你可以幫助我們來翻譯此條目,但請勿使用機器翻譯。
如果你想要用鐵人蓋一個刷鐵廠,又或許你在村子裏想要裡有更多的村民來交易,那麼你來對地方了。
術語
村莊有着下列數據:村莊中心、村莊半徑、房屋數、人口(村民數)、最大人口(可容納的最多村民數,以門的數量為基準)、鐵傀儡數量、鐵傀儡最大數量(以人口為準)。
一個村莊需要兩個要素。它們是房屋(至少一個)和村民(至少有一個)。「房屋」可以被簡單地定義為一個有着「內部」和「外部」的木門(詳見下一節)。村莊將試圖維持其人口在「房屋」(門)數量的35%以上(詳情見下文)。村莊中心是村莊的幾何中心點,即所有門的「平均座標」。村莊的半徑是32格或從中心點到最遠的門的距離,取其最大值。這意味着半徑總是大於等於32,如果有距中心點超過32格的門,那么半徑就是中心點到最遠的門的距離。中心點和半徑都是取整後的整數,尚不清楚具體是向上取整、向下取整還是四捨五入取整。
房屋
如果一扇木門(必須為木質材料)同時擁有「裏面」和「外面」,那麼就形成了一間房屋。所謂「裏面」指的是一扇木門面向的兩側各五格(成一條水平直線)範圍內,地面被屋頂遮擋的方塊數較多一側。當一個不透明的方塊(可以在任何高度)遮擋住了垂直照射下的陽光,以至於陽光不能到達其下方的「地面方塊」時,這個不透明的方塊被稱為屋頂。
另一個放置屋頂的方法是:被稱為「外面」的空間內可以垂直向上看到天空的風景,因此在「外面」的空間亮度值是15;而被稱為「裏面」的空間不能夠垂直向上看到天空的風景(總之,垂直向上看是看不見天空的),因此「裏面」的空間亮度值要低於15。那麼,「裏面」指的是這扇木門的兩側(同樣成一條直線)中擁有更多的「內部空間」的一側(反過來説,「外面」比「裏面」擁有更多的「外部空間」)。
一扇門如果沒有屋頂或者是兩邊被遮擋的方塊數相同時,不能稱之為房屋。
例如 - 這扇門被放置在一個木板上。此時遊戲會檢測這些區域(在圖中用淺藍色羊毛表示)是否有被「屋頂方塊」 遮擋。
最簡單的房屋像這樣:一扇木門以及一個被放置在旁邊地面上的泥土方塊。
我沒看錯吧,這真的是房屋嗎?但對遊戲來説,這確實合乎標準。這個泥土方塊遮擋住了垂直射下的陽光,陽光沒有到達其下方的方塊(在圖中用紅色羊毛表示),因此這個方塊被看作是一個「屋頂方塊」。圖片中的右側有一個「內部空間」,其被一個屋頂方塊所覆蓋(在圖中為紅色羊毛),而在左邊沒有任何「內部空間」。既然一比零更大,也即門的一側比另一側擁有更多被遮擋的方塊,所以將此視作一個房屋。
以下這些同樣可以被視作房屋:
你可以把房屋設計成任何樣式。除了位於紅色羊毛正上方的「屋頂方塊」外,其餘的方塊你可以隨意放置,也可以不放置任何額外的方塊。
一扇門有兩個方塊的高度,如果有必要,遊戲會對每扇門檢測兩次。如果首次「屋頂檢測」失敗,那麼遊戲會跳過最底部的一層,從更高的一層開始,執行第二次檢測。這一次,遊戲僅檢測更高一層的綠色羊毛部分。
例如 - 對於下面的門來説,首次的「房屋檢測」發現:左邊有兩個方塊被屋頂遮擋,而右邊同樣有兩個方塊被屋頂遮擋。由於門的兩側有相同的數目被遮擋的方塊,遊戲不能區分門的「裏面」和「外面」,所以這扇門不被視作一個房屋(儘管檢測還沒有徹底結束):
然後,既然首次檢測失敗了,那麼底部的一層被跳過,我們執行第二次檢測,這一次僅需要檢測綠色羊毛的上方是否有遮擋。這一次,僅左邊的一側有兩個方塊被屋頂遮擋,那麼第二次房屋檢測透過,這扇門仍然被視作一個房屋,「裏面」指的是門的左側,其擁有更多數目的被遮擋方塊。
