Village

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Village
OakHouse.png
Biome

Plains, desert, savanna, taiga

Consists of

See Structure

Can generate
post-generation

No

First appearances

See history

Villages are groups of buildings inhabited by villagers or zombie villagers that generate naturally in the world.

Generation[επεξεργασία | επεξεργασία κώδικα]

The four village types. Clockwise from top right: desert, savanna, taiga, and plains.

Villages generate naturally in plains, savanna, taiga, and desert biomes. In Pocket Edition, villages may also generate in ice plains and cold taiga biomes. The type of the village, and therefore the style of all structures within it, is determined by the biome at northwest corner of the village well (defaulting to "plains" if it's not one of the other biomes).

2% of villages will generate as zombie villages. In such villages, all generated villagers are instead zombie villagers (that will not despawn, but have no special resistance to sunlight) and all doors and torches are missing.

Structure[επεξεργασία | επεξεργασία κώδικα]

Bookshelves in a village library.

Number and frequency of structures[επεξεργασία | επεξεργασία κώδικα]

The number of buildings composing a village can vary, and not every village is composed of all buildings at once. Apart from the well, which is unique and systematic, the number of buildings of each type is randomly generated, and increased in superflat worlds. Structures are picked from a weighted probability list (libraries are more common than butcher shops). There may be fewer buildings of a given type than the maximum allowed. The number of lamp posts has no restriction, as they are generated where no other buildings can be placed. Paths are found between the buildings of the village and often extend beyond them.

Structure Weight Default maximum
range
Superflat maximum
range
Hut 3 2 – 5 3 – 8
Small house 4 2 – 4 3 – 6
Large house 8 0 – 3 1 – 5
Butcher's shop 15 0 – 2 1 – 3
Library 20 0 – 2 1 – 3
Small farm 3 2 – 4 3 – 6
Large farm 3 1 – 4 2 – 5
Blacksmith 15 0 – 1 0 – 2
Church 20 0 – 1 1 – 2

Paths[επεξεργασία | επεξεργασία κώδικα]

The three different path types. Note the conditions required for them to generate.

Village paths generate at the level of existing terrain, potentially going up steep hills or down ravines without regard for whether an entity could actually traverse the path. Paths do not go below sea level and will only replace grass (with air above), water, lava, sand, sandstone, and red sandstone; all other blocks are ignored and the blocks underneath are considered for replacement instead.

Village paths generate as grass paths where they replace grass, planks where they replace water or lava, and gravel over cobblestone where they replace sand, sandstone, and red sandstone. They are subject to the block substitutions described below, i.e. in desert villages they generate as sandstone with smooth sandstone bridges over water instead of cobblestone-and-gravel with plank bridges.

Block substitutions[επεξεργασία | επεξεργασία κώδικα]

Some blocks in the village structures vary depending on the village's type.

Plains Desert Savanna Taiga
Oak Wood Sandstone Acacia Wood Spruce Wood
Oak Wood Planks Smooth Sandstone Acacia Wood Planks Spruce Wood Planks
Oak Wood Stairs Sandstone Stairs Acacia Wood Stairs Spruce Wood Stairs
Oak Fence Oak Fence Acacia Fence Spruce Fence
Cobblestone[note 1] Sandstone Acacia Wood Cobblestone
Cobblestone Stairs Sandstone Stairs Cobblestone Stairs Cobblestone Stairs
Gravel Sandstone Gravel Gravel
Oak Door Oak Door Acacia Door Spruce Door
  1. Not substituted in churches, blacksmiths or around the bottom of the well. In Pocket Edition, the savanna variant does not substitute cobblestone with acacia wood.

In Pocket Edition, Cold Taiga and Ice Plains villages use the Taiga substitution.

