晴川云Minecraft Wiki教程:如何获取原版世界生成文件[ ]

此特性为Java版独有。

对于数据包和模组创作者来说,自定义世界生成通常是十分复杂且困难的。要想创造出一个较为完善的世界,有必要参考原版中世界生成的方式。

本教程选取1.20.1中的部分原版世界生成文件进行大致解读,方便创作者阅读和理解原版世界生成。

目录

  • 1 如何获取原版世界生成文件
  • 2 主世界最终密度函数
  • 3 主世界地表规则
    • 3.1 注释
  • 4 生物群系预设参数
  • 5 参见

如何获取原版世界生成文件[ ]

在1.19.3的22w42a及之后的版本,大部分世界生成文件都可以在client.jar或server.jar的data/Minecraft/目录下找到。但在世界预设中并不包含原版主世界和下界维度的生物群系预设参数。

通过运行数据生成器可以直接生成所有原版数据包文件,以及主世界和下界维度的生物群系预设参数。

你也可以在Slicedlime的github上获取22w42a以前的原版世界生成文件,位于examples仓库中。仓库历史中缺失的版本意味着在这些版本里原版世界生成文件没有发生变动。

主世界最终密度函数[ ]

主世界最终密度函数是位于worldgen/noise_settings/overworld.json内的final_density字段。

{ //主世界最终密度函数

“type”: “minecraft:min”,
“argument1”:
{  //使其值更接近0,影响含水层各水域间分隔的生成,final_density的负值越小,分隔越不易生成
“type”: “minecraft:squeeze”,
“argument”: {

“type”: “minecraft:mul”,
“argument1”: 0.64,
“argument2”:
{ //插值
“type”: “minecraft:interpolated”,
“argument”:
{ //与旧版区块衔接
“type”: “minecraft:blend_density”,
“argument”:
{ //从Y=-40到Y=-64,密度函数值逐渐变为固定值0.1171875,以避免洞穴过深暴露甚至穿透基岩层
“type”: “minecraft:add”,
“argument1”: 0.1171875,
“argument2”: {

“type”: “minecraft:mul”,
“argument1”: {

“type”: “minecraft:y_clamped_gradient”,
“from_y”: -64,
“to_y”: -40,
“from_value”: 0,
“to_value”: 1
},
“argument2”: {

“type”: “minecraft:add”,
“argument1”: -0.1171875,
“argument2”:
{ //从Y=240到Y=256,密度函数值逐渐变为固定值-0.078125,以避免生成过高地形
“type”: “minecraft:add”,
“argument1”: -0.078125,
“argument2”: {

“type”: “minecraft:mul”,
“argument1”: {

“type”: “minecraft:y_clamped_gradient”,
“from_y”: 240,
“to_y”: 256,
“from_value”: 1,
“to_value”: 0
},
“argument2”: {

“type”: “minecraft:add”,
“argument1”: 0.078125,
“argument2”:
{ //以sloped_cheese的1.5625为分界线,分为地表和地下
“type”: “minecraft:range_choice”,
“input”: “minecraft:overworld/sloped_cheese”,
“min_inclusive”: -1000000,
“max_exclusive”: 1.5625,
“when_in_range”:
{ //地表
“type”: “minecraft:min”,
“argument1”: “minecraft:overworld/sloped_cheese”,  //决定了地形表面的高度和形状
“argument2”:
{ //噪声洞穴入口,即连通地表与地下洞穴的一些洞穴
“type”: “minecraft:mul”,
“argument1”: 5,
“argument2”: “minecraft:overworld/caves/entrances”
}
},
“when_out_of_range”:
{ //地下
“type”: “minecraft:max”,
“argument1”:
{ //意面、芝士洞穴与洞穴入口,取两次最小值相对于取三者的最小值。这里有必要再次调用洞穴入口,否则洞穴入口只在地表生成而被切断
“type”: “minecraft:min”,
“argument1”:
{ //芝士洞穴与洞穴入口
“type”: “minecraft:min”,
“argument1”:
{ //芝士洞穴
“type”: “minecraft:add”,
“argument1”:
{ //使洞穴更小且形状更不规则。该部分永远为正
“type”: “minecraft:mul”,
“argument1”: 4,
“argument2”: {

“type”: “minecraft:square”,
“argument”: {

“type”: “minecraft:noise”,
“noise”: “minecraft:cave_layer”,
“xz_scale”: 1,
“y_scale”: 8
}
}
},
“argument2”:
{
“type”: “minecraft:add”,
“argument1”:
{ //芝士洞穴的主体。只有该部分小于零的地方才能生成芝士洞穴
“type”: “minecraft:clamp”,
“input”: {

“type”: “minecraft:add”,
“argument1”: 0.27,
“argument2”: {

“type”: “minecraft:noise”,
“noise”: “minecraft:cave_cheese”,
“xz_scale”: 1,
“y_scale”: 0.6666666666666666
}
},
“min”: -1,
“max”: 1
},
“argument2”:
{  //靠近地表时增加密度,减少靠近地表的芝士洞穴生成。该部分在sloped_cheese的值大于2.34375时为0,在2.34375和1.5626之间逐渐增加,在1.5625时为0.5
“type”: “minecraft:clamp”,
“input”: {