在下面的例子中,這扇門透過了首次檢測,其左邊有一個被遮擋方塊,而右邊有兩個被遮擋方塊。這就形成了一個屋子,右邊是「裏面」。它同樣也能透過第二次檢測(這次左邊「裏面」),但既然第一次已經檢測透過了,我們就不需要進行第二次檢測了。這扇門已經被視作一間房屋,「裏面」位於右邊(以第一次為準)。
被遮擋的方塊並不是一定要連續,下面的門被視作一間房屋,「裏面」位於右側,在五格範圍內,右邊有三個方塊被遮擋,而左邊只有兩個。
下面的門的兩邊各有三個被遮擋的方塊,因此不被視作一間房屋。
一間房屋只有在附近由村民時,才有效。附近沒有村民,其不會被視作「房屋」,僅僅是一些方塊和一扇門。
但只要村民一出現,它就變成了一間房屋(和一個村民)。
村民會識別在兩個方向的水平座標軸16個方塊內的房屋,以村民所站在的地面為基準,上至3個方塊內、下至5個方塊內的有效門,村民都會將其視作一個房屋。
邊界重合
當兩個村莊的邊界有重疊時,它們會被合併成單個大的村莊。 在一個已經存在的村莊內(半徑32格)新生成的房子會被認為是一個獨立村莊,並與已經存在的村莊重疊,然後變成該村莊的一部分。這將導致村莊中心點和半徑的重新計算,並且有時候會使它再與另一個已經存在的村莊重疊。這種情況下,程式並不能每次都正確的處理。最終有可能發生兩個村莊重疊了但是仍然被認為是兩個獨立村莊的情況。 幸運的是,這種情況的修正方法很簡單,只要退出遊戲並重新載入,程式便會重新評估所有的位置,這時將會被認為只有一個大的村莊存在,而不是兩個小村莊的重疊。
同樣,反過來會有這樣的情況:如果一個大型村莊的中心的房子都被移除了,剩下的房子雖然可以組成兩個獨立的,半徑範圍內不重疊的小村莊,但是遊戲仍會認為它們是一個大的村莊直到下一次重啟。此時,它會再次執行評估,正確地將它們作為兩個單獨的村莊識別。
當放置或拆除方塊導致一個房子不再是一個房子的時候,遊戲無法及時更新判定,並且仍然會把這個門所在的地方算作房子,可以重啟來修復這個問題,但是不保證每次都湊效。又是你可能需要拆除和重新放置門本身來讓它不再被判定為一個有效的房子。並且,如果你跑足夠遠使門所在的區塊從記憶體被卸載,再次回來的時候,將會重新評估並正確的識別剩下的房子。
透明方塊
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!:
搬運村民
有許多辦法來搬運村民,其中一些辦法非常的乏味。第一個並且是最出名的方法是使用礦車,首選建造一條從村莊到目的地的路軌,然後一個一個的把村民推上礦車,並把礦車推到目的地,然後摧毀礦車(或使用充能鐵軌)。第二種方法更無趣,但是需要的資源要少一些,這種方法被稱作水道技術。從村莊到目的地之間創造一條水道,並且在路上沒有出口(比如建造2×2的水道),然後拿兩鐵桶水,使用水把村民推遠一些,然後使用第二鐵桶水繼續,跑回去收集第一鐵桶水,如此往復。
使用在這個wiki上收集到的資訊,發現有個比礦車和水道更簡單的方法來搬運村民。首先找到一個村莊,留下一扇門來聚集所有的村民,摧毀其他的門。然後可以以建立假房子的方式移動村民。當村民發現了對房子的需求,村民就會『跟隨』着門。最簡單的辦法就是在門後放2個方塊,移除掉舊的門,然後村民就會跟着你跑啦。
可以參考下面的影片,從1:20到3:33的內容。
繁殖和最大人口
村民可以自主地繁殖,但至少應該有兩個可以彼此接觸到的成年村民。如果你從別的村子裏抓來了一個村民、或者治療了一個喪屍村民、又或者村子裏沒有了村民(或僅剩下一個村民),那麼你想要找來更多的村民。以下是僅有的幾種方式:
