minecraft自动小麦手机版创造模式中怎么种小麦之类的农作物?

minecraft里面小麦怎么收啊,什么时侯收?_百度作业帮
minecraft里面小麦怎么收啊,什么时侯收?
关于小麦,它需要耕地与水源,这样才可以维持生长,如果这个小麦已长成黄金色的模样 即可收成,收成的办法是把它打碎,可掉下小麦和2-4个种子,来继续种植,因为小麦的颜色很难判断,建议您在旁边种下一格试验田,并种下小麦,不要收成它,这是用来对比颜色的 看他到底是否长大了警告:根据CC BY-NC-SA 3.0协议,所有从wiki搬运的资料都必须写上来源出处(中文Minecraft Wiki),否则将被视为侵权行为!()
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该文章是关于种植 , , 以及 的。关于一些其他资源的系统化生产,请参阅。
关于其他类型的耕种,请参阅。
正在生长的小麦
可以收割的小麦
农作物种植 使玩家能够在上任何一种农作物,并在一段时间后成熟并获取。本篇描述了3中不同的农作物。它们虽然种出的是不同的食物,但它们的种植方法基本上是一样的。这三种作物都需要成熟后才会掉落成熟农作物。
每株作物都需要一个才能种植,并且获取这些种子可能十分麻烦。最初种下的小麦种子,或是、,最终会爆出被初始时更多的种子或蔬菜。它们可以用于重新再那里耕种,也可以种到更多的地方去,如此周而复始,知道你将你的农田中满了植物为止。这三种作物都能在里找到,但要在游戏一开始就找到村庄可没那么容易。
绝大多数的玩家都会早早的建起一个农场,以之来烘焙面包填肚子,但随着游戏的进展,实现小康生活,吃上更好的食物将成为可能。这时,小麦农场的主要作用很可能将成为牲畜的口粮供给。胡萝卜和马铃薯恐怕得晚点才找得到。
种子长成小麦,而你可以通过破坏来获取它。小麦由长成,而小麦种子可以通过破坏获得。尽管两格高的草在大部分中十分常见,但它被破坏时并不总掉落种子(仅10%的概率);不过草丛相当容易寻找到并获取,所以将草丛聚集起来也十分容易。收获收割一株成熟的小麦会产出1个小麦与0-3个种子。如果过早地对其收割,将只能得到一个种子,无法获得小麦。小麦可以合成面包,或者与其它物品合成或。尽管小麦本身不能用于种植,但它可以用于 , , 或。种子也可以用于繁殖或播种来收货更多的小麦。
相比之下,胡萝卜和马铃薯本身便可作为种子,且无法在野外获得。杀死
有几率掉落胡萝卜或马铃薯,可以将其栽培并量产,最终建成一个农场;在 的农场中也能发现它们。每收割一个成熟的胡萝卜或马铃薯可以分别获得1-4个农作物。每个马铃薯都有额外2%的几率掉落一个几乎毫无用处的。胡萝卜和马铃薯都可以被直接食用,但马铃薯也可以被成。烤马铃薯能回复更多的饥饿值和饱和度,而胡萝卜可以繁殖、控制猪或合成出。
这些农作物只能在上播种。你可以使用锄或使其变为耕地。耕地在两种情况下会退化回泥土:一、 如果或某个在上面跳跃,耕地将退化回泥土,且耕地上的任何农作物都将被破坏(相当于被收割,不论是否成熟);二、如果周围(以农作物为中心,水平高度或高一高度的9×9的范围内)没有任何(不管是静止的或是流动的),耕地将干涸。(但只在耕地上尚未播种农作物的情况下才这样)在耕地上已播种农作物的情况下,即便耕地完全干涸也不会退化回泥土。因此,在没有任何水的情况下种植农作物是有可能实现的:(比如在里)只需用锄头锄地后立刻播种即可。这样以来,耕地在农作物被收割之前不会因为干涸而退化回泥土,甚至可以通过在收割后迅速补种使耕地从不退化回泥土。但请注意,这种“非灌溉农业”会使得农作物的生长速度迟缓许多。
在游戏刚开始无法获得时,你可以在一个池塘或湖泊旁的泥土上耕种,同时也可以挖一条水沟供应内陆耕地所需的水分,或通过放置或移除泥土来使海岸线变得平直。然而,一旦玩家拥有了一个可观的资源量后,他们通常会布置一些以围成的农田以预防生物踩踏农田或袭击农场主。
一个最基础的可复制的农田由9×9的耕地与中心的水组成。它可以提供80个耕地、能被40根栅栏()所包围,且是简易农场最有效率的排布方式。对更大的农场来说,可以在X轴与Z轴方向上对农田进行复制。
中心暴露在外的水导致了掉进去的风险。而且一旦掉进去,在跳出来时很可能破坏某些耕地。用任何方块都能盖住水,但用、、或其它不用跳跃便可走过的方块是较好的选择。在较为寒冷的中,盖住水也可以防止它结冰。另一种方法是在水面上隔一个方块的位置上放置一个方块,这样你既不会掉进水,也不用担心跳上跳下方块时破坏耕地。你可以在这个方块上放置火把,或用或替换此方块,来使农作物在夜晚中也能得到足够的来继续生长。
在农作物旁放置或其它光源能使农作物在夜晚或地下时仍继续生长,同时使攻击性不在农田里生成。隔行种植同种作物(更确切地说,是用空耕地或者其它类型的农作物来分隔每两行相邻的同种作物)也能加快农作物的生长速度。
游戏中在各个生长阶段中的小麦
任何的、或仅在以下的情况中生长:
它被种植在上。如果耕地被移除或退化回,农作物将被破坏。
农作物上方的方块拥有大于等于9的。 这并不一定要是日光,所以也可以让农作物在夜晚或地下生长。
这意味着在农作物上方的非方块(它的亮度为0)会阻止农作物生长。反之,农作物上方的透明方块可以在光线充足的情况下让农作物继续生长。
有任意一名玩家在它们的更新半径内。(换句话说,农作物只在被加载的区块中生长)
