微生物群落_如何升级旧的Minecraft地图以无缝过渡到新生物群落

微生物群落

微生物群落

Upgrading Minecraft to get to the newest features is always fun unless it breaks your old maps and creates huge and ugly artifacts across them. Read on as we show you how you can take an old Minecraft map and bring it into a new version of Minecraft without risking really ugly glitches in your terrain.

升级Minecraft以获得最新功能总是很有趣,除非它破坏了您的旧地图并在它们之间创建了巨大且丑陋的工件。 请继续阅读,我们会向您展示如何获取旧的Minecraft地图并将其带入Minecraft的新版本中,而又不会冒着地形上真正丑陋的故障的风险。

有什么问题? (What’s the Problem?)

Minecraft’s enormous and procedurally generated map is created using a terrain generator algorithm fed by the world’s seed (an alpha-numeric string either generated at the time the world is created based on the system timestamp or supplied by the player). This seed serves as a pseudo-random number that is fed into a complex equation that then generates the Minecraft world around the player, chunk by chunk.

Minecraft庞大且由程序生成的地图是使用地形种子算法(由世界种子(根据系统时间戳创建世界时生成或由玩家提供)生成的字母数字字符串)生成的。 该种子充当伪随机数,被输入到一个复杂的方程式中,该方程式随后逐块生成Minecraft玩家周围的世界。

This system works very well, and it’s the magical underpinning of the Minecraft universe wherein players can keep roaming and roaming with new hills, mountains, caves, and more generated on the fly for them to explore.

该系统运行良好,是Minecraft宇宙的神奇基础,玩家可以不断漫游并漫游新的山丘,山脉,山洞和更多新生成的东西,供他们探索。

Where it breaks down (and what we’re concerned with today) is when players bring an old map from a previous version of Minecraft into a new version of Minecraft. The world seed remains with the world map for the life of that map but what the terrain generation algorithm creates based on that seed can change significantly between major Minecraft versions.

当玩家将旧地图从以前的Minecraft版本带入新版本的Minecraft时,它(以及我们今天关注的问题)崩溃了。 在该地图的生命周期中,世界种子仍保留在世界地图中,但是在该Minecraft的主要版本之间,地形生成算法基于该种子创建的内容可能会发生重大变化。

This means if you load a map created in Minecraft 1.6.* into Minecraft 1.8.* then the transitional areas between the area you’ve already explored and the new areas you will explore in the future will be very ugly as the terrain generator will generate completely mismatched terrain. Mountains will plunge down sheer faces into oceans, strange perfectly square patches of forest will appear in deserts, and other ugly artifacts will appear on your maps.

这意味着,如果您将在Minecraft 1.6。*中创建的地图加载到Minecraft 1.8。*中,则随着地形生成器生成的结果,您已经探索的区域与将来将要探索的新区域之间的过渡区域将非常难看。完全不匹配的地形。 山脉将从陡峭的山脉降入海洋,奇怪的完全正方形的森林将出现在沙漠中,其他丑陋的文物也会出现在您的地图上。

Let’s take a look at how ugly that can be by loading creating a map with Minecraft 1.6.4 and then loading in Minecraft 1.8.3. First, here’s a screenshot of our sample map. The seed for our map, if you wish to play along at home, is 1261263041493870342. For information on using seeds, check out our Minecraft lesson Creating Custom Maps.

让我们看一下如何加载Minecraft 1.6.4中的地图,然后加载Minecraft 1.8.3中的地图,这有多丑。 首先,这是示例地图的屏幕截图。 如果您想在家中玩,我们地图的种子是1261263041493870342。有关使用种子的信息,请参阅我们的Minecraft课程“创建自定义地图”

First, let’s highlight our methodology. We’ve loaded the map in Creative mode and flown straight up from our starting square. The view distance is set to “Far” (early versions of Minecraft didn’t allow for numeric chunk-based view distance, but we know that Far is equivalent to a view distance of 16 chunks). This means that surrounding our spawn point there is a grid of 32×32 chunks generated by the terrain generator.

