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如果你想要用铁傀儡盖一个刷铁厂,又或许你在村子里想要里有更多的村民来交易,那么你来对地方了。
术语
村庄有着下列数据:村庄中心、村庄半径、房屋数、人口(村民数)、最大人口(可容纳的最多村民数,以门的数量为基准)、铁傀儡数量、铁傀儡最大数量(以人口为准)。
一个村庄需要两个要素。它们是房屋(至少一个)和村民(至少有一个)。“房屋”可以被简单地定义为一个有着“内部”和“外部”的木门(详见下一节)。村庄将试图维持其人口在“房屋”(门)数量的35%以上(详情见下文)。村庄中心是村庄的几何中心点,即所有门的“平均坐标”。村庄的半径是32格或从中心点到最远的门的距离,取其最大值。这意味着半径总是大于等于32,如果有距中心点超过32格的门,那幺半径就是中心点到最远的门的距离。中心点和半径都是取整后的整数,尚不清楚具体是向上取整、向下取整还是四舍五入取整。
房屋
如果一扇木门(必须为木质材料)同时拥有“里面”和“外面”,那么就形成了一间房屋。所谓“里面”指的是一扇木门面向的两侧各五格(成一条水平直线)范围内,地面被屋顶遮挡的方块数较多一侧。当一个不透明的方块(可以在任何高度)遮挡住了垂直照射下的阳光,以至于阳光不能到达其下方的“地面方块”时,这个不透明的方块被称为屋顶。
另一个放置屋顶的方法是:被称为“外面”的空间内可以垂直向上看到天空的风景,因此在“外面”的空间亮度值是15;而被称为“里面”的空间不能够垂直向上看到天空的风景(总之,垂直向上看是看不见天空的),因此“里面”的空间亮度值要低于15。那么,“里面”指的是这扇木门的两侧(同样成一条直线)中拥有更多的“内部空间”的一侧(反过来说,“外面”比“里面”拥有更多的“外部空间”)。
一扇门如果没有屋顶或者是两边被遮挡的方块数相同时,不能称之为房屋。
例如 - 这扇门被放置在一个木板上。此时游戏会检测这些区域(在图中用浅蓝色羊毛表示)是否有被“屋顶方块” 遮挡。
最简单的房屋像这样:一扇木门以及一个被放置在旁边地面上的泥土方块。
我没看错吧,这真的是房屋吗?但对游戏来说,这确实合乎标准。这个泥土方块遮挡住了垂直射下的阳光,阳光没有到达其下方的方块(在图中用红色羊毛表示),因此这个方块被看作是一个“屋顶方块”。图片中的右侧有一个“内部空间”,其被一个屋顶方块所覆盖(在图中为红色羊毛),而在左边没有任何“内部空间”。既然一比零更大,也即门的一侧比另一侧拥有更多被遮挡的方块,所以将此视作一个房屋。
以下这些同样可以被视作房屋:
你可以把房屋设计成任何样式。除了位于红色羊毛正上方的“屋顶方块”外,其余的方块你可以随意放置,也可以不放置任何额外的方块。
一扇门有两个方块的高度,如果有必要,游戏会对每扇门检测两次。如果首次“屋顶检测”失败,那么游戏会跳过最底部的一层,从更高的一层开始,执行第二次检测。这一次,游戏仅检测更高一层的绿色羊毛部分。
例如 - 对于下面的门来说,首次的“房屋检测”发现:左边有两个方块被屋顶遮挡,而右边同样有两个方块被屋顶遮挡。由于门的两侧有相同的数目被遮挡的方块,游戏不能区分门的“里面”和“外面”,所以这扇门不被视作一个房屋(尽管检测还没有彻底结束):
然后,既然首次检测失败了,那么底部的一层被跳过,我们执行第二次检测,这一次仅需要检测绿色羊毛的上方是否有遮挡。这一次,仅左边的一侧有两个方块被屋顶遮挡,那么第二次房屋检测通过,这扇门仍然被视作一个房屋,“里面”指的是门的左侧,其拥有更多数目的被遮挡方块。
在下面的例子中,这扇门通过了首次检测,其左边有一个被遮挡方块,而右边有两个被遮挡方块。这就形成了一个屋子,右边是“里面”。它同样也能通过第二次检测(这次左边“里面”),但既然第一次已经检测通过了,我们就不需要进行第二次检测了。这扇门已经被视作一间房屋,“里面”位于右边(以第一次为准)。
被遮挡的方块并不是一定要连续,下面的门被视作一间房屋,“里面”位于右侧,在五格范围内,右边有三个方块被遮挡,而左边只有两个。
下面的门的两边各有三个被遮挡的方块,因此不被视作一间房屋。
一间房屋只有在附近由村民时,才有效。附近没有村民,其不会被视作“房屋”,仅仅是一些方块和一扇门。
但只要村民一出现,它就变成了一间房屋(和一个村民)。
村民会识别在两个方向的水平坐标轴16个方块内的房屋,以村民所站在的地面为基准,上至3个方块内、下至5个方块内的有效门,村民都会将其视作一个房屋。
边界重合
