一个随机世界的例子。
主世界是Minecraft的开始游戏时的第一个维度。它是唯一存在于整个Minecraft发展的维度;下界是在Alpha 1.2.0被添加的第二个维度,而末路之地则是首次出现在Beta 1.9 pre4的另一个维度。
主世界是一个可以进行建设的三维空间,水平跨度为从上限一直下降至基岩并向每一个水平面方向延伸。它的产生是通过一个秘密过程中制造多个噪声地图来创建不同海拔,主要区块形状,和复杂的山地和洞穴系统。
在游戏中除三种怪物和一个Boss外其余都可出现在主世界:狼,猪,羊,牛,哞菇,鸡,鱿鱼,殭尸,豹猫,骷髅,蜘蛛,蜘蛛骑士,末影人,爬行者和史莱姆都可自然出现,而猪可以,罕有地,被闪电击中,并把它们变成殭尸猪人。另外如果爬行者被闪电击中,他们可以变成高压爬行者,虽然这种情况很少。恶魂,烈焰人和岩浆怪均只可在下界出现,而末影龙只可在末路之地出现。
生成编码(种子)
Minecraft中的世界的产生通过程序性公式会采用随机编码作为起点 - 种子,它将被用来生成所有的主世界(和下界)的地形。
在Beta 1.3添加了让玩家自己挑选指定的种子的选项。每次使用特定的种子将产生完全相同的世界,因此玩家之间可以共享有趣的Minecraft世界。但出现点并不是完全在同一地点,所以给予坐标会比给予方向更明智。输入的种子会被转换成一个整数,例如,“Glacier”一词对应的值为1772835215,作为种子值输入时便会产生完全相同的世界。
许多种子被共享的原因仅仅是因为它们在理想的资源,一个要塞或某些特殊建筑物,如一个地牢附近产出玩家。
由Beta 1.8版本开始,玩家可以通过点击F3找到当前地图的种子。
世界大小
In Classic and Indev, maps can be generated in "small" (128×128×64), "normal" (256×256×64), and "huge" (512×512×64) sizes.
In Infdev, Alpha and Beta maps are somewhat infinitely big - They are made up of chunks; this means that as the player explores the map distant chunks are generated automatically, leading to theoretically infinite maps. In practice, technical reasons (the limits of 32-bit integers[1]) force the maximum map size to be around 8 times the surface area of the Earth [1], which comes out to about 4,080,576,000 km2. Whilst the horizontal planes of the maps are vast in size, the vertical plane remains at a fixed 256-block height [2].
While the map is infinite, the number of blocks the player may walk on is limited. The map, counting air as a block, and not counting blocks beyond and at where block physics fail (32,000,000 from the center) from top to bottom, and all in between, is essentially always 1.31071992 × 1017 blocks big.
Since Snapshot 12w07a, new maps may have a height of 256 if the "Anvil" world type is selected. But older maps must be converted. This is a video showing the height of maps rendered in 12w07a.
Generation
Generated Blocks
Entries marked with a D require additional data to fully define the block in a Beta world. Entries marked with an I have a different ID as an inventory item. Entries marked with a B require additional inventory data to fully define the inventory item. Entries marked with a T have tile entities associated with them to store additional data. Items with IDs in red cannot be legitimately obtained in the player's inventory in the game; they can only be obtained by "hacking" (such as the use of Inventory editors) or, in multiplayer using the /give server command. Items available only in Creative mode are in blue.
Naturally Generated
Naturally Generated includes blocks that are created through the world seed.
