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ADDED MINECRAFT:FROM_INT
加入了 MINECRAFT:FROM_INT
- Evaluates an integer provider and converts it to a float value
- 评估一个整数提供器并将其转换为浮点值
- Fields:
- 字段:
- input - an inline value or a namespaced ID of a minecraft:context_int_provider type
- input - 一个内联值或 minecraft:context_int_provider 类型的命名空间 ID
ADDED MINECRAFT:LENGTH
加入了 MINECRAFT:LENGTH
- Evaluates multiple float providers and returns the square root of the sum of squares
- 计算多个浮点数提供器并返回平方和的平方根
- Fields:
- 字段:
- inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_float_provider type
- inputs - 一个内联值、单个命名空间ID、命名空间ID列表、内联值列表,或 minecraft:context_float_provider 类型的以 # 为前缀的标签ID
- Requires at least one value
- 需要至少一个值
ADDED MINECRAFT:MAX
加入了 MINECRAFT:MAX
- Evaluates multiple float providers and returns the largest of all results
- 评估多个浮点提供器并返回所有结果中的最大值
- Fields:
- 字段:
- inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_float_provider type
- inputs - 一个内联值、单个命名空间ID、命名空间ID列表、内联值列表,或 minecraft:context_float_provider 类型的以 # 为前缀的标签ID
- Requires at least one value
- 至少需要一个值
ADDED MINECRAFT:MIN
加入了 MINECRAFT:MIN
- Evaluates multiple float providers and returns the smallest of all results
- 评估多个浮点值提供器并返回所有结果中的最小值
- Fields:
- 字段:
- inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_float_provider type
- inputs - 一个内联值、单个命名空间 ID、命名空间 ID 列表、内联值列表,或 minecraft:context_float_provider 类型的以 # 为前缀的标签 ID
- Requires at least one value
- 至少需要一个值
ADDED MINECRAFT:MOD
加入了 MINECRAFT:MOD
- Returns the modulus of left by right
- 返回 left 除以 right 的模
- Fields:
- 字段:
- left - an inline value or a namespaced ID of a minecraft:context_float_provider type
- left - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID
- right - an inline value or a namespaced ID of a minecraft:context_float_provider type
- right - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID
ADDED MINECRAFT:NEGATE
加入了 MINECRAFT:NEGATE
- Returns the negation of input
- 返回 input 的否定
- Fields:
- 字段:
- input - an inline value or a namespaced ID of a minecraft:context_float_provider type
- input - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID
ADDED MINECRAFT:NUMBER_DISPATCHER
加入了 MINECRAFT:NUMBER_DISPATCHER
- Returns the first case which fulfills its condition or default if none do
- 返回第一个满足其条件的 case,如果没有则返回 default
- Fields:
- 字段:
- cases - a list of cases in the order that the dispatcher will try to execute them
- cases - 一个案例列表,按调度器尝试执行它们的顺序排列
- Fields:
- 字段:
- condition - an inline value or a namespaced ID of a minecraft:predicate type
- condition - 一个内联值或 minecraft:predicate 类型的命名空间ID
- value - an inline value or a namespaced ID of a minecraft:context_float_provider type which is executed if the condition is fulfilled
- value - 一个内联值,或一个在条件满足时执行的 minecraft:context_float_provider 类型的命名空间 ID
- default - an optional inline value or a namespaced ID of a minecraft:context_float_provider type
- default - 一个可选的内联值或 minecraft:context_float_provider 类型的命名空间ID
- Defaults to a constant 0.0 if omitted
- 如果省略,则默认为常量 0.0
ADDED MINECRAFT:POW
加入了 MINECRAFT:POW
- Returns base to the power of exponent
- 返回 base 的 exponent 次幂
- Fields:
- 字段:
- base - an inline value or a namespaced ID of a minecraft:context_float_provider type
- base - 一个内联值或 minecraft:context_float_provider 类型的命名空间ID
- exponent - an inline value or a namespaced ID of a minecraft:context_float_provider type
- exponent - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID
ADDED MINECRAFT:MUL
加入了 MINECRAFT:MUL
- Evaluates multiple float providers and returns the product of all results
- 计算多个浮点提供器并返回所有结果的乘积
- Fields:
- 字段:
- inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_float_provider type
- inputs - 一个内联值、一个单一命名空间ID、一个命名空间ID列表、一个内联值列表,或 minecraft:context_float_provider 类型的以 # 为前缀的标签ID
- Requires at least one value
- 需要至少一个值
ADDED MINECRAFT:DIV
加入了 MINECRAFT:DIV
- Returns left divided by right
- 返回 left 除以 right
- Fields:
- 字段:
- left - an inline value or a namespaced ID of a minecraft:context_float_provider type
- left - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID
- right - an inline value or a namespaced ID of a minecraft:context_float_provider type
- right - 一个内联值或 minecraft:context_float_provider 类型的命名空间ID
ADDED MINECRAFT:ROUND
加入了 MINECRAFT:ROUND
- Returns the rounded (towards the nearest integer, with ties rounding towards positive infinity) value of input
- 返回 input 的舍入值(向最接近的整数舍入,若有平局则向正无穷方向舍入)
- Fields:
- 字段:
- input - an inline value or a namespaced ID of a minecraft:context_float_provider type
- input - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID
ADDED MINECRAFT:SIN
加入了 MINECRAFT:SIN
- Returns the sine of input
- 返回input的正弦值
- Fields:
- 字段:
- input - argument in radians, an inline value, or a namespaced ID of a minecraft:context_float_provider type
- input - 以弧度为单位的参数、一个内联值,或 minecraft:context_float_provider 类型的命名空间 ID
ADDED MINECRAFT:SQRT
加入了 MINECRAFT:SQRT
- Returns the square root of input
- 返回 input 的平方根
- Fields:
- 字段:
- input - an inline value or a namespaced ID of a minecraft:context_float_provider type
- input - 一个内联值或 minecraft:context_float_provider 类型的命名空间 ID
ADDED MINECRAFT:STORAGE
加入了 MINECRAFT:STORAGE
- Returns a float value from a command storage
- 从命令存储中返回一个浮点值
- If the value is not present, is not a number, or the path returned multiple values, the provider returns the value of fallback
- 如果该值不存在、不是数字,或者路径返回了多个值,则提供器会返回 fallback 的值
- The conversion of numeric NBT values that are not a float is undefined
- 将不是浮点数的数值 NBT 值进行转换是未定义的
- Fields:
- 字段:
- storage - a namespaced ID of a command storage
- storage - 命令存储的命名空间 ID
- path - an NBT path
- path - NBT 路径
- fallback - an optional inline value or a namespaced ID of a minecraft:context_float_provider type
- fallback - 一个可选的内联值或 minecraft:context_float_provider 类型的命名空间 ID
- Defaults to a constant 0.0 if omitted
- 如果省略,则默认为常量 0.0
ADDED MINECRAFT:ADD
加入了 MINECRAFT:ADD
- Evaluates multiple float providers and returns the sum of all results
- 评估多个浮点提供器并返回所有结果的总和
- Fields:
- 字段:
- inputs - an inline value, a single namespaced ID, a list of namespaced IDs, a list of inline values, or a hash-prefixed tag ID of a minecraft:context_float_provider type
- inputs - 一个内联值、单个命名空间 ID、命名空间 ID 列表、内联值列表,或 minecraft:context_float_provider 类型的以 # 为前缀的标签ID
- Requires at least one value
- 至少需要一个值
ADDED MINECRAFT:TRUNCATE
加入了 MINECRAFT:TRUNCATE
- Returns the truncated (rounded towards zero) value of input
- 返回 input 的截断(向零取整)值
- Fields:
- 字段:
- input - an inline value or a namespaced ID of a minecraft:context_float_provider type
- input - 一个内联值或 minecraft:context_float_provider 类型的命名空间ID
ADDED MINECRAFT:UNIFORM
加入了 MINECRAFT:UNIFORM
- Picks a random number from a range
- 从范围中随机选择一个数字
- Fields:
- 字段:
- min - minimum value, an inline value, or a namespaced ID of a minecraft:context_float_provider type
- min - 最小值、一个内联值或 minecraft:context_float_provider 类型的命名空间 ID
- max - maximum value, an inline value, or a namespaced ID of a minecraft:context_float_provider type
- max - 最大值、一个内联值或 minecraft:context_float_provider 类型的命名空间 ID
ADDED MINECRAFT:WEIGHTED_LIST
加入了 MINECRAFT:WEIGHTED_LIST
- Returns a value from a distribution of weighted number providers
- 从加权数值提供器的分布中返回一个值
- Fields:
- 字段:
- distribution - a list of objects with the following fields
- distribution - 一个包含以下字段的对象列表
- Fields:
- 字段:
- data - an inline value or a namespaced ID of a minecraft:context_float_provider type
- data - 一个内联值或 minecraft:context_float_provider 类型的命名空间ID
- weight - a positive integer
- weight - 一个正整数
RECIPES
配方
POTION BREWING RECIPES
药水酿造配方
Potion brewing recipes are now data-driven. New recipes can be added via data packs, and vanilla recipes may be modified. Brewing recipes use the minecraft:brewing type.