Loot[επεξεργασία | επεξεργασία κώδικα]

Typical blacksmith loot

Each village armorer chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Bread 1–4483.75080.6%1.2
Iron Ingot 1–3281.50054.2%1.8
Emerald 1180.37531.8%3.1
Iron Helmet 1180.37531.8%3.1

Each village butcher chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Raw Beef 1–36281.28648.6%2.1
Raw Mutton 1–36281.28648.6%2.1
Raw Porkchop 1–36281.28648.6%2.1
Wheat 1–36281.28648.6%2.1
Coal 1–33280.64327.9%3.6
Emerald 11280.10710.2%9.8

Each village cartographer chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Paper 1–515502.70061.2%1.6
Bread 1–415502.25061.2%1.6
Empty Map 1–310501.20046.2%2.2
Stick 1–25500.45026.3%3.8
Compass 15500.30026.3%3.8

In Bedrock Edition each village cartographer chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Paper 1–515502.70061.2%1.6
Bread 1–415502.25061.2%1.6
Map[note 1] 1–310501.20046.2%2.2
Oak Sapling 1–25500.45026.3%3.8
Compass 15500.30026.3%3.8
  1. Named unknown map, but changed to map 0, the scale level is 1:4, Maps from the same stack are stackable, but maps which are not stacked are unstackable despite looking identical.

Java: Each village fisherman chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Wheat Seeds 1–33111.63657.5%1.7
Coal 1–32111.09143.0%2.3
Raw Cod 1–32111.09143.0%2.3
Barrel 1–31110.54524.2%4.1
Raw Salmon 1–31110.54524.2%4.1
Water Bucket 1–31110.54524.2%4.1
Emerald 11110.27324.2%4.1

Each village fletcher chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Feather 1–36231.56555.8%1.8
Flint 1–36231.56555.8%1.8
Stick 1–36231.56555.8%1.8
Arrow 1–32230.52223.3%4.3
Egg 1–32230.52223.3%4.3
Emerald 11230.13012.3%8.1

Each village mason chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Bread 1–44132.30862.2%1.6
Stone 12130.46237.7%2.7
Stone Bricks 12130.46237.7%2.7
Clay 1–31130.46220.8%4.8
Emerald 11130.23120.8%4.8
Flower Pot 11130.23120.8%4.8
Smooth Stone 11130.23120.8%4.8
Yellow Dye 11130.23120.8%4.8

Each village shepherd chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
White Wool 1–86233.52255.8%1.8
Wheat 1–66232.73955.8%1.8
Black Wool 1–33230.78333.0%3.0
Brown Wool 1–32230.52223.3%4.3
Gray Wool 1–32230.52223.3%4.3
Light Gray Wool 1–32230.52223.3%4.3
Emerald 11230.13012.3%8.1
Shears 11230.13012.3%8.1

Each village tannery chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Bread 1–45162.34462.8%1.6
Leather Cap 12160.37531.8%3.1
Leather Tunic 12160.37531.8%3.1
Leather Pants 12160.37531.8%3.1
Leather Boots 12160.37531.8%3.1
Emerald 1–41160.46917.3%5.8
Leather 1–31160.37517.3%5.8
Saddle 11160.18817.3%5.8

Each village temple chest contains 3–8 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Bread 1–47195.06689.3%1.1
Rotten Flesh 1–47195.06689.3%1.1
Redstone Dust 1–42191.44744.8%2.2
Emerald 1–41190.72425.4%3.9
Lapis Lazuli 1–41190.72425.4%3.9
Gold Ingot 1–41190.72425.4%3.9

Each village toolsmith chest contains 3–8 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Stick 1–320534.15190.0%1.1
Bread 1–315533.11381.2%1.2
Iron Ingot 1–55531.55741.2%2.4
Iron Pickaxe 15530.51941.2%2.4
Iron Shovel 15530.51941.2%2.4
Coal 1–31530.2089.9%10.1
Gold Ingot 1–31530.2089.9%10.1
Diamond 1–31530.2089.9%10.1

