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Aldea NPC 1

una aldea NPC vista desde arriba

Archivo:Villa NPC5.png

Aldea desde dentro

Las aldeas NPC son un tipo de estructura que se genera en la superficie de los biomas de llanura y desierto, y que están habitados por aldeanos. Las aldeas están formadas por varios edificios generados aleatoriamente, entre los que se encuentran varios diseños de casas, cultivos de distinto tipo, herrerías, pozos, etc. Los edificios están comunicados por caminos que pueden ser de grava o de arenisca. Si una aldea reúne suficientes aldeanos, cabe la posibilidad de que aparezcan golems de hierro para defenderlos. Actualmente, existen dos tipos de aldeas, según el bioma en el que se generen:

  • Aldeas de madera: Se generan en el bioma de llanura, están construidas principalmente con troncos y tablas de madera y con roca. Sus caminos están hechos de grava, es normal que en estas aldeas existan caminos rotos o con agujeros, ya que a la grava le afecta la gravedad.
  • Aldeas de arenisca: Se generan en el bioma de desierto, están construidas con arenisca de distintos tipos y sus caminos son también de arenisca.


Edificios de las aldeas

Las construcciones que se generan en las aldeas son:

  • Cabañas: Son pequeñas construciones de 5x4 bloques, con cuatro pilares de troncos o ærenisca en las esquinas y suelo de tierra. También tienen una "mesa", que esta formada por un valla con una placa de presión encima.
  • Casas pequeñas: Son parecidas a las cabañas, son de 4x4 bloques, y tanto los pilares como el suelo estan hechos de roca o de arenisca (según el tipo de aldea). Suelen tener una escalera para subir al tejado, que está rodeado de vallas de madera. Esta construcción, a diferencia de la mayoría, no tiene una puerta en la entrada.
  • Casas grandes: Son de los mismos materiales que las casas pequeñas, pero son bastante más grandes, y tienen forma de "L". El tejado esta formado por escaleras. Este tipo de casa, debido a su tamaño, no suele aparecer en aldeas pequeñas.
  • Carnicerías: Estas casas tienen forma rectangular, el interior está decorado con una mesa como la de la cabaña, que se sitúa en una esquina, rodeada de escaleras a modo de "asiento". También disponen de una mesa hecha con losas de piedra, aunque lo más destacable de este edificio es que tienen un patio trasero vallado, al que se accede desde el interior de la casa.
  • Librerías: Son construcciones de estructura similar a la carnicería, aunque sin patio trasero. Tienen un gran ventanal en la parte frontal y disponen de una mesa de trabajo y varias librerías, lo que facilita el conseguir libros en modo supervivencia.
  • Pozos: Son pozos de 4x4 llenos de agua infinita, están hechos de roca, y tienen un techo que es soportado por vallas. El pozo suele tener 10 bloques de profundidad, aunque en los mundos extraplanos se reduce la profundidad a 4 bloques.
  • Granjas: En ellas están los cultivos de los aldeanos. Son cuatro líneas de cultivos, separadas a la mitad por una franja de agua y rodeados de madera. En cada parte de la granja se puede encontrar cultivos de trigo, patatas o zanahorias. También hay una versión más grande de la granja, que consiste simplemente en dos granjas unidas.
  • Herrerías: Son uno de los edificios que más benefician al jugador, estan hechos principalmente de roca, el rasgo característico de la herrería es que tiene un tejado de losas de piedra, y tienen fuera una zona cubierta, en la que hay dos hornos y un dos bloques de lava en una especie de recipiente.

Además, tienen un cofre en el que pueden aparecer cualquiera de los siguientes objetos:

Objeto Cantidad Weight Probabilidad
pan 1 – 3 15 62%
manzana roja 1 – 3 15 62%
lingote de hierro 1 – 5 10 47%
espada de hierro 1 5 27%
pico de hierro 1 5 27%
casco de hierro 1 5 27%
pechera de hierro 1 5 27%
perneras de hierro 1 5 27%
botas de hierro 1 5 27%
brote de roble 3 – 7 5 27%
obsidiana 3 – 7 5 27%
lingote de oro 1 – 3 5 27%
diamante 1 – 3 3 17%
  • Iglesia: son estructuras completamente generadas de roca y escaleras de roca, con 3 pequeños pisos, escalerilla y paneles de vidrio, con un balcón en la sima, el sacerdote puede generarse en las iglesias.
  • Lamparas: son estructuras que están a lo largo de las aldeas, creadas de vallas encimadas con un bloque de lana negra en la sima y cuatro antorchas en cada lado de el bloque de lana.
  • Caminos: los caminos conectan los edificios de la aldea, y son de grava si es una aldea normal, y de arenisca si es una aldea del desierto.

