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Land of the Ork

自定义地形的示例图

Information icon
此特性为Java版独有。
Paeonia (texture) TU1
该页面所介绍的内容已从Minecraft中移除。

这些特性曾存在于游戏中,但已被移除。

自定义(Customized)是一种世界类型,它用自定的特性取代了世界的普通地形。因为它在18w06a的时候被移除,它被一个新的,易于自定的,但限制更多的自选世界类型取代了。尽管被删除了,Minecraft开发者Erik Broes表示,在1.13之后的未来某个时候,自定义世界类型将会回归,尽管“与以前完全不同”,并且“不再有50个意义不明的滑条的界面”。

新的自定义世界类型已于20w21a中加入,使用了JSON以取代“50个意义不明的滑条”。

自定内容[]

基本设置[]

一共有18项自定内容,将影响到结构的生成和其他的环境元素。

自定选项 参数 默认 描述
海平面 1-255 63 决定海洋与河流自然生成的截面高度。如果海平面低于默认值的话,地面占整张Minecraft地图的面积也会同时变大。部分河流将很浅,或者完全干涸。低于63层的地面也会变为沙砾。在低设定下,海洋将会变得更像一个一个的小湖,这也许将会限制地底洞穴以及溶洞的生成,或者会导致他们不会生成。如果数值高于默认值,部分洼地——如沼泽,将会变得支离破碎,甚至会消失。过高的数值可能导致世界更像是自定义场景中的“水世界”预设地形。
洞穴 开/关 如果为关,洞穴将不会自然生成
要塞 开/关 如果为关, 要塞将不会自然生成,打开后将会有128个要塞生成在世界原点(X=0,Z=0)的8个环形圈内,如果你关闭了要塞的生成,这个世界将不会单独生成末地传送门。
村庄 开/关 如果为开,村庄只会生成在沙漠、平原、热带草原、针叶林和冰原生物群系上。如果为关, 村庄将不会自然生成,但是你依旧可以使用金苹果和虚弱药水来治愈僵尸村民
废弃矿井 开/关 如果为关, 废弃矿井将不会自然生成
神庙 开/关 如果为关, 神殿/神庙将不会自然生成
海底神殿 开/关 如果为开,海底神殿会生成在深海生物群系里。调整后的海平面高度不会对海底神殿的生成造成影响。如果地图被设为其他生物群系,则不会生成海底神殿。
峡谷 开/关 如果为关, 峡谷将不会自然生成
地牢 开/关 如果为关, 地牢将不会自然生成
地牢数 1-100 7 改变游戏尝试在每个区块生成地牢的次数(并不是实际的地牢数量,因为不是每次尝试都会成功。主要原因是因为Minecraft的地牢只会在理论“开放处”生成地牢,也就是说在满是沟壑的世界中,因为没有可联通的“开放处”,即使设置生成地牢100个也只会生成不到两个左右)
湖泊 开/关 如果为关, 湖泊将不会生成。
湖泊密度 1-100 4 增加/减少湖泊的罕见度;数值越少,生物群系规模越小:湖泊越多。
熔岩湖 开/关 如果为关, 熔岩湖将不会生成(注:这不会干涉Y=10以下填充洞穴的熔岩生成)。
熔岩湖密度 1-100 80 增加/减少熔岩湖的罕见度;数值越少熔岩湖越多。
熔岩海 开/关 如果为开,海洋将会由熔岩组成而不是水。
生物群系 全部, 海洋、草原、沙漠、峭壁、森林、针叶林、沼泽、河流、冰刺之地、冻洋、冻河、冰原、雪山、蘑菇岛、蘑菇岛岸、沙滩、沙漠山丘、森林山丘、针叶林山丘、悬崖、丛林、丛林山丘、丛林边缘、深海、石滩、冻滩、桦木森林、桦木森林山丘、黑森林、冷针叶林、冷针叶林山丘、大型针叶林、大型针叶林山丘、峭壁+、热带草原、热带高原、恶地、恶地高原F、恶地高原。 全部 这会决定在世界生成的会是哪个生物群系
生物群系大小 1-8 4 增加/减小生物群系的大小。每增加一个数字会使生物群系扩展双倍大小。
河的规模 1-5 4 增加/减小河流的大小和出现频率。所以当你想让河流稍微大些而更改了两点倍数,你还会有三倍多的河流。调到1档,河滩无处不在;调到5档,你会发现大片区域没有一丁点水。

矿物设置[]

