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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
雪山(Snowy Mountains)是比一般的山丘高的生物群系,高度与山脉生物群系相当,虽然地形生成并不稳定。雪屋和村庄在此生物群系不会生成,但北极熊和流浪者仍然生成。在山地的边缘会频繁生成洞穴。这类地形于Java版1.18被并入积雪的平原。
蘑菇岛岸
蘑菇岛岸(Mushroom Field Shore)是一个技术型生物群系。当河流穿过蘑菇岛、或蘑菇岛与海洋生物群系接壤时,会生成蘑菇岛岸,除非海洋是深海变种(这种情况下会生成陡峭的悬崖)。蘑菇岛岸的地形比普通的蘑菇岛平坦且浅得多,其他方面与普通的蘑菇岛相同。这类地形于Java版1.18被并入蘑菇岛。
沙漠丘陵
沙漠丘陵(Desert Hills)是普通沙漠的丘陵变种,具有较高的地形,并且比其他丘陵生物群系略微更高一些。沙漠丘陵和普通沙漠一样主要由沙和砂岩组成。除沙漠水井、化石和沙漠神殿
各生物在此的生成频率与在普通沙漠中的相同。
繁茂的丘陵
繁茂的丘陵(Wooded Hills)变种类似于普通的森林,但这里的地形要高一些、崎岖一些,因此不那么适合作为庇护所。狼也可能在这里生成。这类地形于Java版1.18被并入森林。
针叶林丘陵
针叶林丘陵(Taiga Hills)与基础的针叶林相比地形更陡峭。更高的高度使降雪更容易出现在这种变种中,通常在树顶或山峰处。虽然狼仍然生成,但在Java版中,这个生物群系并不会生成村庄;在基岩版中,村庄和掠夺者前哨站可以在这里生成。这类地形于Java版1.18被并入针叶林。
山地边缘
山地边缘(Mountain Edge)是一个技术性生物群系,在Java版1.7.2前用于使其他生物群系平滑地过渡到风袭丘陵。山地边缘的地形比较平缓,不像风袭丘陵那样陡峭,且橡树和云杉的生成频率也高于风袭丘陵。
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被并入丛林。
桦木森林丘陵
桦木森林丘陵(Birch Forest Hills)类似于其他丘陵生物群系,以更高更崎岖的地形为特点,其他方面如同普通的桦木森林一样。这类地形于Java版1.18被并入桦木森林。
积雪的针叶林丘陵
积雪的针叶林丘陵(Snowy Taiga Hills)与其他丘陵生物群系一样更为多山,地形更加不规则。这些丘陵比其他生物群系的陡峭一些,因此在这里生存要更加困难。在基岩版中,掠夺者前哨站和村庄可以在这里生成。与普通的积雪的针叶林不同,雪屋不会生成于此生物群系中。这类地形于Java版1.18被并入积雪的针叶林。
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
恶地高原(Badlands Plateau)是由恶地形成的变种,能够形成不同的色层。这些山丘能够拔高到比海平面高20~30个方块的高度,并且顶部平坦,很像真实的高原。高原的顶部覆盖枯萎的灌木。高原的侧面也能够生成废弃矿井。这类地形于Java版1.18被并入恶地。
暖水深海
暖水深海(Deep Warm Ocean)类似于暖水海洋,深度是其两倍,但没有珊瑚礁和海泡菜。由于它们是深海变种,它们可以生成海底神殿。这个生物群系不会在默认世界中自然生成,仅能通过附加包生成。这类地形于Java版1.18被并入暖水海洋。
沙漠湖泊
沙漠湖泊(Desert Lakes)是沙漠的一种不常见的变种,以湖泊为特征,这使得它成为宝贵的沙漠水源。这里的地形比普通的沙漠略微崎岖一些。除了化石和沙漠水井之外,没有其他结构可以在这里生成。
各生物在此的生成频率与在普通沙漠中的相同。
针叶林山地
针叶林山地(Taiga Mountains)比针叶林丘陵更加陡峭,其高度峰值频繁地穿过降雪线。陡峭的地形使得这里正常针叶林更难以生存。像针叶林丘陵一样,村庄不会在这里生成,而狼仍然会生成。这类地形于Java版1.18被并入针叶林。
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 |
沼泽丘陵(Swamp Hills)是在平坦的沼泽之间上升的山坡地形。这些丘陵通常比其他生物群系中的丘陵矮,但仍然可以耸立在低海拔的沼泽上。女巫小屋不会在沼泽丘陵上生成
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
高大桦木丘陵(Tall Birch Hills)与其他丘陵生物群系一样有更高更崎岖的地形,与其平原变种一样都有更高的白桦树。这类地形于Java版1.18被并入原始桦木森林(旧称高大桦木森林)。
黑森林丘陵
黑森林丘陵(Dark Forest Hills)是普通黑森林的丘陵变种。与其他丘陵类群系相比,这里的山丘格外陡峭,能够突破树冠的高度,提升能见度,并减少白天时攻击型生物的生成。在河流旁边生成的山丘可能会有一面是峭壁,如果玩家从山顶跌落而没有落入水中,将受到致命的伤害。这类地形于Java版1.18被并入黑森林。
林地府邸能够在此正常生成。各生物在此的生成频率与普通的黑森林相同。
积雪的针叶林山地
