zh_cn:tutorial:biomes_old
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+ | ====== 添加生物群系(1.16.3) ====== | ||
+ | > :!: **本教程仅适用于旧版本!**对于 1.18 以上的版本,生物群系是完全使用 JSON 完成的,更多信息请参见 [[https:// | ||
+ | |||
+ | 添加生物群系有以下三个步骤: | ||
+ | * 创建生物群系 | ||
+ | * 注册生物群系 | ||
+ | * 将生物群系添加到世界的气候区域 | ||
+ | |||
+ | 本教程中,我们添加一个叫做黑曜石之地的生物群系,该生物群系表面覆盖着黑曜石。 | ||
+ | |||
+ | 注意本教程依赖标记为实验性的 [[https:// | ||
+ | |||
+ | ==== 创建生物群系 ==== | ||
+ | 如需创建生物群系,使用 '' | ||
+ | |||
+ | <code java> | ||
+ | public class ExampleMod implements ModInitializer { | ||
+ | // SurfaceBuilder 定义了生物群系表面应该看起来怎样。 | ||
+ | // 我们使用自定义的表面构造器以使得生物群系表满铺满黑曜石。 | ||
+ | private static final ConfiguredSurfaceBuilder< | ||
+ | .withConfig(new TernarySurfaceConfig( | ||
+ | Blocks.OBSIDIAN.getDefaultState(), | ||
+ | Blocks.DIRT.getDefaultState(), | ||
+ | Blocks.GRAVEL.getDefaultState())); | ||
+ | |||
+ | private static final Biome OBSILAND = createObsiland(); | ||
+ | |||
+ | private static Biome createObsiland() { | ||
+ | // 指定哪些实体可以生成,以及生物群系生成哪些地物。 | ||
+ | // 除了某些结构、树木、岩石、植物、自定义实体之外,这些每个生物群系都是几乎一样的。 | ||
+ | // 原版配置的生物群系地物是在 DefaultBiomeFeatures 中定义的。 | ||
+ | |||
+ | SpawnSettings.Builder spawnSettings = new SpawnSettings.Builder(); | ||
+ | DefaultBiomeFeatures.addFarmAnimals(spawnSettings); | ||
+ | DefaultBiomeFeatures.addMonsters(spawnSettings, | ||
+ | |||
+ | GenerationSettings.Builder generationSettings = new GenerationSettings.Builder(); | ||
+ | generationSettings.surfaceBuilder(OBSIDIAN_SURFACE_BUILDER); | ||
+ | DefaultBiomeFeatures.addDefaultUndergroundStructures(generationSettings); | ||
+ | DefaultBiomeFeatures.addLandCarvers(generationSettings); | ||
+ | DefaultBiomeFeatures.addDefaultLakes(generationSettings); | ||
+ | DefaultBiomeFeatures.addDungeons(generationSettings); | ||
+ | DefaultBiomeFeatures.addMineables(generationSettings); | ||
+ | DefaultBiomeFeatures.addDefaultOres(generationSettings); | ||
+ | DefaultBiomeFeatures.addDefaultDisks(generationSettings); | ||
+ | DefaultBiomeFeatures.addSprings(generationSettings); | ||
+ | DefaultBiomeFeatures.addFrozenTopLayer(generationSettings); | ||
+ | |||
+ | return (new Biome.Builder()) | ||
+ | .precipitation(Biome.Precipitation.RAIN) | ||
+ | .category(Biome.Category.NONE) | ||
+ | .depth(0.125F) | ||
+ | .scale(0.05F) | ||
+ | .temperature(0.8F) | ||
+ | .downfall(0.4F) | ||
+ | .effects((new BiomeEffects.Builder()) | ||
+ | .waterColor(0x3f76e4) | ||
+ | .waterFogColor(0x050533) | ||
+ | .fogColor(0xc0d8ff) | ||
+ | .skyColor(0x77adff) | ||
+ | .build()) | ||
+ | .spawnSettings(spawnSettings.build()) | ||
+ | .generationSettings(generationSettings.build()) | ||
+ | .build(); | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | ==== 注册生物群系 ==== | ||
+ | 我们在入口点 '' | ||
+ | |||
+ | <code java> | ||
+ | public class ExampleMod implements ModInitializer { | ||
+ | public static final RegistryKey< | ||
+ | |||
+ | @Override | ||
+ | public void onInitialize() { | ||
+ | Registry.register(BuiltinRegistries.CONFIGURED_SURFACE_BUILDER, | ||
+ | Registry.register(BuiltinRegistries.BIOME, | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | 此外,你还需要在 '' | ||
+ | |||
+ | <code JavaScript src/ | ||
+ | { | ||
+ | " | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | <code JavaScript src/ | ||
+ | { | ||
+ | " | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | ==== 添加生物群系到世界的气候区域 ==== | ||
+ | 我们需要指定气候(生物群系添加到此气候中),此外还需要指定我们添加的生物群系,以及生物群系的权重(双精度值)。权重用来衡量生物群系生成的概率。更高的权重对应生物群系生成更高几率,相对于其他生物群系。测试过程中,可以给生物群系更高的权重,从而更容易找到它。此教程中,作为例子,我们将这个自定义的生物群系添加到 TEMPERATE 和 COOL 气候中。 | ||
+ | |||
+ | <code java> | ||
+ | public class ExampleMod implements ModInitializer { | ||
+ | @Override | ||
+ | public void onInitialize() { | ||
+ | [...] | ||
+ | |||
+ | OverworldBiomes.addContinentalBiome(OBSILAND_KEY, | ||
+ | OverworldBiomes.addContinentalBiome(OBSILAND_KEY, | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | ==== 结果 ==== | ||
+ | **好耶!**你的生物群系应该会在世界生成了!你可以使用下面的命令来在世界中找到你的生物群系。 | ||
+ | |||
+ | < | ||
+ | / | ||
+ | </ | ||
+ | |||
+ | {{tutorial: | ||