快照12w01a中的超平坦世界图像
超平坦世界(Superflat)是一种世界类型,第一次在Minecraft快照12w01a中加入。它以又薄又平坦的泥土层替代了地形多变的主世界。
地形由一层基岩,两层泥土和一层草组成。这个世界的表面是完全平坦的,而且高度保持为y = 4,除了村庄这个例外。由于高度限制(256)没有变,因此和默认世界相比,它有略小于两倍的垂直高度来让玩家建造地上建筑。生物将正常地生成,包括史莱姆。然而,无论是生存模式还是创造模式,超平坦世界中都不存在默认世界中存在因靠近世界底部而产生的黑雾,就算是阳光完全照不到的区域也没有。
由于NPC村庄中有箱子,而且NPC村庄经常在出生点附近生成,所以可以在超平坦世界(经典平坦)中挑战生存模式。然而,数量庞大的史莱姆让这挑战相当困难,除非你开和平难度。
下界和末路之地会正常的生成,而非以超平坦模式生成。若要在多人生存模式中使用超平坦世界,server.properties中的level-type选项必须是 "FLAT"而非"DEFAULT"。
个性化设置
自1.4.2正式版起,个性化(Customization)设置被加进世界创建菜单中。当你选择"超平坦"世界类型时,一个叫做"个性化"的按钮会出现在其下方。个性化菜单从"经典平坦"开始。从12w40a开始,共有两个按钮可以个性化超平坦世界,其一为"移除层面",用于移除不想要的地层。其二为"预设",用于选择已有八种之一的预设。如果你能理解预设代码的句法,你就可以通过在"预设码框"里编写正确的语句创造属于你的预设吗,这些预设亦可以被预览和使用。此外,从12w40a起,超平坦世界可以拥有特定地形因素,包括村庄、湖、要塞等,这些都可以在预设代码里设定。
预设
| 预设 | 地层 | 生物群系 | 结构 | 注释 | 代码 | |
|---|---|---|---|---|---|---|
| File:Grid Grass.png 经典平坦(Classic Flat) | 1x 2x 1x |
草 泥土 基岩 |
草原 | 村庄 | 默认 | 2;7,2x3,2;1;village
|
| File:Grid Stone.png 挖洞者的梦想(Tunnelers' Dream) | 1x 5x 230x 1x |
草 泥土 石头 基岩 |
山脉 | 要塞 地牢 废弃矿井 |
2;7,230x1,5x3,2;3;stronghold,biome_1,
| |
| File:Grid Water.png 水世界(Water World) | 90x 5x 5x 5x 1x |
水 沙子 泥土 石头 基岩 |
草原 | 村庄 | 2;7,5x1,5x3,5x12,90x9;1;biome_1,village
| |
| File:Grid Dead Bush.png 主世界(Overworld) | 1x 3x 59x 1x |
草 泥土 石头 基岩 |
草原 | 要塞 村庄 地牢 废弃矿井 |
模拟默认世界的高度 | 2;7,59x1,3x3,2;1;stronghold,biome_1,village,
|
| File:Grid Snow.png 雪之国度(Snowy Kingdom) | 1x 1x 3x 59x 1x |
雪 草 泥土 石头 基岩 |
冰原 | 村庄 | 2;7,59x1,3x3,2,78;12;biome_1,village
| |
| File:Grid Feather.png 无底洞(Bottomless Pit) | 1x 3x 2x |
草 泥土 圆石 |
草原 | 村庄 | 2;2x4,3x3,2;1;biome_1,village
| |
| File:Grid Sand.png 沙漠(Desert) | 8x 52x 3x 1x |
沙子 砂岩 石头 基岩 |
沙漠 | 要塞 村庄 地牢 废弃矿井 |
2;7,3x1,52x24,8x12;2;stronghold,biome_1,
| |
| File:Grid Redstone Dust.png 红石就绪(Redstone Ready) | 52x 3x 1x |
砂岩 石头 基岩 |
沙漠 | 无 | 2;7,3x1,52x24;2
| |
Presets are shareable. As a preset is selected, a box on top of the screen has a code you are able to highlight and copy. Similar to how new worlds are shared through seeds, presets can be entered into this box to recreate someone else's preset.
Preset code format
At a future point there is expected to be some way of choosing block types merely by selecting them from a menu. For now, you must type in a correctly-formatted preset code.
The code is a string of numbers, semicolons, colons, commas, and lowercase "x"s. Each code has four main parts, divided by semicolons. These are:
- a version number (used to allow preset codes to be shared even if the code format changes),
- a list of one or more block IDs,
- a biome ID
- a list of structure generation options (may be completely empty)
The block list is a comma-separated list of block IDs, ordered from layer 0 up; if the entry for a given block has an "x", the number before the "x" is the number of layers to be generated, and the number after is the block ID. A block ID can be followed by a colon to specify a damage value.
