Super flat world minecraft что такое
Okay, create a new world.
In the world options, switch the world type to Superflat and click Customize. There, click Presets. Now delete the text in the box at the top and I'll show you what you can do with the basics.
Tips:
Do NOT go over layer 255. Or Minecraft will crash.
Some Biome IDs will not work
The order of layers is from layer 0 to layer 255(left to right).
The last statement does not need a semicolon at the end.
Block ID list, Click here
Decorators:
biome_1 : Ores spawn! (Note: Stone must be in the preset.)
village : Villages will spawn in your world.
stronghold : Strongholds will spawn in your world.
mineshaft : Mineshafts will spawn in your world.
lake : Water lakes will spawn in your world. Try adding the prefix lava_ for lava lakes.
decoration : Biome decoration will spawn(Ex. Trees, tall grass, etc.)
dungeon : Dungeons will spawn in your world.
to use decorators, just add one of those after the last semicolon
Sample Preset:
2;minecraft:bedrock,63xminecraft:iron_block;1;
This will create a Superflat World with Bedrock as the first layer and 63 Iron Block Layers
Other Presets:
2;minecraft:bedrock,2xminecraft:dirt,minecraft:grass;21;decoration -It Should create a Jungle Biome with fully grown trees
2;minecraft:bedrock,minecraft:lava,62xminecraft:wood;1 -It Should create a Wood World with Lava just above the Bedrock
2;minecraft:bedrock,57xminecraft:stone,5xminecraft:dirt,minecraft:grass;1;biome_1 -It Should create a Normal Superflat but with Ores
Video [ ]
Customization [ ]
The Superflat world type button in Java Edition.
In Java Edition, the structure, and content of a Superflat world can be customized. Bedrock Edition has no interface for customizing flat worlds; it always uses the default configuration (one layer of bedrock, two layers of dirt, and a layer of grass blocks) even when the Seed Picker is used. However, custom flat worlds are supported internally, and can be used by modifying FlatWorldLayers in the world's level.dat file using an external editor. Players on Xbox One, PlayStation 4 and Nintendo Switch can also use the Legacy Console Edition to customize a superflat world, then transfer it to Bedrock.
Upon selecting "Superflat" in the World Type box, a new button appears underneath labeled "Customize". The customize menu starts with the "Classic Flat" preset of one layer of grass, two dirt layers, and then bedrock underneath. There are two buttons available to customize Superflat worlds, which include the "Remove Layer" button, used for removing unwanted types of layers, and the "Presets" button, used for selecting any of nine currently available presets.
If the player can understand the preset code syntax, they can create presets of their own by entering valid information into the preset code box, where these changes can be previewed and applied. (Direct Customization is not available.) Also, superflat worlds can have certain terrain features, besides villages, such as tall grass, lakes, and strongholds, which can additionally be customized using the same code box for block layers.
Presets are shareable. As a preset is selected, a box on top of the screen has a code that is highlightable and copyable. Similar to how new worlds are shared through seeds, presets can be entered into this box to recreate someone else's preset.