| Icon | Dec | Hex | Block type |
|---|---|---|---|
| 00 | 00 | Air | |
| 01 | 01 | Stone | |
| 02 | 02 | Grass | |
| 03 | 03 | Dirt | |
| 07 | 07 | Bedrock | |
| 09 | 09 | Water (Stationary) D | |
| 11 | 0B | Lava (Stationary) D | |
| 12 | 0C | Sand | |
| 13 | 0D | Gravel | |
| File:Gold (Ore).png | 14 | 0E | Gold Ore |
| File:Iron (Ore).png | 15 | 0F | Iron Ore |
| File:Coal (Ore).png | 16 | 10 | Coal Ore |
| File:Wood.png | 17 | 11 | Wood D B |
| 18 | 12 | Leaves D B | |
| File:Lapis Lazuli (Ore).png | 21 | 15 | Lapis Lazuli Ore |
| 24 | 18 | Sandstone | |
| 31 | 1F | Tall Grass D B | |
| File:Grid Dead Bush.png | 32 | 20 | Dead Bush |
| Icon | Dec | Hex | Block type |
|---|---|---|---|
| 37 | 25 | Dandelion | |
| 38 | 26 | Rose | |
| 39 | 27 | Brown Mushroom | |
| 40 | 28 | Red Mushroom | |
| File:Diamond (Ore).png | 56 | 38 | Diamond Ore |
| File:Redstone (Ore).png | 73 | 49 | Redstone Ore |
| 78 | 4E | Snow | |
| 79 | 4F | Ice | |
| 81 | 51 | Cactus D | |
| File:Clay (Block).png | 82 | 52 | Clay Block |
| 83 | 53 | Sugar Cane D I | |
| 86 | 56 | Pumpkin D | |
| 99 | 63 | Huge Brown Mushroom D | |
| 100 | 64 | Huge Red Mushroom D | |
| File:Vine.png | 106 | 6A | Vines D |
| 110 | 6E | Mycelium | |
| 111 | 6F | Lily Pad |
Naturally Created
Naturally Created means a combination of events that cause a new block to be placed by natural causes, not the player.
| Icon | Dec | Hex | Block type |
|---|---|---|---|
| 00 | 00 | Air | |
| 02 | 02 | Grass | |
| 03 | 03 | Dirt | |
| 04 | 04 | Cobblestone | |
| 08 | 08 | Water (Flowing) D | |
| 10 | 0A | Lava (Flowing) D | |
| 31 | 1F | Tall Grass D B | |
| 39 | 27 | Brown Mushroom | |
| 40 | 28 | Red Mushroom |
| Icon | Dec | Hex | Block type |
|---|---|---|---|
| 49 | 31 | Obsidian | |
| 51 | 33 | Fire D | |
| 78 | 4E | Snow | |
| 79 | 4F | Ice | |
| 81 | 51 | Cactus D | |
| 83 | 53 | Sugar Cane D I | |
| File:Vine.png | 106 | 6A | Vines D |
| 110 | 6E | Mycelium |
Structures
Same as Naturally Generated, but these blocks are only created with the "Generate Structures" option enabled.
| Icon | Dec | Hex | Block type |
|---|---|---|---|
| File:Wooden Plank.png | 05 | 05 | Wooden Plank |
| 09 | 09 | Stationary Water D | |
| 11 | 0B | Stationary Lava D | |
| 13 | 0D | Gravel | |
| File:Wood.png | 17 | 11 | Wood D B |
| File:WebBlock.png | 30 | 1E | Cobweb |
| File:Grid Black Wool.png | 35 | 23 | Wool (Black) D B |
| 44 | 2C | Slabs D B | |
| 47 | 2F | Bookshelf | |
| 50 | 32 | Torch D | |
| 52 | 34 | Monster Spawner T | |
| 53 | 35 | Wooden Stairs D | |
| 54 | 36 | Chest D T | |
| 58 | 3A | Crafting Table |
| Icon | Dec | Hex | Block type |
|---|---|---|---|
| File:Crops.png | 59 | 3B | Seeds D |
| 60 | 3C | Farmland D | |
| 61 | 3D | Furnace D T | |
| 64 | 40 | Wooden Door D I | |
| File:Ladders.png | 65 | 41 | Ladders D |
| File:Rails.png | 66 | 42 | Rails D |
| 67 | 43 | Stone Stairs | |
| 71 | 47 | Iron Door D I | |
| 72 | 48 | Wooden Pressure Plate D | |
| 77 | 4D | Button D | |
| 85 | 55 | Fence | |
| 97 | 61 | Hidden Silverfish D | |
| 98 | 62 | Stone Bricks D B (2) | |
| 101 | 65 | Iron Bars | |
| 102 | 66 | Glass Pane |
Chunk borders outlined in snow
Chunks
Chunks are the method used by Notch to divide maps into manageable pieces. They are 16 blocks wide, 16 blocks long, and 256 blocks deep, and encompass 65,536 blocks. By adjusting the render distance, differing numbers of chunks will be loaded into memory, with "far" rendering the maximum of 81 chunks. Only chunks which have been loaded may experience activity such as spawning, despawning, growth, liquid movement, or player interaction. Upon reaching the required distance away from a chunk, it will be unloaded from the memory, however not deleted. Thus, upon re-entering that area, whatever has been changed will remain changed.