- 從另一個村子裏搬運過來
- 他們可以用礦車來運輸或者用一連串假房子引導過來(見影片)
- 治療感染的喪屍村民
- 用作弊命令或者創造模式中的生成蛋
得到一對村民後,一個村子的最大人口是村子房屋數目的0.35倍(前文有提到)。更具體的説,他們會一直繁殖直到成年村民數達到最大人口,而此後,尚未長大的幼年村民仍會繼續成長至成年。
村子的居民在沒有達到最大人口時,他們會不停地進入「戀愛模式」,你可以看到他們的頭上冒出的紅心(至少你應該開啟顯示設定中的部分顆粒可見,即使你看不見也沒關係,他們仍然會進行繁殖)。這更像農場中動物的繁殖,當兩個村民感覺到「浪漫」並且可以看見彼此,他們會緩緩移動之對方面前,然後「親吻」幾秒鐘,之後,一個更小的(小孩)村民會在他們旁邊誕生。這個新的村民的職業是隨機的(你可以從他的服飾和顏色上作出判斷),並不一定與父母的職業相同。
意願
此外,村民只有在「有意願」的狀態下才會進行繁殖。在結婚後,他們不會再「有意願」結婚,所以你必須再次讓他們變得「有意願」。
與村民交易,可能會使村民處於「有意願」的狀態。在第一次完成一個新的交易組合時,村民會變得「有意願」,或者完成下一次舊的交易組合後,有20%的機率會使他們變得有意願。如果透過交易使某個村民變得「有意願」,這個村民身上會有綠色的顆粒物閃爍(類似於對剛出生的動物餵食物),然而,你可能需要稍等片刻(而不是馬上),他才會去尋找一個伴侶。
當某個村民的存貨中有一個方格(類似於玩家的儲存箱中的方格)中有3個麪包、12個紅蘿蔔或者12個薯仔時,他們也會變得「有意願」。任意一個村民(通常是農夫),如果擁有額外的食物,他們會向別的村民丟棄,直到另一個村民擁有足夠的食物而變得「有意願」結婚。你也可以向村民丟麪包、紅蘿蔔、薯仔來促進他們繁殖,村民會撿起地上的食物,達到要求後,他們會變得「有意願「。
治癒喪屍村民
有兩種辦法來治癒喪屍村民。第一種辦法需要你到地獄至少收集一個火焰棒,用釀造台釀造。然後你需要釀造一個虛弱飛濺藥水,然後製作一個金蘋果(由金錠製作的那個「普通的」蘋果)。當你找到一個喪屍村民後,將虛弱藥水噴在它身上,然後使用金蘋果右鍵點擊它。
另外還有一種辦法,對於禁止地獄的伺服器,不使用釀造台的情況下對喪屍村民使用虛弱藥水。你需要一個接近的女巫和喪屍村民來達到這個目的。女巫有時候會掟出噴濺虛弱藥水,你可以利用這點,稍下功夫就可以。這種方法就像是利用骷髏骨射手殺死一個爬行怪一樣,就根據這個教學來執行就可以。但是,這個方法同樣需要一個金蘋果。
當你使用過虛弱藥水和金蘋果之後,喪屍將會大聲的發出「嘶嘶聲」,出現橙色扭曲的顆粒,然後開始劇烈的搖晃。轉化過程需要持續幾分鐘,所以跑起來把它引到別的地方,確保他們不會被太陽光照射到,也確保他們不會傷害到周圍的村民。過幾分鐘以後,它們將會變成普通的村民,你就可以把它放出來,讓他隨心所欲的亂跑了。
最開始找到一個喪屍村民不是那麼複雜。大約每20個喪屍中就有一個喪屍村民,所以找到兩個喪屍村民並將它們治癒不會非常耗時(大概就40個喪屍左右),然後他們就可以以更……「自然」的方式來生成更多村民了。另外,當一個村民被喪屍攻擊時(任何喪屍都可以),會有一定機率(普通模式50%,困難模式100%)轉化成喪屍村民,而不是死亡。同樣也有更難捕捉的小喪屍村民,但是也可以被治癒。
無限繁殖
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.
