跳转至

未命名

文档版本:1.21.0.24

架构

biomes:
{
  object "<any object property>" : opt
  {
    format_version "format_version"
    capped_surface "minecraft:capped_surface"
    climate "minecraft:climate"
    consolidated_features "minecraft:consolidated_features"
    forced_features "minecraft:forced_features"
    frozen_ocean_surface "minecraft:frozen_ocean_surface"
    ignore_automatic_features "minecraft:ignore_automatic_features"
    legacy_world_generation_rules "minecraft:legacy_world_generation_rules"
    mesa_surface "minecraft:mesa_surface"
    mountain_parameters "minecraft:mountain_parameters"
    nether_generation_rules "minecraft:nether_generation_rules"
    nether_surface "minecraft:nether_surface"
    overworld_generation_rules "minecraft:overworld_generation_rules"
    overworld_height "minecraft:overworld_height"
    surface_material_adjustments "minecraft:surface_material_adjustments"
    surface_parameters "minecraft:surface_parameters"
    swamp_surface "minecraft:swamp_surface"
    the_end_surface "minecraft:the_end_surface"
    object "<any object property>" : opt
    {
    }
  }
}
<any object property>object
The definition of a biome.
<any object property>
format_versionformat_version
format_version:
string
minecraft:capped_surfacecapped_surface
capped_surface:
{
  array "ceiling_materials" : opt
  {
    string "<any array element>" : opt
  }
  array "floor_materials" : opt
  {
    string "<any array element>" : opt
  }
  string "sea_material" : opt
  string "foundation_material" : opt
  string "beach_material" : opt
}
ceiling_materialsarray
Materials used for the surface ceiling.
ceiling_materials
<any array element>string
A block reference.
floor_materialsarray
Materials used for the surface floor.
floor_materials
<any array element>string
A block reference.
sea_materialstring
Material used to replace air blocks below sea level.
foundation_materialstring
Material used to repalce solid blocks that are not surface blocks.
beach_materialstring
Material used to decorate surface near sea level.
minecraft:climateclimate
climate:
{
  number "temperature" : opt
  number "downfall" : opt
  number "red_spores" : opt
  number "blue_spores" : opt
  number "ash" : opt
  number "white_ash" : opt
  array "snow_accumulation" : opt
  {
    number "0..0" : opt
    number "1..1" : opt
  }
}
temperaturenumber
UNDOCUMENTED.
downfallnumber
UNDOCUMENTED.
red_sporesnumber
UNDOCUMENTED.
blue_sporesnumber
UNDOCUMENTED.
ashnumber
UNDOCUMENTED.
white_ashnumber
UNDOCUMENTED.
snow_accumulationarray
UNDOCUMENTED.
snow_accumulation
0..0number
1..1number
minecraft:consolidated_featuresconsolidated_features
consolidated_features:
{
}
minecraft:forced_featuresforced_features
forced_features:
{
  array "after_sky_pass" : opt
  {
    object "<any array element>" : opt
    {
      string "coordinate_eval_order" : opt
      string "identifier" : opt
      0 "iterations"
      string "places_feature" : opt
      object "scatter_chance" : opt
      {
        integer "denominator" : opt
        integer "numerator" : opt
      }
      0 "scatter_chance"
      number "scatter_chance" : opt
      0 "x"
      number "x" : opt
      object "x" : opt
      {
        string "distribution" : opt
        array "extent" : opt
        {
          0 "0..0"
          0 "1..1"
        }
        integer "grid_offset" : opt
        integer "step_size" : opt
      }
       "y" : opt
       "z" : opt
    }
  }
  array "after_surface_pass" : opt
  {
    object "<any array element>" : opt
    {
    }
  }
  array "after_underground_pass" : opt
  {
    object "<any array element>" : opt
    {
    }
  }
  array "before_sky_pass" : opt
  {
    object "<any array element>" : opt
    {
    }
  }
  array "before_surface_pass" : opt
  {
    object "<any array element>" : opt
    {
    }
  }
  array "before_underground_pass" : opt
  {
    object "<any array element>" : opt
    {
    }
  }
  array "final_pass" : opt
  {
    object "<any array element>" : opt
    {
    }
  }
  array "first_pass" : opt
  {
    object "<any array element>" : opt
    {
    }
  }
  array "surface_pass" : opt
  {
    object "<any array element>" : opt
    {
    }
  }
  array "sky_pass" : opt
  {
    object "<any array element>" : opt
    {
    }
  }
  array "underground_pass" : opt
  {
    object "<any array element>" : opt
    {
    }
  }
}
after_sky_passarray
UNDOCUMENTED.
