De Bovenwereld

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Een voorbeeld van een willekeurige wereld

De 'bovenwereld' is het uitgangspunt dimensie in Minecraft. Het is de enige dimensie die heeft bestaan ​​gedurende de gehele ontwikkeling van Minecraft; De Nether was de tweede dimensie die werd toegevoegd (in de Alpha 1.2.0 Halloween-update) en Het Einde is een andere dimensie doe voor het eerst verscheen in Beta 1.9 pre4.

De bovenwereld is de volledige driedimensionale ruimte waarin in-game constructie kan optreden, het omvat de reeks van het niveau plafond tot het gesteente en strekt zich in alle richtingen uit in het horizontale vlak. Het wordt gegenereerd door middel van een geheim proces dat meerdere Noise kaarten maakt om verschillende verhogingen, algemene brok vormen en complexe berg en grot systemen te creëren.

De meeste van de mobs in het spel kunnen worden weergegeven in de bovenwereld: Wolven, Varkenss, Schapen, Koeien, Mooshrooms, Kippen, Inktvissen, Zombies, Ocelotten, Skeletten, Spinnen, Spin Jockeys, Endermen, Creepers en Slimes spawnen allemaal normaal en Varkens kunnen, zeer zelden, worden getroffen door blikseminslag die ze in Zombie Pigmen verandert. Ook als Creepers worden geraakt door blikseminslag kunnen ze veranderen in Charged Creepers maar dit gebeurt zeer zelden. Ghasts, Blazes en Magma Cubes kunnen alleen spawnen in de Nether, de Ender Dragon kan alleen spawnen in Het Einde en Giants zijn unspawnable.

Inhoud

[bewerken] History

Sinds Alpha 1.2.3, schakelt de F3-toets een debug console in die de speler zijn exacte coördinaten toont .

Vanaf Beta 1.3 is de mogelijkheid toegevoegd voor de speler om de wereld zaad te geven.

In Beta 1.7, werd een 'f' waarde toegevoegd aan het prestatie scherm die de richting van de speler aangeeft waarin de speler kijkt.

Vanaf Beta 1.8, kunnen spelers het zaad van de huidige kaart vinden door op F3 te drukken.

Sinds Beta 1.9 (Pre-Release 4), draaien het kompas naald en de klok willekeurig binnen Het Einde en de Nether.

Sinds Snapshot 12w07a, hebben nieuwe kaarten een hoogte van 256 dankzij het nieuwe Anvil level format.

[bewerken] zaadjes

Hoofdartikel: Seed (Level Generation)

Werelden in Minecraft worden gegenereerd door een procedure formule die een willekeurig getal als uitgangspunt neemt - een zaad - die en wordt gebruikt om alle terrein van de overworld (en Nether) te genereren.

Met behulp van een specifiek zaad genereert precies dezelfde wereld elke keer dus interessante Minecraft werelden kunnen worden gedeeld tussen de spelers. Het spawnen is niet op precies dezelfde plek, al, dus is het verstandig om coördinaten te geven in plaats van richtingen. De uitzaaiing wordt omgezet in een integer, zodat bijvoorbeeld het woord "Gletsjer" overeen komt met een waarde 1772835215 die, indien ingevoerd als een beginwaarde, dezelfde wereld genereert.

Players could find the current map seed by pressing F3.

[bewerken] Sizes

In Classic and Indev, maps can be generated in "small" (128×128×64), "normal" (256×256×64), and "huge" (512×512×64) sizes.

In Infdev, Alpha and Beta maps are somewhat infinitely big - They are made up of chunks; this means that as the player explores the map distant chunks are generated automatically, leading to theoretically infinite maps. In practice, technical reasons (the limits of 32-bit math[1]) force the maximum map size, including the Far Lands, to be around 9.3 million times the surface area of Earth[1], which comes out to about 4.7 quadrillion km2 (The hard limit where chunks are overwritten is at X/Z of ±34,359,738,368, making the world at most 68,719,476,736 meters wide and long, which is about 4,722,366,482,869,645 km2. When compared to Earth's total surface area, 510,072,000 km2, this works out to be about 9,258,235 times that). Whilst the horizontal planes of the maps are vast in size, the vertical plane remains at a fixed (soft limit) 256-block height [2].

While the map is infinite, the number of blocks the player may walk on is limited. The map, counting air as a block, and not counting blocks beyond and at where block physics fail (32,000,000 from the center) from top to bottom, and all in between, is essentially always 2.62144 × 1017 blocks big. The last point a person may still play normally and not fall into the void, which in layman terms the very edge of the map as of 1.2.5 is X\Y: 30,000,000. It is also interesting to note that if a person installs x-ray, he or she will notice that the any chunk after the edge only consists of dirt and lava. No ores, sand, clay. If a person reaches it normally, be sure to notice that the sea floor of the chunks after the edge consists of only dirt. Making it standout, another point to note is that if a person stands on the very border of the edge the ocean will look empty and 'seemingly' be able to see as though there was no water.

