I’m not sure about the exact conditions for this, but I seen on a few YouTube videos before about infinite breeding cells. One video I see and made myself was where you make a container for 2 villagers and about 7 blocks away/above place another on his own surrounded by doors. Maybe somehow you are meeting these conditions unintentionally. if i can find any of these ill link it (if thats not againts any rules?).
Did you take wilum1's advice from the other thread, and build another village on the surface above this one? It seems you are experiencing the "infinite overpopulation glitch," which occurs when villagers and their populations start spreading out vertically, instead of horizontally.
How this works is that the game periodically takes a "census" of how many villagers are in the village, compares this current population to the population cap determined by the number of houses, and decides whether breeding is "on" or "off" for the entire village. When it counts the villagers, it counts only those in a rectangular region (centered on the village's center point) which is as long and wide as the village's diameter (twice the radius), but is only ever 9 blocks high, always. All the villagers in this (2R) x (2R) x (9) area are counted, and compared against the cap, and if the number is found to be fewer than the cap, breeding is allowed. But it's not just allowed for the villagers inside this same area. No, breeding is allowed for all villagers inside the village boundary, defined as a sphere with radius R (equal to the village radius). So with a sphere that can grow to any size, and a box that's only 9-high, you can see there are some areas only covered by the sphere (above and below the center point, mostly.) Villagers inside the sphere, but outside the box, will continue to breed indefinitely, without regard to the cap, until the population inside the box reaches the cap. If this never happens (because, for example, there is only a single villager inside the box, or if all villagers inside the box are isolated from the one another so they cannot breed), then the villagers above or below will just keep on breeding for ever and ever. This is the idea behind those "infinite villager breeders" people use for trading, as demonstrated in docm77's for example.
[EDIT: Ah, yes. I went over to the other thread so I could link it (like that) and I see that you did build another village up on the surface. And that one is becoming overpopulated as well! What's going on, is that these two villages were close enough that they merged into a single village. With houses on the surface, and houses underground, the center point is calculated somewhere in between, floating somewhere in the middle of that giant cavern. The game counts how many villagers are in the region around the village center point and finds none (since the villagers, clearly, are not floating somewhere in the middle of the cavern.) It then counts the number of houses, and determines that the population cap should be much higher than the current population of "none" and so it allows breeding to occur. The guys on the surface and down below get the memo that they should start makin' babies, and so they get to it. But since the babies aren't floating in midair either, the game never gets the memo that they have gotten to it, and so tells them to keep at it, for ever and always.]
Did you take wilum1's advice from the other thread, and build another village on the surface above this one? It seems you are experiencing the "infinite overpopulation glitch," which occurs when villagers and their populations start spreading out vertically, instead of horizontally.
How this works is that the game periodically takes a "census" of how many villagers are in the village, compares this current population to the population cap determined by the number of houses, and decides whether breeding is "on" or "off" for the entire village. When it counts the villagers, it counts only those in a rectangular region (centered on the village's center point) which is as long and wide as the village's diameter (twice the radius), but is only ever 9 blocks high, always. All the villagers in this (2R) x (2R) x (9) area are counted, and compared against the cap, and if the number is found to be fewer than the cap, breeding is allowed. But it's not just allowed for the villagers inside this same area. No, breeding is allowed for all villagers inside the village boundary, defined as a sphere with radius R (equal to the village radius). So with a sphere that can grow to any size, and a box that's only 9-high, you can see there are some areas only covered by the sphere (above and below the center point, mostly.) Villagers inside the sphere, but outside the box, will continue to breed indefinitely, without regard to the cap, until the population inside the box reaches the cap. If this never happens (because, for example, there is only a single villager inside the box, or if all villagers inside the box are isolated from the one another so they cannot breed), then the villagers above or below will just keep on breeding for ever and ever. This is the idea behind those "infinite villager breeders" people use for trading, as demonstrated in docm77's for example.