“type”: “minecraft:add”,
“argument1”: 1.5,
“argument2”: {

“type”: “minecraft:mul”,
“argument1”: -0.64,
“argument2”: “minecraft:overworld/sloped_cheese”
}
},
“min”: 0,
“max”: 0.5
}
}
},
“argument2”: “minecraft:overworld/caves/entrances”  //洞穴入口
},
“argument2”:
{ //意面洞穴
“type”: “minecraft:add”,
“argument1”: “minecraft:overworld/caves/spaghetti_2d”,
“argument2”: “minecraft:overworld/caves/spaghetti_roughness_function”
}
},
“argument2”:
{ //噪声洞穴里的噪声柱
“type”: “minecraft:range_choice”,
“input”: “minecraft:overworld/caves/pillars”,
“min_inclusive”: -1000000,
“max_exclusive”: 0.03,
“when_in_range”: -1000000,
“when_out_of_range”: “minecraft:overworld/caves/pillars”
}
}
}
}
}
}
}
}
}
}
}
}
},
“argument2”: “minecraft:overworld/caves/noodle”  //面条洞穴

}

其中调用的用于决定地形表面高度和形状的sloped_cheese位于data/minecraft/worldgen/density_function/overworld/sloped_cheese.json。

{ //sloped_cheese

“type”: “minecraft:add”,
“argument1”:
{  //乘上因子
minecraft:overworld/factor以确定三维地形的位置。并使正值乘上4,以避免地形较深处受base_3d_noise的影响
“type”: “minecraft:mul”,
“argument1”: 4.0,
“argument2”: {

“type”: “minecraft:quarter_negative”,
“argument”: {

“type”: “minecraft:mul”,
“argument1”:
{
“type”: “minecraft:add”,
“argument1”: “minecraft:overworld/depth”,  //决定一般情况下的地形表面高度,地形表面上方为负值,下方为正值
“argument2”:
{  //在较高的山地增加或减小密度,获得尖锐的锯齿状小型山峰。该部分为二维的密度函数。
“type”: “minecraft:mul”,
“argument1”: “minecraft:overworld/jaggedness”,  //使用样条函数,根据大陆性、侵蚀度、PV值和奇异度确定山脉的位置。在大部分地方为0,在高大陆性、低侵蚀度、高PV值的地方为正,且在奇异值为负的地方数值更大
“argument2”: {  //噪声因子,将山脉化为小型山峰

“type”: “minecraft:half_negative”,
“argument”: {

“type”: “minecraft:noise”,
“noise”: “minecraft:jagged”,
“xz_scale”: 1500.0,
“y_scale”: 0.0
}
}
}
},
“argument2”: “minecraft:overworld/factor”  //该因子使用样条函数,根据大陆性、侵蚀度、奇异性和PV值来确定三维地形的位置,永远为正,在风袭类生物群系应该生成的位置数值较小,在其他地方数值较大以减小base_3d_noise的影响
}
}
},
“argument2”: “minecraft:overworld/base_3d_noise”  //三维的噪声,用于创建三维的地表

}

其中sloped_cheese中调用的用于决定一般地形表面高度的depth位于data/minecraft/worldgen/density_function/overworld/depth.json。

{ //depth

“type”: “minecraft:add”,
“argument1”:
{  //每下降1格,深度增加
1
128(0.0078125),在Y=128时为0
“type”: “minecraft:y_clamped_gradient”,
“from_value”: 1.5,
“from_y”: -64,
“to_value”: -1.5,
“to_y”: 320
},
“argument2”: “minecraft:overworld/offset”  //使用样条函数,根据大陆性、侵蚀度和PV值决定地形的高度偏移

}

主世界地表规则[ ]

主世界地表规则是位于worldgen/noise_settings/overworld.json内的surface_rule字段。

{ //主世界地表规则

“type”: “minecraft:sequence”,
“sequence”: [

//基岩层
{
“type”: “minecraft:condition”,
“if_true”: //Y=-64为基岩,Y=-64到Y=-60使用噪声渐变。
{
“type”: “minecraft:vertical_gradient”,
“random_name”: “minecraft:bedrock_floor”,
“true_at_and_below”: {

“above_bottom”: 0
},
“false_at_and_above”: {

“above_bottom”: 5
}
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:bedrock”
}
}
},
//表层(例如 平原的草方块和泥土)
{
“type”: “minecraft:condition”,
“if_true”: { //是否要尝试生成表层(例如 平原的草方块和泥土)。preliminary_surface为initial_density_without_jaggedness产生的初始地表高度向下整体偏移约2到8格后的高度,该高度通常相对于实际表层厚度很低,以保证能够生成表层。若无此条件,洞穴的地面也会生成表层。

“type”: “minecraft:above_preliminary_surface”
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//特殊生物群系的表面(即最表层)
{
“type”: “minecraft:condition”,
“if_true”: //最表层(上方为空气,或者与空气方块间隔了一些液体方块)
{
“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “floor”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

// 疏林恶地高处表面砂土和草方块相间分布,草方块在水下时则为泥土
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:wooded_badlands”
]
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:y_above”,
“anchor”: {

