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Шаблон:Outdated Шаблон:Unobtainable В Java Edition 1.18 и Bedrock Edition 1.18.0 генерация Верхнего мира была сильно изменена, вследствие чего форма рельефа стала более разнообразной и прекратила зависеть от биомов. Как результат, большинство технических биомов, отличавшихся от основных только ландшафтом, утратили свою необходимость и их натуральная генерация была отключена. В Bedrock Edition многие варианты биомов стали неиспользуемыми, а в Java Edition были полностью удалены из игры.

Генерация

Генерация биомов Minecraft представляла собой наложение уровней, определявших такие аспекты, как масштаб биомов, их разновидности и категории, а также расположение рек.

Ранние этапы

Генерация биомов была инициализирована в виде океана с масштабом 1 : 4096, по которому было разбросано несколько участков суши. Данная локация масштабировалась, дополнительные области суши перетасовывались для уменьшения размера океана в два раза, чтобы достичь масштаба 1 : 1024; после применялись дополнительные уровни, уменьшающие океан и его соотношение к суше как 50 на 50. Затем категории снежных биомов присваивались некоторым участкам суши, которые перетасовывались в последний раз, чтобы острова и материки стали занимать 67 % от общей площади, а океан — 33 %.

На этом этапе климатические зоны для биомов применялись следующим образом:

  • Области суши определялись как умеренные биомы, если они граничат с холодными или заснеженными видами.
  • Заснеженные участки суши попадают в категорию холодных биомов, если граничат с умеренными или засушливыми зонами.
  • Далее один из 13 участков суши помечается как «Особый»: на поздних этапах он будет использоваться для генерации редких биомов.

Затем масштаб мира изменялся до 1 : 256 и применялся дополнительный уровень, образующий изрезанную береговую линию для генерации озёр вокруг береговой линии и больших островов. 1 из 100 районов океана создавал биом грибных полей, а области океана вдали от суши становились глубокими вариантами.

Как итог, области климатических зон были следующими: 31 % — океанические (из них 22 % глубокие океаны, а 9 % — обычные), 0,07 % — грибные поля, 13 % — засушливые, 22 % — умеренные, 23 % — холодные и 6 % — снежные. Области с редкими биомами составили 4 % от общей площади.

Затем генерация биомов была разделена на 3 отдельных уровня.

Генерация биомов и их видов

One stack of biome generation generated the actual biomes in-game. The biome categories generated the following biomes as follows. Some biomes were weighed more and as such generated more commonly than other biomes. Snowy biomes had an unused rare biome variant and as such generated as normal snowy biomes.

  • Dry biome clusters: desert (3 times), savanna (2 times), plains
  • Rare dry biome clusters: 2/3 badlands (0.9 % of the final map)
  • Medium biome clusters: forest, dark forest, birch forest, windswept hills, swamp, plains
  • Rare medium biome clusters: jungle (1.5 % of the final map)
  • Cold biome clusters: forest, windswept hills, taiga, plains
  • Rare cold biome clusters: giant tree taiga (1.6 % of the final map)
  • Frozen biome clusters: snowy plains (3 times), snowy taiga

Forest and Шаблон:Abbr biomes could generate in both cold biome clusters in addition to normal temperature clusters. Plains biomes could generate in all temperature clusters except in frozen biomes.

Bamboo jungles overwrote certain areas of jungle biomes since Village and Pillage.

Additional areas of sunflower plains were generated separately to the modified biome stage of biome generation, covering 1/57 of normal plains biome.

The map was then scaled and the coastline made more jagged, then scaled again and beaches are generated. The generation of shorelines and beaches were as follows, this also added a few additional biome edge biomes for jungles and badlands, without biome variants:

  • Beaches generated on all coastlines except the regular swamp and regular badlands biomes.
  • Stone shores generated on the coastline of the standard mountains and Шаблон:Abbr biomes.
  • Snowy beaches generated on the coastline of all frozen biomes.

This biome map was scaled two more times (scaled 4x) until a scale of 1 to 4. River generation was merged with the regular biomes, then ocean climate zones merged.

Generation of rivers

A layer stack for river noise generation was used as a random number generator to generate areas of hills and mutated biomes, which was scaled twice before applied to the biome stage of biome generation at scale 1 to 64. Since Update Aquatic, modified biomes could conform to an entire biome or border a river. A separate layer stack to generate rivers throughout was scaled 4 times, before it was merged with the rest of the generation at scale 1 to 4.