药水酿造配方现在由数据驱动。新配方可以通过数据包添加,而原版配方可以被修改。酿造配方使用 minecraft:brewing 类型。
The main contents are:
主要内容如下:
- input - a potion ingredient with a required item field and an optional potion_contents field using a minecraft:potion_contents Data Component Predicate
- input - 药水原料,包含一个必需的 item 字段和一个可选的potion_contents 字段,使用 minecraft:potion_contents 数据组件谓词
- reagent - a potion ingredient with a required item field and an optional potion_contents field using a minecraft:potion_contents Data Component Predicate
- reagent - 药水原料,包含一个必需的 item 字段和一个可选的potion_contents 字段,使用 minecraft:potion_contents 数据组件谓词
- output - item stack, the resulting item
- output - 物品堆,结果物品
Here is an example of a vanilla recipe:
以下是一条 vanilla 配方示例:
{
"type": "minecraft:brewing",
"input": {
"item": "minecraft:potion",
"potion_contents": {
"potion": "minecraft:water"
}
},
"output": {
"components": {
"minecraft:potion_contents": {
"potion": "minecraft:awkward"
}
},
"id": "minecraft:potion"
},
"reagent": {
"item": "minecraft:nether_wart"
}
}
Any items may be used in any of the 3 slots, for example:
任意物品均可用于这3个槽位中的任意一个,例如:
{
"type": "minecraft:brewing",
"input": { "item": "minecraft:bucket" },
"output": { "id": "minecraft:sulfur_cube_bucket" },
"reagent": { "item": "minecraft:potent_sulfur" }
}
COOKING RECIPES
烹饪配方
The cookingtime field of all cooking recipes is no longer optional.
The cookingtime field of all cooking recipes is no longer optional。
The recipes for Smokers and Blast Furnaces now use the same cooking time in their data definition as their Furnace counterparts.
烟熏炉和高炉的配方现在在其数据定义中使用与熔炉相同的烧炼时间
The cooking time speedup is now done through the minecraft:cooking/speed_default Number Provider used by the furnace fuel components.
烧炼时间加速现在通过用于燃料组件的 minecraft:cooking/speed_default 数字提供器实现
Custom Smoker and Blast Furnace recipes should be updated accordingly, by setting cookingtime to twice the previous value.
自定义烟熏炉和高炉配方应相应更新,通过将 cookingtime 设置为之前数值的两倍。
If a custom cooking recipe was previously relying on the default cookingtime value, 200 can be used to maintain the same timing.
如果自定义烹饪配方之前依赖于默认的 cookingtime 值,200 可以用来保持相同的时长。
BLOCK TRANSFORMERS
方块转换
- Added a minecraft:block_transformer registry containing rules for transforming a block into another block
- 加入了minecraft:block_transformer 注册表,其中包含将方块转换为另一个方块的规则
- Format: list of objects with fields:
- 格式:包含字段的对象列表:
- block_state_provider - Block State Provider, used to provide the state for the transformed block
- block_state_provider - 方块状态提供器,用于提供转换后的方块状态
- If the Block State Provider returns no result (as by rule_based, for example), the next rule in the list will be attempted
- 如果方块状态提供器没有返回结果(例如通过 rule_based ),则将尝试列表中的下一条规则
- The set of Block State Providers are the same as the Block State Providers used in World Generation
- 方块状态提供器与世界生成中使用的方块状态提供器相同
- sound - optional field, Sound Event to play on interaction, e.g. minecraft:item.axe.strip
- sound - 可选字段,交互时播放的声音事件,例如 minecraft:item.axe.strip
- If not present, defaults to play no Sound Event
- 如果未指定,则默认不播放任何声音事件
- particle - optional field, particles to play on interaction
- particle - 可选字段,交互时显示的粒子
- One of:
- 以下之一:
- none
- none
- scrape
- scrape
- wax_on
- wax_on
- wax_off
- wax_off
- If not present, defaults to none
- 如果未指定,则默认为 none
- disallowed_faces - optional field, list of directions specifying faces on the clicked Block that cannot be interacted with
- disallowed_faces - 可选字段,指定被点击方块上无法交互的面的方向列表
- One of:
- 以下之一:
- up
- up
- down
- down
- north
- north
- south
- south
- east
- east
- west
- west
- If a disallowed face is interacted with, the next rule in the list will be attempted
- 如果与不可交互面进行交互,则会尝试列表中的下一项规则
- If not present, defaults to an empty list
- 如果未指定,则默认为空列表
- loot - optional Loot Table, the Loot Table to use for dropping items on a successful transformation, e.g. minecraft:till/rooted_dirt
- loot - 可选战利品表,用于在成功转换时掉落物品的战利品表,例如 minecraft:till/rooted_dirt
- If not present, defaults to using no Loot Table
- 如果未指定,则默认为空战利品表
- drop_strategy - optional field, configures from where in the Block any loot should drop
- drop_strategy - 可选字段,配置战利品从方块的哪个位置掉落
- One of:
- 以下之一:
- from_middle - from the middle of the Block
- from_middle - 从方块中间掉落
- clicked_face - from the face interacted with
- clicked_face - 从交互的面掉落
- If not present, defaults to from_middle
- 如果未指定,则默认为 from_middle
- update_from_neighbors - optional boolean, if the transformed block should update based on neighboring blocks. This allows e.g. fences to connect
- update_from_neighbors - 可选布尔值,如果转换后的方块应根据相邻方块进行更新。这允许例如栅栏连接
- If not present, defaults to true
- 如果未指定,则默认为true
- transform_type - optional field, configures how nearby blocks should be affected by the transformation
- transform_type - 可选字段,配置附近方块应如何受到转换的影响
- One of:
- 其中之一:
- single_block - only affects the Block interacted with
- single_block - 仅影响与之交互的方块