Biomes
Another subdivision of The Overworld is into Biomes. Biomes may have varying sizes, and each has its own features. For example, a forest biome will have large quantities of trees, where as a snow biome will have snow and ice.
Natural Structures
The Overworld is able to seamlessly create new areas by using patterns found in the surrounding chunks and extend those into the newly created chunk. These patterns, while unique to each world, can be categorized easily by comparing them to a real-world equivalent, such as cliffs or oceans. While Minecraft is based on landforms found on earth, impossible formations, such as floating islands, can be found throughout the Overworld.
The Overworld can be navigated by use of the position of the sun and the moon, the movement of the clouds, and the movement of the stars. Assuming that the sun and moon rise in the east and go west, the clouds can be observed moving north and stars east (not since 1.0.0, see below.)
Tools used for Navigating The Overworld include the Compass and Map. The Compass points to the original spawn point (sleeping in a bed does not change the compass operation), and the Map displays a fixed area around where it was made, and shows you the area very generically. In the Nether, the Compass needle will spin wildly, and is thus useless. Since Beta 1.9 (Pre-Release 4), the Compass needle and the Clock will spin randomly within The End, similar to the Nether.
Since Alpha 1.2.3, the F3 key toggles a debug console which shows the player their absolute coordinates, where the X and Z coordinates show longitude and latitude, and the Y coordinate shows height, where Y=64 corresponds to sea level. In addition, in Beta 1.7 an 'f' value was added, which indicates the direction the player is facing, 0 being the direction in which the sun sets, and it goes counter clockwise from there: 1 being the direction in which the clouds move, 2 and 3 are opposite to 0 and 1 respectively.
Since the sun changed position relative to the clouds (they now move in the same direction) in 1.0.0, if you want to assume that the sun rises in the east and sets in the west, the 'f' values are: 1=west, 2=north, 3=east, and 0=south.
Day and night
The overworld is the only dimension with a day/night cycle. During the daytime, the sun acts as a light source. This light is strong enough to kill Zombies, and Skeletons, make Endermen disappear and also makes Spiders neutral. The only mobs that survive and stay hostile in the daylight are creepers and slimes. At night time the moon is the only natural light source however it provides only a little light, allowing hostile mobs to spawn.
Far Lands
The Far Lands used to be an area that formed the "edge" of the "infinite" map, but was later removed accidentally from a patch on 1.8 due to the change in the terrain generation code. When players made it to the Far Lands, they experienced an excessive amount of lag and the map was severely distorted.
According to Notch, this distortion could be fixed, but since no one was likely to make it to the Far Lands without some form of cheating, he says that he was likely not going to fix it since he liked the idea of a mysterious world beyond a certain distance. When the Beta 1.8 update was released, the newly re-written biome code did in fact remove the Far Lands and will just generate as an extremely large ocean. The far lands may be brought back in a later patch, though it is unlikely.
Trivia
- World seeds can be extracted from the level.dat file by various mods or tools, such as http://seedscope.net. Alternatively, it can be found in-game on the performance screen accessed by pressing F3.
- There is a bug that sometimes causes the files for deleted worlds to not be deleted from your hard drive. If a new world is created with the same name, this can cause the game to reuse the old files, and thus, parts of the old map, rather than generate an entirely new map.
See also
- The Nether
- The End
- Sky Dimension
- The Void
- Far Lands