首先,让我们重点介绍一下我们的方法。 我们已将地图加载为“创意”模式,并从起始广场开始直飞。 视距设置为“远”(Minecraft的早期版本不允许基于数字块的视距,但我们知道远等于16个块的视距)。 这意味着在我们的生成点周围有一个由地形生成器生成的32×32块的网格。

After creating this map we waited for all the chunks to generate and our view to populate in all directions. We then we logged out and loaded the same map in Minecraft 1.8.3 and set our view distance to 32 chunks. After waiting for the distance to render we flew around the edge of the old map (approximately 16 chunks away from the center) and looked at where the edges of map generated with the old algorithm merged with the new one. You know the village you can see in the distance in the desert above? It has a rather peculiar shoreline now.

创建此地图后,我们等待所有块生成并在各个方向填充视图。 然后,我们注销并在Minecraft 1.8.3中加载相同的地图,并将视图距离设置为32个块。 在等待渲染距离之后,我们绕过了旧地图的边缘(距离中心大约16个块),并查看了用旧算法生成的地图边缘与新算法合并的位置。 您知道您可以在远处沙漠中看到的村庄吗? 现在它有一条相当奇特的海岸线。

The above screenshot was taken after flying to the other side of the desert village, looking back toward the center of the map from the newly generated terrain. The old generator read the seed and said, “Make this area a desert!” but the new generator said, “Make this area an ocean!” You can see the crisp line traveling horizontally that delineates the old terrain from the new.

上面的屏幕截图是在飞到沙漠村庄的另一侧后拍摄的,从新生成的地形回望地图的中心。 老发电机读了种子说:“把这个地区变成沙漠!” 但是新发电机说:“让这个地区一片海洋!” 您会看到清晰的水平线,将旧地形与新地形区分开来。

If that’s not glitchy and ugly enough for you, consider this screenshot from the jungle area seen to the north of the spawn point and the village in the image above.

如果这对您来说还不够小巧和丑陋,请考虑这张截图,该截图是从上图所示的生成点和村庄北部看到的丛林区域。

There it is, a big beautiful mountainous jungle biome. Let’s take a look at how great it looks from the other side.

在那里,有一个大而美丽的山区丛林生物群落。 让我们从另一面看它的外观。

Lovely. More ocean and, thanks to the height of the terrain generated before we loaded the old map into the newer version of Minecraft, the drop from the top of the of the jungle mountain to the ocean below is a around 50 blocks. Perhaps we should be thankful the glitch generated an ocean and not a field as such a drop would have surely done us in.

可爱。 更多的海洋,以及由于在将旧地图加载到较新版本的Minecraft中之前生成的地形高度,从丛林山顶到下方海洋的下降约为50个街区。 也许我们应该感谢小故障产生了一片海洋,而不是像这样的下降一定会使我们进入的领域。

Just in case you’re still not convinced that rendering glitches aren’t completely hideous, let’s enlist the help of our old friend Mapcrafter to render a 3D Google Earth-style view of the map we’re currently exploring to show you how  truly brutal the clashing of terrain generators really is.

以防万一您仍然不相信渲染故障并不完全可怕,让我们寻求老朋友Mapcrafter的帮助,以3D Google Earth风格渲染当前正在查看的地图视图,向您展示真正的残酷程度地形生成器的冲突确实是。

What we can determine from this top-down view is that the seed in the 1.6.4 generator wanted to create an area around the spawn point that was an intersection of jungle, desert, plains, and taiga snow forests. What the 1.8.3 generator wanted to create in that exact same place is a huge ocean with a spattering of small islands and a large (as seen in the lower area) land mass with mountains and forests.

从此俯视图可以确定的是1.6.4生成器中的种子想要在生成点周围创建一个区域,该区域是丛林,沙漠,平原和针叶林雪林的交集。 1.8.3生成器想要在那个完全相同的地方创建的是一个巨大的海洋,上面散落着小岛,并且有大片(如在下部区域所示)山地和森林。

When the two clashed together Minecraft essentially said, “OK, these chunks already exist so we will not attempt to generate them again, but the player needs new chunks so we’ll apply the current version’s generator.” The result is the horrible mishmash you see above.

当两者碰撞在一起时,Minecraft本质上说:“好的,这些块已经存在,因此我们将不再尝试再次生成它们,但是播放器需要新的块,因此我们将应用当前版本的生成器。” 结果就是您在上面看到的可怕的杂烩。

Now, we’ll be the first to tell you that our perfect 32×32 out-of-place square is an extreme example where the edges are painfully obvious. We purposely created a small square map in Minecraft 1.6.4 expressly to both hyper accentuate and localize the extreme changes between the old and new terrain to showcase it for you.