“absolute”: 97
},
“surface_depth_multiplier”: 2,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//砂土
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: -0.909,
“max_threshold”: -0.5454
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:coarse_dirt”
}
}
},
//砂土
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: -0.1818,
“max_threshold”: 0.1818
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:coarse_dirt”
}
}
},
//砂土
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: 0.5454,
“max_threshold”: 0.909
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:coarse_dirt”
}
}
},
//默认为草方块(在水下时为泥土)
{
“type”: “minecraft:sequence”,
“sequence”: [

//上方没有水时为草方块
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:water”,
“offset”: 0,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:grass_block”,
“Properties”: {

“snowy”: “false”
}
}
}
},
//否则为泥土
{
“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:dirt”
}
}
]
}
]
}
}
},
// 沼泽在Y=62的表面根据噪声随机替换成水。Y=62通常是河流、湖泊或海洋的岸上。
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:swamp”
]
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: //如果Y>=62
{

“type”: “minecraft:y_above”,
“anchor”: {

“absolute”: 62
},
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: //如果在Y<63
{

“type”: “minecraft:not”,
“invert”: {

“type”: “minecraft:y_above”,
“anchor”: {

“absolute”: 63
},
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
}
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface_swamp”,
“min_threshold”: 0,
“max_threshold”: 1.7976931348623157e+308
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:water”,
“Properties”: {

“level”: “0”
}
}
}
}
}
}
},
// 红树林沼泽在Y=60到62表面根据噪声随机替换成水。通常是岸上或浅水域的水底。
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:mangrove_swamp”
]
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: //如果Y>=60
{

“type”: “minecraft:y_above”,
“anchor”: {

“absolute”: 60
},
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: //如果Y<63
{

“type”: “minecraft:not”,
“invert”: {

“type”: “minecraft:y_above”,
“anchor”: {

“absolute”: 63
},
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
}
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface_swamp”,
“min_threshold”: 0,
“max_threshold”: 1.7976931348623157e+308
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:water”,
“Properties”: {

“level”: “0”
}
}
}
}
}
}
}
]
}
},
// 恶地、 风蚀恶地、 疏林恶地的表层
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:badlands”,
“minecraft:eroded_badlands”,
“minecraft:wooded_badlands”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//表面
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “floor”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//极高处表面为橙色陶瓦。并不生效,因为原版主世界Y=256及以上没有任何方块
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:y_above”,
“anchor”: {

“absolute”: 256
},
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:orange_terracotta”
}
}
},
//Y=(74+表层厚度)以上,表面为各种陶瓦和染色陶瓦
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:y_above”,
“anchor”: {

“absolute”: 74
},
“surface_depth_multiplier”: 1,
“add_stone_depth”: true
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//陶瓦
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: -0.909,
“max_threshold”: -0.5454
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:terracotta”
}
}
},
//陶瓦
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: -0.1818,
“max_threshold”: 0.1818
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:terracotta”
}
}
},
//陶瓦
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: 0.5454,
“max_threshold”: 0.909
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:terracotta”
}
}
},
//陶瓦和各种颜色的染色陶瓦
{
“type”: “minecraft:bandlands”
}
]
}
},
//上方没有水时为红沙(如果悬空则为红砂岩)
{
“type”: “minecraft:condition”,
“if_true”: //上方没有液体
{
“type”: “minecraft:water”,
“offset”: -1,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//下方没有方块支撑,则为红砂岩
{

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “ceiling”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:red_sandstone”
}
}
},
//否则为红沙
{

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:red_sand”
}
}
]
}
},
//上方有液体时,若表层厚度为正值,生成橙色陶瓦
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:not”,
“invert”: {

“type”: “minecraft:hole”
}
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:orange_terracotta”
}
}
},
//浅水,默认为白色陶瓦
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:water”,
“offset”: -6,
“surface_depth_multiplier”: -1,
“add_stone_depth”: true
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:white_terracotta”
}
}
},
//深水,默认为沙砾(如果悬空则为石头)
{
“type”: “minecraft:sequence”,
“sequence”: [

//下方没有支撑则为石头
{

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “ceiling”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
//沙砾
{

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:gravel”
}
}
]
}
]
}
},
//地表高度>=(63-表层厚度)是的表层
{
“type”: “minecraft:condition”,
“if_true”: //地表高度>=(63-表层厚度)
{

“type”: “minecraft:y_above”,
“anchor”: {

“absolute”: 63
},
“surface_depth_multiplier”: -1,
“add_stone_depth”: true
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//Y>=63且地表高度<(74+表层厚度)时,为橙色陶瓦
{
“type”: “minecraft:condition”,
“if_true”: //Y>=63
{

“type”: “minecraft:y_above”,
“anchor”: {

“absolute”: 63
},
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: //地表高度<(74+表层厚度)
{

“type”: “minecraft:not”,
“invert”: {

“type”: “minecraft:y_above”,
“anchor”: {

“absolute”: 74
},
“surface_depth_multiplier”: 1,
“add_stone_depth”: true
}
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:orange_terracotta”
}
}
}
},
//否则
{
“type”: “minecraft:bandlands”
}
]
}
},
//上方无水或浅水下的表层
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “floor”,
“add_surface_depth”: true,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: //浅水或无水
{

“type”: “minecraft:water”,
“offset”: -6,
“surface_depth_multiplier”: -1,
“add_stone_depth”: true
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:white_terracotta”
}
}
}
}
]
}
},
//上方无液体的表面
{
“type”: “minecraft:condition”,
“if_true”: //表面
{

