pub struct ChunkNbt {Show 15 fields
pub data_version: i32,
pub x_pos: i32,
pub z_pos: i32,
pub y_pos: i32,
pub status: NamespacedKey,
pub last_update: i64,
pub block_entities: Vec<Value>,
pub height_maps: HeightMaps,
pub fluid_ticks: Vec<Value>,
pub block_ticks: Vec<Value>,
pub inhabited_time: i64,
pub blending_data: Option<BlendingData>,
pub post_processing: [Vec<Value>; 24],
pub structures: Value,
pub sections: Vec<ChunkSection>,
}
Expand description
The represents that chunk’s nbt data stored in the region file
Fields§
§data_version: i32
Version of the chunk NBT structure.
x_pos: i32
x
position of the chunk (in absolute chunks from world x
, z
origin, not relative to the region).
z_pos: i32
z
position of the chunk (in absolute chunks from world x
, z
origin, not relative to the region).
y_pos: i32
Lowest Y section in chunk
status: NamespacedKey
Defines the world generation status of this chunk
All status except [Status::Full
] are used for chunks called proto-chunks, in other words,
for chunks with incomplete generation.
last_update: i64
Tick when the chunk was last saved.
block_entities: Vec<Value>
List of block entities in this chunk
height_maps: HeightMaps
Several different heightmaps corresponding to 256 values compacted at 9 bits per value (lowest being 0, highest being 384, both values inclusive).
fluid_ticks: Vec<Value>
List of “active” liquids in this chunk waiting to be updated
block_ticks: Vec<Value>
List of “active” blocks in this chunk waiting to be updated. These are used to save the state of redstone machines or falling sand, and other activity
inhabited_time: i64
The cumulative number of ticks players have been in this chunk. Note that this value increases faster when more players are in the chunk. Used for Regional Difficulty.
blending_data: Option<BlendingData>
This appears to be biome blending data, although more testing is needed to confirm.
post_processing: [Vec<Value>; 24]
A List of 24 Lists that store the positions of blocks that need to receive an update when a proto-chunk turns into a full chunk, packed in Shorts. Each list corresponds to specific section in the height of the chunk
structures: Value
Structure data in this chunk
sections: Vec<ChunkSection>
A list of the sections in this chunk
All sections in the world’s height are present in this list, even those who are empty (filled with air).