STEVE-1 v1: style-conditioned terrain VAE (ONNX + mappings + base_v1 fine-tuning checkpoint)
Browse files- README.md +105 -0
- assets/profiles.png +0 -0
- assets/real_profile.png +0 -0
- assets/vae_curves.png +0 -0
- base_v1/manifest.json +169 -0
- base_v1/style_mapping.json +3 -0
- base_v1/vae_base.pth +3 -0
- biome_id_mapping.json +25 -0
- block_group_mapping.json +29 -0
- style_mapping.json +3 -0
- terrain_vae_decoder.onnx +3 -0
README.md
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@@ -1,3 +1,108 @@
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---
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license: mit
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---
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---
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license: mit
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tags:
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- minecraft
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- terrain-generation
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- vae
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- onnx
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- voxel
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- film
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- transfer-learning
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- games
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datasets:
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- ghosteau/minecraft-chunks
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pipeline_tag: other
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---
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# STEVE-1 — Style-conditioned Terrain Encoder VAE
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STEVE-1 generates full Minecraft chunks (16 x 384 x 16 voxels, bedrock to build limit) from **latent noise + a biome ID + a style ID** in a **single ONNX forward pass** — fast enough to run inside a live PaperMC server. It is also a **pretrained base for transfer learning**: anyone can fine-tune a new terrain *style* onto it from a folder of their own world's chunks, in minutes, training ~1.8% of the weights, without touching the base.
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- **Training pipeline, plugin, and fine-tuning notebook:** [github.com/ghosteau/generative-terrain](https://github.com/ghosteau/generative-terrain)
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- **Training data:** [ghosteau/minecraft-chunks](https://huggingface.co/datasets/ghosteau/minecraft-chunks) (2,040 chunks, ~200M voxels, 22 biomes)
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## Architecture
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A conditional VAE built around one hard constraint: in-game inference must be a single fast graph call (no diffusion, no autoregression).
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| Component | What it does |
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|---|---|
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| Spatial latent `z` `[8, 4, 16, 4]` | A coarse 3D latent grid instead of one broadcast vector, so terrain varies from place to place (hills, valleys, caves) |
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| Heightmap stage | The decoder first predicts a per-column surface height, then feeds a signed-distance-to-surface channel to the voxel head — the model commits to a surface instead of hedging |
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| 3-level 3D U-Net (~4.6M params) | Chunk-scale receptive field: at the bottleneck the chunk is 2 x 48 x 2, so horizontal context is global |
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| FiLM style conditioning | Every U-Net block and the heightmap head is modulated (per-channel scale/shift) by a style embedding. Style 0 = vanilla; 8 slots reserved for custom styles. This is the fine-tuning mechanism |
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| 27 block groups | The model predicts semantic groups (`STONE`, `GRASS`, `WATER`, ores, ...); the plugin expands them to concrete blocks with local context |
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Conditioning uses **only what exists before terrain does** (position, biome, noise, style). It deliberately never sees neighbour blocks, light, or surface flags — the data-leakage mistake that sank earlier versions of this project.
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Training: EMA weights (exported), mixed precision, warmup + cosine LR, KL annealing with free bits, biome-balanced sampling, and biome dropout so a reserved `UNKNOWN` biome row learns generic terrain (that is what makes fine-tuning work on custom worlds with unrecognised biomes).
