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这些特性曾存在于游戏中,但已被移除。
虽然其仍然可以通过作弊获得,但这会导致不可预料的结果发生,例如漏洞和崩溃。
在Java版1.18和基岩版1.18.0中,主世界的地形生成机制被重写,变得更加多样化并且独立于生物群系。所以有一些相对于其常规版本而言仅地形生成有区别的生物群系的变种就显得有些多余。故这些生物群系最后都被从生成器当中移除。在Java版中,这些生物群系被完全移除。在基岩版中,这些生物群系依然存在于代码中,但并未被使用。
生成过程
Minecraft biomes were generated in layer stacks. These layers generated specific aspects of Minecraft biomes, such as scale, rivers, varieties, and biome categories.
早期阶段
Biome generation was initialized as a 1 to 4096 scale of ocean, with a few spots of landmasses scattered throughout. This map was then scaled and additional landmasses shuffled around to decrease the amount of ocean, twice, to reach a scale of 1 to 1024. Additional layers that decrease the amount of ocean were repeatedly applied until the ratio of land to ocean was about 50-50. Snowy biome categories were then assigned to a few spots of land, which was then shuffled around a final time to obtain a ratio of 33% ocean and 67% landmass.
At this stage of biome generation, the final climate zones were applied as follows. Areas of dry landmasses were assigned to be a normal biome if it bordered a cold or frozen landmass. Areas of snowy landmasses were assigned to the cold temperature category if it bordered a normal or dry temperature zone. 1 out of every 13 landmasses was then marked as "Special", which would be used to place some of the rarer biomes in later stages of biome generation. This map was then scaled twice, until a scale of 1 to 256. An additional layer was applied to create a more jagged coastline, creating areas of large islands and lakes around the coastline. 1 out of 100 areas of oceans were assigned as mushroom biomes and areas of ocean far from the coast converted into deep ocean.
The final areas of climate areas were as follows: 31% oceanic, which consisted of 22% deep ocean and 9% ocean, 0.07% mushroom, 13% dry, 22% medium, 23% cold, and 6% frozen. Areas of rare biomes made up 4% of the total area.
The biome generation was then split into 3 separate stacks.
生成生物群系及其变体
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, mountains, swamp, plains
- Rare medium biome clusters: jungle (1.5% of the final map)
- Cold biome clusters: forest, mountains, taiga, plains
- Rare cold biome clusters: giant tree taiga (1.6% of the final map)
- Frozen biome clusters: snowy tundra (3 times), snowy taiga
Forest and mountain 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 wooded mountain 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.
生成河流
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 tundras.
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.
生成Java版海洋生物群系的温度
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.
在Java版中,, 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 在Java版中, contained entirely different ocean climate areas, even though common land biomes generated identically in Java Edition shadow seeds.
其他信息
在Java版中,, 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 229 blocks from 0,0. Biome generation overflowed at 231 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 263 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 基岩版 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.
已移除/未使用生物群系
雪山
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. 在基岩版中,, no hostile mobs other than strays and skeletons spawned here.
Snowy mountains used the same mob spawning chances as snowy tundras.
蘑菇岛岸
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.
沙漠丘陵
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 structures
Desert hills used the same mob spawning chances as deserts.
繁茂的丘陵
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.
针叶林丘陵
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 biome
Taiga hills used the same mob spawning chances as taigas.
山地边缘
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 mountains. 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 mountains, with oak and spruce trees growing.
Mountain edges had the same mob spawning chances as mountains.
丛林丘陵
丛林丘陵(Jungle Hills)是丛林的丘陵变种,地形普遍为坡度较大的山丘。这类地形于Java版1.18被并入标准丛林生物群系。
桦木森林丘陵
Birch forest hills featured hillier terrain than regular birch forests, being identical to them in every other aspect. It was fairly common due to its wide spread.
Birch forest hills used the same mob spawning chances as birch forests.
积雪的针叶林丘陵
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 biome
Snowy taiga hills used the same mob spawning chances as snowy taigas.
巨型针叶林丘陵
Giant Tree Taiga Hills
| 种类 |
寒冷 | ||
|---|---|---|---|
| 温度 |
0.25 | ||
| 稀有程度 |
稀有 | ||
| 主要结构与地物 | |||
| 主要方块 |
| ||
| 草地颜色 |
| ||
| 树叶颜色 |
| ||
| 水体颜色 |
巨型针叶林丘陵(Giant Tree Taiga Hills)是原始松树针叶林(旧称巨型针叶林)的丘陵变种,地形普遍为坡度较大的山丘。这类地形于Java版1.18被并入常规的原始松树针叶林。
这里的气候更像原始云杉针叶林,降雨会在该生物群系中约Y=160以上的区域过渡为降雪。
恶地高原
The badlands plateau featured large flat-topped hills composed of stratified colors of terracotta ranging in warm colors. Plateaus had steep edges that rose to within 20-30 blocks above sea level, where they quickly flatten. The top of these plateaus typically had scattered dead bushes. Occasional ponds appeared on plateau tops. The sides of the plateau occasionally revealed caverns and mineshafts. River biomes that passed through badlands plateau biomes cut steep grooves, giving off the appearance of narrow canyons. These posed a fall damage hazard if the player was not careful. Ravines also frequently spawned in badlands plateau biomes, which caused the same as above. This biome was not always present in the badlands biomes, but it was likely to appear.