Each village weaponsmith chest contains 3–8 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Apple 1–315941.75559.8%1.7
Bread 1–315941.75559.8%1.7
Iron Ingot 1–510941.75545.1%2.2
Oak Sapling 3–75941.46325.6%3.9
Obsidian 3–75941.46325.6%3.9
Gold Ingot 1–35940.58525.6%3.9
Iron Pickaxe 15940.29325.6%3.9
Iron Sword 15940.29325.6%3.9
Iron Helmet 15940.29325.6%3.9
Iron Chestplate 15940.29325.6%3.9
Iron Leggings 15940.29325.6%3.9
Iron Boots 15940.29325.6%3.9
Diamond 1–33940.35116.2%6.2
Saddle 13940.17616.2%6.2
Iron Horse Armor 11940.0595.7%17.6
Golden Horse Armor 11940.0595.7%17.6
Diamond Horse Armor 11940.0595.7%17.6

Each village desert house chest contains 3–8 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Wheat 1–710366.11180.6%1.2
Bread 1–410363.81980.6%1.2
Cactus 1–410363.81980.6%1.2
Dead Bush 1–32360.61126.6%3.8
Emerald 1–31360.30614.3%7.0
Book 11360.15314.3%7.0
Clay 11360.15314.3%7.0
Green Dye 11360.15314.3%7.0

Each village plains house chest contains 3–8 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Potato 1–710435.11674.2%1.3
Apple 1–510433.83774.2%1.3
Bread 1–410433.19874.2%1.3
Oak Sapling 1–25430.95948.2%2.1
Emerald 1–42430.64022.8%4.4
Dandelion 12430.25622.8%4.4
Gold Nugget 1–31430.25612.1%8.3
Book 11430.12812.1%8.3
Feather 11430.12812.1%8.3
Poppy 11430.12812.1%8.3

Each village savanna house chest contains 3–8 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Wheat Seeds 1–510463.58771.7%1.4
Bread 1–410462.98971.7%1.4
Acacia Sapling 1–210461.79371.7%1.4
Grass 15460.59845.9%2.2
Tall Grass 15460.59845.9%2.2
Emerald 1–42460.59821.5%4.7
Gold Nugget 1–31460.23911.3%8.8
Torch 1–21460.17911.3%8.8
Bucket 11460.12011.3%8.8
Saddle 11460.12011.3%8.8

Each village snowy house chest contains 3–8 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Potato 1–710534.15166.3%1.5
Snowball 1–710534.15166.3%1.5
Beetroot Seeds 1–510533.11366.3%1.5
Bread 1–410532.59466.3%1.5
Coal 1–45531.29741.2%2.4
Snow Block 14530.41534.5%2.9
Emerald 1–41530.2599.9%10.1
Beetroot Soup 11530.1049.9%10.1
Blue Ice 11530.1049.9%10.1
Furnace 11530.1049.9%10.1

Each village taiga house chest contains 3–8 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Potato 1–710544.07465.6%1.5
Spruce Log 1–510543.05665.6%1.5
Bread 1–410542.54665.6%1.5
Sweet Berries 1–75542.03740.6%2.5
Pumpkin Seeds 1–55541.52840.6%2.5
Spruce Sapling 1–55541.52840.6%2.5
Emerald 1–42540.50918.6%5.4
Fern 12540.20418.6%5.4
Large Fern 12540.20418.6%5.4
Iron Nugget 1–51540.3069.7%10.3
Pumpkin Pie 11540.1029.7%10.3
Spruce Sign 11540.1029.7%10.3

In Bedrock Edition each village taiga house chest contains 3–8 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Potato 1–710494.49069.3%1.4
Spruce Log 1–510493.36769.3%1.4
Bread 1–410492.80669.3%1.4
Pumpkin Seeds 1–55491.68443.7%2.3
Spruce Sapling 1–55491.68443.7%2.3
Emerald 1–42490.56120.3%4.9
Fern 12490.22420.3%4.9
Large Fern 12490.22420.3%4.9
Iron Nugget 1–51490.33710.7%9.4
Oak Sign 11490.11210.7%9.4
Pumpkin Pie 11490.11210.7%9.4

Mechanics[επεξεργασία | επεξεργασία κώδικα]

A village is almost always composed of at least one acceptable house and one villager. In some rare cases, villages have generated with a well and nothing else (This appears to occur very frequently on console versions). Upon creation, a village center is defined as the geometric barycenter (i.e. centroid) of the active doors' locations, and the village's size is the greater of 32 blocks or the distance to the furthest door from the center. Any villager, village golem, or siege-spawned zombie will path back into the village if they find themselves farther than "size" blocks from the center.