本段11种“矿物”的设置会改变其在地图中的生成设置。这些设置可用来修改几乎所有矿石的分布。唯一的例外是绿宝石矿石,因为绿宝石矿石只生成在峭壁生物群系里,且矿脉总是1格大。其分布已被硬编码进游戏中,不能修改。在下界的下界资源(沙砾灵魂沙下界石英矿石荧石)的分布也不能修改。

除了上述的例外,矿脉大小、数量和分布均可修改。下面是矿物的默认设置:

自定选项 参数 默认 描述

泥土

沙砾

花岗岩

闪长岩

安山岩


红石 钻石 青金石
生成规模 1-50 33 33 33 33 33 17 9 9 8 8 7 每个矿脉的最大方块数量
生成尝试 0-40 10 8 10 10 10 20 20 2 8 1 1 世界尝试在每个区块中生成矿脉的次数
最小高度 0-255 0 0 0 0 0 0 0 0 0 0 16[注 1] 矿脉生成的最小高度。
最大高度 0-255 256[注 2] 256[注 2] 80 80 80 128 64 32 16 16 16[注 1] 矿脉生成的最大高度。
注释
  1. 1.0 1.1 青金石有其自己的规则: 并非最低与最高之间,青金石的生成基于一个中心高度和上下扩散的值。默认设置为16,意味青金石能在0到32的高度区间生成,且在16的高度生成最频繁。
  2. 2.0 2.1 虽然256是最大的大小,但是滑动条只能在0-255间滑动。还原默认设置是唯一调回去的办法。

高级设置[]

一共有16项可被用于影响Minecraft地形发生器的自定选项。这些设定共有两页,一页使用滑动条而一页允许文字输入。在文字输入页,试图输入超过上限或下限的数值都会被自动调整到可允许的上限/下限数值。这些设置只更改陆地上山脉和峡谷的数量,结构和其他环境因素(在第1页中设置的)则不受影响。

Minecraft使用Perlin噪点来保证地形的随机性。Perlin生成器的方法比“一般”的杂点能使地形过渡更平滑,看起来更自然。

Minecraft世界生成器使用多组Perlin噪音数据集来生成地形。游戏会把3个数据集来组合为正常的丘陵:1个主要值、1个最低极限、1个最高极限。接着在数据集的每个对应的坐标(X,Z)中,从最低极限和最高极限间选择一个平均值对主要值的数据进行运算。基础高度深度)决定每座标准山脉和峡谷的间隔,且该值独立于海平面高度值。[1]

在完成生成的世界中还不能看到默认的景象,因为每个生物群系有特定的属性。例如平原是平坦的、丘陵有低和中等的高度、峭壁是极高的山脉、海洋有海底峡谷以及恶地有低山和平坦的高原等等。每种生物群系都有一个独立的生物群系深度生物群系因子生物群系比重)来生成生物群系多变的地形。