- copper_chest - if input and output blocks are both copper chests of any weathering state, waxed or unwaxed, this transformation will affect both sides of a double chest
- copper_chest - 如果输入和输出方块都是任意锈蚀,涂蜡或未涂蜡的铜箱子,此转换将影响大型铜箱子的两个部分
- If not present, defaults to single_block
- 如果未指定,默认为single_block
- consume_on_use - optional boolean, determines if the item should be consumed or not
- consume_on_use - 可选布尔值,决定物品是否应被消耗
- Only applies to stackable items
- 仅适用于可堆叠物品
- If not present, defaults to true
- 如果未指定,则默认为 true
- item_damage_per_use - optional integer, determines how much damage the item takes with each use
- item_damage_per_use - 可选整数,决定每次使用该物品时造成的耐久度消耗
- Only applies to non-stackable items
- 仅适用于不可堆叠的物品
- If not present, defaults to 0
- 如果未指定,则默认为 0
- Default values in vanilla:
- 原版中的默认值:
- minecraft:shovel - default value for shovels
- minecraft:shovel - 锹的默认值
- minecraft:axe - default value for axes
- minecraft:axe - 斧的默认值
- minecraft:hoe - default value for hoes
- minecraft:hoe - 锄的默认值

WORLD GENERATION
世界生成
- Cave Air is no longer generated in Nether caves
- 洞穴空气不再在下界洞穴中生成
BIOMES
生物群系
- Removed the spawners, spawn_costs, and creature_spawn_probability fields
- 移除了 spawners、spawn_costs 和 creature_spawn_probability 字段
- These values have been moved to the new Environment Attributes
- 这些值已被移至新的环境属性下
FEATURES
地物
- The worldgen/configured_feature registry has moved to worldgen/feature and configuration is now done inline in the root object rather than separated into a config field
- worldgen/configured_feature 注册表已移至 worldgen/feature,配置现在直接在根对象中内联完成,而不是分离到 config 字段中
- Removed feature types:
- 移除了地物类型:
- minecraft:coral_mushroom
- minecraft:coral_mushroom
- minecraft:kelp
- minecraft:kelp
- minecraft:seagrass
- minecraft:seagrass
- minecraft:sea_pickle
- minecraft:sea_pickle
- minecraft:nether_forest_vegetation
- minecraft:nether_forest_vegetation
- minecraft:twisting_vines
- minecraft:twisting_vines
- minecraft:weeping_vines
- minecraft:weeping_vines
- minecraft:desert_well
- minecraft:desert_well
Developer's Note: These feature types are no longer needed, since the features they previously hardcoded are now implemented with other, more configurable functionality.
开发者注:这些地物类型不再需要,因为之前硬编码的地物现已通过其他更可配置的功能实现。
CHANGED MINECRAFT:CORAL_CLAW AND MINECRAFT:CORAL_TREE
更改了MINECRAFT:CORAL_CLAW和MINECRAFT:CORAL_TREE
- Added field feature, a Placed Feature that is used to place at every desired block position
- 加入了字段feature,用于在每个所需的方块位置放置的已放置地物
CHANGED MINECRAFT:STEPPED_COLUMN_CLUSTER (RENAMED FROM MINECRAFT:BASALT_COLUMNS)
更改了 MINECRAFT:STEPPED_COLUMN_CLUSTER(从 MINECRAFT:BASALT_COLUMNS 重命名)
Now exposes more control over the feature functionality.
现在公开了对功能特性的更多控制。
Format changes:
格式更改:
- Renamed field reach to column_reach
- 将字段 reach 重命名为 column_reach
- Added fields:
加入了字段:
- block - Block state provider, which block to place
- block - 方块状态提供器,要放置哪个方块
- can_replace - Block predicate, which blocks can be replaced by the column
- can_replace - 方块谓词,哪些方块可以被该列替换
- continue_through - Block predicate, which pre-existing blocks to accept as part of a column
- continue_through - 方块谓词,决定将哪些预先存在的方块接受为列的一部分
- cannot_place_on - Block ID, list of Block IDs, or hash-prefixed Block Tag ID, which blocks are avoided when starting placement
- cannot_place_on - 方块 ID、方块 ID 列表,或以 # 为前缀的标签 ID,指定开始放置时要避开的方块
- column_count - int provider (between 1 and 150), the number of columns to generate
- column_count - 整数提供器(介于 1 和 150 之间),要生成的列数
- cluster_reach - int provider (between 0 and 13), the size of the square to attempt to generate columns in
- cluster_reach - 整数提供器(介于 0 和 13 之间),尝试生成柱状区域的方形大小
- The effective reach is also limited by height
- 有效生成范围也受 height 限制
CHANGED MINECRAFT:SINGLE_BLOCK_PILLAR (RENAMED FROM MINECRAFT:BASALT_PILLAR)
更改了 MINECRAFT:SINGLE_BLOCK_PILLAR(从 MINECRAFT:BASALT_PILLAR 重命名)
Now exposes more control over the feature functionality.
现在开放了对该地物功能的更多控制。
- Added fields:
加入了字段:
- block - Block state provider, which block to place
- block - 方块状态提供器,用于指定放置哪个方块
- can_replace - Block predicate, which blocks to replace
- can_replace - 方块谓词,指定要替换的方块
- direction - one of up and down, vertical direction of the pillar
- direction - up 和 down 之一,柱的垂直方向
- chance_to_continue - optional float between 0 and 1, probability that the pillar continues another block (assuming can_replace matches)
- chance_to_continue - 可选的 0 到 1 之间的浮点数,表示柱子继续生成另一个方块的概率(假设 can_replace 匹配)
- If omitted, defaults to 1
- 若省略,默认为 1
- cap_feature - optional Placed Feature, placed at the end of the pillar
- cap_feature - 可选的已放置地物,放置在柱子的末端
CHANGED MINECRAFT:RANDOM_NEIGHBOR_SPREAD (RENAMED FROM MINECRAFT:GLOWSTONE_BLOB)
更改了 MINECRAFT:RANDOM_NEIGHBOR_SPREAD(从 MINECRAFT:GLOWSTONE_BLOB 重命名)
Now exposes more control over the feature. Places blocks randomly in an area starting at the origin, each block placing so it has exactly one accepted neighbor.