La cantidad de edificios que componen las aldeas varían y no todas las aldeas tienen todos los edificios al mismo tiempo, además del pozo que es único y sistemático, el numero de construcciones se incrementa en los mundos súper planos, las estructuras son tomadas de una lista con grandes probabilidades, pueden haber menos edificios de un tipo dada las restricciones de generación. las lamparas no tienen ninguna restricción ya que se generan donde no se pueden generan otras edificaciones, los caminos de grava se encuentran en medio de edificaciones y aveces extendidas mas alla de las villas


Estructura Weight rango máximo
por defecto
rango máximo por
defecto superplano
Cabañas de madera 3 2 – 5 3 – 8
Casas pequeñas 4 2 – 4 3 – 6
Casas grandes 8 0 – 3 1 – 5
Carnicerías 15 0 – 2 1 – 3
Bibliotecas 20 0 – 2 1 – 3
Granja pequeña 3 2 – 4 3 – 6
Granja grande 3 1 – 4 2 – 5
Herrerias 15 0 – 1 0 – 2
Iglesias 20 0 – 1 1 – 2

Cómo encontrarlas

Un método para encontrar posibles lugares donde puede aparecer una aldea es crear un mundo extraplano, donde las aldeas aparecen con más frecuencia, siempre y cuando tengas activada la opción "generar estructuras" en la pantalla de opciones de creación de mundo. Este metodo no siempre funciona:

  1. Encuentra tu número "Semilla". Puedes hacerlo usando el comando /seed.
  2. Genera un mundo creativo extraplano usando esa semilla.
  3. Si tu ordenador es lo suficientemente potente, pon la distancia de renderizado en "lejos".
  4. Vuela por los alrededores y busca una aldea NPC.
  5. Cuando encuentres una, pulsa F3 y anota las coordenadas.
  6. Dirígete a esas coordenadas en el primer mundo (Del que obtuviste la semilla).
  7. Una aldea NPC aparecerá ahi, aunque no con el mismo diseño.

Esto no siempre funciona porque una aldea NPC solo aparece en los biomas planos (pradera y desierto), lo que significa que puede que no haya una aldea en las coordenadas que encontraste. Tambien existen programas como AMIDST (por Skidoodle) que mapean el mundo y te aparecen todas las aldeas de ese mundo.

Cómo defender aldeas NPC

Si un jugador está cerca en una aldea cuando anochece, se podrá encontrar un Asedio Zombie. Los zombies apareceran cerca de la aldea independientemente del nivel del luz, y atacarán a los aldeanos. Si no hay aldeanos fuera de las casas, los zombies golpearán las puertas de las casas en las que se refugien los aldeanos. Mientras los aldeanos se escondan en sus casas, estarán a salvo. Pero si estás jugando en "dificil", los zombies podrán romper las puertas de los aldeanos, y podrán matar a los aldeanos en pocas noches. Las aldeas suficientemente grandes pueden tener Iron Golems que defenderan a los aldeanos de los zombies, pero aun asi, sin ayuda del jugador, la aldea podrá ser despoblada en varios ataques (Si solo queda 1 aldeano en cualquier momento, no podran reaparecer más). Tambien influye que la IA de los aldeanos es insuficiente para su supervivencia. Incluso sin zombies, pueden caerse en agujeros o cuevas cercanas, o bailar en cactus, o cualquier otra cosa que los pueda matar.

La ayuda que el jugador dar para que la aldea sobreviva, consiste en los siguientes pasos:

  1. Hasta que la aldea esté vallado o amurallada, los jugadores no deben pasar la noche a menos de 128 bloques (El radio alrededor del jugador en el que spawnean mobs) de los límites de la aldea.
  2. Tan pronto como sea posible, deberías iluminar la zona (incluido el interior de las casas), y construir una valla o muralla que rodee la aldea, teniendo cuidado de que los mobs no puedan saltarla, esto no protegerá contra el asedio en sí, pero evitará que otros mobs como los creeper aparezcan o entren durante la noche. Los mobs que no son zombies no atacaran a los aldeanos, pero si atacaran al jugador, dificultando la defensa de la aldea.
  3. Como alternativa, se puede colocar un bloque delante de las puertas cuando cae la noche, asi los zombies no podrán atacar a los aldeanos.
  4. El jugador debería salir por las noches a luchar contra los zombies.
  5. Cuando amanece, deberías sustituir las puertas rotas, aunque no debes usar las puertas de hierro, ya que los aldeanos no las reconocen como puertas de la aldea
  6. A partir de la versión 1.4 , los zombies no solo matan aldeanos, tambien los pueden convertir en Aldeanos Zombie, que pueden ser curados utilizando una poción de area de Debilidad, y luego dándole una Manzana dorada (La versión que se craftea con pepita de oro)
  7. A partir de la version 1.4 , incluso en las aldeas despobladas pueden reaparecer Aldeanos Zombie, dando la posibilidad de repoblar una aldea si son curados.