现在,我们将第一个告诉您,完美的32×32错位正方形是一个极端的示例,其中的边缘非常明显。 我们特意在Minecraft 1.6.4中创建了一个小正方形地图,以明确强调和定位新旧地形之间的极端变化,以向您展示。

A “lived in” map where you’ve been organically exploring and playing the game won’t have such a perfect square shape but will instead have all sorts of forks, curves, and such where you’ve moved around the map without thoroughly exploring every inch edge-to-edge. This kind of map will have sprawling glitches along the extensive edges as well as pockets of glitches inside the interior map where the player never ventured and thus no chunks were very generated. Those too, the missing interior chunks, will suffer from generation glitches that will leave strange artifacts behind (like a perfectly square patch of desert sand in a the middle of a snowy biome).

您一直在有机探索和玩游戏的“居住”地图不会具有如此完美的正方形,而是会具有各种叉子,曲线等,因此您在地图上四处走动而没有彻底探索每一英寸都到边。 这种地图将在广泛的边沿上出现小故障,并且内部地图中的小故障区域使玩家从未冒险,因此不会产生大量块。 那些缺失的内部块也将遭受世代故障的困扰,这些世代故障将留下奇怪的伪像(例如,在白雪皑皑的生物群落中间完美的正方形沙漠沙块)。

Fortunately for all of us, there’s a very clever tool out there which does a fantastic job smoothing the seams between the old terrain generated by a previous version of Minecraft and the new terrain generated by the new version. Let’s take a look at how we can save our maps from a life of ugly glitched-out terrain with it.

幸运的是,对于我们所有人来说,这里有一个非常聪明的工具,它可以出色地平滑Minecraft先前版本生成的旧地形和新版本生成的新地形之间的接缝。 让我们看一下如何使用它来保存我们的地图,使其摆脱难看的地形。

使用MCMerge平滑地形过渡 (Smoothing Terrain Transitions with MCMerge)

MCMerge is an open source Minecraft editor that does one thing and one thing very well: it carefully massages the borders between old terrain and new terrain so that the transitional space is a gentle slope down to a river that unites the two biomes without the jarring and unnatural transitions we saw in the previous section.

MCMerge是Minecraft的一个开放源代码编辑器,它做的一件事和一件事做得很好:它仔细按摩旧地形和新地形之间的边界,以便过渡空间是一条平缓的斜坡,向下延伸到一条河流,将两个生物群落结合在一起而不会造成刺激和破坏我们在上一节中看到了不自然的过渡。

You deploy MCMerge in between upgrades so that it can learn and chart the boundaries of your old map, then you load the map in the new version of Minecraft and do some exploring (or use a tool like Minecraft Land Generator to do the exploring for you with automatic chunk-generation), and then you run MCMerge again, and it traces over the seams between the old terrain and the new terrain, sculpting them into natural looking valleys and crevices with a river at the bottom such that your transitions no longer look like broken china but natural landscaping.

您可以在两次升级之间部署MCMerge,以便它可以学习并绘制旧地图的边界,然后将地图加载到版本的Minecraft中并进行一些探索(或使用Minecraft Land Generator之类的工具为您进行探索(具有自动块生成功能),然后再次运行MCMerge,它会在旧地形和新地形之间的接缝上追踪,将它们雕刻为自然的山谷和裂缝,底部有一条河流,这样您的过渡就不再看起来像破碎的瓷器,但自然美化。

Let’s break down the sequence of events outlined above and illustrate the transitions with screenshots and renderings to highlight how the changes take shape.

让我们分解上面概述的事件序列,并用屏幕截图和渲染图说明过渡,以突出显示更改的形成方式。

选择你的地图 (Select Your Map)

For the purposes of this tutorial we’ve opted to use the same seed and the same before and after Minecraft versions as we did in the previous section: Minecraft 1.6.4 and Minecraft 1.8.3. The only difference is that we recreated the map with the same seed and then roamed around in a more organic fashion in survival mode to create a more natural map shape (and not the perfect square we previously showcased).

出于本教程的目的,我们选择在Minecraft版本之前和之后使用与上一节相同的种子和相同的种子:Minecraft 1.6.4和Minecraft 1.8.3。 唯一的不同是,我们使用相同的种子重新创建了地图,然后以更自然的方式在生存模式下漫游,以创建更自然的地图形状(而不是我们之前展示的完美正方形)。

Here’s what the tutorial map looks like when rendered in Mapcrafter.

