你可以幫助我們來翻譯此條目,但請勿使用機器翻譯。
這個過程會刪除你的世界的一部分,所以請仔細閱讀這些説明,確保你完全理解你在做什麼。
本教學解釋了如何重設任何1.13之前的世界中的區塊,以便它們在1.13中重新生成,以便您不需要旅行數千個區塊到未載入的區塊中才能看到新的地形,如果你有一個巨大的世界。[1]
本教學對於任何大小不超過2GB的世界有效。
這種方法適用於從1.7.2到1.12.2的任何世界。然而如果你已經用1.13或在1.12.2之後發佈的預發佈和快照版本中打開了你的世界,這種方法會失效。如果你已經打開了,你需要用備份替換存檔。
如何生效
1.13透過增加沉船、珊瑚礁和海草之類的特色極大地改變了世界中的海洋 、沼澤地和河流的生成方式。然而,新的生成方式並不會改變生態群系或地表高度(只有極少數例外,如u/bdm68[2])
透過使用外部工具,我們可以刪除現有世界中的任何海洋、河流和沼澤地區塊。當世界在1.13版本中打開時,遊戲將重新生成我們先前刪除的區塊。由於生態群系和高度在1.13中沒有變化,重新生成的區塊將無縫銜接進現有的世界,但它們將產生新的水下特色。
使用MCEdit可以從世界中刪除特定的某個區塊。你也可以精確地刪除你想刪除的那個生態群系。如果你想要儲存區塊中的現有構造,也可以保護特定的區域。
這個外掛會檢查你世界中的每個區塊,然後決定每一個區塊是否可以刪除。在Minecraft中,一個區塊可能並不只包含一個生態群系,比如海灘上的大量區塊可能同時包含海洋和海灘兩種生物羣落。有時可能會不確定如何處理這種情況,所以外掛會按照下面兩種模式之一來處理:
- Aggressive模式會刪除包含選定群系的所有區塊。比如説,如果你在這個模式下決定刪除所有河流群系,外掛會刪除某個區塊,即使它只有一個方塊是河流群系,也不管這個區塊上包含着哪些其他群系。
- Cautious模式只刪除那些只包含選定群系的區塊。比如説,如果你讓外掛刪除海洋和海灘這兩種群系,那麼它只會刪除那些每個方塊都是海洋或海灘群系的區塊。如果區塊中有一個既不屬於海洋也不屬於海灘的方塊,那它就不會被刪除。
這是一個説明這種差異的例子:
這裏有四種生態群系: 平原 (綠色)、海灘(黃色)、河流(淺藍色)以及海洋(深藍色)。如果你要用外掛刪除所有河流、海灘還有海洋,那麼無論你使用哪個模式,被紫色框選住的區塊都會被刪除。但是在aggressive模式中,紅框框住的區塊也會被刪除。
總的來説, aggressive模式會有更好的結果,特別是當你想要重新生成河流群系時。然而你可能需要保護你世界中的更多地區。
為了保護你世界中的某些地區,你需要寫一些Python語言來修改外掛。不要擔心,下文中有指導。
一整個過程需要幾個小時。
Preparation
- Make a backup of your world.
- Test your backup to make sure that it works.
- 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.
- Download and install MCEdit. The recommended version is MCEdit 2.0.0 beta 12. The download link is for Windows and Mac.
- 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'.
- Decide which biomes you want to delete. The following biomes are largely affected by the new terrain generation:
- 海洋 (ID 0)
- Swampland (ID 6)
- 河流 (ID 7)
- 冰洋 (ID 10)
- Mushroom Island Shore (ID 15)
- 沙灘 (ID 16)
- 深海 (ID 24)
- Stone Beach (ID 25)
- Cold Beach (ID 26)
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.
A screenshot explaining parts of the MCEdit user interface.
- 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.
- 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).
- For each region that you want to protect, do the following:
- Using the overview camera, find the region that you want to protect.
- Using the chunk selection tool, select the region that you want to protect.
- 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.
- In your text editor, find the area dedicated to your protected regions, and add a new line there.
- 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.
- Add spaces at the beginning of that new line until the 'c' in 'chunk_region' is right underneath the '#' signs in the lines above.
- 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
- 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.
- Restart MCEdit and open your world again. The biome deleter plugin should now be listed in the Plugins menu.
- Open the biome deleter plugin. It is listed as Biome deleter in the Plugins menu.
- Pick either Aggressive or Cautious mode (see above for the differences).
- Decide whether you want to run the plugin on the entire dimension, or just on the currently selected chunks.
- Select the biomes that you want to delete.
- 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.
- 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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