Rivers generated across all land biomes excluding areas of oceans. Frozen rivers replaced rivers in regular snowy plains.

Once the ocean temperature stack and river generation stack was merged with the biome generation stack, a final layer was applied to make the biome scale 1:1, which was the final biome generation used in Minecraft.

Java Edition oceanic temperature generation

Ocean biomes generated their climate zones separately from land biome generation, to avoid changing existing Minecraft seeds/biome generation in its entirely. Ocean climate zones were initialized at a scale of 1 to 256, then scaled 6 times, before it was merged with the rest of the biome generation.

Шаблон:IN, ocean climate areas were done so warm oceans could not border frozen oceans. One must go incrementally from warm oceans, to lukewarm oceans, regular oceans, and cold oceans, before reaching frozen oceans.

If a frozen ocean or frozen deep ocean bordered a land biome, a regular cold ocean generated. If a warm ocean generated next to a land biome, a regular lukewarm ocean generated. Warm oceans overwrote deep oceans as warm deep oceans did not generate.

Ocean climate zones were based off the 48 bit seed, unlike the rest of the land biome generation, as such, shadow seeds Шаблон:In contained entirely different ocean climate areas, even though common land biomes generated identically in Java Edition shadow seeds.

Other information

Шаблон:IN, the possible shapes of biomes could use only the first 24 bits of the 64-bit world seed, and biome shapes within a world seed could repeat beginning around Шаблон:Exp blocks from 0,0. Biome generation overflowed at Шаблон:Exp blocks from 0,0. However, as biomes were generated in a zoomed out stage, before it was scaled upward, it technically means that biome generation could extend further out during earlier stages of biome generation as the integer overflow point is further out.

Even though there are 64-bit seeds on Java, there were only Шаблон:Exp unique noise maps for continental/ocean biome generation, because a quadratic equation was used, and quadratic equations always can be mirrored so that for every input except one to the quadratic equation, there is another that results in the same output (halving the number of truly distinct possibilities). For any seed, the other seed resulting in the same output to this equation was colloquially known as a shadow seed. In this case, land biome and general ocean biomes were exactly the same in a pair of seeds, but ocean biome temperatures, structures and hills differed in the shadow seed. A user could find a shadow seed by adding the constant −7379792620528906219 to the negative of their current world seed, to obtain the shadow seed. Shadow seeds were exclusive to Java Edition.

With Шаблон:Edition using 32-bit seeds and a different world generation algorithm, there were few similarities between it and the 64-bit world generation. The positions of mutated biomes, oceans (and islands), rare biomes (jungles, badlands, mushroom fields, giant tree taiga), as well as specific biomes in cold, temperate, or dry biome clusters, bore some geographical relationship with the equivalent positive value seed of the 64-bit generation. The biome shapes deviated significantly. The specific generation of lush biomes and ocean variants was completely different on Bedrock.

Удалённые/неиспользуемые биомы

Плато пустоши

Плато пустоши
Плато пустоши
Тип

Засушливый/тёплый

Температура

2.0

Редкость

Нечастый

Структуры

Заброшенная шахта

Блоки

Красный песок
Терракота
Кактус
Сухой куст
Золотая руда

Цвет травы


 #90814D

Цвет листвы


 #9E814D

Цвет воды


 #3F76E4‌[только для JE]

 #55809E‌[только для BE]

Плато пустоши (англ. Badlands Plateau) — вариант пустоши, усеянный холмами с ровными вершинами и многочисленными слоями терракоты тёплых оттенков. На вершинах часто встречаются сухие кусты и изредка водоёмы. Плато обладает крутыми краями, возвышающимися на 20-30 блоков над уровнем моря; по его бокам иногда находятся входы в пещеры и заброшенные шахты. На территории этого биома генерируются реки, прорезающие в холмах глубокие впадины, и каньоны, которые вместе создают угрозу падения игрока с большой высоты, если он не был достаточно осторожен. Иногда плато может не встретиться на территории пустошей.

Спаун мобов в плато пустоши идентичен их появлению в обычной пустоши.

