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Terra/群系选取:修订间差异

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This page provides an overview of how Terra selects a biome for a location based on a Config Pack's BiomeGrids and BiomeZone.
{{模板:TRBox}}
本页面概述了Terra如何根据配置包的群系网格和群系区为某个地点选取群系。


== 群系网格 ==
== 群系网格 ==
 
群系网格定义了一个世界的群系分布。它们是群系的2D表格(因此被称为 "网格")。以下是一个简单的群系网格示例,你可以用在你的世界里。
A Biome Grid defines Biome distribution in a world. They are 2D (因此名为“网格”) tables of biomes. Here is a simple example of a Biome Grid you may use in your world:
{| class="wikitable"
 
!
{|
!0
!  
!1
!2
!3
|-
|-
| 0
|0
|<nowiki>PLAINS|平原</nowiki>
|<nowiki>PLAINS|平原</nowiki>
|<nowiki>OAK_FOREST|橡木森林</nowiki>
|<nowiki>OAK_FOREST|橡木森林</nowiki>
|-
|-
| 1
|1
|<nowiki>PLAINS|平原</nowiki>
|<nowiki>PLAINS|平原</nowiki>
|<nowiki>BIRCH_FOREST|桦木森林</nowiki>
|<nowiki>BIRCH_FOREST|桦木森林</nowiki>
|-
|-
| 2
|2
|<nowiki>DESERT|沙漠</nowiki>
|<nowiki>DESERT|沙漠</nowiki>
|<nowiki>SAVANNA|热带高原</nowiki>
|<nowiki>SAVANNA|热带高原</nowiki>
|-
|-
| 3
|3
|<nowiki>DESERT|沙漠</nowiki>
|<nowiki>DESERT|沙漠</nowiki>
|<nowiki>SAVANNA|热带高原</nowiki>
|<nowiki>SAVANNA|热带高原</nowiki>
|}
|}
2 continuous noise functions determine the biome at a location. This means that biomes adjacent on the grid will generate next to each other in the world. For example, if, for a pair of coordinates in the world, noise function X has a value of 3, and noise function Z has a value of 2, the biome at that location would be SAVANNA|热带高原. Then, if Z shifts to 1, the biome would change to BIRCH_FOREST|桦木森林.
2 continuous noise functions determine the biome at a location. This means that biomes adjacent on the grid will generate next to each other in the world. For example, if, for a pair of coordinates in the world, noise function X has a value of 3, and noise function Z has a value of 2, the biome at that location would be SAVANNA|热带高原. Then, if Z shifts to 1, the biome would change to BIRCH_FOREST|桦木森林.


Generally, the X and Z axis are &quot;scales.&quot; For example, in the above example, the X axis may be the Vegetation scale, as biomes with higher X values have more vegetation, and Z may be the Temperature scale, as biomes with higher Z values are warmer. This allows you to group similar biomes together.
Generally, the X and Z axis are "scales." For example, in the above example, the X axis may be the Vegetation scale, as biomes with higher X values have more vegetation, and Z may be the Temperature scale, as biomes with higher Z values are warmer. This allows you to group similar biomes together.


== 群系区 ==
== 群系区 ==
A Biome Zone defines Biome ''Grid'' distribution in the world. Essentially, it adds a third dimension to Biome selection by "stacking" several Biome Grids on top of each other. A third continuous noise function pulls Biome Grids from the Zone configuration. For example, here is the Biome Zone config from the pack.yml page's example:
grids:
  - OCEAN
  - LAND
  - MOUNTAIN
In the above configuration, a Biome Zone noise value of 0 causes Terra to pull biomes from the <code>OCEAN</code> grid, using the 2 BiomeGrid noise functions. Then, if the noise value shifts to 1, biomes will be pulled from the <code>LAND</code> grid.


A Biome Zone defines Biome ''Grid'' distribution in the world. Essentially, it adds a third dimension to Biome selection by &quot;stacking&quot; several Biome Grids on top of each other. A third continuous noise function pulls Biome Grids from the Zone configuration. For example, here is the Biome Zone config from the [https://github.com/PolyhedralDev/TerraDefaultConfig/wiki/pack.yml-Options pack.yml] page's example:
<pre class="">grids:
  - OCEAN
  - LAND
  - MOUNTAIN</pre>
In the above configuration, a Biome Zone noise value of 0 causes Terra to pull biomes from the <code>OCEAN</code> grid, using the 2 BiomeGrid noise functions. Then, if the noise value shifts to 1, biomes will be pulled from the <code>LAND</code> grid.<br />
Since Biome Zones, like Biome Grids, use a continuous noise function, Grids that are adjacent in the zone config will generate adjacent in the world.
Since Biome Zones, like Biome Grids, use a continuous noise function, Grids that are adjacent in the zone config will generate adjacent in the world.


== 噪点 ==
== 噪声 ==
 
The noise functions used to select biomes are the same functions that are defined in <code>pack.yml</code>.
The noise functions used to select biomes are the same functions that are defined in <code>pack.yml</code>.