这是在Mapcrafter中渲染后的教程地图的外观。

We’ve zoomed in on the south-western edge where we’ll easily see, later on, where the new seam is smoothed over.

我们放大了西南边缘,稍后我们将很容易看到新接缝已平滑的地方。

Whichever of your maps you select it’s important that you absolutely, under no circumstances, load and explore the map from your old version of Minecraft in the newer version of Minecraft until you complete the first round of the MCMerge process as doing so may introduce irreparable glitches to your map.

无论您选择哪一张地图,绝对重要的是,绝对不要在任何情况下都从旧版本的Minecraft加载并浏览新版本的Minecraft中的地图,直到完成第一轮MCMerge流程为止,因为这样做可能会导致无法弥补的故障到您的地图。

Also, before you proceed it is important you’ve backed up your selected map for safekeeping. We’ve had no trouble with MCMerge or, for that matter, any of the numerous world editing tools we’ve used over the years, but it’s always better to be safe than sorry.

另外,在继续操作之前,请务必备份所选地图以进行保管,这一点很重要。 对于MCMerge或我们多年来使用过的众多世界编辑工具中的任何一个,我们都没有遇到任何麻烦,但是安全起总比后悔好。

下载MCMerge (Downloading MCMerge)

You can grab a copy of the most recent edition of MCMerge over at the official MCMerge topic on the Minecraft forums. The download comes in two flavors, the Python code for Mac OS X, Linux, and other OS users (which requires you to download and install Python for your OS and a handful of dependencies outlined in the readme file) or the pre-compiled Windows version which only requires you download the Microsoft Visual C++ 2008 Redistributable Package (x86) if it is not already installed on your machine.

您可以在Minecraft论坛上的官方MCMerge主题上获取最新版本的MCMerge 该下载有两种形式,分别是Mac OS X,Linux和其他OS用户的Python代码(要求您下载和安装适用于您的OS的Python以及自述文件中概述的少数依赖项)或预编译的Windows如果您的计算机上尚未安装Microsoft Visual C ++ 2008可再发行组件包(x86),则仅下载该版本。

Note: For this tutorial we’ll be using the Windows version; for those following along with the Python version simply replace “mcmerge.exe” in all the commands that follow with “python mcmerge.py” as a substitution. All additional command switches and modifiers remain in place.

注意:在本教程中,我们将使用Windows版本。 对于随Python版本一起使用的用户,只需在所有以“ python mcmerge.py”代替的命令中替换“ mcmerge.exe”即可。 所有其他命令开关和修饰符均保留在原位。

Copy the save directory of the world you wish to work with into the /MCMerge/ folder before proceeding. (e.g. If your world is called “Funland” there should now be a directory /MCMerge/Funland/.)

在继续之前,将您想要使用的环境的保存目录复制到/ MCMerge /文件夹中。 (例如,如果您的世界被称为“ Funland”,那么现在应该有一个目录/ MCMerge / Funland /。)

运行初始MCMerge Pass (Running the Initial MCMerge Pass)

With the save directory placed in the /worlds/ folder, it’s time to proceed to running the first pass. This is the stage of the procedure where MCMerge will perform a contour trace along the existing map boundaries and make a note of which chunks lie directly on the edge of the explored world.

将保存目录放置在/ worlds /文件夹中后,就该继续执行第一遍了。 在此阶段,MCMerge将沿现有地图边界执行轮廓跟踪,并记下哪些块直接位于探索世界的边缘。

To perform the trace run the following command from within the /MCMerge/ directory via the command line where “world” is the name of your world save directory.

要执行跟踪,请在/ MCMerge /目录中通过命令行运行以下命令,其中“ world”是您的world保存目录的名称。

mcmerge.exe trace “world”

mcmerge.exe跟踪“世界”

The tracing process is pretty snappy, even for large worlds, and you’ll an output like this.

跟踪过程非常灵活,即使对于大型世界也是如此,您将获得这样的输出。

Getting existing world contour…

获取现有的世界轮廓…

Tracing world contour…

追踪世界轮廓…

Recording world counter data…

记录世界计数器数据…

World contour detection complete

世界轮廓检测完成

At this point MCMerge has the data it needs. You can confirm the process by looking in your world directory, there should now be a new folder labeled “##MCEDIT.TEMP##” and file named “contour.dat”. If the command results in an error and/or no extra files appear in the folder then you may need to run the command as an administrator.

