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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
    • 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.
    • default_block: Hauptblock, aus dem die Landschaft besteht (unter den obersten Blöcken, deren Typ vom Biom abhängt)
    • default_fluid: Block, aus dem Flüsse und Seen in der Landschaft bestehen


Standard-Vorlagen[]

Die folgenden Vorlagen für den Weltgenerator minecraft:noise sind von Minecraft vordefiniert:

Standardeinstellungen für die Bauwerke[]

Alle oben aufgelisteten Vorlagen verwenden die gleichen Einstellungen für die Verteilung, der Bauwerke, mit Ausnahme von minecraft:ruined_portal.

*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: Kannnone oderfrozensein.
    • 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
          • Wenntype block oderfalling_dustist:
            • Name: Die ID des jeweiligen Blockes
            • Properties: Blockzustand
              • state: Der Blockzustand und der jeweilige Zustand.
          • Wenntypedustist:
            • 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.
          • Wenntypeitemist:
            • 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.
    • 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 TypRAW_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.
    • 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:
    • player_spawn_friendly: Kann true oder false 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:

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 der ocean-Kategorie typischerweise in der Nähe voneinander platziert werden sollten.
  • Biome in der ocean- oder river-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, dass precipitation zu snow gesetzt hat.
  • Kreaturen in der water_ambient-Kategorie spawnen viel seltener in Biomen mit der Kategorie river.
  • Ozeanmonumente generieren nicht in Biomen, die nicht in den Kategorien ocean oder river 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.

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.

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 empty config object in their definition.
      • If type is tree:
        • 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, and maxSpread 8
          • offset:
            • Uniform Int with minBase 0, maxBase 8, and maxSpread 8
          • 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 is blob_foliage_placer, bush_foliage_placer, fancy_foliage_placer, or jungle_foliage_placer:
            • height: Affect the foliage height and size in block height. Must be between 0 and 16, inclusive.
          • If type is spruce_foliage_placer:
            • trunk_height:
              • Uniform Int with minBase 0, maxBase 16, and maxSpread 8
          • If type is pine_foliage_placer:
            • height:
              • Uniform Int with minBase 0, maxBase 16, and maxSpread 8
          • If type is mega_pine_foliage_placer:
            • crown_height:
              • Uniform Int with minBase 0, maxBase 16, and maxSpread 8
        • 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.
        • 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 is two_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 is three_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 is cocoa or beehive:
              • probability: Must be between 0 and 1, inclusive.
            • If type is alter_ground:
              • provider: The block to replace the ground with.
                • Blockstate Provider
        • 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".
      • If type is flower or random_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 is column_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.
        • 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.
        • 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.
        • 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.
      • If type is block_pile or nether_forest_vegetation:
        • state_provider: The block to use.
          • Blockstate Provider
      • If type is spring_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.
      • If type is emerald_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.
        • state:
          • A block state
            • Name: The namespaced id of the block to use.
            • Properties: Block states
              • state: A block state key and its value.
      • If type is huge_red_mushroom or huge_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.
      • If type is iceberg, forest_rock, or lake:
        • state:
          • A block state
            • Name: The namespaced id of the block to use.
      • If type is disk or ice_patch:
        • state:
          • A block state
            • Name: The namespaced id of the block to use.
        • radius:
          • Uniform Int with minBase 0, maxBase 4, and maxSpread 4
        • 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.
      • If type is ore or no_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 is block_match:
            • block: The namespaced id of the block to match.
          • If predicate_type is 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.
          • If predicate_type is tag_match:
            • tag: The namespaced id of the block tag to match.
          • If predicate_type is random_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 is random_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:
        • 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.
      • If type is end_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.
        • 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 is end_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:
      • If type is seagrass or bamboo:
        • probability: Decimal probability between 0 and 1.
      • If type is sea_pickle:
        • count:
          • Uniform Int with minBase -10, maxBase 128, and maxSpread 128
      • If type is simple_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.
        • 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.
        • 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.
      • If type is huge_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.
      • If type is basalt_columns:
        • reach:
          • Uniform Int with minBase 0, maxBase 2, and maxSpread 1
        • height:
          • Uniform Int with minBase 1, maxBase 5, and maxSpread 5
      • If type is delta_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, and maxSpread 8
        • rim_size: The size of the rim of the delta.
          • Uniform Int with minBase 0, maxBase 8, and maxSpread 8
      • If type is netherrack_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.
        • state:
          • A block state
            • Name: The namespaced id of the block to use.
            • Properties: Block states
              • state: A block state key and its value.
        • radius:
          • Uniform Int
      • If type is fill_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.
      • If type is random_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.
        • default: The configured feature to use if none of the above features are chosen.
      • If type is simple_random_selector:
        • features: A list of other features to be randomly chosen from, each with equal chance.
          • feature: Another configured feature.
      • If type is random_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 is decorated_feature_configuration:
        • feature: The configured feature to use.
        • decorator: The configured decorator to modify the feature with.