Badlands plateaus used the same mob spawning chances as badlands.
暖水深海
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.
在Java版中,, deep warm oceans used the same mob spawning chances as oceans for hostile and ambient categories. As for the others:
| 生物 | 生成概率 | 每群数量 |
|---|---|---|
| 水下环境生物 | ||
| 热带鱼 | 1 | 8 |
| 水生生物 | ||
| 海豚 | 2⁄7 | 1–2 |
| 鱿鱼 | 5⁄7 | 1–4 |
在基岩版中,, deep warm oceans used the same mob spawning chances as warm oceans.
沙漠湖泊
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.
针叶林山地
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.
沼泽丘陵
Swamp Hills
| 种类 |
中等/茂密 | ||
|---|---|---|---|
| 温度 |
0.8(默认;在沼泽内变化) | ||
| 稀有程度 |
稀有 | ||
| 主要结构与地物 | |||
| 主要方块 |
| ||
| 草地颜色 |
| ||
| 树叶颜色 |
| ||
| 水体颜色 | |||
| 水下迷雾颜色 |
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 hills
Swamp hills used the same mob spawning chances as swamps.
丛林变种
丛林变种(Modified Jungle)是丛林的峭壁类变种,地形多为高耸的断崖,比丛林丘陵更陡峭。这类地形于Java版1.18被并入标准丛林生物群系。
丛林边缘变种
丛林边缘变种(Modified Jungle Edge)是稀疏的丛林(旧称丛林边缘)的峭壁类变种,地形多为陡峭而高耸的断崖。这类地形于Java版1.18被并入稀疏的丛林。
丛林边缘变种的生成条件很严格,仅在丛林生物群系与沼泽丘陵接壤时出现,只占主世界面积的0.00027%。且当它们真正设法生成时,通常只占地几百格方块。这意味着它们不仅是游戏中最稀有的生物群系,还是面积最小的生物群系之一。
高大桦木丘陵
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 mountains biome.
Tall birch hills used the same mob spawning chances as birch forests.
黑森林丘陵
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.
积雪的针叶林山地
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.
巨型云杉针叶林丘陵
巨型云杉针叶林丘陵(Giant Spruce Taiga Hills)是原始云杉针叶林(旧称巨型云杉针叶林)的丘陵变种。
在Java版中,由于计算地形高度的方式可能存在错误,原始云杉针叶林和巨型云杉针叶林丘陵之间的地形没有绝对区别。具体来说,游戏在生成丘陵生物群系时使用称为setBaseHeight和setHeightVariation的内部值,但这些值对于这两者都是相同的,导致它们之间没有实际差异。这是游戏中唯一存在该问题的丘陵生物群系[2]。
在基岩版中,该生物群系与巨型针叶林丘陵之间除水的颜色外没有实际差异。
沙砾山地+
Gravelly 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.[3] 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 mountains.
破碎的热带高原
Like the normal shattered 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. 在基岩版中,, 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.
繁茂的恶地高原变种
Modified Wooded Badlands Plateau
| 种类 |
干燥/温暖 | ||
|---|---|---|---|
| 温度 |
2.0 | ||
| 稀有程度 |
非常稀有 | ||
| 主要结构与地物 | |||
| 主要方块 |
| ||
| 草地颜色 |
| ||
| 树叶颜色 |
| ||
| 水体颜色 |
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.
恶地高原变种
Modified Badlands Plateau
| 种类 |
干燥/温暖 | ||
|---|---|---|---|
| 温度 |
2.0 | ||
| 稀有程度 |
极其稀有 | ||
| 主要结构与地物 | |||
| 主要方块 |
| ||
| 草地颜色 |
| ||
| 树叶颜色 |
| ||
| 水体颜色 |
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.