after_sky_pass
<any array element>object
UNDOCUMENTED.
<any array element>
coordinate_eval_orderstring
The order in which coordinates will be evaluated. Should be used when a coordinate depends on another. If omitted, defaults to xzy.
identifierstring
UNDOCUMENTED.
iterations0
Number of scattered positions to generate.
0:
string
0:
number
places_featurestring
UNDOCUMENTED.
scatter_chanceobject
Probability numerator / denominator that this scatter will occur. Not evaluated each iteration; either no iterations will run, or all will.
scatter_chance
denominatorinteger
UNDOCUMENTED.
numeratorinteger
UNDOCUMENTED.
scatter_chance0
Probability (0-100) that this scatter will occur. Not evaluated each iteration; either no iterations will run, or all will.
scatter_chancenumber
Probability (0-100) that this scatter will occur. Not evaluated each iteration; either no iterations will run, or all will.
x0
Expression for the coordinate (evaluated each iteration). Mutually exclusive with random distribution object below.
xnumber
Expression for the coordinate (evaluated each iteration). Mutually exclusive with random distribution object below.
xobject
Distribution for the coordinate (evaluated each iteration). Mutually exclusive with Molang expression above.
x
distributionstring
Type of distribution - uniform random, gaussian (centered in the range), or grid (either fixed-step or jittered).
extentarray
UNDOCUMENTED.
extent
0..00
Lower bound (inclusive) of the scatter range, as an offset from the input point to scatter around.
1..10
Upper bound (inclusive) of the scatter range, as an offset from the input point to scatter around.
grid_offsetinteger
When the distribution type is grid, defines the offset along this axis.
step_sizeinteger
When the distribution type is grid, defines the distance between steps along this axis.
y
z
after_surface_passarray
UNDOCUMENTED.
after_surface_pass
<any array element>object
UNDOCUMENTED.
<any array element>
after_underground_passarray
UNDOCUMENTED.
after_underground_pass
<any array element>object
UNDOCUMENTED.
<any array element>
before_sky_passarray
UNDOCUMENTED.
before_sky_pass
<any array element>object
UNDOCUMENTED.
<any array element>
before_surface_passarray
UNDOCUMENTED.
before_surface_pass
<any array element>object
UNDOCUMENTED.
<any array element>
before_underground_passarray
UNDOCUMENTED.
before_underground_pass
<any array element>object
UNDOCUMENTED.
<any array element>
final_passarray
UNDOCUMENTED.
final_pass
<any array element>object
UNDOCUMENTED.
<any array element>
first_passarray
UNDOCUMENTED.
first_pass
<any array element>object
UNDOCUMENTED.
<any array element>
surface_passarray
UNDOCUMENTED.
surface_pass
<any array element>object
UNDOCUMENTED.
<any array element>
sky_passarray
UNDOCUMENTED.
sky_pass
<any array element>object
UNDOCUMENTED.
<any array element>
underground_passarray
UNDOCUMENTED.
underground_pass
<any array element>object
UNDOCUMENTED.