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “floor”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: //上方没有液体。注意在雕刻器生成时,无论有无液体,此条件永远成功,详见 #注释。
{

“type”: “minecraft:water”,
“offset”: -1,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//盆地,详见 #注释。
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:frozen_ocean”,
“minecraft:deep_frozen_ocean”
]
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:hole”
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

{

“type”: “minecraft:condition”,
“if_true”:
{

“type”: “minecraft:water”,
“offset”: 0,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:air”
}
}
},
{

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:temperature”
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:ice”
}
}
},
{

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:water”,
“Properties”: {

“level”: “0”
}
}
}
]

}

}
},
//表面
{
“type”: “minecraft:sequence”,
“sequence”: [

// 冰封山峰表面为冰、雪块和浮冰
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:frozen_peaks”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//背阳的陡峭斜坡生成浮冰
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:steep”
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:packed_ice”
}
}
},
//偶尔生成浮冰
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:packed_ice”,
“min_threshold”: 0,
“max_threshold”: 0.2
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:packed_ice”
}
}
},
//偶尔生成冰,较为罕见
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:ice”,
“min_threshold”: 0,
“max_threshold”: 0.025
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:ice”
}
}
},
//默认为雪块
{
“type”: “minecraft:condition”,
“if_true”: //用于雕刻器的条件,详见 #注释
{

“type”: “minecraft:water”,
“offset”: 0,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:snow_block”
}
}
}
]
}
},
// 积雪山坡表面为细雪、雪块和石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:snowy_slopes”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//背阳的陡峭斜坡生成石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:steep”
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
//偶尔生成细雪
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:powder_snow”,
“min_threshold”: 0.35,
“max_threshold”: 0.6
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: //用于雕刻器的条件,详见 #注释。
{

“type”: “minecraft:water”,
“offset”: 0,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:powder_snow”
}
}
}
},
//默认为雪块
{
“type”: “minecraft:condition”,
“if_true”: //用于雕刻器的条件,详见 #注释。
{

“type”: “minecraft:water”,
“offset”: 0,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:snow_block”
}
}
}
]
}
},
// 尖峭山峰表面为雪块和石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:jagged_peaks”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//背阳的陡峭斜坡生成石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:steep”
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
//默认为雪块
{
“type”: “minecraft:condition”,
“if_true”: //用于雕刻器的条件,详见 #注释。
{

“type”: “minecraft:water”,
“offset”: 0,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:snow_block”
}
}
}
]
}
},
// 雪林表面为细雪和雪块
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:grove”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//偶尔生成细雪
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:powder_snow”,
“min_threshold”: 0.35,
“max_threshold”: 0.6
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: //用于雕刻器的条件,详见 #注释。
{

“type”: “minecraft:water”,
“offset”: 0,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:powder_snow”
}
}
}
},
//默认为雪块
{
“type”: “minecraft:condition”,
“if_true”: //用于雕刻器的条件,详见 #注释。
{

“type”: “minecraft:water”,
“offset”: 0,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:snow_block”
}
}
}
]
}
},
//某些生物群系表面为沙子或石头
{
“type”: “minecraft:sequence”,
“sequence”: [

// 裸岩山峰表面为方解石和石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:stony_peaks”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//偶尔生成方解石
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:calcite”,
“min_threshold”: -0.0125,
“max_threshold”: 0.0125
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:calcite”
}
}
},
//默认为石头
{
“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
]
}
},
// 石岸表面为沙砾和石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:stony_shore”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//偶尔生成沙砾(悬空时为石头)
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:gravel”,
“min_threshold”: -0.05,
“max_threshold”: 0.05
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

{

“type”: “minecraft:condition”,
“if_true”: //下方没有支撑则为石头
{

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “ceiling”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
{

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:gravel”
}
}
]
}
},
//默认为石头
{
“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
]
}
},
// 风袭丘陵表层厚度较厚处的表面为石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:windswept_hills”
]
},
“then_run”: //表层厚度较厚时生成石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: 0.12121212121212122,
“max_threshold”: 1.7976931348623157e+308
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
}
},
// 暖水海洋、 沙滩、 积雪沙滩表面为沙子和砂岩
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:warm_ocean”,
“minecraft:beach”,
“minecraft:snowy_beach”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//悬空时为砂岩
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “ceiling”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:sandstone”
}
}
},
//默认为沙子
{
“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:sand”
}
}
]
}
},
// 沙漠表面为沙子和砂岩
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:desert”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//悬空时为砂岩
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “ceiling”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:sandstone”
}
}
},
//默认为沙子
{
“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:sand”
}
}
]
}
},
// 溶洞(虽然很少生成在地表)表面为石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:dripstone_caves”
]
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
}
]
},
// 风袭热带草原表面大部分为石头和砂土
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:windswept_savanna”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//表层厚度很厚时生成石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: 0.21212121212121213,
“max_threshold”: 1.7976931348623157e+308
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
//表层厚度较厚时生成砂土
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: -0.06060606060606061,
“max_threshold”: 1.7976931348623157e+308
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:coarse_dirt”
}
}
}
]
}
},
// 风袭沙砾丘陵表面为沙砾、石头和草方块
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:windswept_gravelly_hills”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//表层厚度很厚时生成沙砾(悬空时为石头)
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: 0.24242424242424243,
“max_threshold”: 1.7976931348623157e+308
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