自定义选项 参数 默认 描述
主地形差异值X(平滑度) 1–5000 80 以X轴的方向延长地形。越大的数值产生的地形越平滑。
  • 低于默认值:山的Z向减少,土地的Z轴变长。
  • 高于默认值:山(对Z轴来说)光滑且广泛,更紧凑,X轴边缘狭窄,土地的X轴变长,就像边境之地一样。
主地形差异值Y(陡峭度) 1–5000 160 以Y轴(高度)的方向拉伸地形。
  • 低于默认值:山区变浅。
  • 高于默认值:山更紧凑、高大、陡峭。如果设置为一个较高的值,那么生成的地形类似放大化
主地形差异值Z(平滑度) 1–5000 80 以Z轴的方向拉伸地形。越大的数值产生的地形越平滑。
X轴高度差异值(陡峭度) 1–2000 200 在X轴的方向上创造更多样、更陡峭的地形。
  • 低于默认值:差异最小。
  • 高于默认值:Z方向边缘变长。
Z轴高度差异值(陡峭度) 1–2000 200 在Z轴的方向上创造更多样、更陡峭的地形。
  • 低于默认值:差异最小。
  • 高于默认值:X方向边缘变长。
高度差异指数(陡峭指数) 0.01–20 0.5 定制在世界生成的地形的大小。
  • 低于默认值:差异小。
  • 高于默认值:只有细微差别。
基准深度大小 1–25 8.5 该值将决定在一切操作前决定地面生成物的所在高度。但不像拉伸效果,这个选项涉及更多地表。任何1值的变化对应于基本高度3格变化。8.5的默认值对应于68的基础值,略高于海平面(63)。
  • 低于默认值:基础低于海平面,在不调整的情况下,区域被淹没。如果设置为1,对应于8格,比熔岩平面(11)低。如果已生成建筑,那么村庄将会以长长的泥土方块柱子作为支撑,而废弃矿洞则会浮在空中。
  • 高于默认值:这个值越高,加载的时间越长。如果是最大值,基地高度200。河谷被切开,并且干燥,因为它们没有达到海洋。山脉更高,超过了正常的基础高度。调整矿石的分布至基础高度是恰当的。
平面比例(绝对锋利(锐)度指数) 1–6000 684.412 水平拉伸主世界的大小。这用于处理 "锐度",一种能使地形差别更加明显的选项。增加该值能使边缘更明显,山峦更陡峭,更清晰。降低该值会使地形更平滑,有着更少的起伏。这个选项决定着山峰/丘陵生成的第一步,而不是后续的修饰。
  • 低于默认:山在横向范围内更平坦,它们的峰和裂缝消失了,它们比较平坦虽然高度几乎不改变。山和山谷的位置也不会改变。
  • 高于默认:山更尖锐和陡峭,峰更狭窄。山之间没有距离。山谷被小山覆盖,几乎没有平坦的地方。
高度比例(高度系数) 1–6000 684.412 垂直拉伸主世界。这个选项决定着山峰/丘陵生成的第一步,而不是后续的修饰。
  • 低于默认值:山更圆,但稍低。
  • 高于默认值:平坦的区域更高更陡,即使山很低。
弹性高度(高度拉伸系数) 0.01–50 12 一切都会沿着Y轴拉伸、分离。这个选项会向上拉动地形,数值越小越极端。
  • 低于默认:该数值越低,生成地形的时间越长。最小值高于250格时,低值导致更多的极端拉伸。这会失去光滑,但仍然形成基础截面。
  • 高于默认:所有高度无效,高山峡谷都是平的。
规模上限(顶端高度差值系数) 1–5000 512 使地形更紧密或疏松亦或更多岩洞,取决于与最低极限比例的差额。
规模下限(底端高度差值系数) 1–5000 512 使地形更疏松或紧密亦或更多岩洞,取决于与最高极限比例的差额。
生物群系深度比重(生物群系大小系数) 1–20 1 设置生物群系的密度,设置为0时生物群系将不会改变。随着生物群系的高度增加,它不会影响其余的景观。最大的20会让山变得奇怪,并且会超过最大高度256米,大峡谷景观产生于正常的群山之间(也就是说,山看起来就像撕裂了一样)。
生物群系深度偏移量(群系过渡基准坐标系数) 0–20 0 这代表设置生物群系的变化需要多长的过渡——越大的数值代表越平滑、越大规模的过渡。生物群系的表面高度的提高,会失去原有的生物群系的特征(如小山)。例如,在平原生物群系设置0对生物群系高度没有任何影响。当设置为2,基础截面是100米,值若为5,表面会在150米至250米,若调整为10,该值的进一步增加会导致超过高度限制,不再升高。因此,在最大值20时,只有一个平滑的、绿色的截面在256的高度是可以在出生时看到的。
生物群系规模比重(群系变化(大小)系数) 1–20 1 设置生物群系的密度,设置为0时生物群系将不会改变。随着数值的提高,这些特性会更糟糕。在最大值,以冰原为例,所有的冰原都会超过240米高。
生物群系规模偏移量(群系过度系数) 0–20 0 设置生物群系的变化需要多长的过渡——越大的数值代表越平滑、越大规模的过渡。

预设[]