当两个村庄的边界有重叠时,它们会被合并成单个大的村庄。 在一个已经存在的村庄内(半径32格)新生成的房子会被认为是一个独立村庄,并与已经存在的村庄重叠,然后变成该村庄的一部分。这将导致村庄中心点和半径的重新计算,并且有时候会使它再与另一个已经存在的村庄重叠。这种情况下,程序并不能每次都正确的处理。最终有可能发生两个村庄重叠了但是仍然被认为是两个独立村庄的情况。 幸运的是,这种情况的修正方法很简单,只要退出游戏并重新载入,程序便会重新评估所有的位置,这时将会被认为只有一个大的村庄存在,而不是两个小村庄的重叠。
同样,反过来会有这样的情况:如果一个大型村庄的中心的房子都被移除了,剩下的房子虽然可以组成两个独立的,半径范围内不重叠的小村庄,但是游戏仍会认为它们是一个大的村庄直到下一次重启。此时,它会再次执行评估,正确地将它们作为两个单独的村庄识别。
当放置或拆除方块导致一个房子不再是一个房子的时候,游戏无法及时更新判定,并且仍然会把这个门所在的地方算作房子,可以重启来修复这个问题,但是不保证每次都凑效。又是你可能需要拆除和重新放置门本身来让它不再被判定为一个有效的房子。并且,如果你跑足够远使门所在的区块从内存被卸载,再次回来的时候,将会重新评估并正确的识别剩下的房子。
透明方块
It seems there are three kinds of transparent blocks. There are fully transparent blocks such as glass, torches, and fences, and then there are what are call "partially transparent" blocks such as slabs, stairs, and leaves, which are treated as transparent by the rendering engine, and glowstone which is also treated as transparent, although you can not see through any part of it. Semi-transparent blocks still block light from passing through (at least partially, as is the case with leaves or water), so they're still somehow considered opaque to the lighting engine, which appears to be where it counts. These partially transparent blocks will block the sunlight, and so will count as roof blocks. Fully transparent blocks still do not count. Water and lava (both flowing and source blocks) are partially transparent, and will count as roof blocks. Leaves, slabs, and stairs count as roof blocks.
抵消
There is a rumor going around, that two doors facing within a certain distance of each other will somehow cancel each other out, and neither one of them (or sometimes only one, depending on who you hear it from) will count as "houses." This is not true! It is nothing more than a misconception, a rumor, brought about by a misinterpretation.
The reason the doors on the left do not count as houses is not because they are facing each other, but rather because each one has exactly one space covered by a roof block on either side. So as you can see, it has nothing to do with the fact that they are facing each other!