Холмистые бамбуковые джунгли

Холмистые бамбуковые джунгли
Холмистые бамбуковые джунгли
Тип

Умеренный

Температура

0.95

Редкость

Редкий

Структуры

Джунглевый храм[только для JE]
Н/Д‌[только для BE и EE]

Блоки

Дёрн
Подзол
Бамбук
Лианы
Древесина тропического дерева
Листва тропического дерева
Дубовая древесина
Дубовая листва
Арбуз

Цвет травы


 #59C93C

Цвет листвы


 #30BB0B

Цвет воды


 #3F76E4‌[только для JE]

 #1B9ED8‌[только для BE]

The bamboo jungle hills variant was similar to the bamboo jungle, though with steeper terrain just like the regular jungle hills variant. Large amounts of bamboo covered the landscape, and patches of podzol replaced most grass blocks. Naturally-generated trees were always large variants, and pandas spawned here, like in the bamboo jungle. Jungle pyramids also spawned here Шаблон:In.

Шаблон:IN, bamboo jungle hills used the same mob spawning chances as jungle hills for hostile and ambient categories. As for the others:

Шаблон:Spawn table

Холмистый березняк

Холмистый березняк
Холмистый березняк
Тип

Умеренный

Температура

0.6

Редкость

Частый

Блоки

Дёрн
Берёзовая древесина
Берёзовая листва
Пчелиное гнездо
Розовый куст
Сирень
Пион
Ландыш

Цвет травы


 #88BB67

Цвет листвы


 #6BA941

Цвет воды


 #3F76E4‌[только для JE]

 #0A74C4‌[только для BE]

Холмистый березняк (аннл. Birch Forest Hills) — вариант обычного березняка с холмистым рельефом. В остальном данный биом не имел отличий от основного вида и встречался довольно часто из-за своего широкого распространения.

Спаун мобов в холмистом березняке идентичен их появлению в обычном варианте.

Dark Forest Hills

Шаблон:Biome

Dark forest hills broke the leaf canopy, increasing visibility and decreasing the chance of daytime hostile mob spawning, though the hills were steep compared to other hill biomes. Hills generated near rivers led to cliffs. Small plains-biome clearings didn’t generate within the dark forest hills variant.

Dark forest hills used the same mob spawning chances as dark forests.

Deep Warm Ocean

Шаблон:Biome

The deep warm ocean was similar to the warm ocean, but twice as deep and without coral reefs or sea pickles. Since they were a deep ocean variant, tall seagrass was more frequent and ocean monuments could generate as well. Unlike shallow warm oceans, pufferfish could not spawn in deep warm oceans.

This biome did not naturally generate in any non-snapshot or beta version.

Шаблон:IN, deep warm oceans used the same mob spawning chances as oceans for hostile and ambient categories. As for the others:

Шаблон:Spawn table

Шаблон:IN, deep warm oceans used the same mob spawning chances as warm oceans.

Desert Hills

Шаблон:Biome

Desert hills variants featured hillier terrain, just like all other hills biomes in the game. Desert hills reached slightly higher elevations than other hills, and were comprised mostly of sand and sandstone like the rest of the desert. No structuresШаблон:Verify other than fossils, desert pyramids,Шаблон:Only and desert wells generated within the hills, making this variant overall more difficult. Desert hills didn’t generate if their base desert is a thin border around a badlands biome.

Desert hills used the same mob spawning chances as deserts.

Desert Lakes

Шаблон:Biome

The rare desert lakes variant featured slightly rougher and hillier terrain than the base desert biome, though not as much as the desert hills. This made them more likely to have oases of water across its landscape. No structures other than fossils and desert wells generated here.

Desert lakes used the same mob spawning chances as deserts.

Giant Spruce Taiga Hills

Шаблон:Biome

Giant spruce taiga hills were a variant intended to be a more mountainous version of the giant spruce taiga. However, Шаблон:In, due to a likely error in the way terrain height is calculated, there was no difference in the terrain between giant spruce taiga and giant spruce taiga hills. Specifically, the game used internal values known as setBaseHeight and setHeightVariation when generating hills biomes, but these values were the same for both giant spruce taiga and giant spruce taiga hills, resulting in no actual difference between the two. This was the only hills biome in the game with this issue.[1]

Шаблон:IN, this biome generated as a hillier version of the giant spruce taiga, however, this biome generated the same trees as the giant tree taiga hills tree type (not giant spruce tree type) resulting in no actual difference between giant tree taiga hills and giant spruce taiga hills (except in water color).

Giant spruce taiga hills used the same mob spawning chances as giant spruce taigas.

