[ATG] 交替性地形生成

28总浏览

0总收藏

0 0
收藏

[ATG] 交替性地形生成 Alternate Terrain Generation

编辑

MOD介绍

What is ATG?

(ATG是什么?)

ATG is both my first mod (no java experience before this - be gentle ) and my attempt to address some of the issues I see with vanilla terrain generation. Nonsensical biome positioning and lack of rolling terrain were my main motivations, though recent tweets from Jeb suggest that the biomes are being addressed in vanilla.
(ATG是我的第一个模组(没有java经验)我试图解决一些我看到原版地形生成问题.地形的起伏荒谬的生物群落的定位和缺乏是我主要的动机,虽然从Jeb最近的tweets显示原版的生物群落正在解决中。)

I started it back in 1.4.7, got it working in 1.5.2, and have now made it generalised and adaptable to other mods for 1.6.4. Things will change once more in 1.7, but that's a bridge to cross when we come to it.
(我开始回1.4.7,得到它在1.5.2的工作,现在已经很普遍适应其他1.6.4模组。事情将在1.7再次改变,但这是一个桥梁,当我们来到它。)

How does it work?

(那怎么使用呢?)

ATG adds a new world type which entirely replaces the base method of creating the world.
(增加了一个新的世界型ATG完全取代原版创造世界的方法。)

Vanilla generation creates "blobs" of land within the world and assigns random biomes to each, shuffling them around a bit to add rivers and such. The height and shape of terrain within these areas is determined by the biome, not the rest of the world.
(原版地形创造出来的“斑点”在世界范围内的土地分配给每个随机生物群落,重排他们周围添加的一些河流等。在这些地区的地形高度和形状是由生物群落的确定,不是世界的其余部分。)

ATG completely changes this, instead creating height, temperature and moisture maps for the world and deriving the final biome based upon those. Higher areas are colder, areas away from the sea and where the temperature is high tend to be dryer.
(ATG完全改变,而不是创造的高度,对于世界和导出基于那些最后的生物群系的温度和湿度图。较高的地区较寒冷,远离海洋,那里的温度高容易干燥。)

ATG currently supports any mod which adds their biomes via the provided API, and Buildcraft explicitly since there are only 2 small biomes to add. Right now, EBXL, Highlands and Biomes'O'Plenty dev builds support ATG. Anyone wishing to add support for their mod biomes is quite welcome, and can find the API in the downloads section.

(ATG目前支持任何模组通过API提供的的生物群落,并buildcraft明确只有2添加小的生物群落。现在,Ebxl,高地和biomes'o'plenty ATG正在开发建立的支持。任何人都希望增加模组的生物群落的支持是相当受欢迎的,可以在下载部分找到的API。)

Mod compatibility and issues
IMPORTANT: ATG 0.9.0+ is NOT compatible with worlds generated in 0.3.0 and earlier due to changes in biome allocation and the removal of plateaus as distinct biomes.
(模组重要的兼容问题:ATG 0.9.0 +是不兼容早期0.3.0由于在生物群落的配置变化与高原的不同生物群落的去除。)

ATG is incompatible with Better World Generation 4 (causes strange generation issues), though frankly why you would have both at once is quite beyond me.
(ATG是不兼容更好的世界生成4模组(会造成奇怪的生成问题),坦率地说,为什么会有两者同时远远超出我。)

When running Biomes'O'Plenty alongside ATG, the BoP nether biomes will not generate unless it is set to allow BoP biomes in the non-BoP world type.
(在运行biomes'o'plenty ATG时,不会产生除非设置为允许BOP生物群落所在世界类型中。)

Biome conflics are possible and happen silently, but all biome IDs are changeable in the configuration file, along with the ATG world type. The defaults are:
(生物群落的冲突是可能的,但所有生物群落的入侵检测系统在配置文件中是可变的,随着ATG世界类型变化。默认值是:)

World id 9(世界编号(ID)9)

Biome ids 1.6: 150-159(生物群系:150-159 1.6(版本))

Biome ids 1.7+: 141-148(生物群系:141-148 1.7 +(版本))


ATG is supported by Biomes'O'Plenty, EBXL and Highlands, and includes small compatibility modules for Buildcraft's oil biomes and TC4's magical forest. Get in touch if you've a developer who has added compatibility to other mods, I'd love to know!
(ATG是支持biomes'o'plenty,Ebxl高地,包括Buildcraft(建筑)石油生物群落和TC4的魔法森林小兼容模块。如果你的开发人员增加了兼容其他模组请与我取得联系,我想知道!)

All mods which add non-biome terrain generation features such as Thaumcraft, Buildcraft, IC2 and so forth work as expected, only mods that add whole new biomes generated in the normal fashion have issues. Buildcraft's oil biomes will spawn in the world, but they're rare, so keep your eyes peeled!

(所有添加的非生物群系模组的地形生成特征,如Thaumcraft(神秘)、Buildcraft(建筑)、IC2(工业2)等预期象限的那样工作,只添加全新的生物群落在模组正常运行方式产生问题。Buildcraft(建筑)石油生物群落将在世界上任何地方生成,但他们是罕见的,所以你要保持警惕!)