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警告

这个过程会删除你的世界的一部分,所以请仔细阅读这些说明,确保你完全理解你在做什么。

本教程解释了如何重置任何1.13之前的世界中的区块,以便它们在1.13中重新生成,以便您不需要旅行数千个区块到未加载的区块中才能看到新的地形,如果你有一个巨大的世界。[1]

本教程对于任何大小不超过2GB的世界有效。

这种方法适用于从1.7.21.12.2的任何世界。然而如果你已经用1.13或在1.12.2之后发布的预发布和快照版本中打开了你的世界,这种方法会失效。如果你已经打开了,你需要用备份替换存档。

如何生效

1.13通过增加沉船珊瑚礁海草之类的特色极大地改变了世界中的海洋 、沼泽和河流的生成方式。然而,新的生成方式并不会改变生态群系或地表高度(只有极少数例外,如u/bdm68[2])

通过使用外部工具,我们可以删除现有世界中的任何海洋、河流和沼泽区块。当世界在1.13版本中打开时,游戏将重新生成我们先前删除的区块。由于生态群系和高度在1.13中没有变化,重新生成的区块将无缝衔接进现有的世界,但它们将产生新的水下特色。

使用MCEdit可以从世界中删除特定的某个区块。你也可以精确地删除你想删除的那个生态群系。如果你想要保存区块中的现有构造,也可以保护特定的区域。

这个插件会检查你世界中的每个区块,然后决定每一个区块是否可以删除。在Minecraft中,一个区块可能并不仅仅包含一个生态群系,比如海滩上的大量区块可能同时包含海洋和海滩两种生物群系。有时可能会不确定如何处理这种情况,所以插件会按照下面两种模式之一来处理:

  • Aggressive模式会删除包含选定群系的所有区块。比如说,如果你在这个模式下决定删除所有河流群系,插件会删除某个区块,即使它只有一个方块是河流群系,也不管这个区块上包含着哪些其他群系。
  • Cautious模式只删除那些只包含选定群系的区块。比如说,如果你让插件删除海洋和海滩这两种群系,那么它只会删除那些每个方块都是海洋或海滩群系的区块。如果区块中有一个既不属于海洋也不属于海滩的方块,那它就不会被删除。

这是一个说明这种差异的例子:

Tutorial Updating old oceans Example

这里有四种生态群系: 平原 (绿色)、海滩(黄色)、河流(淡蓝色)以及海洋(深蓝色)。如果你要用插件删除所有河流、海滩还有海洋,那么无论你使用哪个模式,被紫色框选住的区块都会被删除。但是在aggressive模式中,红框框住的区块也会被删除。

总的来说, aggressive模式会有更好的结果,特别是当你想要重新生成河流群系时。然而你可能需要保护你世界中的更多地区。

为了保护你世界中的某些地区,你需要写一些Python语言来修改插件。不要担心,下文中有指导。

一整个过程需要几个小时。

Preparation

  1. Make a backup of your world.
  2. Test your backup to make sure that it works.
  3. Be aware that your world's may be corrupted. With that in mind, make sure you actually did steps 1 and 2, and didn't just skip them.
  4. Download and install MCEdit. The recommended version is MCEdit 2.0.0 beta 12. The download link is for Windows and Mac.
  5. Download the biome deleter plugin here and extract it. You will find two files; a copy of this tutorial, as well as the plugin in a file called 'biome_deleter.py'.
  6. Decide which biomes you want to delete. The following biomes are largely affected by the new terrain generation:

Protecting regions of your world

Once you decided which biomes you want to delete, make a (mental) list of things you built in those biomes, or near the edges of those biomes. Depending on the mode you use, the plugin may delete chunks even if they contain biomes that you did not want to delete.

If you haven't built anything in those biomes that you want to keep, skip to the next section. Otherwise, this section will teach you how you can modify the plugin to protect those builds.

Tutorial Updating old oceans Protecting regions

A screenshot explaining parts of the MCEdit user interface.