[EDIT: Ah, yes. I went over to the other thread so I could link it (like that) and I see that you did build another village up on the surface. And that one is becoming overpopulated as well! What's going on, is that these two villages were close enough that they merged into a single village. With houses on the surface, and houses underground, the center point is calculated somewhere in between, floating somewhere in the middle of that giant cavern. The game counts how many villagers are in the region around the village center point and finds none (since the villagers, clearly, are not floating somewhere in the middle of the cavern.) It then counts the number of houses, and determines that the population cap should be much higher than the current population of "none" and so it allows breeding to occur. The guys on the surface and down below get the memo that they should start makin' babies, and so they get to it. But since the babies aren't floating in midair either, the game never gets the memo that they have gotten to it, and so tells them to keep at it, for ever and always.]
Did you take wilum1's advice from the other thread, and build another village on the surface above this one? It seems you are experiencing the "infinite overpopulation glitch," which occurs when villagers and their populations start spreading out vertically, instead of horizontally.
I definitely did! Upstairs become zombies within a day and downstairs continue to breed like no tomorrow. Well they both breed like crazy but upstairs seem to be....becoming zombies when they hit about 8. I've had to build "traps" for them to die in downstairs, and they seem to be restraining the population around 30 now so that's good news!
Before I had a valid door upstairs though, they were doing this...though not this much I admit!
How this works is that the game periodically takes a "census" of how many villagers are in the village, compares this current population to the population cap determined by the number of houses, and decides whether breeding is "on" or "off" for the entire village. When it counts the villagers, it counts only those in a rectangular region (centered on the village's center point) which is as long and wide as the village's diameter (twice the radius), but is only ever 9 blocks high, always. All the villagers in this (2R) x (2R) x (9) area are counted, and compared against the cap, and if the number is found to be fewer than the cap, breeding is allowed. But it's not just allowed for the villagers inside this same area. No, breeding is allowed for all villagers inside the village boundary, defined as a sphere with radius R (equal to the village radius). So with a sphere that can grow to any size, and a box that's only 9-high, you can see there are some areas only covered by the sphere (above and below the center point, mostly.) Villagers inside the sphere, but outside the box, will continue to breed indefinitely, without regard to the cap, until the population inside the box reaches the cap. If this never happens (because, for example, there is only a single villager inside the box, or if all villagers inside the box are isolated from the one another so they cannot breed), then the villagers above or below will just keep on breeding for ever and ever. This is the idea behind those "infinite villager breeders" people use for trading, as demonstrated in docm77's for example.
Well crap. Hmm.
So if I am correct, would you say that there are 2 villages or 1 village? Is there some way I might be able to build a "fake" village in the middle and have some villagers there that could turn breeding on or off?
Also how do I know where the center of my village is? That is something I've wondered a lot.
[EDIT: Ah, yes. I went over to the other thread so I could link it (like that) and I see that you did build another village up on the surface. And that one is becoming overpopulated as well! What's going on, is that these two villages were close enough that they merged into a single village. With houses on the surface, and houses underground, the center point is calculated somewhere in between, floating somewhere in the middle of that giant cavern. The game counts how many villagers are in the region around the village center point and finds none (since the villagers, clearly, are not floating somewhere in the middle of the cavern.) It then counts the number of houses, and determines that the population cap should be much higher than the current population of "none" and so it allows breeding to occur. The guys on the surface and down below get the memo that they should start makin' babies, and so they get to it. But since the babies aren't floating in midair either, the game never gets the memo that they have gotten to it, and so tells them to keep at it, for ever and always.]
LOL I love how you explain things. So now I have to figure out where the middle is, dig a hole, put some doors in and a tonne of villagers and hope that it counts those instead of the others lol.
Maybe that will work?
Thanks for coming in and explaining to me. I really love NPCs and I want to build for them soooooo much. I wish I could build a skyscraper but I can't have a skyscraper with glass blocks going from the top to bottom to let them into offices/houses/etc lol. Now if half slabs were an exception that would work.
EDIT: So my golems have stopped working upstairs (but are okay downstairs). They wander past zombies and I think that's why the villagers are....turning? Do you think this is because THEY can't find the "village" because the center is in the ground? If so why are the villagers okay with it? lol
I've been following this whole saga since you posted, and it is amusing! You have a horde of randy villagers! I'd be too scared to set foot in that place!!
Back to your problem though, there is a mod that might help you. The Village info mod. I haven't used it for a while, but it doesn't change your game in anyway, it just adds some some really useful info to the F3 screen. Like how many villagers you have, the maximum, how far you are from the village centre, etc...
