iBlender汉化插件 Droplet Generator 2.11 水滴生成器 最新中文双语版 液滴 水珠 Blender 插件安装入门教程 00:50 iBlender汉化插件 PSA 1.81 物理星光大气世界环境氛围 Physical Starlight And Atmosphere 最新双语中文版 01:05 iBlender汉化插件 Random Flow 3.22 随机建模流 最新中文双语版 网格科幻形状细节生成器...
BlockPos blockPos,Random random){BlockState blockState2;Optional optional=findRootBlock(serverLevel,blockPos,blockState,7);if(!optional.isPresent()){return;}BlockState blockState3=serverLevel.getBlockState(optional.get());if(!canGrow(blockState3,blockState2=serverLevel.getBlockState(optional...
BlockEntity、Entity和PendingTicks记录代表了NBT变种中的串联根标签序列,它以短整数格式存储长度和多字节整数类型,而不是Java版或原始 NBT规范使用的大端序格式。 Version中的零值用于记录旧世界格式,更高的值被无限世界类型使用。 键值类型标签 标签字节名称描述 ...
主要是初始化方块实体(TileEntity)chunk.populate(this,this.chunkGenerator);// 进行区块的populate阶段,生成结构和生物群系对应的一些装饰等}returnchunk;}@NullablepublicChunkloadChunk(intx,intz,@NullableRunnablerunnable){Chunkchunk=this.getLoadedChunk(x,z);// 读取缓存if(chunk==null){// 缓存未命中,从本...
Level generator: ID 00 - default, ver 1. Features enabled: trueLevel generator options: Level spawn location: World: (124,64,232), Chunk: (at 12,4,8 in 7,14; contains blocks 112,0,224 to 127,255,239), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255...
CreativeTabs.tabBlock); } public Item getItemDropped(int p_149650_1_, Random p_149650...
Unrelated to commandBlockOutput, which is output into the visible chatrandomTickSpeed [value]Controls how often a random tick occurs; random ticks influence how fast plants and crops grow, how fast pigmen spawn from portals, how fast farmland updates, how fast grass and mycelium grow and decay...
最后(参见AcquireBlock函数)比对这个set里的两个block是否真的存有这个块。如果是,返回它。如果不是,则选择一个不常用的块替换为当前块。替换时需要调用上一章的算法,这里封装在了 ITextureGenerator<T> 内部,这个接口长这样: publicinterfaceITextureGenerator<T>{voidGenerateTexture(RectIntrect,T[,]target){for(...
re just starting out inMinecraft, creating a new world in the game is much easier than you may think. First, head to the World Generator, where you can consistently upload the same biomes and structures each time.Minecraft PEalso allows you to create worlds separate from the random ones ...
(private val pos1: BetterBlockPos, private val pos2: BetterBlockPos) : ISelection { override fun pos1(): BetterBlockPos { return pos1 } override fun pos2(): BetterBlockPos { return pos2 } override fun min(): BetterBlockPos { //crash happened on the next line return BetterBlockPos...