在单人模式或多人模式下,如果农作物附近只有一名玩家,那么农作物在睡觉时不会生长。然而,如果在农田里没有设置光源,睡觉能帮助农作物跳过不能生长的夜晚。
这三种农作物总计都有8个生长阶段。对小麦来说,每个生长阶段都比前一个更高、颜色更深,最终在呈棕色时成熟。胡萝卜和马铃薯仅拥有4种可见的外观——每两个生长阶段共用一种外观,除了在第7个生长阶段时与第5、6个生长阶段共用同一种外怪,而成熟(进入第8个生长阶段)后,农作物的根部将出现胡萝卜或马铃薯的样子。
生长在随机的间隔中发生,并受生长条件的影响。每个生长阶段的平均时长从5分钟(在最理想的情况下)至35分钟(在最糟糕的情况下)不等。“最理想的情况”包括被种植在湿润的上、拥有光源(以便能在夜晚生长)与隔行种植同种作物。(每行农作物均仅与另一行非同类农作物或空耕地相邻)对于在农田边缘的农作物,周围拥有超过本农田范围的空耕地也是最理想情况的一部分。不过我们很少这样做,因为它使得本能够播种的耕地空留下来。生长机制的详情如下:
在任何农作物上用对其右击可将其提前至生长过程中后面的生长阶段。这能使初期数量迅速翻倍。
农作物在任何生长阶段中都可以通过对它们来收割。(用或不用均可)但若过早收割,农作物将之掉落1个相应的种子。成熟后,收割小麦将获得0-3个与1个。每收割一个成熟的胡萝卜或马铃薯可以分别获得1-4个农作物。每个马铃薯都有额外2%的几率掉落一个几乎毫无用处的。
由于一次只能收割一个农作物,因此收割有可能将变得乏味无趣。因此产生了以机器收割的农田。最常见的方法是在农田中放水,以此收割所有水流经过之处的农作物(并不仅限于此一种方法)。
Probability of a crop plant being in each of the eight growth stages, as a function of time
Early in the game it may be helpful to maximize the growth rate of a crop in order to quickly multiply the s and/or get some
quickly. Doing so requires some understanding of the growth mechanics which are discussed here.
Crop growth is prompted by random update —the same random events that, for example, create smoke
and play . For a given block, a random update occurs an average of once every 82 seconds. However, the delay can vary widely, and it is rare but possible for plants to gain a stage the moment after planting or grow two stages a moment apart.
During every update, a crop plant gets a chance to grow to the next stage with the exact chance depending on conditions:
As noted above, growth requires a
level of at least 9 in the block above the plant.
block the crop is planted in gives 2 "points" if dry or 4 if .
For each of the 8 blocks around the block in which the crop is planted, dry farmland gives 0.25 "points," and hydrated farmland gives 0.75.
Note that if a field is bordered with anything besides more farmland, the plants at the edge will grow more slowly.
If any plants of the same type are growing in the eight surrounding blocks, the "point" total is cut in half unless the crops are arranged in rows. That is, having the same sort of plant either on a diagonal or in both north-south and east-west s cuts the growth chance, but having the same type of plant only north-south or east-west does not. The growth chance is only halved once no matter how many plants surround the central one.