As the villagers move around, the area near them is occasionally checked for new valid doors ("houses"). Thus, the random movement of villagers may also slowly change the center of the village they live in, even if no houses are actually changed. If a new valid door is found more than 66 blocks outside of any existing village's center, a new village is created; if a new valid door is found fewer blocks away than that, the door is added to an existing village and the center is recalculated.

The minimum population of a village is 0.35 times the number of valid doors (see Tutorials/Village mechanics#Housing). If the population drops below that point (due to death or kidnappings), but there are at least two villagers left who can reach each other, the villagers will mate and breed until the population is above the minimum.

Adult villagers can be traded with by right-clicking/using interact button on them on PC/console. Currently, trading is not in the Pocket Edition.

Advanced village placement[επεξεργασία | επεξεργασία κώδικα]

When attempting to place villages as close to each other as possible (for an iron golem farm for example) if their centers are to share the same x & y or y & z coordinate then the remaining coordinate must differ by 66 or more. So for example village A at 0 64 0 and village B at 0 64 66 will not merge, but if village B is at 0 64 65 they will. For all other cases if the real distance sqrt(x2 + y2 + z2) between their centers is greater than or equal to 65 they will not merge. So if village C is built above the middle line between village A and B then their x difference is again 0 their z difference is now 33 so using the formula d2 = x2 + y2 + z2 or 652 = 02 + 332 + y2, their y difference must be at least 56 or in other words C's center should be at 0 120 33.

Note: The integer rounding in the game's internal programming may allow villages to be placed one block closer under certain circumstances, but this formula will function to keep the villages apart every time.

Popularity[επεξεργασία | επεξεργασία κώδικα]

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. Popularity changes only happen once, so if you attacked a villager, then brought him to a different village, you would get the -1 popularity in the first village, but not the second. Popularity is stored per village; a player may have a high popularity in one village and a very low one in another. When a player acts directly on a villager, particles around that villager will indicate the change in popularity. Conversely, because popularity is stored per village, if the entire village is destroyed, any accumulated popularity, positive or negative, is also eliminated.

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. However, "nearest" can be any distance at all, so if the village's chunks are loaded (perhaps by another player), the golems can turn hostile even after the unpopular player has traveled across the world.

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.

Video[επεξεργασία | επεξεργασία κώδικα]

History[επεξεργασία | επεξεργασία κώδικα]