Here is an image that demonstrates the overlap between the areas checked for roof blocks by each of the two doors. The door on the left checks above the pink blocks, and the door on the right checks above the blue ones (but only in the center row that's inline with the doors, clearly). Purple blocks represent the area where the two zones overlap, and these spaces are checked by both doors:
So looking at the blue door, it has one covered space on the left side, and one also on the right:
And likewise with the pink door:
Since these doors both have the same number of covered spaces on either side, they don't have an "inside" or an "outside," and therefore can't be called "houses." However If you put additional blocks behind these (or just move them back by one space) then they will be 6 blocks away from the far door, too far to be counted, but are still within range of the nearer door, creating the imbalance necessary to call them "houses":
With these additional blocks in place, the doors now are valid houses. This is my understanding, and the Village Info mod agrees!:
搬运村民
有许多办法来搬运村民,其中一些办法非常的乏味。第一个并且是最出名的方法是使用矿车,首选建造一条从村庄到目的地的铁轨,然后一个一个的把村民推上矿车,并把矿车推到目的地,然后摧毁矿车(或使用充能铁轨)。第二种方法更无趣,但是需要的资源要少一些,这种方法被称作水道技术。从村庄到目的地之间创造一条水道,并且在路上没有出口(比如建造2×2的水道),然后拿两桶水,使用水把村民推远一些,然后使用第二桶水继续,跑回去收集第一桶水,如此往复。
使用在这个wiki上收集到的信息,发现有个比矿车和水道更简单的方法来搬运村民。首先找到一个村庄,留下一扇门来聚集所有的村民,摧毁其他的门。然后可以以创建假房子的方式移动村民。当村民发现了对房子的需求,村民就会‘跟随’着门。最简单的办法就是在门后放2个方块,移除掉旧的门,然后村民就会跟着你跑啦。
可以参考下面的视频,从1:20到3:33的内容。
繁殖和最大人口
村民可以自主地繁殖,但至少应该有两个可以彼此接触到的成年村民。如果你从别的村子里抓来了一个村民、或者治疗了一个僵尸村民、又或者村子里没有了村民(或仅剩下一个村民),那么你想要找来更多的村民。以下是仅有的几种方式:
- 从另一个村子里搬运过来
- 他们可以用矿车来运输或者用一连串假房子引导过来(见影片)
- 治疗感染的僵尸村民
- 用作弊命令或者创造模式中的刷怪蛋
得到一对村民后,一个村子的最大人口是村子房屋数目的0.35倍(前文有提到)。更具体的说,他们会一直繁殖直到成年村民数达到最大人口,而此后,尚未长大的幼年村民仍会继续成长至成年。
村子的居民在没有达到最大人口时,他们会不停地进入“恋爱模式”,你可以看到他们的头上冒出的红心(至少你应该开启视频设置中的部分颗粒可见,即使你看不见也没关系,他们仍然会进行繁殖)。这更像农场中动物的繁殖,当两个村民感觉到“浪漫”并且可以看见彼此,他们会缓缓移动之对方面前,然后“亲吻”几秒钟,之后,一个更小的(小孩)村民会在他们旁边诞生。这个新的村民的职业是随机的(你可以从他的服饰和颜色上作出判断),并不一定与父母的职业相同。
