The root tag
- type: The type of surface builder to use, must be one of
"default"
,"mountain"
,"shattered_savanna"
,"gravelly_mountain"
,"giant_tree_taiga"
,"swamp"
,"badlands"
,"wooded_badlands"
,"eroded_badlands"
,"frozen_ocean"
,"nether"
,"nether_forest"
,"soul_sand_valley"
,"basalt_deltas"
, or"nope"
. These choices change the generation of patterns of surface materials, and in the case of "frozen_ocean" and "eroded_badlands", add generated icebergs and buttes, respectively. For example, the mixed patterns of stone in mountains and the striped terracotta of mesas are coded for through these options. - config: Configuration for the surface builder.
- top_material: The block to use for the topmost layer of the terrain.
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- under_material: The block to use directly under the topmost layer of the terrain.
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- underwater_material: The block to use under bodies of water.
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- top_material: The block to use for the topmost layer of the terrain.
- type: The type of surface builder to use, must be one of
Features[]
Features sind einzigartige Spielelemte, wie Bäume, Blumen, Erze, usw. Diese werden als JSON Datei in einem Datenpaket im Pfad data/<eigener-namensraum>/worldgen/configured_feature
gespeichert.
JSON-Format[]
When ein anderes konfiguriertes Feature in den Einstellungen eines Feature benötigt ist, kann es entweder als ein String-Tag mit dem Identifier des konfigurierten Feature gegeben werden, oder als ein Compound-Tag mit einer verschachtelten Definition.
- The root tag
- type: The type of configured feature. Must be one of the types listed below.
- config: The settings for this configured feature. The settings vary depending on
type
. Any name not listed under this tag has no settings; however, they must still include an emptyconfig
object in their definition.- If
type
istree
:- trunk_provider: The block to use for the trunk. Note that provider block must be blocks with xyz axis tag, like logs, when the trunk placer is
"fancy_trunk_placer"
- Blockstate Provider
- leaves_provider: The block to use for the leaves.
- Blockstate Provider
- foliage_placer: Controls how leaves are generated.
- radius:
- Uniform Int with
minBase
0,maxBase
8, andmaxSpread
8
- Uniform Int with
- offset:
- Uniform Int with
minBase
0,maxBase
8, andmaxSpread
8
- Uniform Int with
- type: The type of foliage placer to use. Must be one of
"blob_foliage_placer"
,"spruce_foliage_placer"
,"pine_foliage_placer"
,"acacia_foliage_placer"
,"bush_foliage_placer"
,"fancy_foliage_placer"
,"jungle_foliage_placer"
,"mega_pine_foliage_placer"
, or"dark_oak_foliage_placer"
. - If
type
isblob_foliage_placer
,bush_foliage_placer
,fancy_foliage_placer
, orjungle_foliage_placer
:- height: Affect the foliage height and size in block height. Must be between 0 and 16, inclusive.
- If
type
isspruce_foliage_placer
:- trunk_height:
- Uniform Int with
minBase
0,maxBase
16, andmaxSpread
8
- Uniform Int with
- trunk_height:
- If
type
ispine_foliage_placer
:- height:
- Uniform Int with
minBase
0,maxBase
16, andmaxSpread
8
- Uniform Int with
- height:
- If
type
ismega_pine_foliage_placer
:- crown_height:
- Uniform Int with
minBase
0,maxBase
16, andmaxSpread
8
- Uniform Int with
- crown_height:
- radius:
- trunk_placer: Controls how the trunk is generated.
- type: The type of trunk placer to use. Must be one of
"straight_trunk_placer"
,"forking_trunk_placer"
,"giant_trunk_placer"
,"mega_jungle_trunk_placer"
,"dark_oak_trunk_placer"
, or"fancy_trunk_placer"
. - base_height: Must be between 0 and 32, inclusive.
- height_rand_a: Must be between 0 and 24, inclusive.
- height_rand_b: Must be between 0 and 24, inclusive.
- type: The type of trunk placer to use. Must be one of
- minimum_size:
- min_clipped_height (optional): Must be between 0 and 80, inclusive.
- type: Must be either
"two_layers_feature_size"
or"three_layers_feature_size"
. - If
type
istwo_layers_feature_size
:- limit (optional): Must be between 0 and 81, inclusive. Defaults to 1 if not provided.
- lower_size (optional): Must be between 0 and 16, inclusive. Defaults to 0 if not provided.