此时,MCMerge已拥有所需的数据。 您可以通过在世界目录中查找来确认该过程,现在应该有一个名为“ ## MCEDIT.TEMP ##”的新文件夹和名为“ contour.dat”的文件。 如果命令导致错误和/或文件夹中没有其他文件,则您可能需要以管理员身份运行命令。

生成新的块数据 (Generate New Chunk Data)

Once the contour process is complete the next step is to load your Minecraft map in the new version of Minecraft. We can’t emphasis that bit enough as if you load it with the original version of Minecraft you won’t get the new biomes from the new terrain generator; you’ll get the old biome data which renders the whole process worthless as you’ll have to start all over again.

完成轮廓处理后,下一步就是将Minecraft地图加载到版本的Minecraft中。 我们不能太强调它,就好像您将其加载到Minecraft的原始版本中一样,您也不会从新的地形生成器中获得新的生物群系。 您将获得旧的生物群系数据,这将使整个过程变得毫无价值,因为您必须重新开始。

There are two ways to generate the new chunk data. You can actually play the game and fly around in creative mode, following the border of your world and loading new data. If you have a very small map like the one we’re using for this tutorial that’s a perfectly plausible method.

有两种生成新块数据的方法。 实际上,您可以玩游戏并以创意模式四处飞行,跟随世界边界并加载新数据。 如果您有一个非常小的地图(例如我们在本教程中使用的地图),那么这是一个非常合理的方法。

If you have a larger map the process of exploring the old world border could take anywhere from hours to days. Further you may wish to skip the actual exploration for fear of spoiling surprises in a survival mode map. To that end, it’s useful to use the Minecraft Land Generator to automatically load map data without the requirement that you play the game and manually explore.

如果您的地图较大,则探索旧世界边界的过程可能要花费数小时至数天的时间。 此外,您可能希望跳过实际的探索,以免破坏生存模式图中的意外惊喜。 为此,使用Minecraft Land Generator自动加载地图数据非常有用,而无需您玩游戏并手动浏览。

If you don’t want to explore all the borders and the Minecraft Land Generator is more tweaking than you care to do right now, don’t worry. The contour data we made in the last step doesn’t expire as it precisely charted out the outline of your old map. You can run the merge function as many times as you want in the future as you uncover areas that don’t render well.

如果您不想探索所有边界,并且Minecraft Land Generator比您现在想做的要微调,请不要担心。 我们在最后一步中制作的轮廓数据不会过期,因为它可以精确绘制出旧地图的轮廓。 在发现效果不好的区域时,您可以在将来多次运行合并功能。

After completing the contour pass, copy your world data back to your Minecraft directory and then load the map with the new version of Minecraft. Roam around the edges of the map until you end up with the kind of jagged and ugly seams seen in the render above.

完成轮廓传递后,将您的世界数据复制回到Minecraft目录,然后使用版本的Minecraft加载地图。 在地图的边缘漫游,直到最终出现上面渲染中看到的锯齿状和丑陋的接缝。

Once you’ve explored the map and generated the new chunk data it’s time to perform the cleanup pass.

浏览完地图并生成新的块数据后,就可以执行清除过程了。

合并块数据 (Merging the Chunk Data)

The final step of the process is to copy over the save file from your Minecraft save directory (now that you’ve generated the new data with the new version of Minecraft) back to the /MCMerge/ folder you were working in.

该过程的最后一步是将保存文件从Minecraft的保存目录(现在已经使用新版本的Minecraft生成了新数据)复制回您正在使用的/ MCMerge /文件夹中。

With the updated map file in place, run the following command:

放置更新的地图文件后,运行以下命令:

mcmerge.exe merge “world”

mcmerge.exe合并“世界”

Sit back and relax. The process on a small world is a few minutes long, the process on a very large world could take the better part of an hour or more. When the process is complete copy the save file from the MCMerge directory back to your Minecraft saves directory and load it up. Your freshly updated world will now have radically smoother transitions between biomes without jagged and jarring transitions between old and new terrain.

高枕无忧。 在一个很小的世界上,此过程需要几分钟,而在一个很大的世界上,则可能需要一个小时或更长时间才能完成。 完成该过程后,将保存文件从MCMerge目录复制回到您的Minecraft保存目录并加载它。 现在,您新近更新的世界将在生物群落之间实现从根本上更加平滑的过渡,而在新旧地形之间不会出现锯齿状和刺激性的过渡。

Remember how obvious the transitions were in the render above? Let’s look at a new render of the new map data with the merged edges in place.

