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Terra/入门:修订间差异
Qsefthuopq(留言 | 贡献) 小无编辑摘要 |
Qsefthuopq(留言 | 贡献) 无编辑摘要 |
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{{模板:TRBox}} | {{模板:TRBox}} | ||
本指南将概述创建自定义世界的过程。本指南将假设你有一个安装了能够正常运行的Terra的Minecraft服务器。 | 本指南将概述创建自定义世界的过程。本指南将假设你有一个安装了能够正常运行的Terra的Minecraft服务器。 | ||
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= 准备工作 = | = 准备工作 = | ||
本节将介绍基本的工作设置,以及用模板创建配置。详见配置包页面。 | |||
# 开一个安装了Terra的测试服务器。 | |||
# 用文本编辑器打开<code>plugins/Terra/config.yml</code>,并将<code>debug</code>设置为<code>true</code>。 | |||
# 前往(<code>plugins/Terra/packs</code>)并复制<code>default</code>文件夹。随意命名你复制的文件夹,该教程将将新配置称为<code>example</code>。 | |||
# 用文本编辑器打开新包的目录,比如VS Code。请勿使用 Notepad/Notepad++!用支持浏览文件的文本编辑器可以更好地设置工作空间。 | |||
# 打开位于新配置包根目录的<code>pack.yml</code>。随意将<code>id</code>更改为你想使用的ID。该教程将<code>EXAMPLE</code>作为配置ID。 | |||
# 将新配置应用于测试服的世界: | |||
## 打开<code>bukkit.yml</code> (位于服务器根目录) | |||
## 在文件末尾添加以下几行内容,将新的生成器分配给默认世界。 | |||
<pre class="">worlds: | <pre class="">worlds: | ||
world: | world: | ||
generator: Terra:EXAMPLE | generator: Terra:EXAMPLE | ||
# | # 将EXAMPLE替换为你的配置ID。</pre> | ||
# 删除<code>world</code>文件夹,重新开服。你的测试服现在就可以使用新的配置包了。 | |||
== 回顾 == | == 回顾 == | ||
现在你复制了名为<code>EXAMPLE</code>的默认配置。该配置运行在你的测试服上且应用于主世界。你在VS Code里建立了调整该配置的工作空间。 | |||
= 配置世界 = | = 配置世界 = | ||
本节概述了在新配置中调整世界生成的许多选项。 | |||
在本节中,我们将通过对世界生成的一些基本变化来解释所有不同的设置。当调整配置时,请记住,大多数的值都可以实时重载!如果你的服务器处于调试模式,你只需输入/te reload即可重载所有配置。你将需要前往未生成的区块来查看变化。 | |||
= 调整生成器 = | = 调整生成器 = | ||
Terra有大量可以从零开始配置世界生成的选项。本教程将从最大规模开始,然后缩小到更精细的生成选项。 | |||
== 最大规模:“群系区” == | |||
一个群系区拥有生物群落网格(本页后面会概述)。区域定义了地形的巨大差异,例如下图是一个有5个网格的群系区: | |||
== | |||
* 海洋 | * 海洋 | ||
* 海滩 | * 海滩 | ||
* | * 平原 | ||
* | * 低山 | ||
* 高山 | * 高山 | ||
区域的每个部分都包含一个有独特地形的群系网格。例如所有属于OCEAN类别的群系都可能在世界中出现。 | |||
<pre class="">grids: | 群系区可在<code>pack.yml</code>中配置。详见pack.yml页面。图中区域的配置为:<pre class="">grids: | ||
- OCEAN | - OCEAN | ||
- OCEAN | - OCEAN | ||
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- LAND | - LAND | ||
- MOUNTAINS_LOW | - MOUNTAINS_LOW | ||
- MOUNTAINS_HIGH</pre> | - MOUNTAINS_HIGH</pre>列表的布局很重要! 与群系区相邻的网格和群系区相连。以上面的例子为例,生成器必须将 BEACH 放在 OCEAN 和 LAND 网格之间,MOUNTAINSHIGH 必须与 MOUNTAINSLOW 相邻,MOUNTAINSLOW 必须与 MOUNTAINSHIGH 或 LAND 相邻。重复的网格允许制作更大的区域,例如海洋。 | ||
群系区最多可以有4096个网格。 | |||
由于已有很多默认的冰雪、海洋或山地群系(你还可以创建成大量群系),手动配置哪些群系可以在最大范围内相互毗邻毫无意义。那么就让我们定义“网格”为群系集合吧。你可以拥有“海洋”+“海滩”网格,或者“低山”+“高山”网格。每个网格将由所有你认为对该网格有意义的群系构成。一个群系可以出现在多个网格中。对于你的区域,你可以在列表中定义哪些网格可以相邻。默认配置包的列表位于\plugins\Terra\packs\default\pack.yml。配置该列表的详细信息位于群系选取页面。 | |||
Terra will go through that list and make sure that those grids are next to each other only in the sequence listed in pack.yml. While there is a complex randomization happening the background to determine which biome in the end will be next to each other, the rules of the zone's grid list will always be followed. | Terra will go through that list and make sure that those grids are next to each other only in the sequence listed in pack.yml. While there is a complex randomization happening the background to determine which biome in the end will be next to each other, the rules of the zone's grid list will always be followed. | ||