- upper_size (optional): Must be between 0 and 16, inclusive. Defaults to 1 if not provided.
- If
type
isthree_layers_feature_size
:- limit (optional): Must be between 0 and 80, inclusive. Defaults to 1 if not provided.
- upper_limit (optional): Must be between 0 and 80, inclusive. Defaults to 1 if not provided.
- lower_size (optional): Must be between 0 and 16, inclusive. Defaults to 0 if not provided.
- middle_size (optional): Must be between 0 and 16, inclusive. Defaults to 1 if not provided.
- upper_size (optional): Must be between 0 and 16, inclusive. Defaults to 1 if not provided.
- decorators: Decorations to add to the tree apart from the trunk and leaves.
- A decorator.
- type: The type of decoration to add. Must be one of
"trunk_vine"
,"leave_vine"
,"cocoa"
,"beehive"
, or"alter_ground"
. - If
type
iscocoa
orbeehive
:- probability: Must be between 0 and 1, inclusive.
- If
type
isalter_ground
:- provider: The block to replace the ground with.
- Blockstate Provider
- provider: The block to replace the ground with.
- type: The type of decoration to add. Must be one of
- A decorator.
- max_water_depth (optional): The maximum depth of water this tree can generate in. Defaults to 0 if not provided.
- ignore_vines (optional): Defaults to false if not provided.
- heightmap: Must be one of
"WORLD_SURFACE_WG"
,"WORLD_SURFACE"
,"OCEAN_FLOOR_WG"
,"OCEAN_FLOOR"
,"MOTION_BLOCKING"
, or"MOTION_BLOCKING_NO_LEAVES"
.
- trunk_provider: The block to use for the trunk. Note that provider block must be blocks with xyz axis tag, like logs, when the trunk placer is
- If
type
isflower
orrandom_patch
:- state_provider: The block to use.
- Blockstate Provider
- block_placer:
- type: The type of block placer to use. Must be one of
"simple_block_placer"
,"double_plant_placer"
, or"column_placer"
. - If
type
iscolumn_placer
:- min_size: The minimum height of the column of blocks.
- extra_size: The extra height (added to the minimum height) that the column can reach.
- type: The type of block placer to use. Must be one of
- whitelist: A list of block states that can be replaced. Includes all block states if left blank
- A block state
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- A block state
- blacklist: A list of block states that cannot be replaced.
- A block state
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- A block state
- tries (optional): Defaults to 128 if not provided.
- xspread (optional): Defaults to 7 if not provided.
- yspread (optional): Defaults to 3 if not provided.
- zspread (optional): Defaults to 7 if not provided.
- can_replace (optional): Defaults to false if not provided.
- project (optional): Defaults to true if not provided.
- need_water (optional): Defaults to false if not provided.
- state_provider: The block to use.
- If
type
isblock_pile
ornether_forest_vegetation
:- state_provider: The block to use.
- Blockstate Provider
- state_provider: The block to use.
- If
type
isspring_feature
:- state: The fluid to use for the spring.
- Name: The namespaced id of the fluid to use.
- Properties: Fluid states
- state: A fluid state key and its value.
- requires_block_below (optional): Defaults to true if not provided.
- rock_count (optional): Defaults to 4 if not provided.
- hole_count (optional): Defaults to 1 if not provided.
- valid_blocks: A list of blocks.
- : The namespaced id of the block to use.
- state: The fluid to use for the spring.
- If
type
isemerald_ore
:- target:
- A block state
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- A block state
- state:
- A block state
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- A block state
- target:
- If
type
ishuge_red_mushroom
orhuge_brown_mushroom
:- cap_provider: The block to use for the cap.
- Blockstate Provider
- stem_provider: The block to use for the stem.
- Blockstate Provider
- foliage_radius (optional): The size of the cap. Defaults to 2 if not provided.
- cap_provider: The block to use for the cap.
- If
type
isiceberg
,forest_rock
, orlake
:- state:
- A block state
- Name: The namespaced id of the block to use.
- A block state
- state:
- If
type
isdisk
orice_patch
:- state:
- A block state
- Name: The namespaced id of the block to use.
- A block state
- radius:
- Uniform Int with
minBase
0,maxBase
4, andmaxSpread
4
- Uniform Int with
- half_height: Must be between 0 and 4, inclusive.