{

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “ceiling”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
{

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:gravel”
}
}
]
}
},
//表层厚度较厚时生成石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: 0.12121212121212122,
“max_threshold”: 1.7976931348623157e+308
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
//表层厚度较薄时生成草方块
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: -0.12121212121212122,
“max_threshold”: 1.7976931348623157e+308
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//用于雕刻器的条件,详见 #注释。
{

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:water”,
“offset”: 0,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:grass_block”,
“Properties”: {

“snowy”: “false”
}
}
}
},
{

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:dirt”
}
}
]
}
},
//默认(表层厚度很薄时)为沙砾(悬空时为石头)
{
“type”: “minecraft:sequence”,
“sequence”: [

{

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “ceiling”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
{

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:gravel”
}
}
]
}
]
}
},
// 原始松木针叶林和 原始云杉针叶林表面大部分为砂土和灰化土
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:old_growth_pine_taiga”,
“minecraft:old_growth_spruce_taiga”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//表层厚度很厚时生成砂土
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: 0.21212121212121213,
“max_threshold”: 1.7976931348623157e+308
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:coarse_dirt”
}
}
},
//表层厚度较厚时生成灰化土
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: -0.11515151515151514,
“max_threshold”: 1.7976931348623157e+308
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:podzol”,
“Properties”: {

“snowy”: “false”
}
}
}
}
]
}
},
// 冰刺之地表面为雪块
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:ice_spikes”
]
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: //用于雕刻器的条件,详见 #注释。
{

“type”: “minecraft:water”,
“offset”: 0,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:snow_block”
}
}
}
},
// 红树林沼泽表面为泥巴
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:mangrove_swamp”
]
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:mud”
}
}
},
// 蘑菇岛表面为菌丝
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:mushroom_fields”
]
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:mycelium”,
“Properties”: {

“snowy”: “false”
}
}
}
},
//默认表面为草方块
{
“type”: “minecraft:sequence”,
“sequence”: [

{

“type”: “minecraft:condition”,
“if_true”: //用于雕刻器的条件,详见 #注释。
{

“type”: “minecraft:water”,
“offset”: 0,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:grass_block”,
“Properties”: {

“snowy”: “false”
}
}
}
},
{

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:dirt”
}
}
]
}
]
}
]
}
}
},
//浅水下的表层(包括表面),以及上方没有液体的的表层(不包括表面,因为在上方已经处理过表面)。以及部分生物群系表层下的附加表层。
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:water”,
“offset”: -6,
“surface_depth_multiplier”: -1,
“add_stone_depth”: true
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//盆地,详见 #注释。
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “floor”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:frozen_ocean”,
“minecraft:deep_frozen_ocean”
]
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:hole”
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:water”,
“Properties”: {

“level”: “0”
}
}
}
}
}
},
//表层
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “floor”,
“add_surface_depth”: true,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

// 冰封山峰表层为冰、雪块和浮冰
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:frozen_peaks”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//背阳的陡峭斜坡生成浮冰
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:steep”
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:packed_ice”
}
}
},
//大部分为浮冰
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:packed_ice”,
“min_threshold”: -0.5,
“max_threshold”: 0.2
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:packed_ice”
}
}
},
//偶尔生成冰,较为罕见
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:ice”,
“min_threshold”: -0.0625,
“max_threshold”: 0.025
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:ice”
}
}
},
//不在水面下时为雪块
{
“type”: “minecraft:condition”,
“if_true”: //上方为空气,或者与空气方块间隔了一些非液体的方块
{

“type”: “minecraft:water”,
“offset”: 0,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:snow_block”
}
}
}
]
}
},
// 积雪山坡表层为细雪、雪块和石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:snowy_slopes”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//背阳的陡峭斜坡生成石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:steep”
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
//不在水面下时偶尔生成细雪
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:powder_snow”,
“min_threshold”: 0.45,
“max_threshold”: 0.58
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:water”,
“offset”: 0,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:powder_snow”
}
}
}
},
//不在水面下时为雪块
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:water”,
“offset”: 0,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:snow_block”
}
}
}
]
}
},
// 尖峭山峰表层为石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:jagged_peaks”
]
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
// 雪林表层为细雪和泥土
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:grove”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//不在水面下时偶尔生成细雪,较为罕见
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:powder_snow”,
“min_threshold”: 0.45,
“max_threshold”: 0.58
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:water”,
“offset”: 0,
“surface_depth_multiplier”: 0,
“add_stone_depth”: false
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:powder_snow”
}
}
}
},
//默认为泥土
{
“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:dirt”
}
}
]
}
},
//某些生物群系表层为沙子或石头
{
“type”: “minecraft:sequence”,
“sequence”: [

// 裸岩山峰表层为方解石和石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:stony_peaks”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//偶尔生成方解石
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:calcite”,
“min_threshold”: -0.0125,
“max_threshold”: 0.0125
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:calcite”
}
}
},
//默认为石头
{
“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
]
}
},
// 石岸表层为沙砾和石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:stony_shore”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//偶尔生成沙砾(悬空时为石头)
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:gravel”,
“min_threshold”: -0.05,
“max_threshold”: 0.05
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