The growth probability is then 1/((25/points) + 1).
From this we can figure the growth periods for the common cases:
For the fastest growth per seed, a full layer of hydrated farmland with crops in rows is ideal. Under these conditions, the probability of growth during each update is
1/3 , or approximately 33%. Most (4/5) planted crops will reach maturity within 37
(about 2 minecraft days). For all plants to have this probability, crop rows must be separated by empty farmland or by a different crop, and the edges and corners of the field must be empty farmland. However, this probability also applies to crops adjacent to only one non-farmland block (e.g. a single block of
in the middle of a field for hydration or a torch) due to the floor function.
For hydrated crops in rows at the edge of a field (having 3 blocks of non-farmland along one side), the growth probability is 1/4 (25%). Most planted crops in this case will reach maturity within 50 minutes (about 2.5 minecraft days).
For hydrated crops in rows at the corner of a field (having 5 blocks of non-farmland adjacent), the growth probability is 1/5 (20%). Most crops will reach maturity within 62 minutes (about 3 minecraft days).
Hydrated crops not in rows have approximately half the growth probabilities: 1/6 (16.7%) for mid-field plants, 1/7 (14%) for edges, and 1/9 (11%) for corners.
The usual worst-case conditions for growing are crops placed out of rows on dry farmland. In this case the growth probability is 1/13 (approximately 8%) for the middle crops, 1/16 (6%) for the edges, and 1/19 (5%) for the corners.
The worst case would be two crops diagonally adjacent on dry farmland (all other surrounding blocks being non-farmland) which has a growth probability of 1/23, about 4%.
Later in the game, the highest yield per area of a given field may be more important than the fastest growth per seed. Fields sown solidly to achieve this with a single crop do grow at half the speed, but they also let you separate each type of crop into its own respective field and harvest one type all at once. However, one large field with alternating rows of different crops would still grow faster than smaller fields each sown solidly with a single crop.
The progression of crops over time is shown in the plot above. Each line represents the probability of finding a given crop in that particular growth stage, assuming ideal conditions. The plots for non-ideal conditions look similar with only the scale of the x-axis (time passed) being longer.
The basic farm plot is a 9×9 plot of farmland with the center block replaced by water. Normally this will be surrounded by fences, making it 11×11. This basic plot can be used for wheat, carrots, or potatoes, or even for . As described above, it may be planted solidly, with rows of a single crop (leaving some rows empty) for faster growth, or with rows of multiple crops for fastest total yield per area. For night growth, light may be suspended above the water block and placed around the edges.
The field can be harvested quickly by simply dumping a bucket of water over the center, washing all the drops up against the fence.
This design may be easily extended in both the X and Z directions. If lighting the field for night growth, additional lights will be needed (again they may be suspended in the air) where the corners of the basic plots meet.
To farm multiple crops in a single field's footprint, you can stack the fields (with two-block spaces) making a vertical farm. One complication here is that a block is needed to hold the since this prevents falling into the next level's water hole the slabs can be omitted except on the top level. Alternatively, you can irrigate all levels with a waterfall through the center blocks.
The next extension of that idea is to provide a touch of automation. The following farm design uses two central columns on a 9×10 plot, to irrigate (water blocks), light (s) and automatically retrieve the crops (dispensers loaded with water buckets). (With just one central column and a 9 by 9 block farm, a single water dispenser wouldn't be able to reach all the crops.) The dispensers can be triggered with buttons or tripwires. Adding plot borders and fences, and a stairway along one edge, expands the whole system (with four levels) to 12×12×12. Some notes on this scheme:
Alternating rows of different crops will still speed growth, but as noted above, speed may not be a priority at this point. Planting the crops solidly on separate levels is more convenient for harvesting what you need at a given moment, and they can grow while you do other stuff.
The water dispensers will not harvest melons or pumpkins, but may instead destroy their stems. You may want to unload the dispensers on the melon/pumpkin level, or skip them entirely. If you skip the dispensers on any but the top level, you will need some other block to hold up the water above (so it's convenient to put the melon/pumpkin field on top).
Compact Vertical Farm: Video ()
An automatic wheat harvester using sticky pistons
There are ways to harvest crops semi-automatically.
Most common is water: Flowing water will break crops, and produce their usual drops. This can be used to harvest crops semi-automatically, and carry the resulting items to some central location such as a . A water flood will not revert farmland back into dirt.
s can be used to move the farmland block itself, breaking the crop without reverting the farmland to dirt. Water currents for collecting the items can be placed under the farmland rather than beside it, making this method more compact than harvesting directly with pistons. A pair of pistons, appropriately clocked, could be used to shift an entire row of farmland.