Giant Tree Taiga Hills

Шаблон:Biome

Like all other hills biomes, giant tree taiga hills featured elevated, hillier terrain compared to the normal giant tree taiga, making the landscape less suitable for shelter. Podzol, coarse dirt, and rocks all still generated on the hills. Wolves, foxes and rabbitШаблон:Only spawned here.

Giant tree taiga hills used the same mob spawning chances as giant tree taigas.

Gravelly Mountains+

Шаблон:BiomeGravelly mountains+, also referred to as modified gravelly mountains in code, was a rare variant of the wooded hill biome that had the exact same features as the regular gravelly mountains, making this biome almost indistinct from the former.[2] with the only difference being the fact that it can rarely generate standalone as a thick separation when a desert lakes biome borders a snowy biome.

Gravelly mountains+ had the same mob spawning chances as windswept hills.

Jungle Hills

Шаблон:Biome Similar to the wooded hills biome, the jungle hills biome featured steeper terrain, making it a more difficult variant of the already difficult jungle for survival purposes. Ocelots, parrots, and pandas spawned here and jungle pyramids generated here.

Шаблон:IN, jungle hills used the same mob spawning chances as jungles for ambient categories. As for the others: Шаблон:Spawn table

Шаблон:IN, jungle hills used the same mob spawning chances as jungles.

Modified Badlands Plateau

Шаблон:Biome


The modified badlands plateau featured smaller plateaus and somewhat harsher terrain than the badlands plateau, mimicking large plateaus that have weathered more over time. Eroded badlands replaced the usual thin desert border that this biome variant shared with other biomes. The modified badlands plateau was the second rarest biome in Minecraft, after modified jungle edge, and was only present in about 1/5 of the badlands biomes, and almost always (98 % chance) came with an eroded badlands bordering the edges and modified wooded badlands plateaus surrounding it at the center.

Modified badlands plateaus used the same mob spawning chances as badlands.

Modified Jungle

Шаблон:Biome The rare modified jungle variant featured much more mountainous terrain, being taller and steeper than jungle hills. The heights, combined with the thick foliage, rendered the ground below almost entirely out of sight. Ocelots, parrots, and pandas spawned in this biome, but jungle pyramids didn’t generate here.

Шаблон:IN, modified jungles used the same mob spawning chances as jungle hills for hostile and ambient categories. As for the others: Шаблон:Spawn table

Шаблон:IN, modified jungles used the same mob spawning chances as jungles.

Modified Jungle Edge

Шаблон:Biome The rare modified jungle edge variant generated only in strict conditions, and it was the rarest biome in the game. If a jungle biome bordered a swamp hills biome,[3] then the modified jungle edge spawned as part of a double-layered transition, with a thin normal jungle edge bordering the swamp hills, and the modified jungle edge bordering the jungle. As both jungles and swamp hills were already rare, and even more rarely did they generate bordering each other, the conditions for a modified jungle edge to generate were rarely met. When they actually did manage to generate, they were often just a few hundred blocks in length, but in some cases were less than 10 blocks, making them one of the smallest biomes as well. Modified jungle edges featured the same smooth transition and lowered tree density that regular jungle edges had, though with much more mountainous terrain and occasional overhangs. Ocelots, parrots, and pandas spawned in this biome, but jungle pyramids didn’t generate here. Modified jungle edges covered only a few millionths (0.00027 %) of the overworld by area.

Modified jungle edges used the same mob spawning chances as jungle edges.

Modified Wooded Badlands Plateau

Шаблон:Biome


Similar to the modified badlands plateau, the modified wooded badlands plateau had a weathered appearance and featured smaller plateaus with more erratic terrain, allowing for significantly fewer oak trees to grow at the highest layers. Eroded badlands replaced the usual thin desert border that this biome variant shared with other biomes.

Modified wooded badlands plateaus used the same mob spawning chances as badlands.

Mountain Edge

Шаблон:Biome

The mountain edge variant used to generate before Java Edition 1.7.2. Similarly to the sparse jungle biome, it was a technical biome intended to provide a smooth transition from other biomes to the windswept hills. It was similar to the wooded mountain biome, but with a few oak trees. The terrain was gentler and not as steep as the normal windswept hills, with oak and spruce trees growing.

Mountain edges had the same mob spawning chances as windswept hills.