== 应用案例 ==
== 用例 ==
Generally, Biome Grids define ''similar terrain'' Biomes, and Biome Zones define different types of terrain. For example, the example above has <code>OCEAN</code>, <code>LAND</code>, and <code>MOUNTAIN</code> as grids in the Biome Zone config. This is because, for the most part, all biomes that would fall under the Ocean category have very similar terrain, as do Land and Mountain biomes.


Generally, Biome Grids define ''similar terrain'' Biomes, and Biome Zones define different types of terrain. For example, the example above has <code>OCEAN</code>, <code>LAND</code>, and <code>MOUNTAIN</code> as grids in the Biome Zone config. This is because, for the most part, all biomes that would fall under the Ocean category have very similar terrain, as do Land and Mountain biomes.<br />
Because Biome Zones generally define the largest difference in biomes, they are usually given the highest spread in the world (The highest frequency in <code>pack.yml</code>).
Because Biome Zones generally define the largest difference in biomes, they are usually given the highest spread in the world (The highest frequency in <code>pack.yml</code>).


As mentioned above, each of a Biome Grid's axes usually has a scale assigned to it, like Temperature or Vegetation. Expanding this into the third dimension with Biome Zones opens up many possibilities. Using the ''same scales'' on all Grids ensures that similar biomes generate adjacent in the world. For example, if, in the <code>LAND</code> grid, there was a <code>TUNDRA</code> biome in the slot (0, 0), then, in the <code>OCEAN</code> grid, it would be wise to put a <code>FROZEN_OCEAN</code> biome in the same slot, that way, the Tundra biome always borders frozen oceans.
As mentioned above, each of a Biome Grid's axes usually has a scale assigned to it, like Temperature or Vegetation. Expanding this into the third dimension with Biome Zones opens up many possibilities. Using the ''same scales'' on all Grids ensures that similar biomes generate adjacent in the world. For example, if, in the <code>LAND</code> grid, there was a <code>TUNDRA</code> biome in the slot (0, 0), then, in the <code>OCEAN</code> grid, it would be wise to put a <code>FROZEN_OCEAN</code> biome in the same slot, that way, the Tundra biome always borders frozen oceans.

2020年11月3日 (二) 11:12的版本

本页面概述了Terra如何根据配置包的群系网格和群系区为某个地点选取群系。

群系网格

群系网格定义了一个世界的群系分布。它们是群系的2D表格(因此被称为 "网格")。以下是一个简单的群系网格示例,你可以用在你的世界里。

0 1 2 3
0 PLAINS|平原 PLAINS|平原 OAK_FOREST|橡木森林 OAK_FOREST|橡木森林
1 PLAINS|平原 PLAINS|平原 BIRCH_FOREST|桦木森林 BIRCH_FOREST|桦木森林
2 DESERT|沙漠 DESERT|沙漠 SAVANNA|热带高原 SAVANNA|热带高原
3 DESERT|沙漠 DESERT|沙漠 SAVANNA|热带高原 SAVANNA|热带高原

2 continuous noise functions determine the biome at a location. This means that biomes adjacent on the grid will generate next to each other in the world. For example, if, for a pair of coordinates in the world, noise function X has a value of 3, and noise function Z has a value of 2, the biome at that location would be SAVANNA|热带高原. Then, if Z shifts to 1, the biome would change to BIRCH_FOREST|桦木森林.

Generally, the X and Z axis are "scales." For example, in the above example, the X axis may be the Vegetation scale, as biomes with higher X values have more vegetation, and Z may be the Temperature scale, as biomes with higher Z values are warmer. This allows you to group similar biomes together.

群系区

A Biome Zone defines Biome Grid distribution in the world. Essentially, it adds a third dimension to Biome selection by "stacking" several Biome Grids on top of each other. A third continuous noise function pulls Biome Grids from the Zone configuration. For example, here is the Biome Zone config from the pack.yml page's example:

grids:
  - OCEAN
  - LAND
  - MOUNTAIN

In the above configuration, a Biome Zone noise value of 0 causes Terra to pull biomes from the OCEAN grid, using the 2 BiomeGrid noise functions. Then, if the noise value shifts to 1, biomes will be pulled from the LAND grid.

Since Biome Zones, like Biome Grids, use a continuous noise function, Grids that are adjacent in the zone config will generate adjacent in the world.

噪声

The noise functions used to select biomes are the same functions that are defined in pack.yml.

用例

Generally, Biome Grids define similar terrain Biomes, and Biome Zones define different types of terrain. For example, the example above has OCEAN, LAND, and MOUNTAIN as grids in the Biome Zone config. This is because, for the most part, all biomes that would fall under the Ocean category have very similar terrain, as do Land and Mountain biomes.

Because Biome Zones generally define the largest difference in biomes, they are usually given the highest spread in the world (The highest frequency in pack.yml).

As mentioned above, each of a Biome Grid's axes usually has a scale assigned to it, like Temperature or Vegetation. Expanding this into the third dimension with Biome Zones opens up many possibilities. Using the same scales on all Grids ensures that similar biomes generate adjacent in the world. For example, if, in the LAND grid, there was a TUNDRA biome in the slot (0, 0), then, in the OCEAN grid, it would be wise to put a FROZEN_OCEAN biome in the same slot, that way, the Tundra biome always borders frozen oceans.