Angepasste Weltgenerierung

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Durch die angepasste Weltgenerierung können Datenpakete die Generierung der Welt ändern. Dies ist besonders nützlich in Verbindung mit angepassten Welten.

Noise settings[Bearbeiten]

Noise settings are for generating the shape of the terrain, stored as JSON files within a Datenpaket in the path data/<namespace>/worldgen/noise_settings, and are used with the minecraft:noise generator in the dimension folder. Default settings include minecraft:overworld for normal Oberwelt generation, minecraft:amplified for Zerklüftet Overworld generation, minecraft:nether for regular Nether generation, minecraft:caves for Cave (Nether-like generation but with Overworld terrain features) generation, minecraft:end for regular Das Ende generation, and minecraft:floating_islands for Floating Islands (similar to The End outer islands) generation.



These are the settings used by the 6 presets available for the minecraft:noise generator.

Structure defaults[Bearbeiten]

These are the default values for all namespaced structures. Every preset uses the same values for all of these structures, with the exception of minecraft:ruined_portal.

*Placeholder values, have no effect **Salt values aren't used for theses structures; changing them produces no effect


Biomes stored as JSON files within a Datenpaket in the path data/<namespace>/worldgen/biome.

JSON format[Bearbeiten]

Biome categories[Bearbeiten]

Biome categories are used by several game mechanics:

  • Any biomes in the category ocean will be considered part of the ocean temperature category; other temperature categories are controlled by the biome's temperature value. This means that biomes in the ocean category should typically be placed near each other.
  • Biomes in the categories ocean and river will play the underwater music instead of their normal music when the player is underwater.
  • Zombiebelagerung and Illager-Patrouille will not spawn in biomes in the category mushroom.
  • Kaninchen spawning in biomes in the category desert will always have the desert skin, unless they are in a biome with precipitation set to snow.
  • Mobs in the water_ambient category spawn much less often in biomes in the category river.
  • Ozeanmonument will not spawn in any biome which isn't in the category ocean or river.



Carvers are used to add carved out regions of biomes, either replaced with air or liquid. They stored as JSON files within a Datenpaket in the path data/<namespace>/worldgen/configured_carver.

JSON format[Bearbeiten]

Surface builders[Bearbeiten]

Surface builders control how the surface of the terrain is shaped and what blocks it is generated with. They stored as JSON files within a Datenpaket in the path data/<namespace>/worldgen/configured_surface_builder.

JSON format[Bearbeiten]


Features are unique elements of the world like Baum, Blume, ore, etc. They stored as JSON files within a Datenpaket in the path data/<namespace>/worldgen/configured_feature.

JSON format[Bearbeiten]

When another configured feature is required inside the settings, it can either be provided with a string tag as the namespaced id of another configured feature, or with a compound tag as a nested definition.

Data types[Bearbeiten]

The JSON format makes use of these relatively complex data types many times, so to avoid filling the main JSON format tree with too much redundant information, they are provided here:

Feature types[Bearbeiten]

These are all of the valid types which can be used for configured features:

  • no_op
  • chorus_plant
  • void_start_platform
  • desert_well
  • fossil
  • ice_spike
  • glowstone_blob
  • freeze_top_layer
  • vines
  • monster_room
  • blue_ice
  • end_island
  • kelp
  • coral_tree
  • coral_mushroom
  • coral_claw
  • weeping_vines
  • twisting_vines
  • bonus_chest
  • basalt_pillar
  • tree
  • flower
  • random_patch
  • block_pile
  • nether_forest_vegetation
  • spring_feature
  • emerald_ore
  • huge_red_mushroom
  • huge_brown_mushroom
  • iceberg
  • forest_rock
  • lake
  • disk
  • ice_patch
  • ore
  • no_surface_ore
  • end_spike
  • end_gateway
  • seagrass
  • bamboo
  • sea_pickle
  • simple_block
  • huge_fungus
  • basalt_columns
  • delta_feature
  • netherrack_replace_blobs
  • fill_layer
  • random_selector
  • simple_random_selector
  • random_boolean_selector
  • decorated
  • decorated_flower


Decorators are used to modify the generation of features in various ways.

JSON format[Bearbeiten]

Decorator types[Bearbeiten]

These are all of the valid types which can be used for configured decorators:

  • nope
  • square
  • heightmap
  • heightmap_spread_double
  • top_solid_heightmap
  • heightmap_world_surface
  • spread_32_above
  • magma
  • emerald_ore
  • end_gateway
  • dark_oak_tree
  • iceberg
  • end_island
  • chance
  • lava_lake
  • water_lake
  • count
  • fire
  • glowstone
  • count_multilayer
  • count_noise
  • count_noise_biased
  • count_extra
  • range
  • range_biased
  • range_very_biased
  • depth_average
  • carving_mask
  • decorated

Structure features[Bearbeiten]

Structure features are a special type of feature that generates a structure, stored as JSON files within a Datenpaket in the path data/<namespace>/worldgen/configured_structure_feature. The logic behind what qualifies as a structure feature versus a regular feature is unclear. Verlies and Wüstentempel are typically considered structures, but are not structure features. Also, Netherfossil are structure features while Fossil are not even though they are essentially the same feature.

JSON format[Bearbeiten]

Structure feature types[Bearbeiten]

These are all of the valid types which can be used for structure features:

  • mansion
  • jungle_pyramid
  • desert_pyramid
  • igloo
  • swamp_hut
  • stronghold
  • monument
  • fortress
  • endcity
  • nether_fossil
  • pillager_outpost
  • village
  • bastion_remnant
  • mineshaft
  • ruined_portal
  • shipwreck
  • ocean_ruin
  • buried_treasure

Jigsaw pools[Bearbeiten]

Jigsaw pools or template pools are used to generate structures using Verbundblock, stored as JSON files within a Datenpaket in the path data/<namespace>/worldgen/template_pool.

JSON format[Bearbeiten]

Processor lists[Bearbeiten]

Processor lists are lists of processors used to affect blocks in Bauwerk, stored as JSON files within a Datenpaket in the path data/<namespace>/worldgen/processor_list.

JSON format[Bearbeiten]


Externe Links[Bearbeiten]

Settings for vanilla world generation (direct download)


Versionsgeschichte der Java Edition
Vollversion 1.16.2 (20w28a)
  • Angepasste Weltgenerierung hinzugefügt.