<any array element>
minecraft:frozen_ocean_surfacefrozen_ocean_surface
frozen_ocean_surface:
{
   "top_material" : opt
   "mid_material" : opt
   "sea_floor_material" : opt
   "foundation_material" : opt
   "sea_material" : opt
  integer "sea_floor_depth" : opt
}
top_material
Controls the block type used for the surface of this biome.
mid_material
Controls the block type used in a layer below the surface of this biome.
sea_floor_material
Controls the block type used as a floor for bodies of water in this biome.
foundation_material
Controls the block type used deep underground in this biome.
sea_material
Controls the block type used for the bodies of water in this biome.
sea_floor_depthinteger
Controls how deep below the world water level the floor should occur.
minecraft:ignore_automatic_featuresignore_automatic_features
ignore_automatic_features:
{
}
minecraft:legacy_world_generation_ruleslegacy_world_generation_rules
legacy_world_generation_rules:
{
}
minecraft:mesa_surfacemesa_surface
mesa_surface:
{
   "top_material" : opt
   "mid_material" : opt
   "sea_floor_material" : opt
   "foundation_material" : opt
   "sea_material" : opt
  integer "sea_floor_depth" : opt
  string "clay_material" : opt
  string "hard_clay_material" : opt
  boolean "bryce_pillars" : opt
  boolean "has_forest" : opt
}
top_material
Controls the block type used for the surface of this biome.
mid_material
Controls the block type used in a layer below the surface of this biome.
sea_floor_material
Controls the block type used as a floor for bodies of water in this biome.
foundation_material
Controls the block type used deep underground in this biome.
sea_material
Controls the block type used for the bodies of water in this biome.
sea_floor_depthinteger
Controls how deep below the world water level the floor should occur.
clay_materialstring
UNDOCUMENTED.
hard_clay_materialstring
UNDOCUMENTED.
bryce_pillarsboolean
UNDOCUMENTED.
has_forestboolean
UNDOCUMENTED.
minecraft:mountain_parametersmountain_parameters
mountain_parameters:
{
  number "peaks_factor" : opt
  object "steep_material_adjustment" : opt
  {
    string "material" : opt
    boolean "north_slopes" : opt
    boolean "south_slopes" : opt
    boolean "west_slopes" : opt
    boolean "east_slopes" : opt
  }
  object "top_slide" : opt
  {
     "enabled" : opt
  }
}
peaks_factornumber
UNDOCUMENTED.
steep_material_adjustmentobject
Defines surface material for steep slopes.
steep_material_adjustment
materialstring
Block type use as steep material.
north_slopesboolean
Enable for north facing slopes.
south_slopesboolean
Enable for south facing slopes.
west_slopesboolean
Enable for west facing slopes.
east_slopesboolean
Enable for east facing slopes.
top_slideobject
Controls the density tapering that happens at the top of the world to prevent terrain from reaching too high.
top_slide
enabled
If false, top slide will be disabled. If true, other parameters will be taken into account
minecraft:nether_generation_rulesnether_generation_rules
nether_generation_rules:
{
  number "target_temperature" : opt
  number "target_humidity" : opt
  number "target_altitude" : opt
  number "target_weirdness" : opt
  number "weight" : opt
}
target_temperaturenumber
Temperature with which this biome should selected, relative to other biomes.
target_humiditynumber
Humidity with which this biome should selected, relative to other biomes.
target_altitudenumber
Altitude with which this biome should selected, relative to other biomes.
target_weirdnessnumber
Weirdness with which this biome should selected, relative to other biomes.
weightnumber
Weight with which this biome should selected, relative to other biomes.
minecraft:nether_surfacenether_surface
nether_surface:
{
}
minecraft:overworld_generation_rulesoverworld_generation_rules
overworld_generation_rules:
{
  string "hills_transformation" : opt
  array "hills_transformation" : opt
  {
    string "<any array element>" : opt
    array "<any array element>" : opt
    {
      string "0..0" : opt
      integer "1..1" : opt
    }
  }
   "mutate_transformation" : opt
   "river_transformation" : opt
   "shore_transformation" : opt
  array "generate_for_climates" : opt
  {
    array "<any array element>" : opt
    {
      string "0..0" : opt
      integer "1..1" : opt
    }
  }
}
hills_transformationstring
UNDOCUMENTED.
hills_transformationarray
UNDOCUMENTED.
hills_transformation
<any array element>string
UNDOCUMENTED.
<any array element>array
UNDOCUMENTED.