图像 预设 预设 描述
Worldwater 水世界 特殊性质:
  • 海平面 = 255
  • 主噪波大小X= 5000,主躁波大小Y= 1000;主躁波大小Z- 5000,
  • 弹性高度=8
  • 生物群系深度比重= 2,生物群系深度偏移量= 0.5,生物群系规模比重= 2,生物群系规模偏移量= 0.375
{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":5000.0,"mainNoiseScaleY":1000.0,"mainNoiseScaleZ":5000.0,"baseSize":8.5,"stretchY":8.0,"biomeDepthWeight":2.0,"biomeDepthOffset":0.5,"biomeScaleWeight":2.0,"biomeScaleOffset":0.375,"seaLevel":255,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":4,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}
全部是深海的世界。
Isles 空岛 特殊性质:
  • 坐标比例= 3000,高度比例= 6000,弹性高度= 10
  • 规模上限= 250
{"coordinateScale":3000.0,"heightScale":6000.0,"lowerLimitScale":512.0,"upperLimitScale":250.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":10.0,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.0,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":4,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}
一个类似高山生物群系,有很多飘浮的岛。
Delight 探洞者的喜悦 特性:
  • 主躁波大小 X=5000, 主躁波大小 Y=1000, 主躁波大小 Z=5000
  • 弹性高度=5
  • 生物群系深度比重=2, 生物群系深度偏移量=1, 生物群系规模比重=4, 生物群系规模偏移量=1
{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":5000.0,"mainNoiseScaleY":1000.0,"mainNoiseScaleZ":5000.0,"baseSize":8.5,"stretchY":5.0,"biomeDepthWeight":2.0,"biomeDepthOffset":1.0,"biomeScaleWeight":4.0,"biomeScaleOffset":1.0,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":4,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}
一个由漆黑巨大的洞穴以及巨大的空岛组成的世界。
Madness 山脉狂魔 特性:
  • 主躁波大小 X=1355.9908, 主躁波大小 Y=745.5343, 主躁波大小 Z=1183.464
  • X 轴躁波程度= 374.93652, Z 轴躁波程度=288.65228, 躁波程度指数=1.2092624, 基准深度大小=1.8758626
  • 坐标比例=738.41864, 高度比例=157.69133, 弹性高度=1.7137525
  • 规模上限=801.4267, 规模下限=1254.1643
  • 生物群系深度比重=1.7553768, 生物群系深度偏移量=3.4701107, 生物群系规模比重=1.0, 生物群系规模偏移量=2.535211
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一个由高耸陡峭的山和众多的架空层,悬崖还有一些巨大的山洞组成的世界。
Drought 旱地 特性:
  • 海平面=20
  • 主躁波大小 X=1000, 主躁波大小 Y=3000, 主躁波大小 Z=1000
  • 弹性高度=10
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一个低海平面和小型湖泊以及大面积的沙砾组成的世界。
Chaos 混沌洞穴 特性:
  • 海平面=6
  • 规模上限=2, 规模下限=64
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拥有许多泉水的巨大山洞的世界。山洞有很多延伸至地表的缝隙和孔道所以有阳光射入并因此洞内有植被存在,洞顶还有很多奇异的结构。有时在靠近地表的洞中会有很多水,尽管这是一个低海拔的世界。空岛也是很常见的,尽管比空岛世界和放大化世界出现频率更少。
Luckpreset 祝你好运 特性:
  • 海平面=40
  • 熔岩海=Yes
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这是个岩石、沙砾的世界,拥有熔岩海以及干枯的河床,几乎或没有植物和动物。

历史[]

Java版
1.82014年4月22日自定义世界的预览视频在TeamMojang的Youtube频道放出。
14w17a加入自定义世界类型。
14w25a海底神殿的生成可被自定义。
1.8.21.8.2-pre7自定义世界中草方块的生成现在与海平面保持一致。
1.1318w06a移除了自定义世界。
之前版本创建的自定义世界不再被加载。
2018年5月15日Erik Broes在Reddit上指出自定义世界将会“在1.13之后”回归,但 “与此前的彻底地不同”,“不会再在屏幕上出现50个意义不明的滑块。”[2][3][4]
2019年4月10日Helen Zbihlyj称1.14不会重新加入自定义世界。

你知道吗[]

  • 这个世界类型由Ryan Holtz在TeamMojang YouTube频道上发布视频预览,[5]原型是他在2012年制作的一个叫Wedge的Mod。[6]
  • 以下预设能生成类似于放大化世界:[7]
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  • 如果通过mod而使得边境之地重新可用,增加“平面比例”将使X轴和Z轴的边境之地比原版生成得更近,[8]而增加"高度比例"将使Y轴的边境之地比原版生成得更近。

参考[]

  1. https://www.reddit.com/r/Minecraft/comments/23o5cs/world_customization_preview_minecraft_18/cgyxzpn
  2. "Customized worlds will be returning. I can't speak for the extra options you mentioned though." – u/AlmightyZing
    "But after 1.13" – u/_Grum,2018年5月15日
  3. "Would you really not consider holding off 1.13 until customised worlds are finished? Seems pretty crazy to set a precedent for the chance of losing features for several updates.
    We came so close to having access to customising structures in world gen this update too, a shame that hasn't made the cut" – u/DaUltraMarine
    "No, they will come back but completely different from before." – u/_Grum,2018年5月15日
  4. "No customization until after 1.13, or the other things?" – u/Kobbett
    "No more screens with 50 vague sliders indeed." – u/_Grum,2018年5月15日
  5. https://twitter.com/TheMogMiner/status/458568711926841344
  6. https://twitter.com/TheMogMiner/status/458573880039604224
  7. http://www.minecraftforum.net/forums/minecraft-discussion/recent-updates-and-snapshots/2102053-what-is-the-default-preset-for-amplified
  8. https://www.reddit.com/r/Minecraft/comments/5r348x/far_lands_generating_far_too_close_to_spawn_for/

语言

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