意愿
此外,村民只有在“有意愿”的状态下才会进行繁殖。在结婚后,他们不会再“有意愿”结婚,所以你必须再次让他们变得“有意愿”。
与村民交易,可能会使村民处于“有意愿”的状态。在第一次完成一个新的交易组合时,村民会变得“有意愿”,或者完成下一次旧的交易组合后,有20%的机率会使他们变得有意愿。如果通过交易使某个村民变得“有意愿”,这个村民身上会有绿色的颗粒物闪烁(类似于对刚出生的动物喂食物),然而,你可能需要稍等片刻(而不是马上),他才会去寻找一个伴侣。
当某个村民的存货中有一个方格(类似于玩家的储存箱中的方格)中有3个面包、12个胡萝卜或者12个马铃薯时,他们也会变得“有意愿”。任意一个村民(通常是农民),如果拥有额外的食物,他们会向别的村民丢弃,直到另一个村民拥有足够的食物而变得“有意愿”结婚。你也可以向村民丢面包、胡萝卜、马铃薯来促进他们繁殖,村民会捡起地上的食物,达到要求后,他们会变得“有意愿“。
治愈僵尸村民
有两种办法来治愈僵尸村民。第一种办法需要你到下界至少收集一个火焰棒,用酿造台酿造。然后你需要酿造一个虚弱喷溅药水,然后制作一个金苹果(由金锭制作的那个“普通的”苹果)。当你找到一个僵尸村民后,将虚弱药水喷在它身上,然后使用金苹果右键点击它。
另外还有一种办法,对于禁止下界的服务器,不使用酿造台的情况下对僵尸村民使用虚弱药水。你需要一个接近的女巫和僵尸村民来达到这个目的。女巫有时候会扔出喷溅虚弱药水,你可以利用这点,稍下功夫就可以。这种方法就像是利用骷髅射手杀死一个爬行怪一样,就根据这个教程来执行就可以。但是,这个方法同样需要一个金苹果。
当你使用过虚弱药水和金苹果之后,僵尸将会大声的发出“嘶嘶声”,出现橙色扭曲的颗粒,然后开始剧烈的摇晃。转化过程需要持续几分钟,所以跑起来把它引到别的地方,确保他们不会被太阳光照射到,也确保他们不会伤害到周围的村民。过几分钟以后,它们将会变成普通的村民,你就可以把它放出来,让他随心所欲的乱跑了。
最开始找到一个僵尸村民不是那么复杂。大约每20个僵尸中就有一个僵尸村民,所以找到两个僵尸村民并将它们治愈不会非常耗时(大概就40个僵尸左右),然后他们就可以以更……“自然”的方式来生成更多村民了。另外,当一个村民被僵尸攻击时(任何僵尸都可以),会有一定几率(普通模式50%,困难模式100%)转化成僵尸村民,而不是死亡。同样也有更难捕捉的小僵尸村民,但是也可以被治愈。
无限繁殖
There is also a bug or glitch where the villagers can be coaxed to breed indefinitely without regard to the population cap.
Villagers need to be inside a sphere (radius = village radius) around the village center in order to breed. But the village population counts only villagers that are inside a box (width, length = 2× village radius, height: 9 [always!]) around the village center. So with a sphere that can grow to any size, and a box that's always only 9 high, it should be apparent that there are some zones only covered by the sphere (above and below the village center).
You can reproduce/abuse this behavior by building 6 houses on the ground level (enough to set the villager limit to 2), drop 2 (or more) villagers into a 6 blocks deep hole, and leave one villager at the top to keep the houses "alive". The villagers in the hole will breed indefinitely, because they're not counted against the cap.