现在开放了对该地物功能的更多控制。从原点开始在一个区域内随机放置方块,每个方块放置时恰好有一个可接受的相邻方块。
- Added fields:
加入了字段:
- block - Block state provider, which block to place
- block - 方块状态提供器,要放置哪个方块
- accepted_neighbors - Block ID, list of Block IDs, or hash-prefixed Block Tag, which blocks count as a valid neighbor
- accepted_neighbors - 方块 ID、方块 ID 列表或以 # 为前缀的标签 ID,指定哪些方块可视为有效邻居
- can_replace - Block predicate, which blocks to replace
- can_replace - 方块谓词,指定要替换的方块
- attempts - int provider (between 1 and 3000), how many placement attempts to make
- attempts - 整数提供器(介于 1 和 3000 之间),进行多少次放置尝试
- xz_offset - int provider (between -16 and 16), what offsets to try along the x and z axes
- xz_offset - 整数提供器(介于 -16 和 16 之间),沿 x 和 z 轴尝试的偏移量
- y_offset - int provider (between -16 and 16), what offsets to try along the y-axis
- y_offset - 整数提供器(介于 -16 和 16 之间),沿 y 轴尝试的偏移量
CHANGED MINECRAFT:SCULK_PATCH
更改了 MINECRAFT:SCULK_PATCH
- Removed extra_rare_growths and catalyst_chance fields
- 移除了 extra_rare_growths 和 catalyst_chance 字段
ADDED MINECRAFT:OVERLAY
加入了 MINECRAFT:OVERLAY
Places a set of features in the same location. Note that as opposed to the minecraft:sequence Feature Type, all features are placed regardless of individual placement success.
将一组地物放置在相同位置。请注意,与 minecraft:sequence 地物类型不同,无论单个放置是否成功,所有地物都会被放置。
- Format: object with fields:
- 格式:包含字段的对象
- features - Placed Feature ID, non-empty list of Placed Feature IDs, or hash-prefixed Placed Feature Tag, the features to place
- features - 已放置的地物 ID、非空的已放置的地物 ID 列表、或以 # 为前缀的已放置的地物标签,要放置的地物
ADDED MINECRAFT:PROJECTED_RANDOM_PATCHY_SQUARE
加入了 MINECRAFT:PROJECTED_RANDOM_PATCHY_SQUARE
Generates a square where each block is randomly placed or not placed with its probability based on the distance from the center of the square, with the center more likely to generate than the edges. Each placed block can be projected downwards if the appropriate conditions are met.
生成一个方形区域,其中每个方块会依据与方形中心的距离按概率被随机放置或不放置,中心比边缘更有可能生成。每个已放置的方块在满足适当条件时可以向下投射。
- Format: object with fields:
- 格式:包含字段的对象
- block - Block state provider, which block to place
- block - 方块状态提供器,用于指定放置哪个方块
- project_through - Block Predicate, which blocks are considered "empty" and should be projected through
- project_through - 方块谓词,表示哪些方块被视为“空”并应被投射穿过
- size - int provider (between 1 and 16), determines the size of the square as measured from the center to the edge
- size - 整数提供器(介于 1 和 16 之间),决定了正方形的边长,从中心到边缘测量
- max_projection_height - non-negative integer, the maximum change in y level from the original height to the placement height for a block in the square
- max_projection_height - 非负整数,正方形内一个方块从原始高度到放置高度的 Y 层级最大变化量
ADDED MINECRAFT:END_PODIUM
加入了 MINECRAFT:END_PODIUM
- Places the End Podium
- 放置末地的返回传送门
- Two feature instances are now used to place the podium from in-game events:
- 现在使用两个地物来放置游戏内事件中的返回传送门:
- end_podium_active
- end_podium_active
- end_podium_inactive
- end_podium_inactive
- Format: object with fields:
- 格式:包含字段的对象
- active - boolean, whether the portal is active
- active - 布尔值,表示传送门是否处于激活状态
CHANGED MINECRAFT:TEMPLATE
更改了 MINECRAFT:TEMPLATE
- Added field processors: Namespaced ID or inline definition of a structure processor list to apply to the template
- 加入了字段 processors: 命名空间 ID 或应用于模板的结构处理器列表的内联定义
CHANGED MINECRAFT:TREE
更改了 MINECRAFT:TREE
Added shelf_mushroom Tree Decorator Type - Places Shelf Mushrooms on logs with the specified probability
- 以指定的概率在放置层孔菇
- Format: object with fields:
- 格式:包含字段的对象
- probability - float (between 0 and 1), the probability that any Shelf Mushrooms will be placed for a given feature
- probability - 浮点数 (介于 0 和 1 之间),对于给定的地物,任何层孔菇被放置的概率
Added poplar_foliage_placer Foliage Placer Type - Places Leaf blocks for Poplar trees in a rhombus shape in one of two possible directions
- 以两种可能方向之一将杨树的树叶方块摆放成菱形
- Format: Common fields for all foliage placers plus:
- 格式:所有树叶放置器的通用字段,外加:
- height - int provider (between 5 and 16), the height of the foliage
- height - 整数提供器(介于 5 和 16 之间),树叶的高度
- side_hole_chance - float (between 0.0 and 1.0), the chance for blocks to be randomly removed at the edge of the foliage
- side_hole_chance - 浮点数提供器(介于 0.0 和 1.0 之间), 边缘的树叶方块被随机移除的概率
Added poplar_trunk_placer Trunk Placer Type - Places Log blocks for Poplar trees in a straight shape with branches by the start of the foliage
- 在树叶开始处,以直线形状并带有分支的方式放置杨树的树干
- Format: Common fields for all trunk placers plus:
- 格式:所有树干放置器的通用字段,外加:
- trunk_height_above_branches - int provider (between 0 and 8), the height of the trunk above the branches
- trunk_height_above_branches - 整数提供器(介于 0 和 8 之间),树干在树枝上方的高度
- branch_amount - int provider (between 1 and 4), the amount of branches to create by the foliage
- branch_amount - 整数提供器(介于 1 和 4 之间), 树枝的数量
PLACEMENT MODIFIERS
放置修饰器
ADDED MINECRAFT:CUBOID
加入了MINECRAFT:CUBOID
Repeats a feature in a cuboid shape.
以长方体形状重复生成地物。
- Added fields:
加入了字段:
- xz_size - int provider (between 1 and 16), the size of the cuboid along x and z axes
- xz_size - 整数提供器(1 到 16 之间),长方体沿 x 轴和 z 轴的尺寸
- y_size - int provider (between 1 and 16), the size of the cuboid along the y-axis
- y_size - 整数提供器(1 到 16 之间),长方体沿 y 轴的尺寸
- include_interior - optional boolean, whether to place interior blocks of the cuboid
- include_interior - 可选布尔值,是否放置长方体的内部方块
- If omitted, defaults to true
- 如果省略,默认为 true
- include_edges - optional boolean, whether to place edge blocks of the cuboid
- include_edges - 可选布尔值,是否放置长方体的边缘方块
- Setting this to false generates a somewhat "rounded" cuboid
- 设置为false会生成一个略微 “圆润” 的长方体
- If omitted, defaults to true
- 如果省略,默认为 true
ADDED MINECRAFT:RANDOM_CHANCE
加入了MINECRAFT:RANDOM_CHANCE
Gates the feature being placed behind a random chance.
基于随机概率决定是否生成该地物。
- Format: object with fields:
- 格式:包含字段的对象
- chance - float (between 0 and 1), the chance that the feature gets placed
- chance - 浮点数(在 0 和 1 之间),地物被放置的概率
ADDED MINECRAFT:RANDOMLY_SELECTED
加入了 MINECRAFT:RANDOMLY_SELECTED
Randomly selects a Placement Modifier from a list and delegates placement to it.