<any array element>
0..0string
UNDOCUMENTED.
1..1integer
UNDOCUMENTED.
mutate_transformation
UNDOCUMENTED.
river_transformation
UNDOCUMENTED.
shore_transformation
UNDOCUMENTED.
generate_for_climatesarray
Controls the world generation climate categories that this biome can spawn for. A single biome can be associated with multiple categories with different weightings.
generate_for_climates
<any array element>array
UNDOCUMENTED.
<any array element>
0..0string
Name of a climate category.
1..1integer
Weight with which this biome should be selected, relative to other biomes in the same category.
minecraft:overworld_heightoverworld_height
overworld_height:
{
  array "noise_params" : opt
  {
    number "0..0" : opt
    number "1..1" : opt
  }
  string "noise_type" : opt
}
noise_paramsarray
UNDOCUMENTED.
noise_params
0..0number
1..1number
noise_typestring
UNDOCUMENTED.
minecraft:surface_material_adjustmentssurface_material_adjustments
surface_material_adjustments:
{
  array "adjustments" : opt
  {
    object "<any array element>" : opt
    {
      array "height_range" : opt
      {
        0 "0..0"
        0 "1..1"
      }
      object "materials" : opt
      {
        string "top_material" : opt
        string "mid_material" : opt
        string "sea_floor_material" : opt
        string "foundation_material" : opt
        string "sea_material" : opt
      }
      array "noise_range" : opt
      {
         "0..0" : opt
         "1..1" : opt
      }
    }
  }
}
adjustmentsarray
All adjustments that match the column's noise values will be applied in the order listed.
adjustments
<any array element>object
UNDOCUMENTED.
<any array element>
height_rangearray
Defines a range of noise values [min, max] for which this adjustment should be applied.
height_range
0..00
1..10
materialsobject
UNDOCUMENTED.
materials
top_materialstring
Controls the block type used for the surface of this biome when this adjustment is active.
mid_materialstring
Controls the block type used in a layer below the surface of this biome when this adjustment is active.
sea_floor_materialstring
Controls the block type used as a floor for bodies of water in this biome when this adjustment is active.
foundation_materialstring
Controls the block type used deep underground in this biome when this adjustment is active.
sea_materialstring
Controls the block type used in the bodies of water in this biome when this adjustment is active.
noise_rangearray
Defines a range of noise values [min, max] for which this adjustment should be applied.
noise_range
0..0
1..1
minecraft:surface_parameterssurface_parameters
surface_parameters:
{
   "top_material" : opt
   "mid_material" : opt
   "sea_floor_material" : opt
   "foundation_material" : opt
   "sea_material" : opt
  integer "sea_floor_depth" : opt
}
top_material
Controls the block type used for the surface of this biome.
mid_material
Controls the block type used in a layer below the surface of this biome.
sea_floor_material
Controls the block type used as a floor for bodies of water in this biome.
foundation_material
Controls the block type used deep underground in this biome.
sea_material
Controls the block type used for the bodies of water in this biome.
sea_floor_depthinteger
Controls how deep below the world water level the floor should occur.
minecraft:swamp_surfaceswamp_surface
swamp_surface:
{
   "top_material" : opt
   "mid_material" : opt
   "sea_floor_material" : opt
   "foundation_material" : opt
   "sea_material" : opt
  integer "sea_floor_depth" : opt
}
top_material
Controls the block type used for the surface of this biome.
mid_material
Controls the block type used in a layer below the surface of this biome.
sea_floor_material
Controls the block type used as a floor for bodies of water in this biome.
foundation_material
Controls the block type used deep underground in this biome.
sea_material
Controls the block type used for the bodies of water in this biome.
sea_floor_depthinteger
Controls how deep below the world water level the floor should occur.
minecraft:the_end_surfacethe_end_surface
the_end_surface:
{
}
<any object property>object
Components with no namespace are treated as tags': any name consisting of alphanumeric characters,.and_` is permitted; the tag is attached to the biome so that either code or data may check for its existence; tag components may not have member fields.
<any object property>