Expanding NPC Villages

Véase también: Tutorials/Creating NPC Villages
Archivo:Bare Minimum House.png

The bare minimum that a house can be. A door with at least 1 building block at same height within 30 blocks. Villagers will congregate within a few blocks of the door regardless of structure size.

Archivo:Minimum House.png

A surprisingly "acceptable" house for a villager who tries to escape the rain

The player can add more doors to a village to cause more villagers to spawn there.For every valid door in the village it will produce 0.35 of a villager. The requirements for a valid village door are that more spaces must be "outside" on one side of the door than the other. A space is considered "outside" if the sun hits it directly during the day, i.e., there is nothing above it except for transparent blocks like glass. Any space that is not transparent, or is shaded from above, is considered "inside". It will look at the 5 blocks in a straight line on each side of the door, and count the number of "outside" spaces. If the number of "outside" spaces on one side of the door is different than the number of outside spaces on the other side, it will be a valid door.

  • Buildings may be constructed out of most kinds of blocks provided that they are not transparent.
  • To properly register each door, a villager must be within a radius of 16 blocks horizontally and 3 to 4 blocks vertically of it. Doors may unregister if there are no villagers within range for a period of time.
  • Each door successfully registered as a house counts as 0.35 of a villager, meaning that every 3 registered doors produces a villager and every 20 registered doors is an additional 7 villagers.

Perhaps the easiest way to increase villager population is to make a kind of building some players call, "love shacks." These shacks are simply a building three blocks tall with large dimensions that for walls simply have alternating column and door. These are extremely efficient and easy to make.

For a slightly more natural way to make expanding easier, given the choice, villagers prefer areas where numerous doors back onto an area - like a communal square; this is almost always occupied as the chance of there being an active door within 16 blocks or so of the square is very high relatively speaking.

Criteria for an acceptable house

General criteria tested:

  • With door - villagers enter acceptable structure upon downfall (rain/snow) (does not enter without door of course, as a door determines a house)
  • No lighting (the existence of a light source is irrelevant in determining house eligibility)
  • Grass floor (floor surface does not seem to be relevant, also experimented: Jack-o-Lanterns, ice, bookshelves, gold ore as floors - all acceptable, although ice was interesting to watch)
  • Interestingly, whether the door was placed inside the frame, or on the bordering block outside the frame in any fashion, the villager entered in all cases (diagrams below)
  • Floor does not have to be at door level (inside floor can have a 1 block drop immediately after door without stairs, or 1 block up as long as door frame accommodates head space)
  • Acceptable structure does not require a roof cover (top can be completely open to rain and villager will attempt to escape from it inside the open top structure)
    • In fact, an acceptable "house" can be as minimal as a door, and then any single building block at the same height and within 30 blocks
  • Villagers cannot directly find a house unless there are no more than 15 blocks between them and the door only, regardless of any of the structure (also without random wandering in the right direction)
  • Villagers will attempt to squeeze as many of themselves as possible into 1 structure if it is the nearest house
  • A lone door will not be seen as a structure to a newly spawned villager, although destroying all of the structural blocks will not cause previous residents to forget about the house, and they will often congregate within 3 blocks of the "inside" of the door where the structure used to be
  • Note that regardless of structure size, villagers will stay within 3 blocks of the door while "actively" occupying the house
  • The final definition of a "house" seems to be: any door that has at least 1 building block at the same height, and within 30 blocks of the door.


Door placement:

Acceptable (natural village standard)

(inside)

(outside)

Acceptable


Acceptable (for some reason)



Acceptable


Village Behavior

A village is composed of at least one acceptable house and one villager. Upon creation, a village center is defined as the barycenter of the houses location. From this center extend the boundaries of the village, through which no villager nor iron golem may leave the village.

The size of the boundary is independent from the number of villagers, and is rather defined by the villagers' location relative to the village center. In other words, the boundaries of a village composed of at least two villagers will widen with the distance separating the villagers.