竹林丘陵
竹林丘陵(Bamboo Jungle Hills)是竹林的丘陵变种,地形普遍为坡度较大的山丘。这类地形于Java版1.18被并入标准竹林。
数据值
| 名称 | 命名空间ID | 本地化键名 |
|---|---|---|
| 雪山 | snowy_mountains | biome.minecraft.snowy_mountains |
| 蘑菇岛岸 | mushroom_field_shore | biome.minecraft.mushroom_field_shore |
| 沙漠丘陵 | desert_hills | biome.minecraft.desert_hills |
| 繁茂的丘陵 | wooded_hills | biome.minecraft.wooded_hills |
| 针叶林丘陵 | taiga_hills | biome.minecraft.taiga_hills |
| 山地边缘 | mountain_edge | biome.minecraft.mountain_edge |
| 丛林丘陵 | jungle_hills | biome.minecraft.jungle_hills |
| 桦木森林丘陵 | birch_forest_hills | biome.minecraft.birch_forest_hills |
| 积雪的针叶林丘陵 | snowy_taiga_hills | biome.minecraft.snowy_taiga_hills |
| 巨型针叶林丘陵 | giant_tree_taiga_hills | biome.minecraft.giant_tree_taiga_hills |
| 恶地高原 | badlands_plateau | biome.minecraft.badlands_plateau |
| 暖水深海 | deep_warm_ocean | biome.minecraft.deep_warm_ocean |
| 沙漠湖泊 | desert_lakes | biome.minecraft.desert_lakes |
| 针叶林山地 | taiga_mountains | biome.minecraft.taiga_mountains |
| 沼泽丘陵 | swamp_hills | biome.minecraft.swamp_hills |
| 丛林变种 | modified_jungle | biome.minecraft.modified_jungle |
| 丛林边缘变种 | modified_jungle_edge | biome.minecraft.modified_jungle_edge |
| 高大桦木丘陵 | tall_birch_hills | biome.minecraft.tall_birch_hills |
| 黑森林丘陵 | dark_forest_hills | biome.minecraft.dark_forest_hills |
| 积雪的针叶林山地 | snowy_taiga_mountains | biome.minecraft.snowy_taiga_mountains |
| 巨型云杉针叶林丘陵 | giant_spruce_taiga_hills | biome.minecraft.giant_spruce_taiga_hills |
| 沙砾山地+ | modified_gravelly_mountains | biome.minecraft.modified_gravelly_mountains |
| 破碎的热带高原 | shattered_savanna_plateau | biome.minecraft.shattered_savanna_plateau |
| 繁茂的恶地高原变种 | modified_wooded_badlands_plateau | biome.minecraft.modified_wooded_badlands_plateau |
| 恶地高原变种 | modified_badlands_plateau | biome.minecraft.modified_badlands_plateau |
| 竹林丘陵 | bamboo_jungle_hills | biome.minecraft.bamboo_jungle_hills |
基岩版:
| 名称 | 命名空间ID | 数字ID |
|---|---|---|
| 雪山 | ice_mountains | 13 |
| 蘑菇岛岸 | mushroom_island_shore | 15 |
| 沙漠丘陵 | desert_hills | 17 |
| 繁茂的丘陵 | forest_hills | 18 |
| 针叶林丘陵 | taiga_hills | 19 |
| [无显示名称] | extreme_hills_edge | 20 |
| 丛林丘陵 | jungle_hills | 22 |
| 桦木森林丘陵 | birch_forest_hills | 28 |
| 积雪的针叶林丘陵 | cold_taiga_hills | 31 |
| 巨型针叶林丘陵 | mega_tree_taiga_hills | 33 |
| 恶地高原 | mesa_plateau | 39 |
| 暖水深海 | deep_warm_ocean | 47 |
| 沙漠湖泊 | desert_mutated | 130 |
| 针叶林山地 | taiga_mutated | 133 |
| 沼泽丘陵 | swampland_mutated | 134 |
| 丛林变种 | jungle_mutated | 149 |
| 丛林边缘变种 | jungle_edge_mutated | 151 |
| 高大桦木丘陵 | birch_forest_hills_mutated | 156 |
| 黑森林丘陵 | roofed_forest_mutated | 157 |
| 积雪的针叶林山地 | cold_taiga_mutated | 158 |
| 巨型云杉针叶林丘陵 | redwood_taiga_hills_mutated | 161 |
| [无显示名称] | extreme_hills_plus_trees_mutated | 162 |
| 破碎的热带高原 | savanna_plateau_mutated | 164 |
| 繁茂的恶地高原变种 | mesa_plateau_stone_mutated | 166 |
| 恶地高原变种 | mesa_plateau_mutated | 167 |
| 竹林丘陵 | bamboo_jungle_hills | 169 |
历史
| Java版 | |||||
|---|---|---|---|---|---|
| 1.7.2 | 13w36a | 山地边缘不再自然生成。 | |||
| 1.18 | exp1 | 各生物群系的不同地势变种不再自然生成。 | |||
| 暖水深海现在可以自然生成。 | |||||
| 21w40a | 移除了所有未使用的生物群系。 | ||||
| 21w43a | 移除了暖水深海。 | ||||
| 基岩版 | |||||
| 1.18.0 | beta 1.18.0.20 | 暖水深海现在可以在普通世界中自然生成,而不需要启用实验性玩法。 | |||
| beta 1.18.0.25 | 暖水深海不再自然生成。 | ||||
注释
- ↑ 1.0 1.1 MC-127290 — “Shipwrecks and buried treasure will not spawn in mushroom shore or stone shore biomes” — 漏洞状态为“按预期运作”。
- ↑ MC-140690 — 漏洞状态为“已修复”。
- ↑ MC-188096 — “Gravelly Mountains+ is no different than Gravelly Mountains” — 漏洞状态为“已修复”。
- ↑ MCPE-34936 — Tall birch tree, shattered savanna, badlands plateau, and dark forest biomes have wrong grass color

