- targets:
- A block state
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- A block state
- state:
- If
type
isore
orno_surface_ore
:- target: Test for if a block can be replaced
- predicate_type: The test to perform. Must be one of
"always_true"
,"block_match"
,"blockstate_match"
,"tag_match"
,"random_block_match"
, or"random_blockstate_match"
- If
predicate_type
isblock_match
:- block: The namespaced id of the block to match.
- If
predicate_type
isblockstate_match
:- block_state The block state to match.
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- block_state The block state to match.
- If
predicate_type
istag_match
:- tag: The namespaced id of the block tag to match.
- If
predicate_type
israndom_block_match
:- block: The namespaced id of the block to match.
- probability: A number on the interval [0, 1] giving the probability of the vein 'growing' after seeding. Lower values correspond to smaller veins on average.
- If
predicate_type
israndom_blockstate_match
:- block_state The block state to match.
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- probability:
- block_state The block state to match.
- predicate_type: The test to perform. Must be one of
- state: The block state to use for the ore.
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- size: The size of the vein. Must be between 0 and 64, inclusive.
- target: Test for if a block can be replaced
- If
type
isend_spike
:- crystal_invulnerable (optional): Defaults to false if not provided.
- spikes: Settings for each individual spike.
- A spike
- centerX (optional): Defaults to 0 if not provided.
- centerZ (optional): Defaults to 0 if not provided.
- radius (optional): The radius of the spike. Defaults to 0 if not provided.
- height (optional): The height of the spike. Defaults to 0 if not provided.
- guarded (optional): Whether or not to generate a cage around the crystal. Defaults to false if not provided.
- A spike
- crystal_beam_target (optional): The position of a block.
- The position's x coordinate.
- The position's y coordinate.
- The position's z coordinate.
- If
type
isend_gateway
:- exit (optional): The position where the gateway portal should exit.
- The position's x coordinate.
- The position's y coordinate.
- The position's z coordinate.
- exact:
- exit (optional): The position where the gateway portal should exit.
- If
type
isseagrass
orbamboo
:- probability: Decimal probability between 0 and 1.
- If
type
issea_pickle
:- count:
- Uniform Int with
minBase
-10,maxBase
128, andmaxSpread
128
- Uniform Int with
- count:
- If
type
issimple_block
:- to_place: The block to place.
- Name: The namespaced id of the block to use.
- Properties: Block state properties
- state: A block state key and its value.
- place_on: A list of block states that can be below the main block. Must not be left blank
- The block state to match.
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- The block state to match.
- place_in: A list of block states that can be replaced at the block location. Must not be left blank
- The block state to match.
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- The block state to match.
- place_under: A list of block states that can be above the main block. Must not be left blank
- The block state to match.
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- The block state to match.
- to_place: The block to place.
- If
type
ishuge_fungus
:- valid_base_block: The block to place on top of.
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- stem_state: The block to use for the stem.
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- hat_state: The block to use for the hat.
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- decor_state: The block to use for the decor.
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- planted (optional): Defaults to false if not provided.
- valid_base_block: The block to place on top of.
- If
type
isbasalt_columns
:- reach:
- Uniform Int with
minBase
0,maxBase
2, andmaxSpread
1
- Uniform Int with
- height:
- Uniform Int with
minBase
1,maxBase
5, andmaxSpread
5
- Uniform Int with
- reach:
- If
type
isdelta_feature
:- contents: The block to use for the delta.
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- rim: The block to use for the rim of the delta.
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- size: The size of the delta.
- Uniform Int with
minBase
0,maxBase
8, andmaxSpread
8
- Uniform Int with
- rim_size: The size of the rim of the delta.
- Uniform Int with
minBase
0,maxBase
8, andmaxSpread
8
- Uniform Int with
- contents: The block to use for the delta.
- If
type
isnetherrack_replace_blobs
:- target:
- A block state
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- A block state
- state:
- A block state
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- A block state
- radius:
- Uniform Int
- target:
- If
type
isfill_layer
:- height: The layer to fill.
- state: The block to fill with.
- A block state
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- A block state
- If
type
israndom_selector
:- features: A list of other features to be randomly chosen from.
- A feature and its corresponding chance
- feature: Another configured feature.
- chance: The chance of this feature being chosen.
- A feature and its corresponding chance
- default: The configured feature to use if none of the above features are chosen.
- features: A list of other features to be randomly chosen from.
