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结构生成数据文件格式

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The Village.dat, Fortress.dat, Temple.dat, Mineshaft.dat, Stronghold.dat, and Monument.dat files are located in the data folder of a Minecraft level and store information about the generation of 村庄, 下界要塞, 沙漠/丛林神庙沼泽小屋雪屋,废弃矿井, 要塞海底遗迹, respectively, in the level. Each is stored as a gzipped NBT file.

NBT结构[编辑 | 编辑源代码]

Note that many of the tags listed for the structure pieces apply only to specific piece types.


  • : The root tag.

    •  data

      •  Features: List of features.

        •  [X,Z]: A structure. Tag name contains the chunk coordinates of the structure's starting point.

          •  id: Identifier for the structure type. Typically matches the file name.

          •  ChunkX: Chunk X coordinate of the start of the structure.

          •  ChunkZ: Chunk Z coordinate of the start of the structure.

          •  BB: Bounding box of the entire structure. Value is 6 ints: the minimum X, Y, and Z coordinates followed by the maximum X, Y, and Z coordinates.

          •  Valid: (Village only) Whether the village generated at least 3 non-roads. If 0, the village isn't actually generated.

          •  Processed: (Monument only) List of chunks that have had their piece of the structure created.


              •  X: Chunk X coordinate

              •  Z: Chunk Z coordinate

          •  Children: List of structure pieces making up this structure.

            • : Structure piece data.

              •  id: Identifier for the structure piece. Typically a heavily abbreviated code rather than something human-readable.

              •  GD: Appears to be some sort of measure of how far this piece is from the start.

              •  O: Likely orientation of the structure piece.

              •  BB: Bounding box of the structure piece. (Does not include the part of a village roof that can overhang the road.) Value is 6 ints: the minimum X, Y, and Z coordinates followed by the maximum X, Y, and Z coordinates.

              •  Width: (Temples and huts) Width of the structure (X/Z).

              •  Height: (Temples and huts) Height of the structure (Y).

              •  Depth: (Temples and huts) Depth of the structure (X/Z).

              •  HPos: (Temples and huts) Y level the structure was moved to in order to place it on the surface, or -1 if it hasn't been moved yet.

              •  placedTrap1: (Jungle temple) Whether the hallway arrow trap dispenser was placed.

              •  placedTrap2: (Jungle temple) Whether the chest arrow trap dispenser was placed.

              •  placedMainChest: (Jungle temple) Whether the main chest was placed.

              •  placedHiddenChest: (Jungle temple) Whether the hidden chest was placed.

              •  hasPlacedChest0: (Desert temple) Whether chest was placed.

              •  hasPlacedChest1: (Desert temple) Whether chest was placed.

              •  hasPlacedChest2: (Desert temple) Whether chest was placed.

              •  hasPlacedChest3: (Desert temple) Whether chest was placed.

              •  Witch: (Witch hut) Whether the initial witch has been spawned for the hut.

              •  hr: (Mineshaft "MSCorridor") Whether the corridor has rails.

              •  sc: (Mineshaft "MSCorridor") Whether the corridor has cobwebs.

              •  hps: (Mineshaft "MSCorridor") Whether the corridor has a cave spider spawner.

              •  Num: (Mineshaft "MSCorridor") Corridor length.

              •  tf: (Mineshaft "MSCrossing") Whether the crossing is two floors tall.

              •  D: (Mineshaft "MSCrossing") Indicates the "incoming" direction for the crossing.

              •  Entrances: (Mineshaft "MSRoom") List of exits from the room.

                • : Bounding box of the exit.

              •  Chest: (Fortress "NeSCLT" and "NeSCRT") Whether this fortress piece should contain a chest but hasn't had one generated yet.

              •  Mob: (Fortress "NeMT") Whether this fortress piece should contain a Blaze spawner but hasn't had one generated yet.

              •  Seed: (Fortress "NeBEF") Random seed for the broken-bridge fortress piece.

              •  EntryDoor: (Stronghold) The type of door at the entry to this piece.

              •  Chest: (Stronghold "SHCC") Whether this chest in this stronghold piece was placed.

              •  Steps: (Stronghold "SHFC") Length of the corridor

              •  leftLow: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the lower level on the side with the upward staircase.

              •  rightLow: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the lower level on the side with the downward staircase.

              •  leftHigh: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the upper level on the side with the upward staircase.

              •  rightHigh: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the upper level on the side with the downward staircase.

              •  Tall: (Stronghold "SHLi") Whether the library has an upper level.

              •  Mob: (Stronghold "SHPR") Whether the Silverfish spawner has been placed in this piece.

              •  Type: (Stronghold "SHRC") Indicates whether the room contains a pillar with torches, a fountain, an upper level with a chest, or is just empty room.

              •  Source: (Stronghold "SHSD") Whether the spiral staircase is the source of the Stronghold or was randomly generated.

              •  Left: (Stronghold "SHS") Whether the corridor has an opening on the left.

              •  Right: (Stronghold "SHS") Whether the corridor has an opening on the right.

              •  Desert: (Village) Whether the village piece is a desert type.

              •  VCount: (Village) Count of villagers spawned along with this piece.

              •  HPos: (Village) Y level the piece was moved to in order to place it on the surface, or -1 if it hasn't been moved yet.

              •  Chest: (Village "ViS") Whether the blacksmith chest has been generated.

              •  CA: (Village "ViF" and "ViDF") Crop in the farm plot, as a block ID (59=wheat, 141=carrots, 142=potatoes)

              •  CB: (Village "ViF" and "ViDF") Crop in the farm plot.

              •  CC: (Village "ViDF") Crop in the farm plot.

              •  CD: (Village "ViDF") Crop in the farm plot.

              •  Terrace: (Village "ViSH") Whether the house has a ladder to the roof and fencing.

              •  T: (Village "ViSmH") Table: 0 is no table, 1 and 2 place it on either side of the hut.

              •  C: (Village "ViSmH") Hut roof type.

              •  Length: (Village "ViSR") Length of the road piece.