The Meaning of Life, the Universe, and Everything.
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2/26/2015
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piipeeck
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Hey there,
I got the basics of villager breeding, the validity of a door and the food in inventory bars. AND I've read the wiki. But- does the villager need to be willing always? can I make the breeding proces do somehow without any aditional food? Can I make it only using a bunch of legit doors? Thanks!
Trading with a villager also makes them willing, but like food, once they have bred, a villager needs to made willing again each time in order to breed. The only way to automate it is by having a food source (recommended carrots or potatoes, not wheat) that a farmer can harvest; he will distribute the food to others, and they will become willing again. The villagers will auto breed over time til the cap is reached. Legit Doors determine that cap; they are not involved in making a villager willing or not.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/26/2015
Posts:
277
Minecraft:
piipeeck
Member Details
ok, and then there are other things i got to ask. I had a field with potatoes, with farmer and a librarian, and a villager with 6 doors below them (as in tutorial, the depth was correct). but the framer didn't harvest the crops. Any tips on this? or any breeder that would JUST WORK?
EDIT: i built this, just added water streams all around the field to catch the babies quicker, not in just corner
The Meaning of Life, the Universe, and Everything.
Join Date:
2/26/2015
Posts:
277
Minecraft:
piipeeck
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Yes, the doors ARE valid. there is straight skylight in front of them, and not the same in back of them. I know how that works. And the nearest Non-project door is like 200 blocks spherically far away.
EDIT on the 1st picture, in the sand, there are 3 glass blocks- under them there are the doors and one extra villager.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/26/2015
Posts:
277
Minecraft:
piipeeck
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No, I've checked. always (yes its my survival world) I go to creative and change the villagers (kill theese and spawn new ones) they start to harvest and make like 2 kids. and then stop.
Its in spawnchunks, if anything should be against.
I've solved it now, I got confused with the /gamerule doMobGriefing output. me... me who does tutorials ond cmd blocks. pls. ok then, never mind and thanks for help!
And another question - when the baby is alive, do I have to transport it away to get new breeding, or can I 'store' them just by the farm?
Yes they do. While early reports on village mechanics made claims such as "villagers will breed until the number of adult villagers reaches one-third of the number of valid doors" and "after that, any remaining babies will grow up, resulting in a population slightly over the cap," neither of these have ever actually been true. Baby villagers are counted towards the population cap just the same as adult villagers, and they always have been.
...however, in the infinite villager breeder designs like the one piipecek is running, none of the villagers are counted towards the cap, due to their vertical separation from the village center point. Only the single lone villager down with the doors below ground is counted, and with six doors the village always think it needs him and at least one other villager, which is why the ones up at ground level are allowed to continue breeding. So in this particular case, the babies are not counted towards the cap, but it's not because they're babies, it's because of where they are, and the adults are not counted towards the cap either, for the same reason.
Trading with a villager also makes them willing, but like food, once they have bred, a villager needs to made willing again each time in order to breed. The only way to automate it is by having a food source (recommended carrots or potatoes, not wheat)...
For self breeding, just go with carrot farms, because you occasionally get poisoned potatoes that will use up inventory slots. Not as bad as seeds from wheat or beetroot, but it still gets stuck in the villager's inventory. Carrots only drop carrots, so that's all the villagers will ever have in their inventory.
I use carrot farms in my iron farm villager pods. It saves me the trouble of having to move a lot of villagers into the pods. Just one farmer class and another villager in the pod, and they do the rest.
Hey there,
I got the basics of villager breeding, the validity of a door and the food in inventory bars. AND I've read the wiki. But- does the villager need to be willing always? can I make the breeding proces do somehow without any aditional food? Can I make it only using a bunch of legit doors? Thanks!
Trading with a villager also makes them willing, but like food, once they have bred, a villager needs to made willing again each time in order to breed. The only way to automate it is by having a food source (recommended carrots or potatoes, not wheat) that a farmer can harvest; he will distribute the food to others, and they will become willing again. The villagers will auto breed over time til the cap is reached. Legit Doors determine that cap; they are not involved in making a villager willing or not.
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
ok, and then there are other things i got to ask. I had a field with potatoes, with farmer and a librarian, and a villager with 6 doors below them (as in tutorial, the depth was correct). but the framer didn't harvest the crops. Any tips on this? or any breeder that would JUST WORK?
EDIT: i built this, just added water streams all around the field to catch the babies quicker, not in just corner
It would be better to post pictures of your breeder so we could see if there was anything wrong with it.
You built it far enough from any village? (A door with a villager within 16 blocks would be a village.)
You have a skylight next to the doors so they are valid?
The skylight has to be straight out from the door as it was placed.
You didn't cover the skylight with water did you?
That would probably stop it from being counted as a skylight.
Just testing.
Yes, the doors ARE valid. there is straight skylight in front of them, and not the same in back of them. I know how that works. And the nearest Non-project door is like 200 blocks spherically far away.
EDIT on the 1st picture, in the sand, there are 3 glass blocks- under them there are the doors and one extra villager.
It looks like it should work, I'm running out of ideas.
Mob griefing isn't turned off?
Just testing.
No, I've checked. always (yes its my survival world) I go to creative and change the villagers (kill theese and spawn new ones) they start to harvest and make like 2 kids. and then stop.
Its in spawnchunks, if anything should be against.
I've solved it now, I got confused with the /gamerule doMobGriefing output. me... me who does tutorials ond cmd blocks. pls. ok then, never mind and thanks for help!
And another question - when the baby is alive, do I have to transport it away to get new breeding, or can I 'store' them just by the farm?
Babies don't count towards the population cap.
And if the doors are at least 6 blocks below none of those villagers are counted, only the villager down in the hole.
So they shouldn't ever stop breeding, that's why that farm has the gate that can be closed to suffocate excess villagers so you don't get too many.
When the babies grow up do they go up the water elevator?
If there are any grown villagers, beside the one by the doors, that are lower than the farm then they would probably be counted and stop the breeding.
Just testing.
Yes they do. While early reports on village mechanics made claims such as "villagers will breed until the number of adult villagers reaches one-third of the number of valid doors" and "after that, any remaining babies will grow up, resulting in a population slightly over the cap," neither of these have ever actually been true. Baby villagers are counted towards the population cap just the same as adult villagers, and they always have been.
...however, in the infinite villager breeder designs like the one piipecek is running, none of the villagers are counted towards the cap, due to their vertical separation from the village center point. Only the single lone villager down with the doors below ground is counted, and with six doors the village always think it needs him and at least one other villager, which is why the ones up at ground level are allowed to continue breeding. So in this particular case, the babies are not counted towards the cap, but it's not because they're babies, it's because of where they are, and the adults are not counted towards the cap either, for the same reason.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
So as far as I store the new ones higher (or level) wkith the fiel, they will continue breeding. nice. Thanks!
For self breeding, just go with carrot farms, because you occasionally get poisoned potatoes that will use up inventory slots. Not as bad as seeds from wheat or beetroot, but it still gets stuck in the villager's inventory. Carrots only drop carrots, so that's all the villagers will ever have in their inventory.
I use carrot farms in my iron farm villager pods. It saves me the trouble of having to move a lot of villagers into the pods. Just one farmer class and another villager in the pod, and they do the rest.