Generated structuresデータファイルフォーマット

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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 villages, Nether fortresses, desert and jungle temples and witch huts and Igloos, abandoned mineshafts, strongholds, and ocean monuments, respectively, in the level. Each is stored as a gzipped NBT file.

NBT Structure[編集 | ソースを編集]

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

  • Nbtsheet.png: The root tag.
    • Nbtsheet.png data
      • Nbtsheet.png Features: List of features.
        • Nbtsheet.png [X,Z]: A structure. Tag name contains the chunk coordinates of the structure's starting point.
          • Nbtsheet.png id: Identifier for the structure type. Typically matches the file name.
          • Nbtsheet.png ChunkX: Chunk X coordinate of the start of the structure.
          • Nbtsheet.png ChunkZ: Chunk Z coordinate of the start of the structure.
          • Nbtsheet.png 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.
          • Nbtsheet.png Valid: (Village only) Whether the village generated at least 3 non-roads. If 0, the village isn't actually generated.
          • Nbtsheet.png Processed: (Monument only) List of chunks that have had their piece of the structure created.
            • Nbtsheet.png
              • Nbtsheet.png X: Chunk X coordinate
              • Nbtsheet.png Z: Chunk Z coordinate
          • Nbtsheet.png Children: List of structure pieces making up this structure.
            • Nbtsheet.png: Structure piece data.
              • Nbtsheet.png id: Identifier for the structure piece. Typically a heavily abbreviated code rather than something human-readable.
              • Nbtsheet.png GD: Appears to be some sort of measure of how far this piece is from the start.
              • Nbtsheet.png O: Likely orientation of the structure piece.
              • Nbtsheet.png 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.
              • Nbtsheet.png Width: (Temples and huts) Width of the structure (X/Z).
              • Nbtsheet.png Height: (Temples and huts) Height of the structure (Y).
              • Nbtsheet.png Depth: (Temples and huts) Depth of the structure (X/Z).
              • Nbtsheet.png 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.
              • Nbtsheet.png placedTrap1: (Jungle temple) Whether the hallway arrow trap dispenser was placed.
              • Nbtsheet.png placedTrap2: (Jungle temple) Whether the chest arrow trap dispenser was placed.
              • Nbtsheet.png placedMainChest: (Jungle temple) Whether the main chest was placed.
              • Nbtsheet.png placedHiddenChest: (Jungle temple) Whether the hidden chest was placed.
              • Nbtsheet.png hasPlacedChest0: (Desert temple) Whether chest was placed.
              • Nbtsheet.png hasPlacedChest1: (Desert temple) Whether chest was placed.
              • Nbtsheet.png hasPlacedChest2: (Desert temple) Whether chest was placed.
              • Nbtsheet.png hasPlacedChest3: (Desert temple) Whether chest was placed.
              • Nbtsheet.png Witch: (Witch hut) Whether the initial witch has been spawned for the hut.
              • Nbtsheet.png hr: (Mineshaft "MSCorridor") Whether the corridor has rails.
              • Nbtsheet.png sc: (Mineshaft "MSCorridor") Whether the corridor has cobwebs.
              • Nbtsheet.png hps: (Mineshaft "MSCorridor") Whether the corridor has a cave spider spawner.
              • Nbtsheet.png Num: (Mineshaft "MSCorridor") Corridor length.
              • Nbtsheet.png tf: (Mineshaft "MSCrossing") Whether the crossing is two floors tall.
              • Nbtsheet.png D: (Mineshaft "MSCrossing") Indicates the "incoming" direction for the crossing.
              • Nbtsheet.png Entrances: (Mineshaft "MSRoom") List of exits from the room.
                • Nbtsheet.png: Bounding box of the exit.
              • Nbtsheet.png Chest: (Fortress "NeSCLT" and "NeSCRT") Whether this fortress piece should contain a chest but hasn't had one generated yet.
              • Nbtsheet.png Mob: (Fortress "NeMT") Whether this fortress piece should contain a Blaze spawner but hasn't had one generated yet.
              • Nbtsheet.png Seed: (Fortress "NeBEF") Random seed for the broken-bridge fortress piece.
              • Nbtsheet.png EntryDoor: (Stronghold) The type of door at the entry to this piece.
              • Nbtsheet.png Chest: (Stronghold "SHCC") Whether this chest in this stronghold piece was placed.
              • Nbtsheet.png Steps: (Stronghold "SHFC") Length of the corridor
              • Nbtsheet.png leftLow: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the lower level on the side with the upward staircase.
              • Nbtsheet.png rightLow: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the lower level on the side with the downward staircase.
              • Nbtsheet.png leftHigh: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the upper level on the side with the upward staircase.
              • Nbtsheet.png rightHigh: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the upper level on the side with the downward staircase.
              • Nbtsheet.png Tall: (Stronghold "SHLi") Whether the library has an upper level.
              • Nbtsheet.png Mob: (Stronghold "SHPR") Whether the Silverfish spawner has been placed in this piece.
              • Nbtsheet.png 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.
              • Nbtsheet.png Source: (Stronghold "SHSD") Whether the spiral staircase is the source of the Stronghold or was randomly generated.
              • Nbtsheet.png Left: (Stronghold "SHS") Whether the corridor has an opening on the left.
              • Nbtsheet.png Right: (Stronghold "SHS") Whether the corridor has an opening on the right.
              • Nbtsheet.png Type: (Village) Village type: 0=plains, 1=desert, 2=savanna, 3=taiga.
              • Nbtsheet.png Zombie: (Village) Whether this village generated as a zombie village.
              • Nbtsheet.png VCount: (Village) Count of villagers spawned along with this piece.
              • Nbtsheet.png 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.
              • Nbtsheet.png Chest: (Village "ViS") Whether the blacksmith chest has been generated.
              • Nbtsheet.png CA: (Village "ViF" and "ViDF") Crop in the farm plot, as a block ID (59=wheat, 141=carrots, 142=potatoes)
              • Nbtsheet.png CB: (Village "ViF" and "ViDF") Crop in the farm plot.
              • Nbtsheet.png CC: (Village "ViDF") Crop in the farm plot.
              • Nbtsheet.png CD: (Village "ViDF") Crop in the farm plot.
              • Nbtsheet.png Terrace: (Village "ViSH") Whether the house has a ladder to the roof and fencing.
              • Nbtsheet.png T: (Village "ViSmH") Table: 0 is no table, 1 and 2 place it on either side of the hut.
              • Nbtsheet.png C: (Village "ViSmH") Hut roof type.
              • Nbtsheet.png Length: (Village "ViSR") Length of the road piece.