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== 群系网格 == | == 群系网格 == | ||
Coming to the next level of detail now, you have to configure the grids that you listed in your pack.yml. Essentially, you can now define a 2-D pattern of biomes that you think look good next to each other in order to make the grid look nice. For each entry on your list in pack.yml, you need to have a file in <code>/plugins/Terra/packs/default/grids/</code> such as <code>ocean.yml</code> | |||
Within this file, there is a 2-dimensional list (hence a grid) of biomes that defines all the biomes that can appear in that grid. If biomes in this list are next to each other (vertically or horizontally), they will also have a chance to be next to each other in the real world. The neighboring biome will not be chosen by jumping diagonally. | Within this file, there is a 2-dimensional list (hence a grid) of biomes that defines all the biomes that can appear in that grid. If biomes in this list are next to each other (vertically or horizontally), they will also have a chance to be next to each other in the real world. The neighboring biome will not be chosen by jumping diagonally. | ||
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== 管理单个群系 == | == 管理单个群系 == | ||
Biomes have several components, See [https://github.com/PolyhedralDev/TerraDefaultConfig/wiki/Biome-Configuration Biome-Configuration] for details. Some introduction of components here: | Biomes have several components, See [https://github.com/PolyhedralDev/TerraDefaultConfig/wiki/Biome-Configuration Biome-Configuration] for details. Some introduction of components here: | ||
=== 表面形成 === | === 表面形成 === | ||
Minecraft worlds are dimensioned by X, Y and Z coordinates. Y is the height, the other two are North-South (X) and East-West (Z). Terra uses a so-called noise function that calculates how the world looks like. | Minecraft worlds are dimensioned by X, Y and Z coordinates. Y is the height, the other two are North-South (X) and East-West (Z). Terra uses a so-called noise function that calculates how the world looks like. | ||
2020年10月30日 (五) 08:47的版本
本指南将概述创建自定义世界的过程。本指南将假设你有一个安装了能够正常运行的Terra的Minecraft服务器。
本指南仍待完善。
准备工作
本节将介绍基本的工作设置,以及用模板创建配置。详见配置包页面。
- 开一个安装了Terra的测试服务器。
- 用文本编辑器打开
plugins/Terra/config.yml
,并将debug
设置为true
。 - 前往(
plugins/Terra/packs
)并复制default
文件夹。随意命名你复制的文件夹,该教程将将新配置称为example
。 - 用文本编辑器打开新包的目录,比如VS Code。请勿使用 Notepad/Notepad++!用支持浏览文件的文本编辑器可以更好地设置工作空间。
- 打开位于新配置包根目录的
pack.yml
。随意将id
更改为你想使用的ID。该教程将EXAMPLE
作为配置ID。 - 将新配置应用于测试服的世界:
- 打开
bukkit.yml
(位于服务器根目录) - 在文件末尾添加以下几行内容,将新的生成器分配给默认世界。
- 打开
