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自定义世界(Customized)是一种世界类型,可以自定义参数来定制主世界的一些特性。

自定内容

基础设定

一共有17项自定内容, 将影响到结构的生成和其它的环境元素。

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层的地面也会变为砂砾。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,或者会导致他们完成不会生成。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个要塞生成在世界远点(0,0)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,NPC村庄只会生成在沙漠,平原,和热带草原生物群系上。如果为关, NPC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至于僵尸村民
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
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
湖泊罕见度 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。
岩浆湖 开/关 如果为关, 岩浆湖将不会生成(注:这不会干涉Y=10以下填充洞穴的岩浆生成)。
岩浆湖罕见度 1-100 80 增加/减少岩浆湖的罕见度;数值越少岩浆湖越多。
岩浆海 开/关 如果为开,海洋将会由岩浆组成而不是水。
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+M、热带草原、热带高原、平顶山、平顶山高原F、平顶山高原。 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。
河流大小(河流密度) 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改变了两点倍数,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。

矿物设定

改变本段11种“矿物”的设定

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。

高级设定

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。

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。 "对每个区块来说,游戏会生成3个相同规模的数据集(最低极限,最高极限,主要值),接着在数据集的每个对应的数据中,从最低极限和最高极限间选择一个数值对主要值的数据进行插值运算。" (Perlin 生成器:一种噪波选取器,后经常被用于图形编辑(在minecraft里指地形的起伏),富有一定规律,由于灰度值为渐变的,所以使画面更平滑) 默认的地形无法调成各处一样,因为每一个生物群系都有特定的特征:平原是平的,山脉高低起伏,有些山特别的高,海洋有的很深,山谷一般都很浅,还有稀树草原和高原、低山……每一个生物群系都有各自的生物群系深度规模

[1]

自定选项 参数 默认 描述
主躁波大小 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。
主躁波大小 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。
主躁波大小 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 轴躁波程度(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 轴躁波程度(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。
躁波程度指数(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(深度决定指数) 1–25 8.5 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,比岩浆平面(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。

该值将决定

坐标比例(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。另外,这个选项应用于洞穴生成,如果之前不选择生成洞穴,那么该选项将无任何效果。
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。另外,这个选项应用于洞穴生成,如果之前不选择生成洞穴,那么该选项将无任何效果。
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。随着生物群落的高度增加,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)。
生物群系深度补偿(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。
生物群系规模补偿(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

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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,生物群系深度补偿= 0.5,生物群系规模比重= 2,生物群系规模补偿= 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}
生物群系全部是深海的世界。
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落,有很多漂浮的岛。
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, 生物群系深度补偿=1, 生物群系规模比重=4, 生物群系规模补偿=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, 生物群系深度补偿=3.4701107, 生物群系规模比重=1.0, 生物群系规模补偿=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 混沌之穴 特性:
  • 海平面=6
  • 规模上限=2, 规模下限=64

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A world with tall, expansive caves that have numerous springs. They are so porous that parts of the caves are sunlit and have vegetation. Caves often have wacky structures that hang from the ceiling. Sometimes, they have expanses of water near the floor, despite the low sea level. Floating islands are a common sight, but they are less frequent than in Isle Land or Amplified worlds.拥有泉水众多的巨大山洞的世界。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。有事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。
Luck 祝你好运 特性:
  • 海平面=40
  • 岩浆海=Yes

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A predominantly stone and gravel world with lava oceans, dry rivers, and little or no vegetation and animals.这是个岩石、沙砾的世界,拥有岩浆海以及干枯的河床,几乎没有植物和动物。

历史

release
22 April 2014一个关于自定义世界类型的预览视频在 TeamMojang YouTube频道发布。
1.814w17a加入了自定义世界类型

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,[2]原型是他在2012年制作的一个叫Wedge的Mod。[3]
  • 当建筑方块的垂直高度到达了256层后,不能在继续堆积物体,但生物可以在此高度生活,只不过此高度以上不会受到光照。因此任何的生物在此高度生活会看起来是黑色的,僵尸等也不会受到阳光的照射而自然死亡。

参考

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