铁傀儡
铁傀儡会在至少拥有10个村民和21个房屋的村庄的中心生成。第21个房屋之后的附加房屋对铁傀儡的生成没有影响,但是你会需要29个房屋,至少在最开始的时候,为了自然生成10个村民(尽管如果你想的话,可以在之后减少到21个房屋)。但是,多余的村民将会生成更多的铁傀儡。对应的增量是每10个村民生成一个铁傀儡。(所以,0-9个村民将不生成铁傀儡,生成因子会被设定为0;10-19个村民会将生成因子设置成1,20-29个村民将会设置成2,以此类推。)这个生成因子只限定了在村庄中同时存在的铁傀儡数量;如果一个铁傀儡被杀或者离开了村庄的范围,会立刻在村中生成一个新的铁傀儡。 铁傀儡的生成区域是在村庄中心点16*16*6的区域中。当所有的条件都满足时(10个村民,21个房屋,铁傀儡的生成因子没达到),然后每个游戏中始终(20分之1秒的时间),有7000分之1的概率生成一个铁傀儡。基本上它会在0到6999中随机挑选一个数,如果选到0,然后尝试10次去生成一个铁傀儡。在生成去中随机选择一个点,如果这个点包括一个实体方块,上方有2*2*4的空间(也会在水中生成,这个是下面的连接中制造刷铁厂的关键),然后一个铁傀儡会在那里生成。 无论哪个条件达成,会重复尝试10次或者直到一个傀儡生成。然后再每个游戏时钟继续检查,直到生成了足够多个满足生成因子的铁傀儡。直到铁傀儡消失或者生成因子扩大。这就意味着平均的生成几率(对于刷铁厂来说),如果铁傀儡被杀掉、或者快速的被冲到村庄范围外,生成因子将会永远都达不到,随即生成新的铁傀儡,是大概每小时10个铁傀儡(如果你采集的话,30-50个铁定)。所以,如果你能达到最大值,你将会获得无限的铁定,其它的则不会发生。
刷铁厂
An iron farm is an artificial village (or several of them, spaced far enough apart to remain separate) in which golems are spawned, removed from the "village area", and either gathered for slaughter or automatically killed. In older versions of Minecraft, it was necessary to either camp at the collection point, or arrange a holding cell for later killing, in order to collect the drops before they despawned. Since version 1.5, the golems can be automatically killed and their loot collected with a Hopper.
There are several ways to build an iron farm, but the most effective versions seem to be the ones that utilize two floors in the central golem-spawning zone, and keep all doors and villagers outside the zone, either above and below the center or in an outer "ring" on the same level. This is in order to maximize the number of available spaces for the golems to spawn in, which in turn will reduce the number of failed attempts, and keep the spawning rate as high as possible. This is much more effective than simply increasing the villager count to raise the golem cap, which only matters for the few seconds between the time when a golem spawns and when it is flushed out or killed, anyway. To further increase your output rate, you can build several separate "modules" and bring the golems or their drops to a central collection area. Since golems are immune to falling or drowning damage, the available killing methods are lava or suffocation.
See the above link for tutorials on how to build an effective iron golem farm.
僵尸围城
由于存在bug,从稳定版本1.4.7开始到快照版本14w21b,僵尸围城不会出现。
在晚上,有一定几率会发生僵尸围城。这时,大量的僵尸在村庄附近生成,攻击村民所到之处,围在一起,撞击那些他们不能进入的门。在困难或者极限模式下,他们可以破坏掉村民房屋的木门(在此难度下,所有的僵尸都可以做到,不仅限于在僵尸围城时)。要发生僵尸围城,这个村庄至少应有10间房屋和20个村民。
Zombies in Sieges ignore light levels and the 24-block minimum distance from the player, but other than that, behave absolutely normal (i.e., they will not spawn on glowstone or any other transparent or half block, need a 2×1×1 minimum space, etc.). They can also spawn INSIDE doors, making Iron Golem farms difficult to build on hard, as zombies beat down doors on hard (they'll attempt to beat them down on other difficulties, but not succeed). However, zombies won't spawn 128 blocks away from you, even though the siege is technically happening in the game code, so you're safe if you build it high up. You can make houses virtually zombie-proof simply by taking out one ground block from directly in front of the door, and, if necessary, rehanging the door such that the outside is "smooth," i.e. the door's position on it's ground block runs consistent with the outside wall. This is because zombies can only break the top half of a door, and if they have to jump, they will never get through.
村庄设计
A list of the houses and buildings in a village and their respective designs can be found at the Village Blueprints Project page.
玩家自制的村庄设计
Now that you know all about villages, you can use the following designs to make your own functional village! Remember, you can come up with lots of different unique designs, as long as it follows the conditions of what a house is.