Beta
July 01, 2011A picture of villages was released by Notch before Beta 1.8 was released. In the early screenshot, villages were partly made of moss stone.
July 13, 2011An early interview with Notch discussed his plans for the village.
August 10, 2011Notch originally worked on villages by himself, but eventually gave the task to Jeb, so that he could work on other things.
August 11, 2011Jeb has said that during early tests of villages, the lava in a smithy often set the village on fire.
August 26, 2011Villages were shown to the public during the PAX 2011 demo, including the interiors.
1.8Villages added. They were originally intended to be populated with Pigmen.[1]
Official release
1.0.0Villagers were added to villages. They had 'TESTIFICATE' written above their heads, which was later removed.
1.112w01aSuperflat added, allowing bigger villages.
Blacksmith buildings in villages now hold chests with loot.
1.2.112w07aVillagers will now repopulate villages based on how many houses there are available.
Zombie sieges can now occur once a village has reached a certain size.
The player may add houses to villages, provided they are enclosed with a roof and wooden door.
12w08aLarger villages now spawn iron golems to defend them.
1.3.112w21aDesert villages are now made of sandstone instead of wood and cobblestone.
1.4.212w32aVillages now track the "popularity" of individual players by username.
12w36aPotatoes and carrots can be found in NPC villages.
1.513w03aChanges to water-block generation will make wells proper infinite water sources.
13w06aLamppost glitch fixed.
1.7.213w36aSavanna biome added, which villages can generate in.
1.814w03aGravel roads in villages have cobblestone underneath, to prevent them from collapsing into caves.
14w04aDoors are now added to the closest village.
14w25aZombie sieges re-implemented.
14w30aWells in desert villages are now made of sandstone instead of cobblestone.
1.915w31aFarms now include beetroot crops.
1.1016w20aVillage structures are no longer restricted by biome boundaries, meaning that a village that starts in a valid biome can now spread into an adjacent invalid biome.
Villages now generate in taiga biomes (but not their variants), and are made of spruce wood.
Savanna villages are now made of acacia wood rather than oak. Acacia logs replace cobblestone in all structures except churches.
Paths no longer generate below sea level, and they are made with different material depending on the existing terrain.
Grass paths now generate rather than gravel paths, when generated on grass blocks.
Paths made of planks now generate over water and lava to form bridges.
Villages now have a 2% chance of generating as a zombie village, which are inhabited only by zombie villagers, and generate without any doors or torches.
16w21aBlacksmiths now generate with cobblestone in all biomes, rather than acacia logs in savannas and sandstone in deserts.
1.10-pre1Zombie villagers generated in zombie villages no longer despawn.
Wooden fences are now substituted with the correct wood type for the biome.
Paths no longer replace most blocks, instead considering the blocks underneath, preventing them from generating in treetops or bridging ravines.
Pocket Edition Alpha
0.9.0build 1Added villages. They generate with gravel, wooden or sandstone bridges.
build 2Desert villages are now made of sandstone.
build 4Made villages rarer.
build 7Made villages more common.
0.11.0build 1Grass path blocks replace gravel paths in villages.
0.12.1build 1Larger villages now spawn iron golems to defend them.
build 8Farms now include beetroot crops.
0.14.0build 3Increased door-to-villager ratio (was previously 1:1).
0.15.0build 1Added savanna and taiga village variants.
Can generate in cold taiga and ice plains biomes. Buildings are made out of spruce wood like taiga villages.
Villages have a 2% chance to generate as zombie villages. Buildings in zombie villages include cobweb and moss stone.
0.16.0farm no longer generate crop in ice plains and cold taiga village
Pocket Edition
1.0now chest can generate inside large house in ice plains and cold taiga village which contain farm source.
Console Edition
TU5CU11.0Patch 1Added villages.
TU9Blacksmith buildings in Villages now hold chests with loot.
TU141.04Added desert villages.
???Wells in desert villages are now made of sandstone instead of cobblestone.
TU31CU191.22Patch 3Savanna biome added, which villages can generate in.
Gravel roads in villages have cobblestone underneath, to prevent them from collapsing into caves.
TU43CU331.36Patch 13Villages can now spawn in cold taiga amd ice plains biomes, generating with spruce wood.
Villages now spawn with grass paths instead of gravel.
Villages in savanna biomes now spawn with acacia wood.
TU46CU361.38Patch 15Villages now generate naturally in the taiga biome.

Issues[επεξεργασία | επεξεργασία κώδικα]

Issues relating to “Village” are maintained on the issue tracker. Report issues there.

Trivia[επεξεργασία | επεξεργασία κώδικα]

  • 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.
  • Farms will generate a few blocks of open space above them if they happen to generate inside a hill. This can cause sand to float over farms in desert villages.
  • Occasionally, surface ravines will be generated through villages, causing missing pathways or even entire buildings sunken into the ravine. This also applies to cave entrances and other surface oddities.[2]
  • In the Console Edition, in the TU19 tutorial world, the village behind the castle has a blacksmith, but there is only a Music Disc, not ordinary loot.
  • In the Pocket Edition, there are also chests in the backs of large houses.

Gallery[επεξεργασία | επεξεργασία κώδικα]

Pocket Edition[επεξεργασία | επεξεργασία κώδικα]

Odd generation[επεξεργασία | επεξεργασία κώδικα]

References[επεξεργασία | επεξεργασία κώδικα]