  1. Open your world in MCEdit. Here is a simple guide for MCEdit:
    • MCEdit has three camera modes. A sideways camera that looks like Terraria, an overview camera that shows the world from the top, as well as a full 3-D camera. You can switch between them using the three buttons labeled 2D, Over, and 3D. For this tutorial, we'll be using the overview camera.
    • Press and hold the right mouse button to move around.
    • The toolbar is on the left-hand side of the window. For this tutorial, we'll only be using the Select tool.
    • Using the chunk selector, you can select chunks by dragging a box with the left mouse button.
    • The status bar at the bottom of the window shows a lot of useful information about whatever you're pointing at with your mouse cursor. In particular, it shows the block coordinates, chunk coordinates, and the biome. You will be using the chunk coordinates to define protected regions.
  2. Open the plugin ('biome_deleter.py') in a text editor (e.g. Notepad on Windows, or TextEdit on macOS). Scroll down until you found a big headline saying 'Protected Regions' (line 200).
  3. For each region that you want to protect, do the following:
    1. Using the overview camera, find the region that you want to protect.
    2. Using the chunk selection tool, select the region that you want to protect.
    3. Find the chunk coordinates of the upper left and lower right chunk of the selected region. The status bar in MCEdit shows, from left to right, the x, y, and z coordinate of the chunk. So, when you see 'chunk (1, 0, -9)', then 1 is the x coordinate, 0 is the y coordinate, and -9 is the z coordinate of that chunk.
    4. In your text editor, find the area dedicated to your protected regions, and add a new line there.
    5. Type 'chunk_region(x1, z1, x2, z2),' (note the comma at the end there), but replace x1 and z1 by the x and z coordinate of the upper left chunk, and replace x2 and z2 by the x and z coordinate of the lower right chunk.
    6. Add spaces at the beginning of that new line until the 'c' in 'chunk_region' is right underneath the '#' signs in the lines above.
  4. Save the modified plugin.

Example

There are two regions that you want to protect.

  • The first one is your base. The box of chunks that encloses your base has chunk (-1, 0, 4) in its upper left corner, and chunk (3, 0, 12) in its lower right corner. So, we write 'chunk_region(-1, 4, 3, 12),' to define this region.
  • The second one is a mob farm in the middle of the ocean. The entire farm fits into a single chunk, namely chunk (33, 0, 15). In this case, the upper left and lower right "corner" are the same chunk, so we write 'chunk_region(33, 15, 33, 15),'.

This is what the modified section of the plugin would look like:

# Protected Regions
# Any chunk region in this list will not be deleted.
protected_regions = [
   # Use spaces to indent your lines so far that the 'c' in
   # 'chunk_region' is right under the # characters.
   # ----------- Add your protected regions below this line -----------
   chunk_region(-1, 4, 3, 12),
   chunk_region(33, 15, 33, 15),
   # ----------- Add your protected regions above this line -----------
]

If you're having trouble with this section, feel free to message the creator on Reddit. Be sure to include the modified part of the plugin in your comment. If MCEdit shows an error message, include the content of the error message, too.

Running the plugin

  1. Copy the (modified) plugin into the MCEdit plugins folder.
    • On Windows, you will find a folder next to the MCEdit 2 exe called 'MCEdit 2 Files'. The 'plugins' folder is inside that folder.
    • On macOS, the plugins folder is '~/Documents/MCEdit 2 Files/plugins'. You might need to create that folder if it doesn't exist.
  2. Restart MCEdit and open your world again. The biome deleter plugin should now be listed in the Plugins menu.
  3. Open the biome deleter plugin. It is listed as Biome deleter in the Plugins menu.
  4. Pick either Aggressive or Cautious mode (see above for the differences).
  5. Decide whether you want to run the plugin on the entire dimension, or just on the currently selected chunks.
  6. Select the biomes that you want to delete.
  7. Click OK to start the plugin. This may take hours depending on the size of your world, and the computer you're using. MCEdit may appear unresponsive in the process, but you should see a message in MCEdit's console window every now and then that reports how many chunks have been marked for deletion. Once the plugin finishes, MCEdit will be responsive again. You should also see a message in the console window that reports how many chunks have been marked for deletion in total.
  8. Now save the modified world. Again this may take a very long time, depending on the number of changed chunks.

Wrapping up

At this point, your world is ready to be opened in 1.13. Take a few minutes to check your world to verify that everything went well.

Feel free to message the author on Reddit if you have any questions.

Known problems

  • The terrain generation in 1.13 is occasionally different from previous versions, so there can be some cases where the newly generated terrain does not blend into the existing landscape. If that happens in your world, you could add a protected region around the affected area, or delete additional chunks until the landscape is continuous again. This might take some trial and error. See this post for more details.
  • This method will probably not work in worlds that were created prior to version 1.7 (released in 2013), since the terrain generation changed significantly in the 1.7 update.
  • Treetops near chunk borders may not regenerate properly.
  • There may be problems related to regenerating structures (e.g. ocean monuments, villages), but so far I was unable to reproduce them. If you run into problems of this sort, please let me know :)

Gallery

References

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