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My mobile phone version of the world, how to use it to find villages, what the villages in the land are like, is the way to update the latest version.
My mobile version of the world can print out the village map and enter the seed 999.

NPC Village is a building complex where non-player characters (NPCs) live, and NPCs are randomly generated villagers. How much space a village uses is random, just like the terrain.

Buildings:

Some buildings that can be found in the village include:

Cabin: made of wood, fences, boards and boulders. Houses in the desert are made of smooth sand and gravel, and glass plates are used as windows. Some cabins have balconies on the roofs.

Residence: the same material as the cabin. But they are bigger than the cabin and L-shaped. Looking at the house from above is often mistaken for a T-shape, but on the ground or inside, it is obviously an L-shape.

Butcher's shop: use wooden stairs as benches, add a platen on the fence as a table, and use double stone steps as a front desk. They also have backyards separated by fences.

Library: There are bookshelves and workstations.

Farm: A wheat, carrot and potato farm surrounded by Woods.

Hmm: A 2x 10x2 pool surrounded by boulders and fences.

Blacksmith's shop: It is made up of huge stones, iron railings, melting furnaces and small magma pools. There is a room behind them with a box in it. Bread, apples, iron swords, pickaxes, armor, iron ingots, gold ingots, saplings, obsidian and diamonds can be found in the box. In rare cases, the magma in the blacksmith's shop will burn the nearby buildings.

Church: a building made of huge stones, a small three-story tower with a ladder leading to the top balcony (sometimes mistaken for a watchtower or fortress).

Street lamp: use overlapping fences as lamp posts, and add black wool and torches on them.

Gravel road (or smooth gravel road): connecting most buildings.

The number of buildings in a village varies, and not all types of buildings will appear in every village. But there must be a well, at most two churches, two blacksmiths, two libraries, two butcher shops and three houses. NPC villages in hyperplane mode are usually very large, with at most two churches, two blacksmiths, three libraries, three butcher shops and four houses. There is still only one well. This is because when a village is judged to have been built, the well is given priority as the central building, although sometimes the village will extend in a certain direction, and the well will not look like it is in the center of the village.

Looking for NPC villages:

One way to find a place where NPC villages can be generated is to use the hyperplane world, which makes NPC villages more prosperous because of the lack of terrain. But this method is not always effective:

1. Find your seed number and press F3 to find it. In versions after 1.3, you can use /seed to obtain seeds.

2. Use this seed to create a hyperplane world with creative patterns.

3. use flight to search NPC villages.

4. If your computer skills are good, select Options->; Video settings-> The render distance is set to high.

When you find one, press F3 and find the coordinates.

6. Go back to the original world and get rid of these coordinates.

7. An NPC village (with different designs, but still an NPC village) has been created there.

The above methods don't always work, because villages are only produced in flat biota (grasslands, deserts and tropical grasslands), so there will be many false positives in places that are not suitable for the original map. One feasible way is to retry the above steps, but the second step is to choose the default world type (not hyperplane world). Although it is difficult to find villages in this way, every village found is more likely to exist in the primitive world.

Some programs, such as immina(by Skidoodle), are used to draw a map of the world, which can show all the villages or seeds in the world.

Compared with the default world village, it is more common in the world where large biota are produced, and many villages can often be found in a desert or grassland.

Developing NPC villages:

Players can add more doors to the village, which will produce more villagers. Every effective gate in the village will produce 0.35 villagers. In order to create an effective door, one side of the door is required to have more space considered as "outdoor space" than the other side of the door. "Outdoor space" refers to the part that can be directly irradiated by the sun during the day, that is, there is nothing above the house (except transparent squares such as glass). Any opaque space, or anything hidden in it, is considered as "indoor space". The system will calculate the "external space" from the standard of 5 squares on both sides of the door. If the size of the "external space" of a door is different from the size of the external space on the other side, then this is an effective door.

Most opaque squares can build buildings.

To create an effective door correctly, a villager must be within the radius of the door, that is, 16 squares in the horizontal direction and 3-4 squares in the vertical direction. If there are no villagers in the area for a period of time, the door may fail.

Every effective door (successfully created house) is counted as 0.35 villagers, which means that every three effective doors produce one villager and every 20 effective doors produce seven villagers.

Perhaps the simplest way to increase the population of villagers is to build a building that some players call "love nest". This kind of hut is only three square meters high and consists of a large area of walls and many doors. They are very efficient and easy to build. In order to make expansion easier in a more natural way, villagers prefer places with a large number of doors, such as squares, because of the specific selection method. They almost always occupy a place within the 16 grid of a movable door or a relatively high grid.

Criteria for qualified housing:

General standards for testing:

There are doors-villagers will enter acceptable buildings in rainy and snowy weather (of course, villagers will not enter without doors, because the existence of doors determines the houses)

No light is needed (the existence of light source has nothing to do with the judgment of the validity of the house)

Grass (the floor seems to have nothing to do with effectiveness, and all the floors below have been tested: pumpkin lanterns, ice, bookshelves, gold ore, all acceptable, although the ice floor looks interesting)

Interestingly, no matter what form the door is placed inside or outside the frame, villagers will enter the house (below).

The floor may not be on the same level as the door (the inner floor may be lower or higher than the door without ladder, as long as the door frame can accommodate the head space).

An acceptable building does not need a roof (the roof can be completely open so that villagers will try to escape to the open-air building when it rains)

In fact, an acceptable "house" can only contain a door and a block with the same height as the door and a distance of less than 30 square meters.

Villagers can only find houses directly in the gate 15, which has nothing to do with other parts of the building (and will not walk around at will).

If the house is closest to them, the villagers will try to squeeze into the same house.

A single door is not a building for the newly generated villagers, but destroying all the blocks of the existing building will not make the previous residents forget the house, and they will stay within the "interior" of the previous door.

Note that no matter how big the building is, the villagers will only take the initiative to occupy the house in the third compartment of the door.