- If
type
issimple_random_selector
:- features: A list of other features to be randomly chosen from, each with equal chance.
- feature: Another configured feature.
- features: A list of other features to be randomly chosen from, each with equal chance.
- If
type
israndom_boolean_selector
:- feature_true: The configured feature to select if the randomly generated boolean is true.
- feature_false: The configured feature to select if the randomly generated boolean is true.
- If
type
isdecorated_feature_configuration
:- feature: The configured feature to use.
- decorator: The configured decorator to modify the feature with.
- If
Datentypen[]
Das JSON-Format verwendet diese relativ komplexen Datentypen recht häufig, und um den Haupt-JSON-Format-Baum nicht mit zu viel unnötigen Informationen zu füllen, sind sie hier aufgelistet:
- Blockstate Provider: This structure is used to define more advanced settings for generating a block state.
- type: The type of provider to use. Must be one of
"simple_state_provider"
,"weighted_state_provider"
,"plain_flower_provider"
,"forest_flower_provider"
, or"rotated_block_provider"
. - If
type
issimple_state_provider
orrotated_block_provider
:- state: A blockstate
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- state: A blockstate
- If
type
isweighted_state_provider
:- entries: A list of blockstates to choose from.
- A blockstate and its corresponding weight.
- weight: The weight of this blockstate to be randomly chosen; a higher weight increases the chance.
- data: A blockstate
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- A blockstate and its corresponding weight.
- entries: A list of blockstates to choose from.
- type: The type of provider to use. Must be one of
- Uniform Int: This structure represents a randomly generated integer between
base
andbase + spread
, inclusive, where each number in the range has equal probability.spread
must always be greater than or equal to 0. Additionally, different configuration settings often place extra restrictions on the range of these values; these restrictions are expressed asminBase
,maxBase
, andmaxSpread
. All of these restrictions are inclusive ranges. If these restrictions are not stated, then any value ofbase
and any non-negative value ofspread
is allowed. Alternatively, the compound tag can be substituted for anint
tag, in which case the provided value is used asbase
andspread
is set to 0, effectively making this the same as a constant integer. In this case,minBase
andmaxBase
still apply to this value if they are provided.- base: The lowest number which can be generated.
- spread: The size of the inclusive range to generate numbers within.
Feature-Typen[]
Dies sind alle gültigen Typen, die für konfigurierte Features verwendet werden können:
no_op
chorus_plant
void_start_platform
desert_well
fossil
ice_spike
glowstone_blob
freeze_top_layer
vines
monster_room
blue_ice
end_island
kelp
coral_tree
coral_mushroom
coral_claw
weeping_vines
twisting_vines
bonus_chest
basalt_pillar
tree
flower
random_patch
block_pile
nether_forest_vegetation
spring_feature
emerald_ore
huge_red_mushroom
huge_brown_mushroom
iceberg
forest_rock
lake
disk
ice_patch
ore
no_surface_ore
end_spike
end_gateway
seagrass
bamboo
sea_pickle
simple_block
huge_fungus
basalt_columns
delta_feature
netherrack_replace_blobs
fill_layer
random_selector
simple_random_selector
random_boolean_selector
decorated
decorated_flower
Dekoratoren[]
Dekoratoren werden verwendet, um die Platzierung von konfigurierten Features zu ändern.
JSON-Format[]
- The root tag
- type: The type of configured decorator. Must be one of the types listed below.
- config: The settings for this configured decorator. The settings vary depending on
type
. Any name not listed under this tag has no settings; however, they must still include an emptyconfig
object in their definition.- If
type
ischance
,lava_lake
, orwater_lake
:- chance: The chance for this feature to generate. Calculated by
1 / chance
.
- chance: The chance for this feature to generate. Calculated by
- If
type
iscount
,fire
,glowstone
, orcount_multilayer
:- count:
- Uniform Int with
minBase
-10,maxBase
128, andmaxSpread
128
- Uniform Int with
- count:
- If
type
iscount_noise
:- noise_level: Determines the threshold within the Perlin noise of when to use
below_noise
orabove_noise
. - below_noise: Determines the count placed when the noise is below
noise_level
. - above_noise: Determines the count placed when the noise is above
noise_level
.
- noise_level: Determines the threshold within the Perlin noise of when to use
- If
type
iscount_noise_biased
:- noise_to_count_ratio: Determines the count features generated at the peak noise.