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## Files
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| File | Purpose |
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|---|---|
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| `terrain_vae_decoder.onnx` | The generator: `(z, biome_id, style_id) -> logits [1, 27, 16, 384, 16]` |
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| `block_group_mapping.json` | Class id -> block group name |
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| `biome_id_mapping.json` | Biome name -> id (includes `UNKNOWN`) |
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| `style_mapping.json` | Style name -> id (`BASE` = 0) |
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| `base_v1/` | The versioned base checkpoint for fine-tuning: PyTorch weights + a manifest with the exact architecture and mappings |
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## Use it in a Minecraft server
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Drop `terrain_vae_decoder.onnx` and the three JSON mappings into `<server>/plugins/GenerativeTerrain/` (plugin jar from the [GitHub repo](https://github.com/ghosteau/generative-terrain)), then in game:
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```
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/generateterrain base style, current chunk
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/generateterrain style <name> a fine-tuned custom style
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```
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## Use it from Python
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```python
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import numpy as np
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import onnxruntime as ort
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from huggingface_hub import hf_hub_download
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sess = ort.InferenceSession(hf_hub_download("ghosteau/STEVE-1", "terrain_vae_decoder.onnx"))
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logits = sess.run(["logits"], {
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"z": np.random.randn(1, 8, 4, 16, 4).astype(np.float32), # the variety
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"biome_id": np.array([15], dtype=np.int64), # PLAINS (see biome_id_mapping.json)
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"style_id": np.zeros(1, dtype=np.int64), # 0 = BASE
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})[0]
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chunk = logits.argmax(1)[0] # [16, 384, 16] block-group ids, Y index 0 = world Y -64
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```
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Sample a fresh `z` per chunk; scale it (`z * 0.8`) for tamer terrain, (`z * 1.2`) for wilder.
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## Fine-tune it on your own terrain
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This is the headline feature. The `base_v1/` directory is a self-contained transfer-learning checkpoint: weights plus a manifest that the pipeline's `fine_tune()` uses to rebuild the exact architecture, so version mismatches are impossible.
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1. Export 50+ chunks of your world with the plugin: `/grabchunkarea 5`
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2. Clone the [GitHub repo](https://github.com/ghosteau/generative-terrain), open `ml/notebooks/FineTune.ipynb`
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3. Point it at `base_v1/`, your CSV folder, and a style name; run it
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Fine-tuning trains the new style vector and the FiLM projections (~84k of 4.6M parameters) while everything else stays frozen — a unit test in the repo asserts the base weights come out bit-identical. The exported ONNX then carries both the vanilla style and yours, selectable per command. Up to 8 custom styles fit in one model.
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## Training results
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Vertical block-distribution profile, real vs generated (the terrain-plausibility check — bedrock floor, deepslate/stone body, thin surface band, air above):
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Training curves (EMA-validated loss):
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## Limitations
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- **Chunks generate independently** — edges between adjacent generated chunks do not line up yet. Cross-chunk edge conditioning is the next planned lever.
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- **Rare biomes are undertrained**: the dataset has 1-5 chunks of TAIGA, FLOWER_FOREST, and SWAMP; those styles lean on the balanced sampler and will look generic.
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- Trees and vegetation are coarse (single log/leaf groups expanded with heuristics by the plugin).
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- Ores are placed procedurally after generation (as vanilla does), not modelled.
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## License and attribution
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MIT. Not affiliated with or endorsed by Mojang or Microsoft; "Minecraft" is a trademark of Mojang Synergies AB. The name STEVE is, of course, for Steve.
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assets/profiles.png
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assets/real_profile.png
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assets/vae_curves.png
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base_v1/manifest.json
ADDED
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{
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"format": 1,
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"version": "v1",
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"created": "2026-07-02T20:08:08",