[bewerken] Generation

[bewerken] Generated Blocks

Entries marked with a D require additional data to fully define the block in a Beta world. Entries marked with an I have a different ID as an inventory item. Entries marked with a B require additional inventory data to fully define the inventory item. Entries marked with a T have tile entities associated with them to store additional data. Blocks with IDs in red cannot be legitimately obtained in the player's inventory in the game; they can only be obtained by "hacking" (such as the use of Inventory editors) or, in multiplayer using the /give server command. Blocks available only in Creative mode are in blue, and blocks available in Survival mode only with the use of a Silk Touch-enchanted tool are in green.

[bewerken] Naturally Generated

Naturally Generated includes blocks that are created through the world seed.

Icon Dec Hex Block type
00 00 Lucht
Stone.png 01 01 Steen
Grass.png 02 02 Gras
Dirt.png 03 03 Klei
Bedrock.png 07 07 grondgesteente
Water.png 09 09 Water (Stationary) D
Lava.png 11 0B Lava (Stationary) D
Sand.png 12 0C Zand
Gravel.png 13 0D Grind
Gold (Ore).png 14 0E Goud Erts
Iron (Ore).png 15 0F Iron Ore
Coal (Ore).png 16 10 Kolen Erts
Wood.png 17 11 Hout D B
Leaves.png 18 12 Takken D B
Lapis Lazuli (Ore).png 21 15 Lapis Lazuli Erts
Sandstone.png 24 18 Zandsteen
Tall Grass.png 31 1F Lang Gras D B
Grid Dead Bush.png 32 20 Dode Struik
Dandelion.png 37 25 Dandelion
Icon Dec Hex Block type
Rose.png 38 26 Rose
Brown Mushroom.png 39 27 Brown Mushroom
Red Mushroom.png 40 28 Red Mushroom
Moss Stone.png 48 30 Moss Stone
Monster Spawner.png 52 34 Monster Spawner T
Diamond (Ore).png 56 38 Diamond Ore
Redstone (Ore).png 73 49 Redstone Ore
Snow.png 78 4E Snow
Ice.png 79 4F Ice
Cactus.png 81 51 Cactus D
Clay (Block).png 82 52 Clay Block
Sugar Cane.png 83 53 Sugar Cane D I
Pumpkin.png 86 56 Pumpkin D
BrownMushroomCap.png 99 63 Huge Brown Mushroom D
RedMushroomCap.png 100 64 Huge Red Mushroom D
Vine.png 106 6A Vines D
Mycelium.png 110 6E Mycelium
Lily Pad.png 111 6F Lily Pad

[bewerken] Naturally Created

Naturally Created means a combination of events that cause a new block to be placed by natural causes, not the player. Some of these blocks may also be created as part of world generation.

Icon Dec Hex Block type
00 00 Air
Grass.png 02 02 Grass
Dirt.png 03 03 Dirt
Cobblestone.png 04 04 Cobblestone
Water.png 08 08 Water (Flowing) D
Lava.png 10 0A Lava (Flowing) D
Brown Mushroom.png 39 27 Brown Mushroom
Red Mushroom.png 40 28 Red Mushroom
Icon Dec Hex Block type
Obsidian.png 49 31 Obsidian
Fire.png 51 33 Fire D
Snow.png 78 4E Snow
Ice.png 79 4F Ice
Cactus.png 81 51 Cactus D
Sugar Cane.png 83 53 Sugar Cane D I
Vine.png 106 6A Vines D
Mycelium.png 110 6E Mycelium

[bewerken] Structures

Same as Naturally Generated, but these blocks are only created with the "Generate Structures" option enabled.

Icon Dec Hex Block type
Wooden Plank.png 05 05 Wooden Plank
WebBlock.png 30 1E Cobweb
Grid Black Wool.png 35 23 Wool (Black) D B
Stone Slab.png 44 2C Slabs D B
Bookshelf.png 47 2F Bookshelf
Torch.png 50 32 Torch D
Wooden Stairs.png 53 35 Wooden Stairs D
Chest.png 54 36 Chest D T
Crafting Table.png 58 3A Crafting Table
Crops.png 59 3B Seeds D
Farmland.png 60 3C Farmland D
Furnace.png 61 3D Furnace D T
Icon Dec Hex Block type
Wooden Door.png 64 40 Wooden Door D I
Ladders.png 65 41 Ladders D
Rails.png 66 42 Rails D
Cobblestone Stairs.png 67 43 Stone Stairs
Iron Door.png 71 47 Iron Door D I
Wooden Pressure Plate.png 72 48 Wooden Pressure Plate D
Stone Button.png 77 4D Button D
Fence.png 85 55 Fence
Stone.png 97 61 Hidden Silverfish D
Stone Brick.png 98 62 Stone Bricks D B (2)
Iron Bars.png 101 65 Iron Bars
Glass Pane.png 102 66 Glass Pane