Edit: Thinking about it, if you closed off the holes you made in the ceiling, that should stop the underground village registering. Leaving you with the above ground village to behave normally. You could even set up some pistons so you could open and close the holes at the flick of a switch, allowing you to turn on and off the infinate breeding! That would be cool... But then I suggested the upper village in the 1st place, and look what happened!
I did look into that but this is on a server, so I don't think I can use it. I built it on my OWN server though so I can happily install anything ha ha.
The pistons sound awesome....but the villagers would never go inside their homes again lol.....and they would despawn after a while.
Is there anything I can do to stop this from happening? :S
How this works is that the game periodically takes a "census" of how many villagers are in the village, compares this current population to the population cap determined by the number of houses, and decides whether breeding is "on" or "off" for the entire village. When it counts the villagers, it counts only those in a rectangular region (centered on the village's center point) which is as long and wide as the village's diameter (twice the radius), but is only ever 9 blocks high, always. All the villagers in this (2R) x (2R) x (9) area are counted, and compared against the cap, and if the number is found to be fewer than the cap, breeding is allowed. But it's not just allowed for the villagers inside this same area. No, breeding is allowed for all villagers inside the village boundary, defined as a sphere with radius R (equal to the village radius). So with a sphere that can grow to any size, and a box that's only 9-high, you can see there are some areas only covered by the sphere (above and below the center point, mostly.) Villagers inside the sphere, but outside the box, will continue to breed indefinitely, without regard to the cap, until the population inside the box reaches the cap. If this never happens (because, for example, there is only a single villager inside the box, or if all villagers inside the box are isolated from the one another so they cannot breed), then the villagers above or below will just keep on breeding for ever and ever. This is the idea behind those "infinite villager breeders" people use for trading, as demonstrated in docm77's for example.
[EDIT: Ah, yes. I went over to the other thread so I could link it (like that) and I see that you did build another village up on the surface. And that one is becoming overpopulated as well! What's going on, is that these two villages were close enough that they merged into a single village. With houses on the surface, and houses underground, the center point is calculated somewhere in between, floating somewhere in the middle of that giant cavern. The game counts how many villagers are in the region around the village center point and finds none (since the villagers, clearly, are not floating somewhere in the middle of the cavern.) It then counts the number of houses, and determines that the population cap should be much higher than the current population of "none" and so it allows breeding to occur. The guys on the surface and down below get the memo that they should start makin' babies, and so they get to it. But since the babies aren't floating in midair either, the game never gets the memo that they have gotten to it, and so tells them to keep at it, for ever and always.]
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.
Now that doesn't seem so bad if your a villager.
Lol
I definitely did! Upstairs become zombies within a day and downstairs continue to breed like no tomorrow. Well they both breed like crazy but upstairs seem to be....becoming zombies when they hit about 8. I've had to build "traps" for them to die in downstairs, and they seem to be restraining the population around 30 now so that's good news!
Before I had a valid door upstairs though, they were doing this...though not this much I admit!
Well crap. Hmm.
So if I am correct, would you say that there are 2 villages or 1 village? Is there some way I might be able to build a "fake" village in the middle and have some villagers there that could turn breeding on or off?
Also how do I know where the center of my village is? That is something I've wondered a lot.
LOL I love how you explain things. So now I have to figure out where the middle is, dig a hole, put some doors in and a tonne of villagers and hope that it counts those instead of the others lol.
Maybe that will work?
Thanks for coming in and explaining to me. I really love NPCs and I want to build for them soooooo much. I wish I could build a skyscraper but I can't have a skyscraper with glass blocks going from the top to bottom to let them into offices/houses/etc lol. Now if half slabs were an exception that would work.
EDIT: So my golems have stopped working upstairs (but are okay downstairs). They wander past zombies and I think that's why the villagers are....turning? Do you think this is because THEY can't find the "village" because the center is in the ground? If so why are the villagers okay with it? lol
I laughed SO HARD I woke my family up! XD
I did look into that but this is on a server, so I don't think I can use it. I built it on my OWN server though so I can happily install anything ha ha.
The pistons sound awesome....but the villagers would never go inside their homes again lol.....and they would despawn after a while.
Gonna edit my last post....