Any contact between villages' boundaries will prevent the centers of each village to travel towards the center of the other.

Creating NPC Villages

Artículo principal: Tutorials/Creating NPC Villages

The player is capable of founding a new village by "transplanting" villagers from an existing village, as long as the following conditions are met:

  • Must be at least 32 blocks from the "center" of the existing village, or else villagers will simply return to the village.
  • There must be homes at the new village, or else the villagers will simply wander.

As a villager cannot be manually pushed far past the boundary of the village, a common method for transplanting villagers from an older town to a newer one is placing tracks, and pushing the villagers into minecarts - they will simply sit in the minecart and not react to the village border as they pass it, until they are removed from the cart. Villagers may disappear when traveling in minecarts only to reappear when the minecart is broken. It is often helpful, but not required, to place the doors of the homes after the arrival of the villagers to speed detection. You can also simply destroy all the doors in the villages which will remove the boundary.

With the addition of zombies having a chance to spawn as zombie villagers and the ability to cure zombie villagers back to villagers, it is feasible to create a village anywhere a house can be made and zombies can be spawned, given the materials to cure the zombie villager. If the player has access to a zombie spawner (found in naturally-occuring dungeons), a "village" can easily be created by curing the zombie villagers spawned from it and corralling them (like cows or pigs) into nearby enclosed area. However, they will continue to attempt to wander and will not multiply unless a legitimate village is created following the villager housing criteria. This will also prevent zombie sieges as technically a village is not present.

History

Notch originally worked on NPC Villages by himself, but eventually gave the task to Jeb, so that he could work on other things.[1]

Jeb has said that during early tests of villages, the lava in a smithy often set the village on fire.[2]

NPC villages were added in Beta 1.8. Originally, NPC Villages were intended to be populated with Pigmen,[3] but in Beta 1.9 Pre-release, Villager mobs were added to spawn in NPC Villages.

A picture of NPC villages was released by Notch before 1.8 was released.[4][5] In the early screenshots, villages were partly made of Moss Stone. Even though the picture only showed the exterior of the buildings, videos recorded later during PAX revealed the interior of the structures.

NPC Villages are most often spawned in desert or plains biomes. This is probably due to the fact that while villagers wander, they are prone to falling off of cliffs and other tall structures, much as a wolf will. It is implied that villages will have their own biome in order to solve many of the problems that were hindering their development.[6]

As of 12w07a, Villagers will automatically repopulate according to the number of available houses in the Village. This is useful, because Zombie sieges have also been implemented, which hordes of zombies will have a chance to spawn near villages at night and attack Villagers. The player may supplement the amount of available houses by creating structures that consist of an area with a roof and wooden door.

As of 12w08a, Iron Golems will spawn near villages in order to protect the Villagers against any mobs in its sight, except passive mobs, wolves, and certain hostile mobs, such as the creeper, due to its potentially destructive nature when aggravated.

Since Minecraft snapshot 12w21a the player can trade with Villagers using emeralds.

As of 12w21a, NPC Villages change style according to their biome (e.g., the structures are made of sand/sandstone when any NPC villages are spawned in a desert).

As of 12w32a, villages now keep track of the 'popularity' of players by username. A player's popularity starts at zero, and ranges between -30 and 10, and the following can alter a player's popularity:

Popularity of Actions
Action Popularity Change
Trading a villager for the last offer slot on their list +1
Attacking a villager -1
Killing a villager -2
Attacking a villager child -3
Killing a village's Iron Golem -5

A player's popularity does not reset on death, and players cannot alter other players' popularity. In addition, the popularity is stored per village, a player may be popular in one and notorious in another. When a player's acts directly on a villager, particles around that villager will indicate the change in popularity.

Presently, popularity has one effect: if a player has -15 popularity or less, iron golems of that village will become aggressive to that player. If an iron golem is idle, it may become aggressive to the nearest player with -15 or lower popularity. The only limit to this aggression is a distance of approximately 13 quinquagintillion (10^153) blocks, which is many times larger than the size of the Minecraft world: therefore, if an iron golem is in a loaded chunk, it may become aggressive to a player at any possible distance in-game.

This snapshot encourages players to protect villagers: if a villager dies to a non-mob, non-player source while a player is within 16 blocks, or if a monster kills a villager, then no villager in the village will mate for approximately 3 minutes.

