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“Terra/群系选取”的版本间的差异

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|<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.
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2个连续的噪声函数决定一个地点的群系。这意味着网格内相邻的群系会在世界内相连。例如,如果世界上的一对坐标,噪声函数X的值为3,噪声函数Z的值为2,则该处的群系将是SAVANNA|热带高原。如果Z移到1,生物群落将变为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.
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一般来说,X轴和Z轴是“尺度”。例如,在上面的例子中,X轴可以是植被尺度,因为X值越高的群系植被越多,Z可以是温度尺度,因为Z值越高的群系越温暖。这可以让你将相似的群系分在同一组内。
  
 
== 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:
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群系区定义了世界上的群系“网格”分布。本质上,它通过“堆叠”几个群系网格来增加群系选取的第三个维度。第三个连续噪声函数从区域配置中提取群系网格。例如,以下是pack.yml页面的例子中的群系区配置。
 
  grids:
 
  grids:
 
   - OCEAN
 
   - OCEAN
 
   - LAND
 
   - LAND
 
   - MOUNTAIN
 
   - 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.
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在上方的配置中,群系区的噪声值为0,因为Terra使用2个群系网格噪声函数来从<code>OCEAN</code>网格中选取群系。 Then, if the noise value shifts to 1, biomes will be pulled from the <code>LAND</code> 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.
 
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.

2020年11月6日 (五) 19:12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个连续的噪声函数决定一个地点的群系。这意味着网格内相邻的群系会在世界内相连。例如,如果世界上的一对坐标,噪声函数X的值为3,噪声函数Z的值为2,则该处的群系将是SAVANNA|热带高原。如果Z移到1,生物群落将变为BIRCH_FOREST|桦木森林。

一般来说,X轴和Z轴是“尺度”。例如,在上面的例子中,X轴可以是植被尺度,因为X值越高的群系植被越多,Z可以是温度尺度,因为Z值越高的群系越温暖。这可以让你将相似的群系分在同一组内。

群系区

群系区定义了世界上的群系“网格”分布。本质上,它通过“堆叠”几个群系网格来增加群系选取的第三个维度。第三个连续噪声函数从区域配置中提取群系网格。例如,以下是pack.yml页面的例子中的群系区配置。

grids:
  - OCEAN
  - LAND
  - MOUNTAIN

在上方的配置中,群系区的噪声值为0,因为Terra使用2个群系网格噪声函数来从OCEAN网格中选取群系。 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.