Note that all doors must be wooden; iron doors are not recognized as part of a house. Otherwise, materials hardly matter; in the plans below, feel free to replace logs with planks, wood with stone of any sort, or to use other materials.
小木屋
Incredibly simple, efficient, and quick to build. They can also be expanded or minimized in multiple variations, but requires some work to stack them. Summary: 44.25 logs (including wood for doors); 6 doors; 2.1 villagers 3 width; 5 length; 3 height 21.017 logs per villager; 0.125625 villagers/m2; 0.041875 villagers/m3
| Layer 1 | Layer 2 | Layer 3 |
|---|---|---|
吝啬屋
标准式的高密度设计. 摘要: 16 木材(包括木材门); 6 个门; 2.1 个村民; 5 宽; 4 长; 3 高; 7.619 logs per villager; 0.105000 villagers/m2; 0.033500 villagers/m3
| Layer 1 | Layer 2 | Layer 3 |
|---|---|---|
Less miserly variant with more style. Summary: 34.5 logs; 6 doors; 2.1 villagers; 5 width; 4 length; 3 height; 16.429 logs per villager; 0.105000 villagers/m2; 0.035000 villagers/m3
| Layer 1 | Layer 2 | Layer 3 |
|---|---|---|
吝啬屋升级版
Based on Scrooge, slightly more efficient. Summary: 20.25 logs; 8 doors; 2.8 villagers; 5 width; 5 length; 3 height; 7.5 logs per villager; 0.112000 villagers/m2; 0.037333 villagers/m3
| Layer 1 | Layer 2 | Layer 3 |
|---|---|---|
小别墅
This house is recommended for a newbie because of its simplicity and the fact that it's easy to remember, however, it is very expensive and inefficient. However, it can double as a player's house or stacked and placed in an endless row, like the condo. Villagers per house can be increased by making back doors and side doors. summary: 47.50 logs; 1 door; 0.35 villagers; 5 width; 8 length; 4 height; 16.625 logs per villager; 0.014 villagers/m2; 0.004167 villagers/m3;
| Layer 1 | Layer 2 | Layer 3 |
|---|---|---|
公寓房
A small and cramped house, but with some efficiency as it can easily be stacked and placed in an endless row. Logs per villager can be improved by using planks instead of logs, or by excluding the roof over the outside of the door. This will restrict vertical stacking, unless the top condo is reversed so the back of the top condo is the roof over the door of the bottom condo and the back of the bottom condo is the walk way. Vertical stacking will also improve resource efficiency by adding a third shared wall.
Summary(alone):
21.5 logs; 1 doors; 0.35 villagers;
3 width; 4 length; 3 height;
61.43 logs per villager; 0.029166 villagers/m2; 0.009722 villagers/m3
Summary(two shared walls):
12 logs; 1 doors; 0.35 villagers;
3 width; 4 length; 3 height;
34.29 logs per villager; 0.043750 villagers/m2; 0.014583 villagers/m3
| Layer 1 | Layer 2 | Layer 3 |
|---|---|---|
大型公寓
Can be stacked and placed in a row to make an apartment building. Make sure there is at least one air space between parallel buildings. Summary: 18 logs; 4 doors; 1.4 villagers; 5 width; 6 length; 3 height; 12.857 logs per villager; 0.058 villagers/m2 * floor; 0.0194 villagers/m3
| Layer 1 | Layer 2 | Layer 3 |
|---|---|---|
Top view of an apartment complex using the apartment pattern.
An apartment using the pattern.
外部链接
- Village Info mod by trunkz - The mod provides a more detailed look at what's going on with your village. It adds a few lines to your F3 screen indicating if you're in or near a village, and info about its size, population (both current and maximum) number of houses, etc.
- Imgur gallery by Derrick - A briefer, more compact visualization of what makes a "house," and a bonus "villager breeding unit" that can support up to 35 villagers in an 11×10 or so space (the unit takes up that much space, the villagers themselves wander around outside of it)
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