Presets [ ]
Preset | Layers | Biome | Structures | Notes | Preset code | |
---|---|---|---|---|---|---|
Classic Flat | 1x 2x 1x | Grass Block Dirt Bedrock | Plains | Villages | Default | minecraft:bedrock,2*minecraft:dirt,minecraft:grass_block;minecraft:plains;village |
Tunnelers' Dream | 1x 5x 230x 1x | Grass Block Dirt Stone Bedrock | Mountains | Strongholds, Mineshafts, Dungeons | minecraft:bedrock,230*minecraft:stone,5*minecraft:dirt,minecraft:grass_block;minecraft:mountains;biome_1,decoration,stronghold,mineshaft,dungeon | |
Water World | 90x 5x 5x 5x 1x | Water Sand Dirt Stone Bedrock | Deep Ocean | Ocean Monuments, Ocean Ruins, Shipwrecks | Prior to 1.13, the player spawned at the bottom of the ocean and was unable to swim up in one go. The only way to survive was to dig down, collect mob drops and then tower up. | minecraft:bedrock,5*minecraft:stone,5*minecraft:dirt,5*minecraft:sand,90*minecraft:water;minecraft:deep_ocean;oceanmonument,biome_1 |
Overworld | 1x 3x 59x 1x | Grass Block Dirt Stone Bedrock | Plains | Pillager Outposts, Villages, Strongholds, Mineshafts, Dungeons, Ruined Portals | Mimics the height of default world generation. | minecraft:bedrock,59*minecraft:stone,3*minecraft:dirt,minecraft:grass_block;minecraft:plains;pillager_outpost,village,biome_1,decoration,stronghold,mineshaft,lake,lava_lake,dungeon |
Snowy Kingdom | 1x 1x 3x 59x 1x | Snow Grass Block Dirt Stone Bedrock | Snowy Tundra | Villages, Igloos | minecraft:bedrock,59*minecraft:stone,3*minecraft:dirt,minecraft:grass_block,minecraft:snow;minecraft:snowy_tundra;village,biome_1 | |
Bottomless Pit | 1x 3x 2x | Grass Block Dirt Cobblestone | Plains | Villages | Allows easy Survival access to the Void, due to the replacement of bedrock with cobblestone. | 2*minecraft:cobblestone,3*minecraft:dirt,minecraft:grass_block;minecraft:plains;village,biome_1 |
Desert | 8x 52x 3x 1x | Sand Sandstone Stone Bedrock | Desert | Villages, Desert pyramids, Strongholds, Mineshafts, Dungeons | Sandstone and stone layer amounts are reversed from Default worlds. | minecraft:bedrock,3*minecraft:stone,52*minecraft:sandstone,8*minecraft:sand;minecraft:desert;village,biome_1,decoration,stronghold,mineshaft,dungeon |
Redstone Ready | 52x 3x 1x | Sandstone Stone Bedrock | Desert | None | minecraft:bedrock,3*minecraft:stone,52*minecraft:sandstone;minecraft:desert; | |
The Void | 1x | Air | The Void | None | Spawns the player on a mostly stone platform. | minecraft:air;minecraft:the_void;decoration |
Preset code format [ ]
- a list of one or more block IDs (Java Edition or Bedrock Edition);
- The block list is a comma-separated list of block IDs, ordered from layer 0 up; if the entry for a given block has an "*", the number before the "*" is the number of layers to be generated, and the number after is the block ID.
- A block can also be repeated over multiple layers simply by repeating the block's ID, e.g. minecraft:glass,minecraft:glass,minecraft:glass,minecraft:glass would give the same result as 4*minecraft:glass .
- Structure generation options (described below) may have additional parameters, for example village(size=0 distance=9) (in 1.13+ they have no effect).
- It is important to remember that multiple parameters are separated by spaces, rather than commas or semicolons.
Structure generation options [ ]
This feature used to be in the game but has since been removed.Structure generation option Parameters Description Biome village size
distanceGenerates villages, provided they exist in that biome type. Extremely large size values and low distance values generate many villages tightly grouped together
size determines the size of the village (default is 1, normal worlds have this set to 0, maximum is 65535).
distance is the maximum distance between villages (minimum is 9, default is 32).Plains,
Desert,
Savanna,
Taiga,
Snowy Tundra,
Snowy Taigamineshaft chance Generates abandoned mineshafts. Note that they generate in midair if no terrain is present to cover them.
chance determines how common mineshafts are (from 0.0 to 1.0, default is 0.01). Higher number, more common.All stronghold distance
count
spreadGenerates strongholds.
distance determines how far strongholds are from the spawn and other strongholds (minimum is 1.0, default is 32.0).
count is the number of strongholds that exist per world (default is 3).
spread determines how concentrated strongholds are around the spawn (minimum is 1, default is 3). Lower number, lower concentration.All biome_1 distance Generates biome-specific features. This enables igloos, jungle temples, desert pyramids, or witch huts.
distance for the maximum distance between features (minimum is 9, default is 32).