[bewerken] Chunks

Hoofdartikel: Chunks

Chunks are the method used by Notch to divide maps into manageable pieces. They are 16 blocks wide, 16 blocks long, and 256 blocks deep, and encompass 65,536 blocks. By adjusting the render distance, differing numbers of chunks will be loaded into memory, with "far" rendering the maximum of 81 chunks. Only chunks which have been loaded may experience activity such as spawning, despawning, growth, fluid movement, or player interaction. Upon reaching the required distance away from a chunk, it will be unloaded from the memory, however not deleted. Thus, upon re-entering that area, whatever has been changed will remain changed.

[bewerken] Biomes

Hoofdartikel: Biomes

Another subdivision of The Overworld is into Biomes. What biome you are in determines the physical aspects of the land from above ground and can entirely change its appearance. It also can determine which mobs spawn and the weather patterns. Biomes may have varying sizes, and each has its own features. For example, a forest biome will have large quantities of trees, where as a snow biome will have snow and ice.

[bewerken] Natural Structures

Hoofdartikel: Generated structures

The Overworld is able to seamlessly create new areas by using patterns found in the surrounding chunks and extend those into the newly created chunk. These patterns, while unique to each world, can be categorized easily by comparing them to a real-world equivalent, such as cliffs or oceans. While Minecraft is based on landforms found on earth, impossible formations, such as floating islands, can be found throughout the Overworld.

[bewerken] Navigating The Overworld

Hoofdartikel: Tutorials/Navigation

The Overworld can be navigated by use of the position of the sun and the moon, the movement of the clouds, and the movement of the stars. Assuming that the sun and moon rise in the east and go west, the clouds can be observed moving north and stars east (not since 1.0.0, see below.)

Tools used for Navigating The Overworld include the Compass and Map. The Compass points to the original spawn point (sleeping in a bed does not change the compass operation), and the Map displays a fixed area around where it was made, and shows you the area very generically. In the Nether, the Compass needle will spin wildly, and thus is useless. The Compass needle and the Clock will spin randomly within The End, similar to the Nether.

The F3 key toggles a debug console which shows the player their absolute coordinates, where the X and Z coordinates show longitude and latitude, and the Y coordinate shows height, where Y=64 corresponds to sea level. The 'f' value indicates the direction the player is facing, 0 being the direction in which the sun sets, and it goes counter clockwise from there: 1 being the direction in which the clouds move, 2 and 3 are opposite to 0 and 1 respectively.

Since the sun changed position relative to the clouds (they now move in the same direction) in 1.0.0, if you want to assume that the sun rises in the east and sets in the west, the 'f' values are: 1=west, 2=north, 3=east, and 0=south.

[bewerken] Day and night

Hoofdartikel: Day-Night Cycle

The Overworld is the only dimension with a day/night cycle. During the daytime, the sun acts as a light source. This light is strong enough to kill Zombies, and Skeletons, make Endermen teleport away from the player and also makes Spiders neutral. The only mobs that survive and stay hostile in the daylight are creepers and slimes. At night time the moon is the only natural light source however it provides only a little light, allowing hostile mobs to spawn.

[bewerken] Far Lands

Hoofdartikel: Far Lands

The Far Lands used to be an area that formed the "edge" of the "infinite" map, but was later removed accidentally from a patch on Beta 1.8 due to the change in the terrain generation code. When players made it to the Far Lands, they experienced an excessive amount of lag and the world became severely distorted.

According to Notch, this distortion could be fixed, but since no one was likely to make it to the Far Lands without some form of cheating, he says that he was likely not going to fix it since he liked the idea of a mysterious world beyond a certain distance.

Ever since Beta 1.8, instead of a distorted land, there is a seemingly endless ocean. Normal terrain only starts to generate beyond the actual edges of the world, but block physics do not work at that point and anyone who enters will fall into the Void, unless they are in Creative Mode in which case they can fly through the illusionary terrain.

[bewerken] Trivia

  • World seeds can be extracted from the level.dat file by various mods or tools, such as http://seedscope.net. Alternatively, it can be found in-game on the performance screen accessed by pressing F3.
  • There is a bug that sometimes causes the files for deleted worlds to not be deleted from your hard drive. If a new world is created with the same name, this can cause the game to reuse the old files, and thus, parts of the old map, rather than generate an entirely new map. on Windows, this can be replicated by having the saves folder in .minecraft open when you delete the save ingame.

[bewerken] Zie ook

[bewerken] References

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