Structure generation options (described below) may have additional parameters, for example "village(size=0 distance=0)".
- "village" means villages may be generated, provided they exist in that biome type. Parameters are "size", for the size of the village (0 = default, 1 = superflat default) and "distance", for the distance between villages.
- "mineshaft" means mineshafts can be generated, even in midair. A "chance" parameter from 0.0 to 1.0 determines how common mineshafts are. Note that 1.0 will result in several mineshafts layered into each other, and is likely to also cause a lot of lag when generating.
- "stronghold" means strongholds can appear. The "count" parameter determines how many exist per world.
- "biome_1" activates biome-specific features, such as desert temples in deserts, jungle temples in jungles and so on. At present no terrain type has more than one custom feature, hence only "biome_1" is used, but in future, biome_2, 3 and so forth may come into use.
- "dungeon" means dungeons can be generated.
- "decoration" causes trees, tall grass, flowers, pumpkins, and other features to be generated according to the biome type, assuming the topmost block layer is suitable. (Normally dirt, grass or sand would be required). Layers of stone (block ID 1) will be populated with gravel, dirt and ores according to depth.
- "lake" means water lakes will be created, possibly with sand and sugar canes depending on biome.
- "lava_lake" means lava lakes will appear.
Preset code example
Consider the preset code 2;48,250x0,49,78:2;8;stronghold(count=7),biome_1,village(size=0 distance=0),decoration,dungeon,mineshaft
It consists of the following elements:
2— version number.48,250x0,49,78:2— comma-separated list of block IDs.48— one layer of Mossy Cobblestone on layer 0.250x0— 250 layers of air, from layer 1 to layer 250.49— one layer of obsidian, on layer 251.78:2— one layer of thicker-than-usual snow, on layer 252.
8— biome ID, in this case Nether.stronghold(count=7),biome_1,village(size=0 distance=0),decoration,dungeon,mineshaft— a comma-separated list of structures.stronghold(count=7)— this will populate the world with seven strongholds. In this preset, these will appear in mid-air.biome_1— the biome-specific feature for the Nether is, presumably, the Nether Fortress. TBC.village(size=0 distance=0)— as there is no such thing as a nether village, this will do nothing.decoration— Nether-specific decoration.dungeon— activates dungeons.mineshaft— activates mineshafts at the default placement frequency. These will appear in mid-air as the preset contains 250 layers of air.
A block can also be repeated over multiple layers simply by repeating the block's ID, e.g. 20,20,20,20 would give the same result as 4x20.
The Player will spawn on the topmost solid layer, and will spawn under water or lava if there are layers of those above the topmost solid layer.
Note that there are several criteria that must be satisfied before some features can appear:
- The biome number must be correct. For example, at present villages can only appear in biome numbers 1 and 2, plains and desert.
- The correct structure code ('village', 'dungeon' etc.) must be present in the superflat string.
- Structures must be turned on in the world settings. (This does not affect 'natural' objects such as trees, flowers, mushrooms, giant mushrooms. Obsidian pillars in the End also count as 'natural'.)
- There must be suitable terrain for the structure to appear on or in. This applies to most features except for mineshafts and strongholds. Villages are a partial exception; they will not form in mid-air, but will form provided there is at least one solid block layer.
For example, to have an 'End' superflat world with obsidian pillars, the biome number must be 9, the superflat string must contain 'decoration', and the top surface block must be End Stone. In this particular case 'Structures' does not need to be turned on in the world options.
Attempting to use an incorrectly formatted preset code causes the game to default to the Classic preset.
在超平坦世界可以找到的资源
无论"生成结构"选项开启与否,总能在经典平坦里找到下述资源:
| 图标 | Dec | Hex | 方块类型 |
|---|---|---|---|
| 00 | 00 | 空气 | |
| 02 | 2 | 草 | |
| 03 | 3 | 泥土 | |
| 07 | 07 | 基岩 |
以下资源只能在开启"生成结构"选项时才能找到.