从列表中随机选择一个放置修饰符,并将交付给它。
- Format: object with fields:
- 格式:包含字段的对象
- placements - non-empty list of Placement Modifiers to pick from
- placements - 非空的放置修饰器列表,可从中选择
CHANGED MINECRAFT:OFFSET (RENAMED FROM MINECRAFT:RANDOM_OFFSET)
更改了 MINECRAFT:OFFSET (重命名自 MINECRAFT:RANDOM_OFFSET)
- Format changes:
格式更改:
- Removed fields xz_spread and y_spread
- 移除了字段 xz_spread 和 y_spread
- Added fields x, y, z - integer providers (between -16 and 16), the axis-specific offset
- 加入了字段 x、y、z - 整数提供器(范围在 -16 到 16 之间),用于指定特定轴上的偏移量
BLOCK STATE PROVIDERS
方块状态提供器
Block State Providers can now be defined as stand-alone types in the worldgen/block_state_provider registry and referenced by using a namespaced string for a field that expects a Block State Provider.
方块状态提供器现在可以在 worldgen/block_state_provider 注册表中定义为独立类型,并可通过使用命名空间字符串来引用需要方块状态提供器的字段。
An inline Block State definition is now an accepted shorthand form for a minecraft:simple block state provider providing that state. The Block State has to be in the form of an object with fields, a shorthand Block ID is not allowed.
内联的方块状态定义现在是一种可接受的简写形式,用于 minecraft:simple 方块状态提供器提供该状态。方块状态必须采用带有字段的对象形式,不允许使用简写的方块ID
RENAMED PROVIDER TYPES
重命名的数值提供器类型
The following providers types have been renamed:
以下提供器类型已重命名:
- minecraft:dual_noise_provider renamed to minecraft:dual_noise
- minecraft:dual_noise_provider 重命名为 minecraft:dual_noise
- minecraft:noise_provider renamed to minecraft:noise
- minecraft:noise_provider 重命名为 minecraft:noise
- minecraft:noise_threshold_provider renamed to minecraft:noise_threshold
- minecraft:noise_threshold_provider 重命名为 minecraft:noise_threshold
- minecraft:randomized_int_state_provider renamed to minecraft:randomized_int
- minecraft:randomized_int_state_provider 重命名为 minecraft:randomized_int
- minecraft:rule_based_state_provider renamed to minecraft:rule_based
- minecraft:rule_based_state_provider 重命名为 minecraft:rule_based
- minecraft:simple_state_provider renamed to minecraft:simple
- minecraft:simple_state_provider 重命名为 minecraft:simple
- minecraft:weighted_state_provider renamed to minecraft:weighted
- minecraft:weighted_state_provider 重命名为 minecraft:weighted
ADDED MINECRAFT:COPY_PROPERTIES
加入了 MINECRAFT:COPY_PROPERTIES
Copies common Block State properties from the Block at the evaluated position to the resulting state
将求值位置处方块的通用方块状态属性复制到结果状态
- Format: object with fields:
- 格式:包含字段的对象
- source - Block State Provider, the Block State which the copied properties are copied on top of
- source - 方块状态提供器,复制的属性将被复制到其上的方块状态
- Only properties common between both the source and the target blocks will be copied
- 只有源方块和目标方块之间共有的属性才会被复制
ADDED MINECRAFT:RANDOM_BLOCK
加入了 MINECRAFT:RANDOM_BLOCK
Returns the default block state for a randomly chosen block.
返回随机选择的方块的默认方块状态。
- Format: object with fields:
- 格式:包含字段的对象
- blocks: Block ID, list of Block IDs, or hash-prefixed Block Tag, the set of blocks to randomly pick from
- blocks: 方块 ID、方块 ID 列表或以 # 为前缀的方块标签,用于随机选取方块的集合
CHANGED MINECRAFT:ROTATED
更改了 MINECRAFT:ROTATED
Now works on any block with axis or facing properties.
现在适用于任何具有 axis或facing 属性的方块。
- Format changes:
格式更改:
- Changed field state - now a Block State Provider
- 更改了字段 state - 一个方块状态提供器
- Added field direction - optional direction, the direction to set
- 加入了字段 direction - 可选方向,要设置的方向
- If omitted, a random direction is chosen
- 如果省略,则会随机选择一个方向
CHANGED MINECRAFT:RULE_BASED
更改了 MINECRAFT:RULE_BASED
- If a rule yields no result, the following rules will be evaluated
- 如果一条规则未产生结果,将评估后续规则
- If no rule or fallback yields a result, will now also yield no result
- 如果没有规则或 fallback 产生结果,现在也将不产生结果
NOISE SETTINGS
噪声设置
- The surface_rule field has been renamed to material_rule
- surface_rule 字段重命名为 material_rule
- Format: inline Material Rule or Material Rule ID reference
- 格式:内联材料规则或材料规则ID引用
- The final_density field no longer has the beardifier Density Function implicitly added to the final result
- final_density 字段不再将 beardifier 密度函数隐式添加到最终结果中
- Renamed preliminary_surface_level to chunk_surface_level
- 将 preliminary_surface_level 重命名为 chunk_surface_level
- This Density Function is no longer implicitly interpolated across the entire chunk
- 此密度函数不再在整个区块中被隐式插值
- The aquifers_enabled field has been replaced by an optional aquifers object:
- aquifers_enabled 字段已被可选的 aquifers 对象取代:
- If not present, no aquifers will be generated
- 如果不出现,则不会生成含水层
- Fields:
- 字段:
- barrier - Density Function, moved from noise_router.barrier
- barrier - 密度函数,移动自 noise_router.barrier
- fluid_level_floodedness - Density Function, moved from noise_router.fluid_level_floodedness
- fluid_level_floodedness - 密度函数,移动自 noise_router.fluid_level_floodedness
- fluid_level_spread - Density Function, moved from noise_router.fluid_level_spread
- fluid_level_spread - 密度函数,移动自noise_router.fluid_level_spread
- lava - Density Function, moved from noise_router.lava
- lava - 密度函数,移动自 noise_router.lava
- surface_level - Density Function, duplicated from noise_router.preliminary_surface_level
- surface_level - 密度函数,复制自 noise_router.preliminary_surface_level
- exclusion - Density Function, any aquifer cell where this value is positive will have no fluid
- exclusion - 密度函数,任何该值为正的含水层单元将没有流体
- The ore_veins_enabled field has been removed, and replaced by the minecraft:ore_vein Material Rule
- 移除了 ore_veins_enabled 字段,由 minecraft:ore_vein 材料规则取代
- The following fields from noise_router have been moved:
- 移动自 noise_router 的以下字段:
- barrier, fluid_level_floodedness, fluid_level_spread, lava - moved into aquifers field
- barrier, fluid_level_floodedness, fluid_level_spread, lava - 移入了 aquifers 字段
- vein_toggle, vein_ridged, vein_gap - moved into the minecraft:ore_vein Material Rule
- vein_toggle, vein_ridged, vein_gap - 移入了 minecraft:ore_vein 材料规则中
- Removed noise.size_horizontal and noise.size_vertical fields, these are now specified in the interpolated density function
- 移除了 noise.size_horizontal 和 noise.size_vertical 字段,现在在 interpolated 密度函数中指定
- Added optional debug_functions field - list of objects with fields, Density Function values to show in the chunk_generation_stats debug entry
- 加入了可选的 debug_functions 字段 - 包含字段的对象列表,以及要在 chunk_generation_stats 调试信息中显示的密度函数值
- Fields:
- 字段:
- label - string, label to identify this Density Function
- label - 字符串,用于标识此密度函数的标签
- function - Density Function, the Density Function to compute and show at the player position
- function - 密度函数,要在玩家位置计算并显示的密度函数
- If not specified, no density function values will be shown
- 如果未指定,则不显示任何密度函数值
SPAWN TARGET
生成目标
The spawn_target field has been updated to allow use of any Density Function, instead of just a subset of those defined within the noise_router field.
