
地物ube_delight_nullgr
野生香芋生成
ube_delight_nullgr:ube
after_surface_pass,群系 !frozen、!ice、!cold、flower_forest、swamp、roofed、overworld
概述
after_surface_pass,群系 !frozen、!ice、!cold、flower_forest、swamp、roofed、overworld
- 资料类型
- 地物
- 命名空间
- ube_delight_nullgr
- 所属模组
- ube-delight
- 关联资料
- 1 条
地物生成非冰冻地带非冰雪地带非寒冷地带flower_forest沼泽roofed主世界ube_delight_nullgr:wild_ube
用途与获取
- 这是地物生成资料,放置阶段为 after_surface_pass。
- 可能放置:ube_delight_nullgr:wild_ube。
关联知识
数据来源
- 来源文件
- Ube_Delight_BP/netease_feature_rules/ube.json
- 条目 ID
- ube_delight_nullgr:ube
- 解析依据
- 本地 AddOn JSON 与 .mcmod 补充资料
- 复核建议
- 关联信息已建立,可继续补充攻略
地物生成
- 放置阶段
- after_surface_pass
- Feature
- ube_delight_nullgr:ube
- 放置方块
- ube_delight_nullgr:wild_ube
- 群系标签
- 非冰冻地带、非冰雪地带、非寒冷地带、flower_forest、沼泽、roofed、主世界
技术区:组件 JSON
{
"worldgen": {
"id": "ube_delight_nullgr:ube",
"placesFeature": "ube_delight_nullgr:ube",
"placedBlocks": [
"ube_delight_nullgr:wild_ube"
],
"biomeTags": [
"!frozen",
"!ice",
"!cold",
"flower_forest",
"swamp",
"roofed",
"overworld"
],
"placementPass": "after_surface_pass",
"scatterChance": 10,
"iterations": 4
},
"distribution": {
"coordinate_eval_order": "xzy",
"iterations": 4,
"scatter_chance": 10,
"x": {
"distribution": "uniform",
"extent": [
5,
12
]
},
"y": "query.above_top_solid(variable.worldx,variable.worldz)==query.get_height_at(variable.worldx,variable.worldz)?query.above_top_solid(variable.worldx,variable.worldz):-999",
"z": {
"distribution": "uniform",
"extent": [
5,
12
]
}
},
"conditions": {
"minecraft:biome_filter": [
{
"all_of": [
{
"operator": "!=",
"test": "has_biome_tag",
"value": "frozen"
},
{
"operator": "!=",
"test": "has_biome_tag",
"value": "ice"
},
{
"operator": "!=",
"test": "has_biome_tag",
"value": "cold"
},
{
"any_of": [
{
"operator": "==",
"test": "has_biome_tag",
"value": "flower_forest"
},
{
"operator": "==",
"test": "has_biome_tag",
"value": "swamp"
},
{
"operator": "==",
"test": "has_biome_tag",
"value": "roofed"
}
]
},
{
"any_of": [
{
"operator": "==",
"test": "has_biome_tag",
"value": "overworld"
}
]
}
]
}
],
"placement_pass": "after_surface_pass"
}
}