鐵人
鐵人會在至少擁有10個村民和21個房屋的村莊的中心生成。第21個房屋之後的附加房屋對鐵人的生成沒有影響,但是你會需要29個房屋,至少在最開始的時候,為了自然生成10個村民(儘管如果你想的話,可以在之後減少到21個房屋)。但是,多餘的村民將會生成更多的鐵人。對應的增量是每10個村民生成一個鐵人。(所以,0-9個村民將不生成鐵人,生成因子會被設定為0;10-19個村民會將生成因子設定成1,20-29個村民將會設定成2,以此類推。)這個生成因子只限定了在村莊中同時存在的鐵人數量;如果一個鐵人被殺或者離開了村莊的範圍,會立刻在村中生成一個新的鐵人。 鐵人的生成區域是在村莊中心點16*16*6的區域中。當所有的條件都滿足時(10個村民,21個房屋,鐵人的生成因子沒達到),然後每個遊戲中始終(20分之1秒的時間),有7000分之1的概率生成一個鐵人。基本上它會在0到6999中隨機挑選一個數,如果選到0,然後嘗試10次去生成一個鐵人。在生成去中隨機選擇一個點,如果這個點包括一個實體方塊,上方有2*2*4的空間(也會在水中生成,這個是下面的連接中製造刷鐵廠的關鍵),然後一個鐵人會在那裏生成。 無論哪個條件達成,會重複嘗試10次或者直到一個傀儡生成。然後再每個遊戲時鐘繼續檢查,直到生成了足夠多個滿足生成因子的鐵人。直到鐵人消失或者生成因子擴大。這就意味着平均的生成機率(對於刷鐵廠來説),如果鐵人被殺掉、或者快速的被衝到村莊範圍外,生成因子將會永遠都達不到,隨即生成新的鐵人,是大概每小時10個鐵人(如果你採集的話,30-50個鐵定)。所以,如果你能達到最大值,你將會獲得無限的鐵定,其它的則不會發生。
刷鐵廠
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.
喪屍圍城
由於存在bug,從穩定版本1.4.7開始到快照版本14w21b,喪屍圍城不會出現。
在晚上,有一定機率會發生喪屍圍城。這時,大量的喪屍在村莊附近生成,攻擊村民所到之處,圍在一起,撞擊那些他們不能進入的門。在困難或者極限模式下,他們可以破壞掉村民房屋的木門(在此難易度下,所有的喪屍都可以做到,不僅限於在喪屍圍城時)。要發生喪屍圍城,這個村莊至少應有10間房屋和20個村民。
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.
村莊設計
A list of the houses and buildings in a village and their respective designs can be found at the Village Blueprints Project page.
玩家自製的村莊設計
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 |
|---|---|---|
吝嗇屋
標準式的高密度設計. 摘要: 16 木材(包括木材門); 6 個門; 2.1 個村民; 5 寬; 4 長; 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 |
|---|---|---|
吝嗇屋升級版
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 |
|---|---|---|
小別墅
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.
外部連結
- 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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