更新了spawn_target 字段,允许使用任何密度函数,而不仅是 noise_router 字段内定义的其中一部分。
The suitability of a candidate spawn position is determined by evaluating, in some arbitrary n-dimensional space, the squared Euclidean distance to a set of target hypercubes.
候选生成位置的适宜度1是通过在某个任意 n 维空间中评估到一组目标超立方体的平方欧几里得距离来确定的。
For example, one axis might be temperature and the second erosion - and suitability determined by distance to the square between temperature=0.1, erosion=0.2 and temperature=0.3, erosion=0.5 . This would prefer any candidate spawn within those ranges equally, while penalizing candidate spawns very far out of that range.
例如,其中一条轴可以是 temperature ,第二条轴为 erosion —— 适宜度由点到 temperature=0.1,erosion=0.2 and temperature=0.3,erosion=0.5 所围成超立方体的距离决定。该机制会同等偏好此范围内所有候选生成位置,同时对大幅超出该范围的候选生成位置施加惩罚。
Format: list of target hypercubes
格式:包含目标超立方体的列表
- Target format: map between Density Function ID and a range on that axis:
- 目标格式:密度函数ID与该轴上范围的映射:
- Range is specified as one of:
- 范围指定为以下之一:
- Float, an exact target value
- 浮点数,一个精确的目标值
- Array of 2 floats, a range of target values in form [min, max]
- 一个由2个浮点数组成的数组,表示目标值的范围,格式为[min, max]
- An object with fields:
- 一个包含字段的对象:
- min - float, the minimum value of the target range
- min - 浮点型,目标范围的最小值
- max - float, the maximum value of the target range
- max - 浮点型,目标范围的最大值
MATERIAL RULES
材料规则
MATERIAL RULE REGISTRY
材质规则注册表
A new data-driven registry has been introduced, loaded from data/<namespace>/worldgen/material_rule/<id>.json .
引入了一个新的数据驱动注册表,从 data/<namespace>/worldgen/material_rule/<id>.json 加载。
Elements in this registry define a pipeline for selecting what base block to place in the world at a given position.
该注册表中的元素定义了一个管道,用于选择在世界的给定位置放置哪个基础方块。
The format is identical to that which was formerly written in the surface_rule field within Noise Settings files, with the following extensions:
格式与之前在 Noise Settings 文件的 surface_rule 字段中编写的格式相同,并具有以下扩展:
- Material Rules can now be specified either inline (as previously), or as an ID reference to an element in the worldgen/material_rule registry
- 材料规则现在既可以像之前一样内联指定,也可以作为对 worldgen/material_rule 注册表中某个元素的 ID 引用来指定
- Material Conditions can also now be specified as an ID reference to an element in the worldgen/material_condition registry
- Material Conditions 现在也可以指定为对 worldgen/material_condition 注册表中某个元素的 ID 引用
MATERIAL CONDITION REGISTRY
材料条件注册表
A new data-driven registry has been introduced, loaded from data/<namespace>/worldgen/material_condition/<id>.json .
加入了一个新的数据驱动注册表,从 data/<namespace>/worldgen/material_condition/<id>.json 加载。
Elements in this registry define a condition that can be referenced within a Material Rule pipeline (e.g. testing biome or surface depth).
此注册表中的元素定义了一个条件,该条件可在材料规则管道中引用(例如,测试生物群系或地表深度)。
The format is identical to that which was formerly written within the condition Material Rule type, with the following extension:
该格式与之前写在 condition 材料规则类型中的格式完全相同,并具有以下扩展:
- Material Conditions can also now be specified as an ID reference to an element in the worldgen/material_condition registry
- Material Conditions 现在也可以指定为对 worldgen/material_condition 注册表中某个元素的 ID 引用
ADDED MINECRAFT:ORE_VEIN
加入了 MINECRAFT:ORE_VEIN
- Format: object with fields:
- 格式:包含字段的对象
- ore_block - Block State, the ore block to place
- ore_block - 方块状态,要放置的矿石方块
- raw_ore_block - Block State, the raw ore block to place
- raw_ore_block - 方块状态,要放置的粗矿石方块
- filler_block - Block State, the filler block to place
- filler_block - 方块状态,要放置的填充方块
- raw_ore_chance - float between 0 and 1, the probability for a raw_ore_block to be placed instead of an ore_block
- raw_ore_chance - 0 到 1 之间的浮点数,表示放置 raw_ore_block 而不是 ore_block 的概率
- density - Density Function, the probability between 0 and 1 for the ore vein to replace a block
- density - 密度函数,即矿脉替换方块的概率(介于 0 和 1 之间)
- If 0 or lower, no block will be replaced
- 如果 0 或更低,则不会有方块被替换
- richness - Density Function, the probability between 0 and 1 for ore_block or raw_ore_block to be placed (as opposed to filler_block)
- richness - 密度函数,表示 ore_block 或 raw_ore_block 被放置(而不是 filler_block)的概率在 0 到 1之间。
- If 0 or lower, all blocks will be filler_block
- 如果为 0 或更低,所有方块都将变为 filler_block
- If 1 or greater, no blocks will be filler_block
- 如果 1 或更大,则不会有方块是 filler_block
- filler_gap - Density Function, acts as an override to richness: if positive, filler_block will always be placed
- filler_gap - 密度函数,作为 richness: 若成立,则必定会放置 filler_block
NOISES
噪声
The format of Noises (defined in the worldgen/noise registry, or inline in noise-based Block State Providers) has been updated.
