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
在Classic和Indev版本中,地图的产生的大小可以是“小”(128×128×64),"中"(256×256×64),和"大"(512×512×64)。
在Infdev,Alpha和Beta版本中地图的大小是无限大 - 他们是由区块组成;意思是作为玩家探索在遥远区块时它们会自动生成,于是在理论上它们是无限大的地图。在实践中,由于技术原因(32位整数的限制[1])强制的最大地图的大小是地球表面积的约8倍[1],大约是4,080,576,000 km2。虽然地图的水平面规模庞大,垂直平面仍保持在一个固定的256块的高度[2]。
虽然地图是无限的,玩家可以走的方块数是有限的。地图会视空气作为一个方块,而并不视超出的方块和从上到下的方块物理停止处(从中心计算约32,000,000方块),之间的所有,实质上始终是1.31071992×1017 个方块大。
自Snapshot 12w07a起,如果选中"Anvil"的新世界类型,新的地图会有一个256块方块的高度。但旧地图必须被转换。 这一个影片显示在12w07a中地图的高度。
生成
生成的方块
用D标记的条目需要额外的数据才可充分在一个Beta世界定义该方块。用I标记的条目作为物品栏中的物品有不同的ID。用B标记的条目需要额外的物品栏数据才可充分定义该物品栏中的物品。用T标记的条目有与他们有关联的方块实体来存储额外的数据。标识条目用红色来标示的不能在游戏中正常获得;它们只能通过入侵游戏信息(即“黑客”)或使用"MODS"(如使用物品栏编辑器)或在多人模式中使用'/give'的服务器指令。只可在创造模式中取得的物品用蓝色来标示。
自然生成
自然生成的方块包括通过世界中的种子制造出来的方块。
| 图示 | Dec | Hex | 方块类型 |
|---|---|---|---|
| 00 | 00 | 空气 | |
| 01 | 01 | 石头 | |
| 02 | 02 | 草 | |
| 03 | 03 | 泥土 | |
| 07 | 07 | 基岩 | |
| 09 | 09 | 水(静止的) D | |
| 11 | 0B | 岩浆(静止的) D | |
| 12 | 0C | 沙子 | |
| 13 | 0D | 沙砾 | |
| File:Gold (Ore).png | 14 | 0E | 金矿石 |
| File:Iron (Ore).png | 15 | 0F | 铁矿石 |
| File:Coal (Ore).png | 16 | 10 | 煤矿石 |
| File:Wood2.png | 17 | 11 | 木头 D B |
| 18 | 12 | 树叶 D B | |
| File:Lapis Lazuli (Ore).png | 21 | 15 | 青金石矿石 |
| 24 | 18 | 沙石 | |
| 31 | 1F | 草丛 D B | |
| File:Grid Dead Bush.png | 32 | 20 | 枯死的灌木 |
| 图示 | Dec | Hex | 方块类型 |
|---|---|---|---|
| 37 | 25 | 蒲公英 | |
| 38 | 26 | 玫瑰 | |
| 39 | 27 | 棕色蘑菇 | |
| 40 | 28 | 红色蘑菇 | |
| File:Diamond (Ore).png | 56 | 38 | 钻石矿石 |
| File:Redstone (Ore).png | 73 | 49 | 红石矿石 |
| 78 | 4E | 雪块 | |
| 79 | 4F | 冰 | |
| 81 | 51 | 仙人掌 D | |
| File:Clay (Block).png | 82 | 52 | 粘土块 |
| 83 | 53 | 甘蔗 D I | |
| 86 | 56 | 南瓜 D | |
| 99 | 63 | 棕色巨型蘑菇 D | |
| 100 | 64 | 红色巨型蘑菇 D | |
| File:Vine.png | 106 | 6A | 藤蔓 D |
| 110 | 6E | 菌丝 | |
| 111 | 6F | 睡莲 |
自然被製造出
自然被製造指某些事件,造成一個新的方塊在自然原因下出現,而不是因玩家而出現。
| 图示 | Dec | Hex | 方块类型 |
|---|---|---|---|
| 00 | 00 | 空氣 | |
| 02 | 02 | 草 | |
| 03 | 03 | 泥土 | |
| 04 | 04 | 圓石 | |
| 08 | 08 | 水 (流動的) D | |
| 10 | 0A | 岩漿 (流動的) D | |
| 31 | 1F | 草叢 D B | |
| 39 | 27 | 蘑菇#棕色蘑菇 | |
| 40 | 28 | 蘑菇#紅色蘑菇 |
| 图示 | Dec | Hex | 方块类型 |
|---|---|---|---|
| 49 | 31 | 黑曜石 | |
| 51 | 33 | 火 D | |
| 78 | 4E | 雪塊 | |
| 79 | 4F | 冰 | |
| 81 | 51 | 仙人掌 D | |
| 83 | 53 | 甘蔗 D I | |
| File:Vine.png | 106 | 6A | 藤蔓 D |
| 110 | 6E | 菌絲 |
建築物方塊
一樣是自然生成的,但這些方塊只在“生成建築物”(Generate Structures)選項啟用時產生。
| 图示 | Dec | Hex | 方块类型 |
|---|---|---|---|
| File:Wooden Plank.png | 05 | 05 | 木板 |
| 09 | 09 | 靜止的水 D | |
| 11 | 0B | 靜止的岩漿 D | |
| 13 | 0D | 沙礫 | |
| File:Wood2.png | 17 | 11 | 木頭 D B |
| File:WebBlock.png | 30 | 1E | 蜘蛛網 |
| File:Grid Black Wool.png | 35 | 23 | 羊毛 (黑色) D B |
| 44 | 2C | 台階 D B | |
| 47 | 2F | 書架 | |
| 50 | 32 | 火把 D | |
| 52 | 34 | 刷怪箱 T | |
| 53 | 35 | 木樓梯 D | |
| 54 | 36 | 箱子 D T | |
| 58 | 3A | 工作台 |
| 图示 | Dec | Hex | 方块类型 |
|---|---|---|---|
| File:Crops.png | 59 | 3B | 種子 D |
| 60 | 3C | 耕地 D | |
| 61 | 3D | 熔爐 D T | |
| 64 | 40 | 木門 D I | |
| File:Ladders.png | 65 | 41 | 梯子 D |
| File:Rails.png | 66 | 42 | 鐵軌 D |
| 67 | 43 | 石樓梯 | |
| 71 | 47 | 鐵門 D I | |
| 72 | 48 | 木壓力板 D | |
| 77 | 4D | 按鈕 D | |
| 85 | 55 | 柵欄 | |
| 97 | 61 | 隱藏的蠹蟲 D | |
| 98 | 62 | 石磚 D B (2) | |
| 101 | 65 | 鐵欄杆 | |
| 102 | 66 | 玻璃板 |
在雪中劃出的區塊邊界。
區塊
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