积雪的针叶林山地(Snowy Taiga Mountains)拥有比积雪的针叶林丘陵更陡峭的地形。与针叶林山地类似,这个变种的山脉可以达到很高的高度,但积雪的针叶林山地通常比普通的针叶林山地还要高。陡峭的地形使此生物群系十分难以生存。雪屋亦不会生成于此。这类地形于Java版1.18被并入积雪的针叶林。
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+
沙砾山地+(Gravelly Mountains+)是一种稀有的风袭森林变种。尽管它在名称上为风袭沙砾丘陵(旧称沙砾山地)的特化版,但它与风袭沙砾丘陵之间几乎没有差异[3]。唯一区别在于,它会罕见地在沙漠湖泊与积雪生物群系的相接处出现。
破碎的热带高原
类似于普通的破碎的热带草原,破碎的热带高原(Shattered Savanna Plateau)拥有非常陡峭的山脉和悬崖,使其成为一个难以探索的群系。相比普通的破碎的热带草原,破碎的热带高原的地形略微平坦,其山脉不像普通变种那么高,但如果不降落在水上,玩家仍然经常会受到致命的坠落伤害。在Java版中,其地形类似于放大化。这类地形于Java版1.18被并入风袭热带草原(旧称破碎的热带草原)。
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 |
繁茂的恶地高原变种(Modified Wooded Badlands Plateau)与恶地高原变种相似,具有相对风蚀的外貌,更小的高原和不规则的地形,因此橡树在其表面更少地生成。沙漠生物群系不会在这个变种旁边生成。这类地形于Java版1.18被并入繁茂的恶地高原。
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 |
恶地高原变种(Modified Badlands Plateau)相较于普通的恶地高原而言,可以形成更小的高原和更加险峻的地势,以此来模拟长期被风蚀的大片高原。恶地高原变种是Minecraft中第二稀有的生物群系,仅次于丛林边缘变种。其仅有约1⁄5的概率出现在恶地中,面积通常不会超过200*200,有约98%的几率被繁茂的恶地高原变种和被风蚀的恶地包围。这类地形于Java版1.18被并入恶地。
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 |
|---|---|---|
| [无显示名称] | ice_mountains | 13 |
| [无显示名称] | mushroom_island_shore | 15 |
| [无显示名称] | desert_hills | 17 |
| [无显示名称] | forest_hills | 18 |
| [无显示名称] | taiga_hills | 19 |
| [无显示名称] | extreme_hills_edge | 20 |
| [无显示名称] | jungle_hills | 22 |
| [无显示名称] | birch_forest_hills | 28 |
| [无显示名称] | cold_taiga_hills | 31 |
| [无显示名称] | mega_tree_taiga_hills | 33 |
| [无显示名称] | mesa_plateau | 39 |
| [无显示名称] | deep_warm_ocean | 47 |
| [无显示名称] | desert_mutated | 130 |
| [无显示名称] | taiga_mutated | 133 |
| [无显示名称] | swampland_mutated | 134 |
| [无显示名称] | jungle_mutated | 149 |
| [无显示名称] | jungle_edge_mutated | 151 |
| [无显示名称] | birch_forest_hills_mutated | 156 |
| [无显示名称] | roofed_forest_mutated | 157 |
| [无显示名称] | cold_taiga_mutated | 158 |
| [无显示名称] | redwood_taiga_hills_mutated | 161 |
| [无显示名称] | extreme_hills_plus_trees_mutated | 162 |
| [无显示名称] | savanna_plateau_mutated | 164 |
| [无显示名称] | mesa_plateau_stone_mutated | 166 |
| [无显示名称] | mesa_plateau_mutated | 167 |
| [无显示名称] | 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 | 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。 | |||
| 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 — “Giant Spruce Taiga Hills has no difference with Giant Spruce Taiga” — 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”。

