更新了噪声的格式(定义在 worldgen/noise 注册表中,或在基于噪声的方块状态提供器中内联)。
Noises define a fractal Brownian motion (fBm) configuration with the following properties:
噪声定义了一种分形布朗运动配置,具有以下属性:
- Produces output values (approximately) fitting a normal distribution
- 产生(近似)符合正态分布的输出值
- Unless otherwise specified, fits the output amplitude to [-1; 1]
- 除非另有说明,否则将输出振幅拟合到 [-1; 1]
- Due to the normal distribution, in practice this means that 99.7% of all samples will fit in that range - but values may still be encountered outside of this range
- 由于正态分布,实际上这意味着所有样本的99.7%将落在该范围内——但在此范围之外仍可能遇到值
- Parameterized by persistence=0.5, lacunarity=2.0
- 由 persistence=0.5, lacunarity=2.0 参数化
- i.e. between each octave, the amplitude is halved and the frequency doubled
- 即,在每个倍频程之间,振幅减半,频率加倍
- Has stable seeding such that an octave can be boosted, muted, or added without affecting the rest of the octaves
- 具有稳定的种子设定,使得一个倍频程可以被增强、静音或添加,而不影响其余倍频程
- Renamed firstOctave to base_octave
- 将firstOctave重命名为base_octave
- Added base_amplitude - positive float, a scale factor to apply to the noise output
- 加入了 base_amplitude - 正浮点数,一个应用于噪声输出的缩放因子
- If not specified, defaults to 1.0
- 若未指定,则默认为1.0
- Added octave_count - integer between 1 and 32, the number of octaves to sample
- 加入了 octave_count - 介于 1 到 32 之间的整数,即要采样的倍频程数量
- Added normalize - boolean, or "legacy", controls how the output amplitude should be normalized
- 加入了 normalize - 布尔值,或 "legacy",控制输出振幅的归一化方式
- If true, base_amplitude is the expected amplitude of the output (i.e. 99.7% of all samples in [-base_amplitude; base_amplitude])
- 如果 true, base_amplitude 是输出的预期振幅(即99.7%的样本落在 [-base_amplitude; base_amplitude])
- If false, base_amplitude is the amplitude of the first octave
- 如果 false, base_amplitude 是第一个倍频程的振幅
- If "legacy", inherits the same normalization behavior as expressed by the previous format
- 如果为 "legacy",则继承与先前格式所表达的相同的规范化行为
- This would generally fit to a range smaller than expected
- 这通常适合比预期更小的范围
- If not specified, defaults to true
- 如果未指定,默认为true
- Note: normalization is not affected by the amplitude_modifiers field - as such, modifying the amplitude of a single octave will not affect the amplitude of others
- 注意:归一化不受 amplitude_modifiers 字段的影响——因此,修改单个倍频程的振幅不会影响其他倍频程的振幅
- Renamed amplitudes to amplitude_modifiers - list of floats, a scaling factor to apply to each octave
- 将 amplitudes 重命名为 amplitude_modifiers - 浮点数列表,一个应用于每个倍频程的缩放因子
- The number of elements in this list must match octave_count
- 此列表中的元素数量必须与 octave_count 匹配
- As described above, this scaling factor bypasses normalization and will affect the output amplitude
- 如上所述,该缩放因子绕过了归一化,并会影响输出振幅
- This field is no longer required - if not specified, defaults to all 1.0
- 此字段不再是必填项 - 如果未指定,则默认为全部 1.0
DENSITY FUNCTIONS
密度函数
- Density Functions and noises are no longer evaluated with double-precision floating point values, but instead with single-precision
- 密度函数和噪声不再以双精度浮点数计算,而是以单精度浮点数计算
- This affects all intermediate steps, not just the final result
- 这会影响所有中间步骤,而不仅仅是最终结果
Developer's Note: _We are aware that the details of floating point rounding have been used in some Data Packs, and this change may affect specific configurations. We have introduced alternatives for the use-cases that we are aware of, but please do share with us on feedback.minecraft.net or in the feedback Discord if you encounter use-cases that are no longer possible to support.
开发者注: _我们意识到浮点舍入的细节已在一些数据包中被使用,此更改可能会影响特定配置。我们已为我们已知的用例引入了替代方案,但如果您遇到不再能够支持的用例,请在 feedback.minecraft.net 上或 feedback Discord 中与我们分享。
CHANGED MINECRAFT:CONSTANT
更改了 MINECRAFT:CONSTANT
- argument has been renamed to value
- argument 重命名为 value
CHANGED MINECRAFT:NOISE
更改了 MINECRAFT:NOISE
The following fields have been introduced:
引入了以下字段:
- shift_x - optional Density Function, a domain warp to apply on x
- shift_x - 可选密度函数,偏移 x 轴坐标
- If not specified, no warping will be applied (equivalent to 0)
- 如果未指定,则不应用扭曲(相当于 0)
- shift_y - optional Density Function, a domain warp to apply on y
- shift_y - 可选密度函数,偏移 y 轴坐标
- If not specified, no warping will be applied (equivalent to 0)
- 如果未指定,则不应用扭曲(相当于 0)
- shift_z - optional Density Function, a domain warp to apply on z
- shift_z - 可选密度函数,偏移 z 轴坐标
- If not specified, no warping will be applied (equivalent to 0)
- 如果未指定,则不应用扭曲(相当于 0)
REMOVED MINECRAFT:SHIFTED_NOISE
移除了 MINECRAFT:SHIFTED_NOISE
- Replaced by minecraft:noise
- 由 minecraft:noise 取代
CHANGED MINECRAFT:ADD, MINECRAFT:MUL, MINECRAFT:MIN, AND MINECRAFT:MAX
更改了 MINECRAFT:ADD、MINECRAFT:MUL、MINECRAFT:MIN 和 MINECRAFT:MAX
- argument1 has been renamed to left
- argument1 重命名为 left
- argument2 has been renamed to right
- argument2 重命名为 right
CHANGED MINECRAFT:ABS, MINECRAFT:SQUARE, MINECRAFT:CUBE, MINECRAFT:HALF_NEGATIVE, MINECRAFT:QUARTER_NEGATIVE, MINECRAFT:SQUEEZE, MINECRAFT:INTERPOLATED, MINECRAFT:FLAT_CACHE, MINECRAFT:CACHE_2D, MINECRAFT:CACHE_ONCE, MINECRAFT:CACHE_ALL_IN_CELL, AND MINECRAFT:BLEND_DENSITY
CHANGED MINECRAFT:ABS, MINECRAFT:SQUARE, MINECRAFT:CUBE, MINECRAFT:HALF_NEGATIVE, MINECRAFT:QUARTER_NEGATIVE, MINECRAFT:SQUEEZE, MINECRAFT:INTERPOLATED, MINECRAFT:FLAT_CACHE, MINECRAFT:CACHE_2D, MINECRAFT:CACHE_ONCE, MINECRAFT:CACHE_ALL_IN_CELL, AND MINECRAFT:BLEND_DENSITY
- argument has been renamed to input
- argument 重命名为 input
CHANGED MINECRAFT:SHIFT_A, MINECRAFT:SHIFT_B, AND MINECRAFT:SHIFT
更改了 MINECRAFT:SHIFT_A、MINECRAFT:SHIFT_B 和 MINECRAFT:SHIFT
- argument has been renamed to noise
- argument 重命名为 noise
ADDED MINECRAFT:SUB
加入了 MINECRAFT:SUB
Performs subtraction between two arguments.
对两个参数执行减法。
- Format: object with fields:
- 格式:包含字段的对象
- left - Density Function, the left-hand side of the operation
- left - 密度函数,运算的左侧
- right - Density Function, the right-hand side of the operation
- right - 密度函数,运算的右侧
ADDED MINECRAFT:DIV
加入了 MINECRAFT:DIV
Performs division between two arguments.
在两个参数之间执行除法。
- Format: object with fields:
- 格式:包含字段的对象
- left - Density Function, the left-hand side of the operation
- left - 密度函数,运算的左侧
- right - Density Function, the right-hand side of the operation
- right - 密度函数,运算的右侧
CHANGED MINECRAFT:RECIPROCAL (RENAMED FROM MINECRAFT:INVERT)
更改了 MINECRAFT:RECIPROCAL(从 MINECRAFT:INVERT 重命名而来)
- No changes to the format
- 格式没有变化
ADDED MINECRAFT:NEGATE
加入了 MINECRAFT:NEGATE
Negates the input.
将输入取反。
- Format: object with fields:
- 格式:包含字段的对象
- input - Density Function, the function to negate
- input - 密度函数,要取反的函数
ADDED MINECRAFT:LERP
加入了 MINECRAFT:LERP
Performs (unclamped) linear interpolation between two arguments based on an alpha.