PAX

NPC Villages were shown to the public during the PAX 2011 demo. For demo purposes, Notch made them appear near the spawn so people could see them.[7] On a live stream from his Android phone during PAX, Notch stated that NPCs were not added to the villages but that they were coming eventually. (According to Jeb, NPCs for the village was delayed until Beta 1.9.[8]) The majority of the NPC structures are made from wood based resources, with frames of cobblestone, and the footpaths are 3 blocks wide and made of gravel. The gravel appears to replace the top layer of dirt (or sand) upon generation of the village.[9]

Old interview of Notch

Notch once answered some questions about an idea he had, NPC Villages, where he revealed some thoughts about them[10]:

  • If you treat the Villagers well (giving them items), they'll give you items back. (This has been fulfilled with the addition of trading.)
  • If you treat the Villagers badly (attacking/killing them), they'll try to do the same to you. (This has been partially fulfilled with the addition of Iron Golems, and in the 1.4 snapshots.)
  • Raiding chests will anger the owners of the town/chest and they will attack.

Eventually these villages will have more player looking NPC's. Also, trading has been Jeb's main focus on villages.

Video

NPC Villages/video

Gallery

Bugs

  • It is possible for mushrooms to spawn inside the buildings.
  • NPC villages may occasionally spawn in shallow water (however, it is usually not too far away from shore). As seen Here [1]
  • Occasionally, if a lamp post is generated one block away from a building, one of the torches may be spawned on the wall of that building.
Archivo:Half-Spawned Village Bug.png

A village generated with only half buildings and farms.

  • It is possible for village buildings as well as farms to be cut off seemingly randomly, as result of chunk errors, making the buildings be only partially spawned.
  • If an NPC village is in the desert, there is a small chance there will be a cactus on the paths, and that they will have gravel on top of them.
  • It is possible for structures built by NPCs to continue down a ravine, if spawned on/next to one.
  • Zombies may spawn in houses on hardcore mode, even if lit. (Unknown if this a bug or not)
  • In desert villages, stone half slabs spawn on top of blacksmith's. It would make more sense for sandstone half slabs to spawn on top of them to match the rest of the village. (Unknown if a bug or not)
  • At rare occasions, villages are created so small that no villagers will spawn.
  • There is a rare glitch where a house will spawn upon another, thus creating a doorless 2 story house with a gap where the second "door" should be.
  • In 12w21a (and possibly 12w22a), villagers occasionally will all spawn with the original farmer skin. (This does not affect the items they buy/sell, just their appearance, but can be confusing for the player)
  • In some desert houses, there may be some extra blocks inside made of sand.
  • In many desert villages, houses generate with doorways too high to reach due to a lack of stairs. This can happen in other biomes as well.
  • Rarely, NPC villages can spawn even when "generate structures" is off, but no villagers spawn.
  • Villages can be depopulated over time if there's any sort of "trap cave" or similar structure nearby, where they get stranded and perhaps killed.
  • It is possible for a village to be completely devoid of villagers, especially if the player spawns near a village at the beginning of the game.
  • In the Xbox edition if a village is at the end of the map it is cut in half with some buildings half there and the rest half gone.

Trivia

  • NPC villages are optional as part of the setting for generated structures.
  • If gravel paths go through a tall grass area, upon generation tall grass will be removed and it may drop seeds.
  • Farms in the villages avoid overhanging by filling in the area below them with dirt. When the farm overhangs a ravine, this can cause a very tall rectangular dirt structure that at first glance almost looks like a chunk error.
  • Occasionally, surface ravines will be generated through NPC villages, causing missing pathways or even entire buildings sunken into the ravine. This also applies to cave entrances and other surface oddities.[11]
  • The well acts as the "center" of the village in reference to Minecraft's code. For example, in 12w21a and above, if a well generates in a desert, all buildings and paths will be made of sandstone, even if all other buildings are in an adjacent plains biome. The well also appears to be the point where village-locating tools will point to. This explains why there is always exactly one well in each village.
  • The wells in NPC villages do not work as infinite water sources, as they are more than one block deep. (They do become infinite water sources once drained to their lowest level, or if the bottom is filled in with sand/gravel.)
  • Sometimes buildings can generate so that their entrances are buried. You have to uncover the entrance, or dig in through the walls. An example of this can be found on the seed, troll, with the church in the NPC village you spawn near, half buried.
  • Alternatively to the above, entire villages can be rarely found 2 or more blocks higher than the gravel path with no stairways going up to the houses.
  • Outside the tutorial area in the Xbox 360 Edition, there is a village similar to the ones in the PC edition but without Villagers. This was not made as part of chunk generation.

References

Plantilla:Reflist

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