{

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “ceiling”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
{

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:gravel”
}
}
]

}

},
//默认为石头
{
“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
]
}
},
// 风袭丘陵表层在表层厚度较厚时为石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:windswept_hills”
]
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: 0.12121212121212122,
“max_threshold”: 1.7976931348623157e+308
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
}
},
// 暖水海洋、 沙滩、 积雪沙滩表层为沙子和砂岩
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:warm_ocean”,
“minecraft:beach”,
“minecraft:snowy_beach”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//悬空时为砂岩
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “ceiling”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:sandstone”
}
}
},
//默认为沙子
{
“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:sand”
}
}
]
}
},
// 沙漠表层为沙子和砂岩
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:desert”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//悬空时为砂岩
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “ceiling”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:sandstone”
}
}
},
//默认为沙子
{
“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:sand”
}
}
]
}
},
// 溶洞(虽然很少生成在地表)表层为石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:dripstone_caves”
]
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
}
]
},
// 风袭热带草原表层在表层厚度较厚时为石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:windswept_savanna”
]
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: 0.21212121212121213,
“max_threshold”: 1.7976931348623157e+308
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
}
},
// 风袭沙砾丘陵表层为沙砾、石头和泥土
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:windswept_gravelly_hills”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

//表层厚度很厚时生成沙砾(悬空时为石头)
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: 0.24242424242424243,
“max_threshold”: 1.7976931348623157e+308
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

{

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “ceiling”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
{

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:gravel”
}
}
]
}
},
//表层厚度较厚时生成石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: 0.12121212121212122,
“max_threshold”: 1.7976931348623157e+308
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
//表层厚度较薄时生成泥土
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:noise_threshold”,
“noise”: “minecraft:surface”,
“min_threshold”: -0.12121212121212122,
“max_threshold”: 1.7976931348623157e+308
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:dirt”
}
}
},
//默认(表层厚度很薄时)为沙砾(悬空时为石头)
{
“type”: “minecraft:sequence”,
“sequence”: [

{

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “ceiling”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
{

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:gravel”
}
}
]
}
]
}
},
// 红树林沼泽表层为泥巴
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:mangrove_swamp”
]
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:mud”
}
}
},
//默认表层为泥土
{
“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:dirt”
}
}
]
}
},
// 暖水海洋、 沙滩和 积雪沙滩表层下的附加表层为砂岩
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:warm_ocean”,
“minecraft:beach”,
“minecraft:snowy_beach”
]
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “floor”,
“add_surface_depth”: true,
“secondary_depth_range”: 6
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:sandstone”
}
}
}
},
// 沙漠表层下的附加表层为砂岩
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:desert”
]
},
“then_run”: {

“type”: “minecraft:condition”,
“if_true”: { //附加表层常常因为极厚而远超出preliminary_surface。受到”minecraft:above_preliminary_surface”条件的限制,只会在preliminary_surface之上填充砂岩。

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “floor”,
“add_surface_depth”: true,
“secondary_depth_range”: 30
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:sandstone”
}
}
}
}
]
}
},
//深水下的表面
{
“type”: “minecraft:condition”,
“if_true”: //表面
{

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “floor”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

// 冰封山峰和 尖峭山峰深水下的表面为石头
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:frozen_peaks”,
“minecraft:jagged_peaks”
]
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
// 暖水海洋、 温水海洋和 温水深海深水下的表面为沙子(悬空时为砂岩)
{
“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:biome”,
“biome_is”: [

“minecraft:warm_ocean”,
“minecraft:lukewarm_ocean”,
“minecraft:deep_lukewarm_ocean”
]
},
“then_run”: {

“type”: “minecraft:sequence”,
“sequence”: [

{

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “ceiling”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:sandstone”
}
}
},
{

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:sand”
}
}
]
}
},
//默认为沙砾(如果悬空则为石头)
{
“type”: “minecraft:sequence”,
“sequence”: [

{

“type”: “minecraft:condition”,
“if_true”: {

“type”: “minecraft:stone_depth”,
“offset”: 0,
“surface_type”: “ceiling”,
“add_surface_depth”: false,
“secondary_depth_range”: 0
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:stone”
}
}
},
{

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:gravel”
}
}
]
}
]
}
}
]
}
},
//深板岩层
{
“type”: “minecraft:condition”,
“if_true”: //Y=0及以下为深板岩,Y=8及以上为石头,中间使用噪声渐变。
{
“type”: “minecraft:vertical_gradient”,
“random_name”: “minecraft:deepslate”,
“true_at_and_below”: {

“absolute”: 0
},
“false_at_and_above”: {

“absolute”: 8
}
},
“then_run”: {

“type”: “minecraft:block”,
“result_state”: {

“Name”: “minecraft:deepslate”,
“Properties”: {

“axis”: “y”
}
}
}
}
]

}

注释[ ]

盆地在地表规则加入前一直存在于所有生物群系,在表层深度小于等于0时,地形的表面被直接移除,留下石头裸露的盆地。而在地表规则加入以来,该地形特征却不知为何被限制在冻洋和冰冻深海两个生物群系,并且在判断水面时存在漏洞。在过去的盆地中,当方块高出海平面时(Y>=63的方块)为空气,否则为冰或水(注意当时没有含水层和噪声洞穴)。而在当前的原版地表规则中则是在上方没有水时为空气,这可能会导致海岸边出现流动的水。