在两个参数之间基于 alpha 执行(不钳制的)线性插值运算。
- Format: object with fields:
- 格式:包含字段的对象
- alpha - Density Function, the interpolation factor (0=first, 1=second)
- alpha - 密度函数,插值因子(0=first,1=second)
- Any value outside of [0; 1] will extrapolate
- 任何超出 [0; 1] 范围的数值都将进行外推
- first - Density Function, the value at alpha=0
- first - 密度函数,在 alpha=0 处的值
- second - Density Function, the value at alpha=1
- second - 密度函数,在 alpha=1 处的值
ADDED MINECRAFT:FLOOR, MINECRAFT:ROUND, MINECRAFT:CEIL, AND MINECRAFT:TRUNCATE
加入了 MINECRAFT:FLOOR、MINECRAFT:ROUND、MINECRAFT:CEIL 和 MINECRAFT:TRUNCATE
Rounds the input value to an integer multiple of a given function in a type-dependent direction:
按类型决定的方向将输入值舍入为给定函数的整数倍:
- floor rounds towards negative infinity
- floor 向负无穷方向舍入
- round rounds towards the nearest integer (ties round up)
- round 向最接近的整数舍入(中间值向上舍入)
- ceil rounds towards positive infinity
- ceil 向正无穷大舍入
- truncate rounds towards 0
- truncate 向 0 取整
Format: object with fields:格式:包含字段的对象
- input - Density Function, the input to round
- input - 密度函数,即 round 的输入
- multiple - Density Function, the output will be rounded to an integer multiple of this value
- multiple - 密度函数,输出将四舍五入为该值的整数倍
- If not specified, defaults to constant 1 (i.e. rounding to integer)
- 如果未指定,则默认为常量 1(即四舍五入为整数)
ADDED MINECRAFT:POW
加入了 MINECRAFT:POW
Raises the given base value to an exponent.
将给定的基数值求幂。
- Format: object with fields:
- 格式:包含字段的对象
- base - Density Function, the base value
- base - 密度函数,基础值
- exponent - Density Function, the exponent
- exponent - 密度函数,指数
ADDED MINECRAFT:SQRT
加入了 MINECRAFT:SQRT
Computes the square root of the given input.
计算给定输入的平方根。
- Format: object with fields:
- 格式:包含字段的对象
- input - Density Function, the value for which to compute the square root
- input - 密度函数,用于计算平方根的值
ADDED MINECRAFT:LOG
加入了 MINECRAFT:LOG
Computes the natural logarithm of the given input.
计算给定输入的自然对数。
- Format: object with fields:
- 格式:包含字段的对象
- input - Density Function, the value for which to compute the natural logarithm
- input - 密度函数,用于计算自然对数的值
ADDED MINECRAFT:SIGN
加入了 MINECRAFT:SIGN
Computes the sign of the input:
计算输入的符号:
- If the input is positive, returns 1
- 如果输入为正,则返回1
- If the input is 0, returns 0
- 如果输入为0,返回0
- If the input is negative, returns -1
- 如果输入为负数,则返回 -1
Format: object with fields:格式:包含字段的对象
- input - Density Function, the value of which to compute the sign
- input - 密度函数,用于计算符号的值
ADDED MINECRAFT:DISTANCE_TO_POINT
加入了 MINECRAFT:DISTANCE_TO_POINT
Computes the distance to a fixed point using the specified distance function.
使用指定的距离函数计算到固定点的距离。
- Format: object with fields:
- 格式:包含字段的对象
- point - array of 3 integers in form [x, y, z], the point to compute distance to
- point - 由三个整数组成的数组,形式为 [x, y, z],用于计算距离的点
- metric - one of:
- metric - 以下之一:
- euclidean - i.e. sqrt(dx^2 + dy^2 + dz^2)
- euclidean - 即 sqrt(dx^2 + dy^2 + dz^2)
- euclidean_squared - i.e. dx^2 + dy^2 + dz^2
- euclidean_squared - 即 dx^2 + dy^2 + dz^2
- manhattan - i.e. abs(dx) + abs(dy) + abs(dz)
- manhattan - 即 abs(dx) + abs(dy) + abs(dz)
- chebyshev - i.e. max(abs(dx), abs(dy), abs(dz))
- chebyshev - 即 max(abs(dx), abs(dy), abs(dz))
CHANGED MINECRAFT:GRADIENT (RENAMED FROM MINECRAFT:Y_CLAMPED_GRADIENT)
更改了MINECRAFT:GRADIENT(由MINECRAFT:Y_CLAMPED_GRADIENT重命名而来)
- Format: object with fields:
- 格式:包含字段的对象
- axis - x, y, or z, the axis over which to define this gradient
- axis - x, y, 或 z, 用于定义梯度的坐标轴
- tiling - one of:
- tiling - 以下之一:
- clamp_to_edge - outside the gradient boundaries, the value at the nearest boundary will be used
- clamp_to_edge - 在梯度边界之外,将使用最近边界处的值
- repeat - the gradient will be repeated outside its boundaries
- repeat - 梯度将在其边界之外重复
- mirrored_repeat - the gradient will be repeated such that odd repetitions are mirrored, ensuring continuity between repetitions
- mirrored_repeat - 梯度将重复,使得奇数次重复被镜像,确保重复之间的连续性
- from_coordinate - int, the coordinate at which the gradient starts
- from_coordinate - 整数,梯度的起始坐标
- to_coordinate - int, the coordinate at which the gradient ends
- to_coordinate - 整数,梯度的结束坐标
- Must not be equal to from_coordinate
- 不得等于 from_coordinate
- from_value - float, the value at which the gradient starts
- from_value - 浮点数,梯度的起始值
- to_value - float, the value at which the gradient ends
- to_value - 浮点数, 梯度的结束值
ADDED MINECRAFT:SLICE
加入了 MINECRAFT:SLICE
Removes a dimension from the input domain by taking a "slice" along an axis with a specific coordinate. For example, with axis=y and coordinate=0, a slice will be taken along the XZ plane, with all values sampled at y=0 .
从输入域中移除一个维度,通过沿具有特定坐标的轴取“切片”。例如,使用 axis=y 和 coordinate=0,将沿 XZ 平面取一个切片,所有值都在 y=0 处采样。
- Format: object with fields:
- 格式:包含字段的对象
- axis - x, y, or z, the axis to remove
- axis - x、y 或 z,要移除的坐标轴
- coordinate - int, the fixed coordinate to be passed to the input function
- coordinate - 整数, 传递给输入函数的固定坐标
- input - Density Function, the input function
- input - 密度函数,输入函数
ADDED MINECRAFT:BEARDIFIER
加入了 MINECRAFT:BEARDIFIER
Outputs the structure bearding density. Generally summed together with the base terrain density to produce ground below, carve air around, or bury structures.
输出结构胡须化密度。通常与基础地形密度相加,以生成下方地面、雕刻周围空气或掩埋结构。
Format: no fields
格式:无字段
CHANGED MINECRAFT:END_OUTER_ISLANDS (RENAMED FROM MINECRAFT:END_ISLANDS)
更改了 MINECRAFT:END_OUTER_ISLANDS(从 MINECRAFT:END_ISLANDS 重命名而来)
No longer computes the density of the main island.
不再计算主岛的密度。
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