worlds: world: generator: Terra:EXAMPLE # 将EXAMPLE替换为你的配置ID。
- 删除
world
文件夹,重新开服。你的测试服现在就可以使用新的配置包了。
回顾
现在你复制了名为EXAMPLE
的默认配置。该配置运行在你的测试服上且应用于主世界。你在VS Code里建立了调整该配置的工作空间。
配置世界
本节概述了在新配置中调整世界生成的许多选项。
在本节中,我们将通过对世界生成的一些基本变化来解释所有不同的设置。当调整配置时,请记住,大多数的值都可以实时重载!如果你的服务器处于调试模式,你只需输入/te reload即可重载所有配置。你将需要前往未生成的区块来查看变化。
调整生成器
Terra有大量可以从零开始配置世界生成的选项。本教程将从最大规模开始,然后缩小到更精细的生成选项。
最大规模:“群系区”
一个群系区拥有生物群落网格(本页后面会概述)。区域定义了地形的巨大差异,例如下图是一个有5个网格的群系区:
- 海洋
- 海滩
- 平原
- 低山
- 高山
区域的每个部分都包含一个有独特地形的群系网格。例如所有属于OCEAN类别的群系都可能在世界中出现。
群系区可在pack.yml
中配置。详见pack.yml页面。图中区域的配置为:
grids: - OCEAN - OCEAN - BEACH - BEACH - LAND - LAND - MOUNTAINS_LOW - MOUNTAINS_HIGH
列表的布局很重要! 与群系区相邻的网格和群系区相连。以上面的例子为例,生成器必须将 BEACH 放在 OCEAN 和 LAND 网格之间,MOUNTAINSHIGH 必须与 MOUNTAINSLOW 相邻,MOUNTAINSLOW 必须与 MOUNTAINSHIGH 或 LAND 相邻。重复的网格允许制作更大的区域,例如海洋。
群系区最多可以有4096个网格。
由于已有很多默认的冰雪、海洋或山地群系(你还可以创建成大量群系),手动配置哪些群系可以在最大范围内相互毗邻毫无意义。那么就让我们定义“网格”为群系集合吧。你可以拥有“海洋”+“海滩”网格,或者“低山”+“高山”网格。每个网格将由所有你认为对该网格有意义的群系构成。一个群系可以出现在多个网格中。对于你的区域,你可以在列表中定义哪些网格可以相邻。默认配置包的列表位于\plugins\Terra\packs\default\pack.yml。配置该列表的详细信息位于群系选取页面。
Terra will go through that list and make sure that those grids are next to each other only in the sequence listed in pack.yml. While there is a complex randomization happening the background to determine which biome in the end will be next to each other, the rules of the zone's grid list will always be followed.
To start with, it's highly recommended to have Ocean biomes on the one end of the list and Mountain on the other with flat land in the middle, as in the default pack.
群系网格
Coming to the next level of detail now, you have to configure the grids that you listed in your pack.yml. Essentially, you can now define a 2-D pattern of biomes that you think look good next to each other in order to make the grid look nice. For each entry on your list in pack.yml, you need to have a file in /plugins/Terra/packs/default/grids/
such as ocean.yml
Within this file, there is a 2-dimensional list (hence a grid) of biomes that defines all the biomes that can appear in that grid. If biomes in this list are next to each other (vertically or horizontally), they will also have a chance to be next to each other in the real world. The neighboring biome will not be chosen by jumping diagonally.
This list can be maximum the same length as the Zone file grid list (4096) in either direction, so quite huge if you need to. You can find more information about Biome Grids here: Biome-Selection#biome-grids
管理单个群系
Biomes have several components, See Biome-Configuration for details. Some introduction of components here:
表面形成
Minecraft worlds are dimensioned by X, Y and Z coordinates. Y is the height, the other two are North-South (X) and East-West (Z). Terra uses a so-called noise function that calculates how the world looks like.
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To see these configurations in the wild, check out our Default Config!