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 is simple_state_provider or rotated_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.
    • If type is weighted_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.
  • Uniform Int: This structure represents a randomly generated integer between base and base + 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 as minBase, maxBase, and maxSpread. All of these restrictions are inclusive ranges. If these restrictions are not stated, then any value of base and any non-negative value of spread is allowed. Alternatively, the compound tag can be substituted for an int tag, in which case the provided value is used as base and spread is set to 0, effectively making this the same as a constant integer. In this case, minBase and maxBase 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 empty config object in their definition.
      • If type is chance, lava_lake, or water_lake:
        • chance: The chance for this feature to generate. Calculated by 1 / chance.
      • If type is count, fire, glowstone, or count_multilayer:
        • count:
          • Uniform Int with minBase -10, maxBase 128, and maxSpread 128
      • If type is count_noise:
        • noise_level: Determines the threshold within the Perlin noise of when to use below_noise or above_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 .
      • If type is count_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 is count_extra:
        • count:
        • extra_chance:
        • extra_count:
      • If type is range, range_biased, or range_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 is depth_average:
        • baseline:
        • spread:
      • If type is carving_mask:
        • step: The carving generation step; either "air" or "liquid"
        • probability:
      • If type is decorated:
        • outer: The outer configured decorator.
        • inner: The inner configured decorator.

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 empty config object in their definition.
      • If type is pillager_outpost, village, or bastion_remnant:
        • start_pool: The namespaced id of the structure pool to start from.
        • size: Must be between 0 and 7, inclusive.
      • If type is mineshaft:
        • type: Must be either "normal" or "mesa".
        • probability: Decimal probability between 0 and 1.
      • If type is ruined_portal:
        • portal_type: Must be one of "standard", "desert", "jungle", "swamp", "mountain", "ocean", or "nether".
      • If type is shipwreck:
        • is_beached (optional): Whether or not the shipwreck is beached. Defaults to false if not provided.
      • If type is ocean_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.
      • If type is buried_treasure:
        • probability: Decimal probability between 0 and 1.

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 when feature is used, minecraft:list_pool_element when elements are used, and minecraft:legacy_single_pool_element or minecraft:single_pool_element when location 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), or terrain_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
          • 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 or terrain_matching
              • element_type: Can be minecraft:empty_pool_element to generate no structure, minecraft:list_pool_element when elements is used, and minecraft:legacy_single_pool_element or minecraft: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

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 or minecraft:nop.
        • If processor_type is minecraft:block_rot:
          • integrity: A number between 0 and 1
        • If processor_type is minecraft: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
        • If processor_type is minecraft:block_age:
          • mossiness: Values below 0 is treated as 0; values above 1 is treated as 1.
        • If processor_type is minecraft: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.
        • If processor_type is minecraft:gravity:
          • heightmap: Must be one of "WORLD_SURFACE_WG", "WORLD_SURFACE", "OCEAN_FLOOR_WG", "OCEAN_FLOOR", "MOTION_BLOCKING", or "MOTION_BLOCKING_NO_LEAVES".
          • offset:

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 or tag_match to test for a block in a block tag.
    • If predicate_type is axis_aligned_linear_pos:
      • axis: Can be x, y or z
      • 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 between min_dist and max_dist, chance is obtained by Lineare Interpolation between the values of min_chance and max_chance.
      • min_dist
      • max_dist
    • If predicate_type is block_match:
      • block: A block ID.
    • If predicate_type is blockstate_match:
      • block_state
        • Name: ID of the block
        • Properties: Block states
          • state: A block state key and its value.
    • If predicate_type is random_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 is tag_match:
      • tag: The namespaced ID of a block tag

Externe Links[]

Immer aktueller vanilla Weltgenerator

Hexadezimal in Dezimal

Geschichte[]

Versionsgeschichte der Java Edition
Vollversion 1.16.2 (20w28a)
  • Angepasste Weltgenerierung hinzugefügt.
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