- noise_factor: Determines the size of the affected region, scales Perlin noise.
- noise_offset (optional): Determines the threshold of the "positive" area, where features are generated. Ranges from -1 to 1, defaults to 0 if not provided.
- If
type
iscount_extra
:- count:
- extra_chance:
- extra_count:
- If
type
isrange
,range_biased
, orrange_very_biased
:- bottom_offset (optional): Defaults to 0 if not provided.
- top_offset (optional): Defaults to 0 if not provided.
- maximum (optional): Defaults to 0 if not provided.
- If
type
isdepth_average
:- baseline:
- spread:
- If
type
iscarving_mask
:- step: The carving generation step; either
"air"
or"liquid"
- probability:
- step: The carving generation step; either
- If
type
isdecorated
:- outer: The outer configured decorator.
- inner: The inner configured decorator.
- If
Dekorator-Typen[]
Dies sind alle gültigen Typen, die für konfigurierte Dekoratoren verwendet werden können:
nope
square
heightmap
heightmap_spread_double
top_solid_heightmap
heightmap_world_surface
spread_32_above
magma
emerald_ore
end_gateway
dark_oak_tree
iceberg
end_island
chance
lava_lake
water_lake
count
fire
glowstone
count_multilayer
count_noise
count_noise_biased
count_extra
range
range_biased
range_very_biased
depth_average
carving_mask
decorated
Structure features[]
Structure features are a special type of feature that generates a structure, stored as JSON files within a Datenpaket in the path data/<namespace>/worldgen/configured_structure_feature
. The logic behind what qualifies as a structure feature versus a regular feature is unclear. Verlies and Wüstentempel are typically considered structures, but are not structure features. Also, Netherfossil are structure features while Fossil are not even though they are essentially the same feature.
JSON format[]
- The root tag
- type: The type of structure feature. Must be one of the types listed below.
- config: The settings for this structure feature. The settings vary depending on
type
. Any name not listed under this tag has no settings; however, they must still include an emptyconfig
object in their definition.- If
type
ispillager_outpost
,village
, orbastion_remnant
:- start_pool: The namespaced id of the structure pool to start from.
- size: Must be between 0 and 7, inclusive.
- If
type
ismineshaft
:- type: Must be either
"normal"
or"mesa"
. - probability: Decimal probability between 0 and 1.
- type: Must be either
- If
type
isruined_portal
:- portal_type: Must be one of
"standard"
,"desert"
,"jungle"
,"swamp"
,"mountain"
,"ocean"
, or"nether"
.
- portal_type: Must be one of
- If
type
isshipwreck
:- is_beached (optional): Whether or not the shipwreck is beached. Defaults to false if not provided.
- If
type
isocean_ruin
:- biome_temp: Must be either
"warm"
or"cold"
. - large_probability: Decimal probability between 0 and 1.
- cluster_probability: Decimal probability between 0 and 1.
- biome_temp: Must be either
- If
type
isburied_treasure
:- probability: Decimal probability between 0 and 1.
- If
Structure feature types[]
These are all of the valid types which can be used for structure features:
mansion
jungle_pyramid
desert_pyramid
igloo
swamp_hut
stronghold
monument
fortress
endcity
nether_fossil
pillager_outpost
village
bastion_remnant
mineshaft
ruined_portal
shipwreck
ocean_ruin
buried_treasure
Jigsaw pools[]
Jigsaw pools or template pools are used to generate structures using Verbundblock, stored as JSON files within a Datenpaket in the path data/<namespace>/worldgen/template_pool
.
JSON-Format[]
- The root tag
- name: The namespaced id of the pool
- fallback: Can set to another template pool, which generates when the original pool cannot generate at the end of all layers. Used in the vanilla datapack to generate the end of village streets, aka terminators in structure files.
- elements: A list of structures to choose from
- An element:
- weight: How likely this element is to be chosen when using this pool
- element: The properties of this element
- element_type: Can be
minecraft:empty_pool_element
to generate no structure,minecraft:feature_pool_element
whenfeature
is used,minecraft:list_pool_element
whenelements
are used, andminecraft:legacy_single_pool_element
orminecraft:single_pool_element
whenlocation
is used - feature: The namespaced id of the feature.