另外,由于雕刻器代码中的一个错误,minecraft:water条件在雕刻器生成时的行为与地形生成时不一致。在地形生成时,offset值是相对于空气与液体接触面的偏移值(即空气方块的坐标)。而在雕刻器生成时,offset值是相对于液体方块坐标的。而又因为雕刻器只在雕刻草方块和菌丝时对下方的泥土应用地表规则,游戏认为草方块和菌丝上方不会有水,雕刻后草方块和菌丝的位置可能为水,因此泥土上方最多只有一格深的水。因而offset值相当于是相对于泥土上表面的偏移值。

综上所述,在地形生成时,offset值为0和-1效果相同,都只在上方没有液体时条件成功。而在雕刻器生成时,offset值若为-1,条件永远成功,无论上方有无液体。

在地表规则这个功能刚加入游戏时(21w41a),开发人员没有意识到雕刻器中的错误,在判断上方是否有水时offset值被设为了-1。因而导致草方块可以生成在水下。之后(21w43a和22w07a)为了解决这个问题,又在不能生成在水下的方块外套了一层offset为0的minecraft:water条件。因此当前原版主世界地表规则稍显混乱,但基本能够按预期工作。

对于数据包和模组开发者来说,应避免把offset设为-1,以保证地形生成与雕刻器生成时行为相同。

生物群系预设参数[ ]

通过运行数据生成器,可以获得主世界和下界维度的生物群系预设参数。生物群系预设参数位于generated/reports/biome_parameters/文件夹内,其中所定义的生物群系生成在生物群系页面有详细的解释。

参见[ ]

  • 生物群系
  • 自定义世界生成

教程(作下划线标记的教程为中文独有教程)