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"num_classes": 27,
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"num_biomes": 23,
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"arch": {
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"base_channels": 32,
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"biome_embed_dim": 16,
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"latent_channels": 8,
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"latent_grid": [
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4,
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16,
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4
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],
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"style_dim": 64,
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"max_custom_styles": 8
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},
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"geometry": {
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"chunk_width": 16,
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"chunk_height": 384,
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"chunk_depth": 16,
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"min_y": -64
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},
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"biome_mapping": {
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"BADLANDS": 0,
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"BAMBOO_JUNGLE": 1,
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"BEACH": 2,
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"BIRCH_FOREST": 3,
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"COLD_OCEAN": 4,
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"DARK_FOREST": 5,
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"DESERT": 6,
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"ERODED_BADLANDS": 7,
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"FLOWER_FOREST": 8,
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"FOREST": 9,
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"JUNGLE": 10,
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"LUKEWARM_OCEAN": 11,
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"MANGROVE_SWAMP": 12,
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"OCEAN": 13,
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"OLD_GROWTH_BIRCH_FOREST": 14,
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"PLAINS": 15,
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"RIVER": 16,
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"SAVANNA": 17,
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"SPARSE_JUNGLE": 18,
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"SUNFLOWER_PLAINS": 19,
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"SWAMP": 20,
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"TAIGA": 21,
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"UNKNOWN": 22
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},
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"block_groups": {
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"AIR": [
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"AIR",
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"CAVE_AIR",
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"VOID_AIR"
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],
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"STONE": [
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"STONE",
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"ANDESITE",
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"DIORITE",
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"GRANITE",
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"TUFF"
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],
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| 63 |
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"DEEPSLATE": [
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"DEEPSLATE"
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],
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"DIRT": [
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"DIRT",
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"COARSE_DIRT",
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"ROOTED_DIRT"
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],
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"GRASS": [
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"GRASS_BLOCK",
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"PODZOL"
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],
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"SAND": [
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"SAND",
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"RED_SAND"
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],
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"GRAVEL": [
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"GRAVEL"
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],
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"CLAY": [
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"CLAY"
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],
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"WATER": [
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"WATER"
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],
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"LAVA": [
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"LAVA"
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],
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"BEDROCK": [
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"BEDROCK"
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],
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"COAL_ORE": [
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"COAL_ORE",
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"DEEPSLATE_COAL_ORE"
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],