Crops are also broken when directly pushed by s, with the usual drops. Unfortunately, this will revert the farmland back into dirt, so that it needs to be re-tilled after every harvest, rather defeating the point of automation.
Automatic harvesting is generally an all-or-nothing business - harvesting every plant regardless of whether it is actually mature or not. In this situation, it is best not to wait for every last plant to finish growing, as there will always be a few that take much longer than normal. The optimal time to harvest wheat in particular turns out to be when 80% (4/5) of the plants have matured, and this is at least acceptable for carrots and potatoes. Assuming that the field is immediately replanted, harvesting at this time will result in the greatest overall rate of production, along with a surplus of seeds for wheat. The section on Growth Rates gives the optimum harvesting time in minutes for some common planting arrangements.
Because bonemeal can force crops to grow more quickly—ignoring normal concerns like growth rate or ambient light—it can be used to create large amounts of wheat or other crops quickly. A number of farm designs focus on using bonemeal exclusively, sacrificing volume and growth efficiency for speed/ease of planting and harvesting. An example which takes advantage of the inventory mechanics to minimize the time required to plant and harvest can be seen . Note however, that with the recent bonemeal nerfs, it now requires several pieces of bonemeal to take a crop plant from seed to maturity.
This design uses a row of pistons to flood a long farm from one end. Note that the farm needs to slope down one block for every eight in length. Dispensers could also be used to supply the water, and the output could easily be channelled to a hopper.
Layer by layer map of one cell.
This farm is divided into cells of 29 plants, where each cell is flooded individually by a single piston and water block (or bucket-bearing dispenser) The drops are washed into a stream, gathering them to a single point.
There’s a stream of water in the center of the farm, which needs to go down 1 block every 8 blocks toward a collection point. (This can be mirrored on the other side of the collection point, to cut the total depth needed.
On one or both sides of the stream are farming cells. The cells are separated from each other with two block high walls. (If a 1-block high wall or fencing is used, some of the drops may fall onto the barrier and out of the flow.) Under every wall separating the cells from each other is a source block of water, to hydrate the farmland on both sides of the wall.
The design as shown uses a piston to control the flow of water. The piston is normally ON, so the piston is extended. Above the extended piston shaft is a water source block, surrounded with 8 (or even 4) glass blocks or panes. (Glass is needed so that light goes through to the plants). When the switch is turned OFF the piston retracts and the water flows through.
In more recent versions of Minecraft, the piston setup can be replaced with a
containing a bucket of water (and using a button instead of a lever for the switch). Either way, the pistons or dispensers should be wired together behind the cells (with s as needed), to allow triggering them from some central point.
When released, the water will harvest the crops and wash them into the stream. At the end of the stream, you can collect your drops, or place a
to do it for you.
A cell when the piston is extended.
Harvesting.
All products successfully moved to the main stream.
Fully-automatic farms can be constructed using Farmer s to replant the crops. Three general designs are possible:
Since seeds aren't food, a villager with inventory full of seeds will continue to harvest and replant crops but cannot pick up the resulting wheat. Hoppers or hopper minecarts below the farmland can collect the wheat.
For carrots and potatoes, a villager will replant the field but will stop harvesting once he has enough food in his inventory. A redstone mechanism timed to the growth rate of the crops is used to periodically pour water over the farmland to wash the crops into a collection system.
For carrots, potatoes, or bread, a second villager with empty inventory may be placed nearby such that the farmer will attempt to share food but the throws cannot reach the second villager. Or the second villager may have an inventory full of seeds (or wheat for non-farmers) so he cannot pick up any food. Hoppers where the thrown food will land can collect the thrown food.
In all cases, the farm must be entirely within the bounds of a village or must be more than 32 blocks away from the outer boundary of any village. Otherwise the villager will try to make his way to the nearby village instead of tending the crops.
Farmland cannot absorb
from the bottom.
Farmland placed at an
of 1 will not grow crops on its own.哪里有小麦种子?_minecraft吧_百度贴吧
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哪里有小麦种子?收藏
说是打草地 是把草地块打没还是要用锄头右键打?
1楼 12:53&|
地上的小♂草
2楼 12:53&|
是高出地面的草,就是那种一棵一棵的
3楼 12:54&|
打草(不是草地)有几率获得小麦种子,然后锄头点击土地右键可以变成耕地,把小麦种子右键中上去即可
收起回复4楼 12:55&|
用手打草吗
收起回复5楼 07:44&|来自
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