NOTE: desert pyramids (and potentially other structures) are not generated solely by biome_1, and "desert_pyramid" must be added to the syntax. Both "biome_1" AND "desert_pyramid" must be added to the syntax for pyramids to generate. Putting "desert_pyramid" in your syntax without "biome_1" causes issues, and attempting to /locate a desert pyramid without biome_1 enabled effectively breaks your world. This applies to 1.14+ and potentially earlier game versions. This option may also be necessary with igloos, jungle temples, ocean monuments or witch huts, requires testing.varies dungeon None Dungeons are generated, if possible. All decoration None Causes plants, ores, and similar features to be generated according to the biome type. Stone, dirt, grass, sand, or mycelium are required for most features. All desert_pyramid None Generates desert pyramids. Desert (Hills) lake None Generates water lakes, sometimes with sand and sugar cane depending on biome. All lava_lake None Generates lava lakes, with stone surrounding them. If all stone layers are removed in a preset that enables lava lakes, ores can generate in the stone around lava lakes, given the proper altitude. All fortress None Generates nether fortresses. Nether mansion distance Generates woodland mansions. Dark Forest,
Dark Forest Hillsoceanmonument spacing
separationGenerates ocean monuments in the water.
spacing determines the size of the grid, in chunks, on which monuments are generated (minimum is 1, default is 32).
separation determines the minimum distance, in chunks, between monuments. (minimum is 1, default is 5).
WARNING: spacing must be greater than separation, otherwise the game crashes.Deep Ocean,
Deep Warm Ocean,
Deep Lukewarm Ocean,
Deep Cold Ocean,
Deep Frozen Oceanendcity distance Generates end cities. End Highlands pillager_outpost None Generates Pillager outposts.
Plains Desert,
Savanna,
Taiga,
Snowy Taiga,
Snowy Tundraruined_portal None Generates ruined portals. All bastion_remnant None Generates bastion remnants. Nether Wastes, Crimson Forest, Warped Forest, Soul Sand Valley Conditions [ ]
This feature used to be in the game but has since been removed.Note that several criteria must be satisfied before some features can appear:
- The biome ID must be correct. For example, at present villages can appear only in biome IDs plains , desert , taiga , savanna , snowy_taiga , and snowy_tundra .
- The correct structure code ('village', 'dungeon' etc.) must be present in the superflat string.
- Structures must be turned on in world settings. (This does not affect 'natural' objects such as trees, flowers, mushrooms, and giant mushrooms. Obsidian pillars in the End also count as 'natural'.)
- There must be suitable terrain for the structure to appear on or in. This applies to most features except for mineshafts and strongholds.
- Villages are a partial exception; they do not form in mid-air, but can form provided there is at least one solid block layer.
- Villages always spawn at least 2 blocks above the void.
For example, to have an 'End' superflat world with obsidian pillars, the biome ID must be the_end , the superflat string must contain 'decoration', and the top surface block must be End Stone. In this particular case 'Structures' does not need to be turned on in the world options.
Attempting to use an incorrectly formatted preset code causes the game to default to the Classic preset.
Preset code example [ ]
Consider the following preset code:
It consists of the following elements:
- minecraft:mossy_cobblestone,250*minecraft:air,minecraft:obsidian,minecraft:snow — comma-separated list of block IDs.
- minecraft:mossy_cobblestone — one layer of mossy cobblestone on layer 0.
- 250*minecraft:air — 250 layers of air, from layer 1 to layer 250.
- minecraft:obsidian — one layer of obsidian, on layer 251.
- minecraft:snow — one layer of snow, on layer 252.
- stronghold(count=7) — this populates the world with seven strongholds at the default distance and spread.
- village(size=0 distance=9) — because Mountains is an invalid biome for villages, this does nothing.
- decoration — biome-specific decoration.
- dungeon — allows dungeons to generate.
- mineshaft — allows abandoned mineshafts to generate at the default placement frequency.
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Contents
Superflat
A default superflat world.
Issues [ ]
Issues relating to "Superflat" are maintained on the bug tracker. Report issues there.