还记得上面的渲染中的过渡有多明显吗? 让我们看一下合并了边的新地图数据的新渲染。

Not bad at all. It’s hard to tell just how smooth everything looks from way up in the sky, however, so let’s zoom down and compare a spot from an in-game perspective. Here’s a location where there was a distinct and ugly stair-step pattern where the forest met the ocean biome and then, in the same view, an ugly seam between the plains area and the mountain area.

一点也不差。 很难说出从天上看所有事物的平滑程度,因此,让我们从游戏内的角度进行缩小和比较。 在这里,有一个明显且丑陋的阶梯状图案,森林与海洋生物群落相遇,然后在同一视图中,平原地区和山区之间出现了丑陋的接缝。

In the MCMerge fixed map, seen below from a slight different angle that really shows off the changes, the shoreline is chopped up and varied and the seam between the plains and the mountains is fixed with a river and elevation adjustment on the edge of the mountain biome.

在MCMerge固定地图中,下面从稍微不同的角度真正显示出变化,可以看到海岸线被切开并变化了,平原和山脉之间的接缝通过河流和海拔调整装置固定在山脉边缘生物群落。

What was a very apparent eyesore that would make you assume the game had glitched out now looks right at home in the Minecraft world, no questions asked. Even when you have a long and linear seam to conceal it still looks pretty natural.

显而易见的令人眼花ore乱的感觉会让您以为游戏已经出现故障,现在在Minecraft世界中看起来就像在家里一样,没有任何问题。 即使当您需要隐藏长长的线性接缝时,它看起来仍然很自然。

In the screenshot below you can see a spot, dozens of chunks long, where two biomes met along a very straight line. Although the generated river looks a tad bit unnatural given the normally meandering nature of Minecraft rivers (and a sharp eyed player would certainly note it’s unusually straight nature from a high vantage point) it still looks far more natural than a perfectly straight line marking the border between the two biomes.

在下面的屏幕截图中,您可以看到一个长数十个块的点,其中两个生物群落沿一条非常直线相遇。 尽管考虑到Minecraft河流的正常曲折性质(尽管敏锐的玩家肯定会注意到从高角度来看这是笔直的自然性质),生成的河流看起来有些不自然,但它仍然比标记边界的完美直线自然得多在两个生物群落之间。

When dealing with perfectly straight seams MCMerge does a definitely-good-enough job cleaning up and fuzzing the seams (to the point that only when viewed from the air or in a rendering to the lines become obvious). When dealing with more organic and wandering map edges, the clean up job is virtually undetectable.

当处理完美笔直的接缝时,MCMerge会做得非常好,清理并模糊了接缝(以至于只有从空中查看或渲染到线条时才变得明显)。 当处理更多有机的和徘徊的地图边缘时,清理工作实际上是不可检测的。

In today’s tutorial we used the default settings under less than ideal circumstances (our map had a mix of both sharp straight edges and meandering stair-step edges) and we still had great results. If you run MCMerge on a larger more organically explored map and you further fuss around with the merging options (check the readme file to see how you can adjust the fuzzing algorithm, depth of the river valley and surrounding cover, and so on) you can create merged edges so natural in appearance that it would be easy to forget, even as the person who inserted them, where they were.

在今天的教程中,我们在不太理想的情况下使用了默认设置(我们的地图混合了尖锐的笔直边缘和曲折的阶梯边缘),但仍然取得了不错的效果。 如果您在较大的有机探索地图上运行MCMerge,然后进一步大惊小怪的使用合并选项(请查看自述文件以了解如何调整模糊算法,河谷深度和周围的覆盖物等)。创建合并后的边缘,使其看起来很自然,以至于容易忘记,即使插入边缘的人也是如此。



Have a pressing Minecraft question big or small? Shoot us an email at ask@howtogeek.com and we’ll do our best to answer it!

有一个紧迫的Minecraft问题,大小不一? 向我们发送电子邮件至ask@howtogeek.com,我们将尽最大努力予以答复!

翻译自: https://www.howtogeek.com/213964/how-to-upgrade-your-old-minecraft-maps-for-seamless-transitions-to-new-biomes/

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