Mushroom Field Shore

Шаблон:Biome The mushroom field shore was a technical biome that represented both the shores and the rivers of the mushroom fields. It generated when a river cus through it as well as when it bordered an ocean, unless the ocean was a deep variant, in which case a steep cliff generated instead. The terrain of this biome was much flatter and shallower in elevation, similar to beaches, though it was equal to the mushroom fields in every other way. Buried treasure and shipwrecks generated here.

Mushroom field shores used the same mob spawning chances as mushroom fields.

Shattered Savanna Plateau

Шаблон:Biome

Like the normal windswept savanna, the shattered savanna plateau variant featured steep mountains, cliffs, and overhangs, which made it a treacherous place to explore. Though it was nearly indistinguishable from the regular shattered savanna at first glance, the shattered plateau’s terrain was slightly gentler, though often risked fatal fall damage if not above water. The giant lakes characteristic of the regular shattered savanna did not generate here either. Шаблон:IN, the foliage was a more vibrant green color, and rain would often occur in it.[4]

Shattered savanna plateaus used the same mob spawning chances as savannas.

Snowy Mountains

Шаблон:Biome

These hills were no taller than most other hill biomes in the game, despite the name 'mountains'. No structures generated in this biome, though polar bears, rabbits and strays spawned. Caves frequently generated on the sides of the mountains. Шаблон:IN, no hostile mobs other than strays and skeletons spawned here.

Snowy mountains used the same mob spawning chances as snowy plains.

Snowy Taiga Hills

Шаблон:Biome

Like all other hills biomes, snowy taiga hills featured hillier, more erratic terrain. These hills were somewhat steep, making this variant difficult for survival mode. Pillager outposts and villages generated in this biomeШаблон:Only, however, unlike the regular snowy taiga, igloos didn’t generate here.

Snowy taiga hills used the same mob spawning chances as snowy taigas.

Snowy Taiga Mountains

Шаблон:Biome

The very rare snowy taiga mountains featured much steeper terrain than the hills. Similarly to the taiga mountains, this variant reached high elevations. The steep elevations made this biome difficult for survival. Buildings didn’t generate here. This biome was the third rarest in the game, behind modified badlands plateau and modified jungle edge.

Snowy taiga mountains used the same mob spawning chances as snowy taigas.

Swamp Hills

Шаблон:Biome

The swamp hills variant featured hillier terrain rising up between the flat marshes. These hills would tower over the otherwise low-elevation swamp. Additionally, flooded areas in swamp hills tended to reach lower depths than the rest of the swamp, sometimes deep enough to have a gravel floor in place of a dirt floor, like normal oceans. Swamp huts did not generate in swamp hillsШаблон:Only, nor did slimes spawn, but fossils did still generate underground. Additionally, seagrass did not generate in flooded areas of swamp hills. If it connected to a sparse jungle it had a chance to create a modified jungle edge biome.

Swamp hills used the same mob spawning chances as swamps.

Taiga Hills

Шаблон:Biome

Taiga hills, like all other hills biomes in the game, featured steeper terrain compared to the base taiga biome. Villages and outposts didn’t generate in this biomeШаблон:Only, though wolves and foxes still spawned.

Taiga hills used the same mob spawning chances as taigas.

Taiga Mountains

Шаблон:Biome

The rare taiga mountains variant was much steeper than the taiga hills, with peaks occasionally crossing the snowfall line. The steep terrain made this a more difficult version of the regular taiga. Like the hills, villages and outposts didn’t generate here, though wolves and foxes still spawned.

Taiga mountains used the same mob spawning chances as taigas.

Tall Birch Hills

Шаблон:Biome

Like the other hills biomes, the tall birch hills biome had hillier, rougher terrain, along with the taller-than-normal birch trees of the tall birch forest variant. The hills were steep in this biome, comparable to the windswept hills biome.

Tall birch hills used the same mob spawning chances as birch forests.

Wooded Hills

Шаблон:Biome

Wooded hills were similar to forests, though the terrain was hillier and generally more erratic, making it less suitable for shelter. Wolves spawned here.

Wooded hills used the same mob spawning chances as forests.

History

Шаблон:History Шаблон:History Шаблон:History Шаблон:History Шаблон:History Шаблон:History Шаблон:History Шаблон:History Шаблон:History

Notes


Шаблон:Biomes

  1. Шаблон:Bug
  2. Шаблон:Bug
  3. Шаблон:Bug
  4. Шаблон:Bug
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