新手教程
  • 菜单屏幕
  • 游戏术语
  • 下载、安装与购买
新手生存
  • 新手指南
  • 第一天
  • 第二天
  • 第三天
  • 提示与技巧
  • 饥饿管理
  • 不该做的事
  • 生存注意事项
庇护所
  • 庇护所
    • 沙漠
  • 最佳居住生物群系
  • 最佳建筑材料
  • 建筑与结构
  • 房屋类型
  • 导航
综合
  • 无聊的时候做什么
  • 村庄生存
  • 跑酷
  • 空置域
  • 伪和平
  • 节省时间的小窍门
  • 在水下利用TNT破坏方块
  • 成就指南
  • 进度指南
  • 拓殖
  • 战斗
  • 完成冒险
  • 创建一个村庄
  • 双持
  • 沙漠生存
  • 雷暴生存
  • 下界生存
  • 从零开始下界生存
  • 末地生存
  • 探索洞穴
  • 家具
  • 在和平难度中收集资源
  • 利用碰撞箱
  • 测量单位
  • 使用地图
  • 测量距离和角度
  • 采矿技术
    • 钻石
    • 化石
    • 远古残骸
  • 下界快速旅行
  • 下界传送门
  • 支柱跳跃
  • PvP
    • Java版1.9前、基岩版
    • 基地
  • 穿越和破坏基岩
  • 村庄机制
  • 考古
  • Minecraft和教育
  • 不可破坏的末地水晶
  • 使用更少的末地水晶重生末影龙
  • 透视镜
  • 挂机池
  • 光速船[仅基岩版]
  • 无材料消耗转换药水类型[仅基岩版]
  • 汇报漏洞
  • 在超平坦地图中管理史莱姆
建筑
  • 给工程添加美感
  • 空气闸
  • 建筑术语
  • 建造游轮
  • 建造大都市
  • 建造过山车
  • 建造安全的家园
  • 建造水建筑
  • 建造几何体
  • 防御
  • 电梯
  • 带釉陶瓦的图案
  • 建造更好的地板
  • 像素艺术
  • 牧场
  • 屋顶类型
    • 弧形屋顶
    • 屋顶建造指南
    • 装饰屋顶
  • 暗门
  • 建造居住地
  • 水下之家
  • 墙壁和桥墩
  • 水闸
  • 调色板
存储方案
  • 整理物品
  • 潜影盒储存
  • 矿车储存
  • 物品运输
附魔与烧炼
  • 附魔台机制
  • 铁砧机制
  • 自动化烧炼
  • 燃料选择
破坏方块
  • 爆炸室
  • 凋灵笼
挑战
  • 获得潮涌核心
  • 冒险模式生存
  • 挑战自定义地图
  • 制作自定义地图
  • 治愈僵尸村民
  • 征服神殿和神庙
  • 触发及战胜袭击
  • 征服掠夺者前哨站
  • 征服堡垒遗迹
  • 征服林地府邸
  • 征服海底神殿
  • 打败末影龙
  • 征服末地城
  • 打败凋灵
  • 极限模式
  • 超极限模式
  • 在一个地区中长期生存下去
  • 在无限沙漠中生存
  • 超平坦世界生存[仅Java版]
  • 岛屿生存
  • 空岛生存
  • 速通
  • 猎人游戏
  • 放牧心得
  • 探索深暗之域和远古城市
  • 愚人节版本生存
    • 22w13oneBlockAtATime
农场
方块和物品
  • 骨粉
  • 仙人掌
  • 圆石或石头
  • 可可豆
  • 农作物(甜菜、胡萝卜、马铃薯和小麦)
  • 紫颂果
  • 鸡蛋
  • 蛙明灯
  • 蜂蜜
  • 花朵
  • 海带
    • 零刻作物催熟技术
  • 蘑菇
  • 唱片
  • 下界疣
  • 黑曜石
  • 西瓜、南瓜
  • 鳞甲
  • 羊毛
  • 海泡菜
  • 甘蔗
  • 树木
  • 藤蔓
  • 药水
  • 经验
  • 基岩
  • 方块和物品复制
  • 铁轨复制机[仅Java版]
  • TNT复制[仅Java版]
生物
  • 刷怪塔
  • 怪物磨床
  • 刷怪笼陷阱
  • 动物(猪、牛、羊)
  • 烈焰人
  • 洞穴蜘蛛
  • 闪电苦力怕
  • 溺尸/僵尸
  • 末影人
  • 守卫者
  • 铁傀儡
  • 岩浆怪
  • 以物易物
  • 袭击
    • 无限触发袭击
  • 潜影贝
  • 史莱姆
  • 鱿鱼
  • 海龟
  • 村民
  • 女巫
  • 流浪商人
  • 凋灵骷髅
  • 僵尸猪灵
红石
基础红石
  • 基本逻辑门
  • 高频电路
  • 计时器
  • 通用物品分类器
  • 抽奖箱
  • 飞行器
  • 漏斗
  • 机械
  • 侦测器稳定器
  • 密码锁
  • 随机发生器
  • 红石机械
  • 红石音乐
  • 红石技巧
  • 鲁布·戈德堡机械
  • 村民交易所
探测器
  • 方块更新感应器
  • 比较器更新感应器
  • 阳光探测器
  • 昼夜探测器
矿车
  • 火车站
  • 矿车
    • 储存
    • 存储系统
陷阱
  • 雪傀儡防御炮
  • TNT大炮
  • 活板门利用
  • 陷阱设计
  • 陷阱
活塞
  • 活塞使用
  • 活塞电路
  • 半连接性
  • 零刻活塞
  • 无延迟中继器
  • 无头活塞
高级红石
  • 高级红石电路
  • 算术逻辑
  • 计算器
  • 时钟
  • 摩斯密码
  • 打印机
  • 红石计算机
  • 红石电报机
服务器
使用服务器
  • 服务器上游玩
  • 服务器监狱
  • 防止恶意破坏
  • 服务器商店
  • 起床战争
  • 空岛战争
架设服务器
  • 架设服务器
    • 架设基岩版服务器
  • 服务器架设脚本
  • 服务器启动脚本
  • FreeBSD启动脚本
  • OpenBSD启动脚本
  • Ubuntu启动脚本
  • WebSocket服务器[仅基岩版]
  • 架设Mod服务器[仅Java版]
  • 架设Hamachi服务器
  • 架设Spigot服务器
  • 虚拟硬盘服务器
  • 使用ngrok搭建服务器
  • 架设ZeroTier服务器
技术性
  • 结构方块
  • 命令方块
  • 命令统计值
  • 使用命令操控实体
  • 提高帧率
  • Minecraft帮助FAQ(IRC频道)
  • NBT与JSON
  • Minecraft URL Scheme[仅基岩版]
  • 更新Java
  • 运行数据生成器
地图
  • 自定义地图
  • 下载地图
  • 生成下落的方块[仅Java版]
  • 使用MCEdit在1.13中刷新旧版海洋[仅Java版]
  • 强制打开存档[仅Java版]
资源包
  • 制作资源包
  • 加载资源包
  • 声音目录
数据包
  • 制作数据包
    • 实例:蜜蜂助手
    • 消除视线
  • 安装数据包
  • 自定义世界生成
附加包
  • 基岩版开发指南
  • 制作资源附加包
    • 高级
    • 基岩版实体文档
    • 修改实体模型
  • 制作行为包
  • 自定义实体
制作游戏视频
  • 视频
游戏安装
  • 快照版本安装
  • 获取崩溃报告
  • 在U盘中使用旧版启动器运行及保存Minecraft
  • 恢复损坏的地图数据
  • 在Google Drive上运行Minecraft
  • 将游戏数据保存到Dropbox云端(仅限地图数据)
  • 将游戏数据保存到Dropbox云端
  • 在Chrome OS上游玩Minecraft
仅Java版
  • 修复Apache Log4j2漏洞
  • 自定义命令触发
  • 原始JSON文本
  • NBT命令标签
  • 编写启动器
    • 版本清单文件下载
    • 版本json文件下载
过时教程
  • 建造微型庇护所
  • 自定义纹理包
  • 基于门的铁傀儡陷阱
  • 到达边境之地
  • 获取崩溃报告(旧版)
  • 人工湖
  • 矿车加速器
  • 中继器重启系统
  • 无数据包生存
  • 升级LWJGL
  • 更新Minecraft
  • 村庄链
  • 水梯
  • 水道
  • 游戏直播
教程
  • 新手手册
  • 高难度通关配装总结
  • 成就指南
  • 高塔指南

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