- location: The namespaced id of the structure to place
- projection: Can be
rigid
to place a fixed structure (like a house), orterrain_matching
to match the terrain height like a village road - processors: The namespaced ID of a processor if this is a string
- processors: A list of processors to use
- An element:
- processor_type: The namespaced id of the processor to use
- other properties
- An element:
- processors: A list of processors to use
- elements: A list of structures to choose from
- An element:
- weight: How likely this element is to be chosen when using this pool
- location: The namespaced id of the structure to place
- projection: Can be
rigid
orterrain_matching
- element_type: Can be
minecraft:empty_pool_element
to generate no structure,minecraft:list_pool_element
when elements is used, andminecraft:legacy_single_pool_element
orminecraft:single_pool_element
when location is used - processors: The namespaced ID of a processor if this is a string
- processors: A list of processors to use
- An element:
- processor_type: The namespaced id of the processor to use
- other properties
- An element:
- processors: A list of processors to use
- An element:
- element_type: Can be
- An element:
Processor lists[]
Processor lists are lists of processors used to affect blocks in Bauwerk, stored as JSON files within a Datenpaket in the path data/<namespace>/worldgen/processor_list
.
JSON format[]
- The root tag
- processors: A list of processors
- A processor
- processor_type: Can be
minecraft:rule
,minecraft:block_rot
,minecraft:block_age
,minecraft:block_ignore
,minecraft:blackstone_replace
,minecraft:jigsaw_replacement
,minecraft:lava_submerged_block
,minecraft:gravity
orminecraft:nop
. - If
processor_type
isminecraft:block_rot
:- integrity: A number between 0 and 1
- If
processor_type
isminecraft:rule
:- rules: A list of rules to apply from top to bottom
- A rule
- position_predicate: The predicates to apply to the block's position , see below for a list of valid predicates
- input_predicate: The predicates to apply to the block that is placed
- location_predicate: The predicates to apply to the block before the structure is generated
- output_state: The block that is placed if all conditions are met
- Name: ID of the block
- Properties: Block states
- state: A block state key and its value
- A rule
- rules: A list of rules to apply from top to bottom
- If
processor_type
isminecraft:block_age
:- mossiness: Values below 0 is treated as 0; values above 1 is treated as 1.
- If
processor_type
isminecraft:block_ignore
:- blocks:
- A block
- Name: The namespaced id of the block to use.
- Properties: Block states
- state: A block state key and its value.
- A block
- blocks:
- If
processor_type
isminecraft:gravity
:- heightmap: Must be one of
"WORLD_SURFACE_WG"
,"WORLD_SURFACE"
,"OCEAN_FLOOR_WG"
,"OCEAN_FLOOR"
,"MOTION_BLOCKING"
, or"MOTION_BLOCKING_NO_LEAVES"
. - offset:
- heightmap: Must be one of
- processor_type: Can be
- A processor
- processors: A list of processors
Prädikate[]
- The root tag
- predicate_type: Can be
always_true
,axis_aligned_linear_pos
for a random chance that depends on a block's distance to the structure's origin ,block_match
to test for a block,blockstate_match
to test for specific block states,random_block_match
to test for a block with a random chance ortag_match
to test for a block in a block tag. - If
predicate_type
isaxis_aligned_linear_pos
:- axis: Can be
x
,y
orz
- min_chance: The chance for the predicate to pass when the distance of a block to the structure's origin is equal to
min_dist
. - max_chance: The chance for the predicate to pass when the distance of a block to the structure's origin is equal to
max_dist
. If a block's distance is betweenmin_dist
andmax_dist
, chance is obtained by Lineare Interpolation between the values ofmin_chance
andmax_chance
. - min_dist
- max_dist
- axis: Can be
- If
predicate_type
isblock_match
:- block: A block ID.
- If
predicate_type
isblockstate_match
:- block_state
- Name: ID of the block
- Properties: Block states
- state: A block state key and its value.
- block_state
- If
predicate_type
israndom_block_match
:- block: A block ID.
- probability: The probability (between 0 and 1) of the predicate to pass if the block is found.
- If
predicate_type
istag_match
:- tag: The namespaced ID of a block tag
- predicate_type: Can be
Externe Links[]
Immer aktueller vanilla Weltgenerator
Geschichte[]
Versionsgeschichte der Java Edition | ||
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Standard-Ressourcen |
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Standard-Weltdaten |
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Spielwelt | |||||
Software | |||||
Speicherformate | |||||
Einstellungen | |||||
Mehrspieler | |||||
Historisch |