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Terra/群系配置

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Qsefthuopq留言 | 贡献2020年11月13日 (五) 07:47的版本
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群系配置位于配置包的biomes/目录内。

主要选项

id

群系的IDD。任何字符串都可以作为ID,但推荐使用大写字母作为ID。

extends

这一可选选项为该群系拓展提取群系的ID。如果使用该选项,则任何缺失该ID的提取选项的都会从超级群系中提取数值。

noise-equation

生成地形使用的噪声等式。正数值生成坚实(solid)地形,负数值生成负(negative)地形。变量和函数:

  • x - 当前x轴坐标
  • y - 当前y轴坐标
  • z - 当前z轴坐标
  • noise2(x, z) - 用X和Z值得到2D噪声。 (参数可以是表达式,比如noise2(x/5, z*2))。
  • noise2(x, y, z) - 用X、Y和Z值得到3D噪声。 (参数可以是表达式,比如noise2(x/5, y^2, z*2))。
  • Terra包含了大多数标准的数学函数(三角函数、max(a, b)min(a, b)floor(x)ceil(x)round(x)等)如果你想要使用其它函数,请在Parsii fork上提交PR,或创建请求。

关于建立等式的更多信息请查看这里

该选项必须填写且可以提取。

vanilla

该自定义群系使用的原版群系ID。可以在这里找到群系的ID。

erodible

定义群系是否可被侵蚀的布尔值。
该选项为可选选项(默认为false)且无法被提取。

次要选项

structures

可生成在该结构内的结构ID列表。

该选项为可选选项(默认为空白列表)且可以被提取。

palette

可在群系内使用的调色板列表。每个列表内的条目包含一个单键值对,键为调色板ID,值为调色板“开始”生成的Y轴高度。

对于只包含一个区块的调色板,则有快捷方式。您不需要为单方块调色板创建调色板文件,您只需在此列表中包含BLOCK:minecraft:block_id作为调色板的ID即可。
该值必须使用且可被提取。

示例调色板配置:

 - "BLOCK:minecraft:bedrock": 0
 - GRASSY: 255

该调色板配置在Y轴255格及以下高度生成GRASSY调色板。而到了Y=0时只会生成基岩。

snow

A list of Snow configurations to use in the biome. This allows you to configure different amounts of snow at different Y-levels. Each entry defined the minimum Y-value, maximum Y-value, and amount of snow to generate within that range.
This value must be included, and can be abstracted.

Example Snow Configurationsnow:

 - min: 0
   max: 120
   # Chance is per 100
   chance: 50 # 50%
 - min: 120
   max: 140
   chance: 75 # 75%
 - min: 140
   max: 255
   chance: 100 # 100%This snow configuration generates 50% snow from Y=0-120, then 75% snow from Y=121-140, and 100% snow above Y=141.

flora

Various options that define the Flora to generate in this biome.
This value must be included, and can be abstracted.
Options:

  • chance - The chance (per 100) each block will attempt to generate Flora. (Optional, defaults to 0)。

  • attempts - The amount of times to attempt Flora generation (Optional, defaults to 1)。
    This value is useful when a biome has many Flora types with conflicting heights/spawn criteria, since if spawning fails, another type of Flora will attempt to generate.

  • simplex

    - Options to distribute Flora using Simplex noise

    • enable - Whether to use Simplex noise to distribute Flora (When false, pseudorandom is used)。 (Optional, defaults to false)。

    • frequency - Frequency of the Simplex noise generator. (Optional, defaults to 0.1)。

    • seed - Seed of the Simplex noise generator (Optional, defaults to 2403)。

  • items

    - Contains definitions for the types of Flora to generate in this biome, along with their weights and height restrictions.

    • FLORA_ID

      - The ID of a Flora object to generate in this biome. This can be either

      pre-included

      flora, or a

      custom

      Flora object ID. A biome may have any number of Flora objects defined.

      • weight - The weight of this Flora object in this biome's Flora pool.

      • y

        - Height restrictions for this Flora object.

        • min - The minimum height at which this Flora object can generate.

        • max - The maximum height at which this Flora object can generate.