| 图标 | Dec | Hex | 方块类型 |
|---|---|---|---|
| 04 | 4 | 圆石 | |
| File:Wooden Plank.png | 05 | 5 | 木板 |
| 09 | 9 | 静止的水 | |
| 11 | B | 静止的岩浆 | |
| 13 | D | 沙砾 | |
| File:Wood.png | 17 | 11 | 木头 |
| 35 | 23 | 羊毛 | |
| File:Double Stone Slab.png | 43 | 2B | 双石台阶 |
| 44 | 2C | 石台阶 | |
| 47 | 2F | 书架 | |
| 50 | 32 | 火把 | |
| 53 | 35 | 木质楼梯 | |
| 54 | 36 | 箱子 | |
| 58 | 3A | 工作台 | |
| File:Crops.png | 59 | 3B | 小麦种子 |
| 60 | 3C | 耕地 | |
| 61 | 3D | 熔炉 | |
| 64 | 40 | 木门 | |
| File:Ladders.png | 65 | 41 | 梯子 |
| 67 | 43 | 圆石楼梯 | |
| 72 | 48 | 木压力板 | |
| 85 | 55 | 栅栏 | |
| 101 | 65 | 铁栅栏 | |
| 102 | 66 | 玻璃板 |
| 图标 | Dec | Hex | 方块类型 |
|---|---|---|---|
| 6 | 06 | 树苗 | |
| 49 | 31 | 黑曜石 | |
| 257 | 101 | 铁镐 | |
| 260 | 104 | 红苹果 | |
| File:Diamond (Gem).png | 264 | 108 | 钻石 |
| File:Ironitm.png | 265 | 109 | 铁锭 |
| File:Golditm.png | 266 | 10A | 金锭 |
| 267 | 10B | 铁剑 | |
| 297 | 129 | 面包 | |
| 306 | 132 | 铁头盔 | |
| 307 | 133 | 铁胸甲 | |
| 308 | 134 | 铁护腿 | |
| 309 | 135 | 铁靴子 |
杀死大部分的生物也可获得部分资源。
漏洞
- 如果玩家突破了基岩的阻碍,在y=0的位置上玩家可以看到虚空与天空同色,但当玩家位置在y=0以下时颜色正常(黑色)。
- 超平坦世界中没有固定的出生点,除非玩家已经在床上睡过;玩家有可能在离以前的出生点很远而且视野中没有任何东西的地方复活。这有可能是因为在正常的64高度上没有地面。(从1.3 Pre-release开始,超平坦世界的出生点被固定了下来)
- 如果你在12w06a的预览版中使用1.1版本的超平坦世界存档,预览版可能会将生物群系改为雪并引起所有所有未生成的区块以正常世界的方式生成,这也可发生于玩家在1.0.0或者更低版本中使用超平坦世界存档。除此之外,这会引起虚空黑雾在地面之上形成。
- 如果你将默认世界重命名为与超平坦世界相同的名字,部分区块(有时会是非常大的地区)也许仍会存在超平坦区域,尽管草的颜色会随着生物群系变化而变化。
你知道么
- 尽管超平坦世界相当平坦、贫瘠,只要“生成建筑”选项开启,玩家还是可以生存甚至兴旺。玩家可以得到杀死生物掉落的资源,可以在NPC村庄中找到小麦。如果玩家在铁匠铺的箱子中发现了树苗,他们也可以种植树木以提供无限的木头。
- 在“生成建筑”选项开启时,玩家可以得到NPC村庄的建筑材料。铁匠铺的箱子中有时有树苗,让玩家可以种树。由村庄中得到或由种植的树得到的木头可以当燃料或烧制成木炭。铁匠铺中可发现岩浆,与用于农场的水一起可用作制造无限的石头。然而,除非在箱子中找到了桶或铁锭或杀死铁傀儡,否则这几乎是不可能的。在铁匠铺的箱子中也可找到黑曜石。
- 如果从超平坦世界主世界进入到下界,下界会正常生成,不被超平坦世界主世界影响。进入下界相当难,所以你可能需要带一个水桶(桶可能来自于村庄中的箱子),将水倒进多个铁匠铺的岩浆。然后,你需要用来自铁匠铺箱子内的钻石制成的钻石镐开采黑曜石(黑曜石方块也可在铁匠铺的箱子内找到),并用来自小路的燧石和来自铁匠铺箱子或其他来源的铁锭制成打火石点亮传送门。尽管相当罕见,但闪电点亮传送门是可能的。
另外你可以用泥土和岩浆制作一个传送门的模型,每一步后都要将水加入岩浆以形成传送门。然而,你必须找到5个不同的铁匠铺(每个铁匠铺有2格岩浆)以满足此方法对岩浆的需求。
- 尽管要塞无法在主世界内生成,玩家仍可以在多人生存模式中通过杀死刷出的末影龙并进入因末影龙的死而产生的末地传送门方块进入末路之地。像下界一样,末路之地不被超平坦世界类型影响。
- NPC村庄在超平坦模式中生成的数量似乎比在默认模式中多,这可能是因为NPC村庄通常出现于平坦的地区,比如沙漠和草原。
- 按下“F3”时,气候类型将一直显示为“草原”
画廊
史莱姆出生于超平坦世界
一个NPC村庄生成于超平坦世界
- 2012-01-15 10.15.56.png
一个NPC村庄生成于超平坦世界
- Villageflat.png
另一个NPC村庄生成于超平坦世界
一张超平坦世界的地图
参考