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"IRON_ORE": [
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"IRON_ORE",
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"DEEPSLATE_IRON_ORE"
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],
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"COPPER_ORE": [
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| 103 |
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"COPPER_ORE",
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| 104 |
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"DEEPSLATE_COPPER_ORE"
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],
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| 106 |
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"GOLD_ORE": [
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| 107 |
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"GOLD_ORE",
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| 108 |
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"DEEPSLATE_GOLD_ORE"
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],
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"REDSTONE_ORE": [
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"REDSTONE_ORE",
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"DEEPSLATE_REDSTONE_ORE"
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| 113 |
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],
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| 114 |
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"LAPIS_ORE": [
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| 115 |
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"LAPIS_ORE",
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"DEEPSLATE_LAPIS_ORE"
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],
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| 118 |
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"DIAMOND_ORE": [
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| 119 |
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"DIAMOND_ORE",
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| 120 |
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"DEEPSLATE_DIAMOND_ORE"
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| 121 |
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],
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| 122 |
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"EMERALD_ORE": [
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| 123 |
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"EMERALD_ORE",
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"DEEPSLATE_EMERALD_ORE"
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],
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| 126 |
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"OAK_WOOD": [
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"OAK_LOG",
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"OAK_LEAVES"
|
| 129 |
+
],
|
| 130 |
+
"SPRUCE_WOOD": [
|
| 131 |
+
"SPRUCE_LOG",
|
| 132 |
+
"SPRUCE_LEAVES"
|
| 133 |
+
],
|
| 134 |
+
"BIRCH_WOOD": [
|
| 135 |
+
"BIRCH_LOG",
|
| 136 |
+
"BIRCH_LEAVES"
|
| 137 |
+
],
|
| 138 |
+
"JUNGLE_WOOD": [
|
| 139 |
+
"JUNGLE_LOG",
|
| 140 |
+
"JUNGLE_LEAVES"
|
| 141 |
+
],
|
| 142 |
+
"ACACIA_WOOD": [
|
| 143 |
+
"ACACIA_LOG",
|
| 144 |
+
"ACACIA_LEAVES"
|
| 145 |
+
],
|
| 146 |
+
"DARK_OAK_WOOD": [
|
| 147 |
+
"DARK_OAK_LOG",
|
| 148 |
+
"DARK_OAK_LEAVES"
|
| 149 |
+
],
|
| 150 |
+
"VEGETATION": [
|
| 151 |
+
"SHORT_GRASS",
|
| 152 |
+
"TALL_GRASS",
|
| 153 |
+
"SEAGRASS",
|
| 154 |
+
"TALL_SEAGRASS",
|
| 155 |
+
"KELP",
|
| 156 |
+
"KELP_PLANT",
|
| 157 |
+
"LILY_PAD"
|
| 158 |
+
],
|
| 159 |
+
"MISC": [
|
| 160 |
+
"GLOW_LICHEN",
|
| 161 |
+
"MOSS_BLOCK",
|
| 162 |
+
"MOSS_CARPET",
|
| 163 |
+
"SCULK",
|
| 164 |
+
"SCULK_VEIN",
|
| 165 |
+
"POINTED_DRIPSTONE"
|
| 166 |
+
]
|
| 167 |
+
},
|
| 168 |
+
"dataset_chunks": 2040
|
| 169 |
+
}
|
base_v1/style_mapping.json
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"BASE": 0
|
| 3 |
+
}
|
base_v1/vae_base.pth
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:0228c462212366303bc74c1900c8a3f847691f860fa4d76f59ce03434879e3f7
|
| 3 |
+
size 18532484
|
biome_id_mapping.json
ADDED
|
@@ -0,0 +1,25 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"BADLANDS": 0,
|
| 3 |
+
"BAMBOO_JUNGLE": 1,
|
| 4 |
+
"BEACH": 2,
|
| 5 |
+
"BIRCH_FOREST": 3,
|
| 6 |
+
"COLD_OCEAN": 4,
|
| 7 |
+
"DARK_FOREST": 5,
|
| 8 |
+
"DESERT": 6,
|
| 9 |
+
"ERODED_BADLANDS": 7,
|
| 10 |
+
"FLOWER_FOREST": 8,
|
| 11 |
+
"FOREST": 9,
|
| 12 |
+
"JUNGLE": 10,
|
| 13 |
+
"LUKEWARM_OCEAN": 11,
|
| 14 |
+
"MANGROVE_SWAMP": 12,
|
| 15 |
+
"OCEAN": 13,
|
| 16 |
+
"OLD_GROWTH_BIRCH_FOREST": 14,
|
| 17 |
+
"PLAINS": 15,
|
| 18 |
+
"RIVER": 16,
|
| 19 |
+
"SAVANNA": 17,
|
| 20 |
+
"SPARSE_JUNGLE": 18,
|
| 21 |
+
"SUNFLOWER_PLAINS": 19,
|
| 22 |
+
"SWAMP": 20,
|
| 23 |
+
"TAIGA": 21,
|
| 24 |
+
"UNKNOWN": 22
|
| 25 |
+
}
|
block_group_mapping.json
ADDED
|
@@ -0,0 +1,29 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"0": "AIR",
|
| 3 |
+
"1": "STONE",
|
| 4 |
+
"2": "DEEPSLATE",
|
| 5 |
+
"3": "DIRT",
|
| 6 |
+
"4": "GRASS",
|
| 7 |
+
"5": "SAND",
|
| 8 |
+
"6": "GRAVEL",
|
| 9 |
+
"7": "CLAY",
|
| 10 |
+
"8": "WATER",
|
| 11 |
+
"9": "LAVA",
|
| 12 |
+
"10": "BEDROCK",
|
| 13 |
+
"11": "COAL_ORE",
|
| 14 |
+
"12": "IRON_ORE",
|
| 15 |
+
"13": "COPPER_ORE",
|
| 16 |
+
"14": "GOLD_ORE",
|
| 17 |
+
"15": "REDSTONE_ORE",
|
| 18 |
+
"16": "LAPIS_ORE",
|
| 19 |
+
"17": "DIAMOND_ORE",
|
| 20 |
+
"18": "EMERALD_ORE",
|
| 21 |
+
"19": "OAK_WOOD",
|
| 22 |
+
"20": "SPRUCE_WOOD",
|
| 23 |
+
"21": "BIRCH_WOOD",
|
| 24 |
+
"22": "JUNGLE_WOOD",
|
| 25 |
+
"23": "ACACIA_WOOD",
|
| 26 |
+
"24": "DARK_OAK_WOOD",
|
| 27 |
+
"25": "VEGETATION",
|
| 28 |
+
"26": "MISC"
|
| 29 |
+
}
|
style_mapping.json
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"BASE": 0
|
| 3 |
+
}
|
terrain_vae_decoder.onnx
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:8311a665929d33ad3ebcf4c92b57ec1913f3ff123f037a791c3890215a794559
|
| 3 |
+
size 16751514
|