Example Flora Configurationflora:

 chance: 60
 attempts: 1
 items:
   TALL_GRASS:
     weight: 29
     y:
       min: 62
       max: 84
   GRASS:
     weight: 70
     y:
       min: 62
       max: 84
   SUNFLOWER:
     weight: 1
     y:
       min: 62
       max: 84A standard Flora configuration, using all included Flora. All Flora items have the same height restrictions; they can only generate from Y levels 62 to 84.GRASS is the most common, with a weight of 70/100 (70%)。TALL_GRASS has a weight of 29/100 (29%)SUNFLOWER has a weight of 1/100 (1%)。Every block in this biome has a 60% chance of generating Flora, and generation will only be attempted once.

trees

Various options that define Tree generation in this biome. This value must be included, and can be abstracted.
Options:

  • density - The chance (per 1000) every fourth block will attempt to generate a Tree. (Optional, defaults to 0)。
    (Since this value is every fourth block, it can be thought of as out of 4000)。

  • items

    - Contains definitions for the types of Trees to generate in this biome, along with their weights and height restrictions.

    • TREE_ID

      - The ID of a Tree object to generate in this biome. This can be either

      pre-included

      trees, or a

      custom

      Tree object ID. A biome may have any number of Tree objects defined.

      • weight - The weight of this Tree object in this biome's Tree pool.

      • y

        - Height restrictions for this Tree object.

        • min - The minimum height at which this Tree object can generate.

        • max - The maximum height at which this Tree object can generate.

Example Tree Configurationtrees:

 density: 250
 items:
   OAK:
     weight: 8
     y:
       min: 58
       max: 84
   LARGE_OAK:
     weight: 2
     y:
       min: 58
       max: 84A standard Tree configuration, potentially useful for a forest. It uses all included Trees. All Tree items have the same height restrictions; they can only generate from Y levels 58 to 84.OAK is the most common, with a weight of 8/10 (80%)。LARGE_OAK has a weight of 2/10 (20%)。Every fourth block in this biome has a 25% chance of generating a Tree, meaning every block in this biome has a 6.25% chance of generating a tree.

carving

Options for Carvers in this biome. This option contains key-value pairs.
The key is a Carver ID, and the value is tha chance per chunk that carver will spawn in a chunk. Carvers aren't stored in a weighted pool, Each carver uses an independent calculation, therefore multiple carvers may spawn in the same chunk!

Example Carver Configurationcarving:

 CAVE: 30
 RAVINE: 5
 CAVERN: 5This configuration defined 3 Carvers in this biome:CAVE with a 30% chance of spawning per chunk.RAVINE with a 5% chance of spawning per chunk.CAVERN with a 5% chance of spawning per chunk.

ores

A set of entries that each define an Ore object to generate, how much of it to generate, and the maximum and minimum Y-levels at which veins may generate.
Options:

  • ORE_ID

    - The ID of the Ore object to generate.

    • min - The minimum number of veins to generate per chunk.

    • max - The maximum number of veins to generate per chunk.

    • min-y - The minimum Y-level at which veins may begin.

    • max-y - The maximum Y-level at which veins may begin.

Example Ore Configurationores:

 DIRT:
   min: 0
   max: 1
   min-height: 0
   max-height: 84
 GRAVEL:
   min: 0
   max: 1
   min-height: 0
   max-height: 84
 DIORITE:
   min: 0
   max: 1
   min-height: 0
   max-height: 84
 ANDESITE:
   min: 0
   max: 1
   min-height: 0
   max-height: 84
 GRANITE:
   min: 0
   max: 1
   min-height: 0
   max-height: 84
 COAL_ORE:
   min: 4
   max: 8
   min-height: 0
   max-height: 84
 IRON_ORE:
   min: 2
   max: 6
   min-height: 0
   max-height: 64
 GOLD_ORE:
   min: 1
   max: 3
   min-height: 0
   max-height: 32
 LAPIS_ORE:
   min: 1
   max: 2
   min-height: 0
   max-height: 32
 REDSTONE_ORE:
   min: 1
   max: 2
   min-height: 0
   max-height: 16
 DIAMOND_ORE:
   min: 1
   max: 1
   min-height: 0
   max-height: 16This configuration is a classic, it defines several "deposits" (Dirt, Gravel, Diorite, Andesite, Granite), as well as all Vanilla ores, at standard Y-levels and chances. This example assumes that Ore configs with the corresponding IDs have been set up.

Super-Secret Advanced Options

These options are for advanced users that wish to have more control over biomes.

prevent-smooth

Enabling this option prevents this biome from receiving an additional layer of smoothing on top of the standard 4x4x4 trilinear interpolation. Enabling this option grants finer control over terrain generation, but will introduce terrain artifacts if you don't know how to properly handle the lack of extra smoothing! This option defaults to false, and cannot be abstracted.

ocean

Options for the ocean in this biome.

  • level - Y-value at which to generate oceans. Ocean will be generated at locations that would be air, and are below this Y-value. Defaults to 62.
  • palette - Palette to generate Ocean with. Defaults to a single-block palette containing Water.