Superflat++ | Superflat but with normal presets
Introduction:
I'm sure most of you tried playing around superflat mode in Minecraft since it was introduced for big builds, testing, easy access, redstone stuff, perhaps command blocks or maybe just for fun. In fact, my friend who I made play the game and started liking it played in a superflat world in survival and made several awesome builds during the months I accidentally deleted his save game and made him quit the game forever. Oh the memories. ANYWAY, I drifted away a bit from the topic. Here we go.- The world surface generates in only one plane, highly resembling to Mojang's original superflat mode, except for it is not but tries to achieve it by sticking to a given height
- The world is still very ideal for both survival and creative modes for the majority of the world space is still empty as seen in the very first picture in the description
- With the exception of oceans, ocean monuments and desert pyramids everything works
- Ruined portals and stronghold still generate so you can "complete" the game if you wished so
- Two editions. One that makes the overworld superflat, the other makes the nether and the end superflat too
- In the plus edition end biomes are a bit modified so chorus trees generate everywhere, giving the landscape a more dense look
Hey you, you're finally awake. You were trying to cross the page? Walked right into that self advertising, like us and that user there-->Check out my other data packs too!
Floating Nether Islands
Ocean Only Water World
Everything! | Every biome in the overworld!
The End Overworld
The Netherworld
Frozen HellStructure [ ]
In a classic (default) Superflat world, the terrain consists of one layer of bedrock, two layers of dirt, and one layer of grass blocks. Because the entire world is a plains biome by default, villages generate relatively frequently in Java Edition, while in Bedrock Edition villages do not generate in Flat worlds.
The surface of the world is completely flat and at Y=4, except for villages and other structures if they are enabled. Since the height limit (256) is unchanged, there is almost one-third more vertical height available to build above-ground structures as compared to a normal world. Mobs still spawn normally. Because of the low altitude of the world, slimes spawn frequently.
Access to other dimensions [ ]
Superflat worlds allow the player to access The Nether by building a Nether portal in the usual way or by spawning in a Nether Portal (block) using commands.
Superflat worlds also allow the player to access The End, which generates a normal dimension of floating islands, if strongholds are enabled, by spawning in an End Portal (block) using commands or by building your own End portal. In Java Edition 1.16 and after strongholds do not generate naturally in a default superflat world but in Java Edition 1.15.2 and prior they can, requiring either a world in 1.15.2 to be updated to 1.16 after world creation or a custom superflat preset to generate strongholds naturally while still receiving the features of the Nether Update.
Multiplayer [ ]
In order to create a Superflat world in a multiplayer server, the level-type flag in server.properties must be flat , instead of default . To alter the layers, biome and structures define generator-settings, which is basically the in-game preset code, but with a syntax similar to JSON, see the example below.
Once a multiplayer world is created, the server.properties fields have no effect on chunk generation. Instead, just like in singleplayer, the level.dat fields for generatorName , generatorVersion , and generatorOptions are used instead. If you want to alter a world after initial creation, these are the settings to change.
[Cuide] Work with the flat world - Работа с плоским миром
Как вы видите, на картинке сверху слой из алм.блоков. Именно это я и хочу показать, как можно добавить свой шаблон.
Шаг 1.
Приступим.
Мы нажимаем создать мир/настройки мира/супер плоский
Шаг 2.
Нажимаем Кастоматизация, и у нас появляется такое окно.
Шаг 3.
Нажимаем: Выбрать шаблон.
Шаг 4. Мы видим, что сверху написаны цифры и буквы. Мы стираем всё до: 2;
Шаг 5.
И после 2; вписываем id блока.
Я впишу алм.блок (id57)
Шаг 6.
Нажимаем использовать, и видим, что у нас появился алм.блок.
Шаг 7.
Нажимаем готово/создать мир.
И видим результат.
На этом мой гайд окончен. Я понимаю, что многие это знали, но я решил сделать гайд для тех, кто не знал.
С вами был frokys.History [ ]
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- Villages are a partial exception; they do not form in mid-air, but can form provided there is at least one solid block layer.