房子
This page was last verified for Vintage Story version 1.19.5.
房间 是玩家可以建造的一种结构,用于保持温暖隔绝严冬 , 或用作地窖/温室。
判断逻辑
游戏会检查房间中的所有方块,以确定每个方块的阳光水平和构成房间的墙壁,地板和天花板的方块的凉爽程度。如果没有开放式的出口,房间将被判定为封闭。
所有有效的房间都是封闭房间,除了用于制作 蓝奶酪 的露天房间。所有房间都拥有 冷却程度 和 天窗分数。这主要与两种特殊的房间有关:地窖和温室。
当玩家处于完全封闭的房间中时,冬季造成的饥饿速度增加将被抵消。此外,如果房间的天窗分数低于50%,
- 房间内热源的热量会延伸至更远区域,
- 玩家体温不再受风速影响,
- 当睡眠时, 玩家的体温 将缓慢恢复至正常状态。
建造
任何内部体积小于以14X14X14大小方框为边界的全封闭空间都会被游戏判定为一个房间,因为房间的所有墙面都由实心方块组成,没有缝隙或孔洞。
某些方块拥有特殊的性质,可以被视为实心方块。 镶铅玻璃板 , 门 ( 除了粗制,光滑和破损的门), 和 活板门 都算做实心方块,无论它们处于打开还是关闭,或是看起来有任何缝隙。
与其他方块齐平的半砖被视为实心方块,但其他放方法不会被这样判定。注意,如果齐平的一面朝向房间外而不是内部,游戏将把该半砖所在的方块判定为房间的一部分并检查它是否在边界框内。
被雕刻过的方块 只要求对应的一面"几乎是实心的", 意味着该面拥有总共不低于32个体素,即可算作实心。 只要该方块有50%的总体积是实心的,并且方块内侧或外表面满足实心条件,这块方块就会被视为实心方块。
Protip:
你可以使用 /debug rooms hi 命令来检查你所处的房间是否被视为有效房间。如果提示为绿色,代表搭建正确, 如果提示为红色,则房间有问题或无法判定到房间。使用 /debug rooms unhi 来删除提示。 |
温室
温室 是一种结构,可以使 农业 在一年中的某段寒冷气候中仍能进行。如果建造正确,其中的农田, 果树 , 浆果 , 以及 蜂巢 将总被视为比外界高出5°C。如果生效,温室内的作物方块将显示 "+5°C" 效果。
建造
温室需要的天窗分数至少为 50%, 这意味着不可能在地下建造一个完全被遮盖的温室。 低于地表一格的温室无论其受到多少光照都将产生 地下耕作处罚 , 如果这一选项在创造世界时被打开。
建造温室时,放置在农田附近的水体会被算作 14X14X14 最大范围的一部分——这可能导致房间过大而无法被判定为温室。 这可以通过将水源隐藏在温室的外墙下来避免,因为边缘不会被视为房间的一部分。
Protip:
温室中的每个方块最多在4小时后会被判定是否处于温室,需要花费一些时间。因此,+5°C的buff可能需要一段时间才会出现在内部的方块上,所有内部方块不一定会同时更新状态。 |
天窗分数
房间内任何阳光至少与房间外一样强度的区域都讲计入天窗分数,天窗总分是通过将天窗数量除以房间内方块总体积来确定的。玩家创建的 光源 , 例如火炬和提灯,对天窗分数没有影响。 常见的能够透过光线的方块包括 玻璃块和镶铅玻璃板 。
Protip:
虽然更复杂的布局同样能实现,但确保获得至少50%天窗分数最简单的方法是让房间的天花板至少有一半的方块可以透过阳光。只要侧面没有任何缝隙与孔洞,即便是玻璃板也能正常被判定。冰块也可以用来透过光线,虽然不如玻璃那么多! |
地窖
Cellars are used to store any goods that will spoil at a much slower spoil rate compared to non-cellar rooms, or outdoors.
Creation
When detecting a room the game will make extra checks to see if the room is small enough to be a cellar. Normally this is anything within a 7x7x7 cube, but it is possible to build up to 9 blocks wide in a single direction so long as the total volume of all the blocks inside the cellar is no more than 150.
Cellars do not need to be underground to work, however since sunlight levels can affect cellar effectiveness, it may be easier to dig an underground cellar than to create an above-ground one.
Protip: |
Cooling Score
Any blocks may be used to create a cellar, but different blocks have different insulation values. Blocks in the stone , soil , ceramic , or ore classes are the best insulators, and will each add 1 to the cooling block total. The one exception being farmland which gives 3 to the non-cooling block total, as do trapdoors. Airtight doors add 3 per block of space they occupy when open and 1 per block when closed to the non-cooling block total. The game creates the cooling score by dividing the non-cooling block total by the cooling block total and capping the number at 1, for 100%.
Protip: |
As a result, the most effective cellars are made of highly insulating blocks (stone, soil, ceramic or brick, ore) and are closed with airtight doors.
Food Preservation
The main use of cellars is for food preservation, however cellars reduce the rate of spoilage for any good stored inside whether it is a food or not. This reduced rate of spoilage stacks with container types , so placing storage vessels and sealed crocks into a cellar can drastically extend the shelf-life of any food inside them.
When calculating how fast food will spoil in a cellar, the game first creates a cellar effectiveness score, which starts at 100%. Up to 40% can be deducted based on the skylight score (that is, the amount of sunlight the cellar receives), and up to 50% can be deducted based on the cellar's cooling score.
The air temperature inside the cellar will never be greater than the air temperature outside. When the effectiveness of the cellar is 100%, the air temperature will cap at 5°C. Otherwise the game will calculate air temperature inside the cellar based on the effectiveness score and skylight score, in addition to how much sunlight is in the container block being affected.
Protip: |
Cheese Ripening
Cellars can also used to ripen cheese, by lowering its perish rate until it can ripen before it spoils. Cheese can only ripen when placed onto a shelf with a perish rate of 0.5x or lower. Cheddar does not have to be made in a cellar and can be made outside if it is cold enough, while blue cheese must be made in a special kind of open-air cellar with at least one open exit and the shelf must have a sunlight level below 2. This special open-air cellar will not count as an ordinary room, so it will not get the normal bonus for cooling. Blue cheese still needs to be ripened with a perish rate of 0.5x or lower, however, so blue cheese can only be ripened when it is cold enough outside to lower the perish rate to the necessary level.
Protip: |
Farming | |
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Wild foods | Berries • Cactus (saguaro) fruit • Mushrooms • Cattail (and papyrus) |
Grains | Amaranth • Cassava • Flax • Rice • Rye • Spelt • Sunflower |
Vegetables | Cabbage • Carrot • Onion • Turnip • Parsnip • Peanut • Pumpkin • Soybean |
Fruits | Fruit trees • Pineapple |
Other | Fertilizer • Beekeeping • Room |
Tools | Hoe • Scythe • Fruit press |
See also | Animal husbandry • Cooking • Food preservation |
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