The new food throwing mechanic has broken both Nathan Ryan's carrot, potato, and beet roots villager harvesting farms, as well as my fix's for the previous version. I haven't had a chance to play around with testing a fix yet, and if anyone does find a fix I'd be interested to hearing how you solved it other then using hoppers that is. Either way I should be able to start messing around sometime tomorrow to see what I can come up with.
The Meaning of Life, the Universe, and Everything.
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I don't know if that's what you are looking for. You rather to build farms without hoppers being used as collection and item elevator, right? I will just go ahead share.
Build a booth in the middle of the farm with a hungry villager standing above harvester's head in one block space holding cell. Create 2 blocks long 1 block wide narrow lane (alley) with a pressure plate in front of entrance, place a farmland block down in the lane next to plate. Place anything that blocks monster spawn at the end of lane where light strength is low. I used stairs. I don't know if it will spawn monster in the darker spot. I just put it there just in case. XD Ceiling in lane has to be above farmer's head. Ceiling is either 2 or 2 and half high from farm area to keeps Enderman out. Item elevator is built in booth, whether it's all hoppers or hopper and single chest alternatively. Resource-wise, too.
Here's a schematic below. Booth size 4x3 or 5x3 if plate is a part of overall size.
Top view: # = block, # = villager's placement, S = stairs, F = farmland block, P = pressure plate, # = item elevator (can build at the opposite side)
####
##SFP
####
Lastly, build a couple of minecart hoppers underneath the alley (stair and farmland block). One of 2 hoppers below minecart hopper is linked to the item elevator. Floor is stack-able with a 2 blocks space between farm floors -- to transport hungry villager and installing collection system easily.
Notice, The alley walls are replaced with the glass block for better viewing. Also, it has plenty of room to build a collection light indicator (CLI) for every floor which I have given you a hint where to install it. This design is used for carrot and potato. Wheat and beet are used in other design.
I built this design after I discovered Unarybit's design that used pressure plate to pop seed out and my booth as a solution to throwing mechanic issue. It has zero fail for a long time. It wasn't working by a recent bug involving villager's incorrect inventory which has nothing to do with it. The advantage with this is when farmer throw item behind. He will pick it up as he leaves the alley. It doesn't happen often though.
Nathan Ryan's design is based off Unarybits, but improved greatly. However the chance to the throwing mechanic a few versions back broke it, and I found a fix to make it work by pulling the food out of the villagers head using a water stream which was located just above the farmland where the villager comes to plant and constantly keeps getting uprooted because of just lack of light and is triggered by the same presure plate design. However its broke as well. I don't want to use any minecarts with hoppers, nor hoppers in the fix, again I just want to pull the food he tosses at the hungry villager, intercepting it, stream it to the middle of the core, where i can direct it as needed.
I'm sure that I can figure a way to do it once again, just lack of time right now, but the weekend is fast approaching.
Nathan Ryan's design is based off Unarybits, but improved greatly. However the chance to the throwing mechanic a few versions back broke it, and I found a fix to make it work by pulling the food out of the villagers head using a water stream which was located just above the farmland where the villager comes to plant and constantly keeps getting uprooted because of just lack of light and is triggered by the same presure plate design. However its broke as well. I don't want to use any minecarts with hoppers, nor hoppers in the fix, again I just want to pull the food he tosses at the hungry villager, intercepting it, stream it to the middle of the core, where i can direct it as needed.
I'm sure that I can figure a way to do it once again, just lack of time right now, but the weekend is fast approaching.
Thank you for the clarification and what was based off. I had the feeling that you would prefer water stream over hoppers. I think you should be able to go back to the old design(s) or at least with zero to slightly modification. Throwing mechanic seems to be fixed in my game while booth deals with both working as it should and throwing bugs in the long term. But I can see them throwing straight more than ever before. I never build or get around to play testing Nathan/Unarybit designs. Water stream wasn't fit in my criteria at that time. I am thinking I should try it out later. If I may ask, why choose water stream over others? Is it relate to the performance or cheaper resources or both? I am looking which will keep the lag at bay while resource is the least concern. Your input would be appreciated and good luck on fixing yours.
My base is located directly in the center of 4 witch huts. I'm in the process of digging out a rather large area, around 400 x 400 around my base, straight down to bedrock, with the idea in mind that I will control all spawnable area around my base, and thus the witch huts should spawn at max possible. Each hut can be turned on and off at my base.
Point is my base is around 60x60, straight down to bedrock, up to around 120 or so, with 4 floors making up the majority of my storage, with 4 double chests of storage for each item with light indicators to show how full each item is. 1 floor is dedicated to a furnace system, where if the items make it to that point, they are checked to see if they can be smelted, and if so are smelted(cooked), and then attempted to see if they can go back into storage. Every type of farm that is possible is located within my base somewhere, and thus as its farmed its dropped to bedrock level, raised up via a smart and lag friendly item elevator and stored where it should be.
Point is each farm I have don't need its own storage when there is a perfectly good storage system already within the building. Using droppers and compairtor clocks when I don't need to is just adding to the lag, when i've done everything possible to keep the area running smoothly.
Apologies on the wall of text, but wasn't something I could sum up in a few words.
My base is located directly in the center of 4 witch huts. I'm in the process of digging out a rather large area, around 400 x 400 around my base, straight down to bedrock, with the idea in mind that I will control all spawnable area around my base, and thus the witch huts should spawn at max possible. Each hut can be turned on and off at my base.
Point is my base is around 60x60, straight down to bedrock, up to around 120 or so, with 4 floors making up the majority of my storage, with 4 double chests of storage for each item with light indicators to show how full each item is. 1 floor is dedicated to a furnace system, where if the items make it to that point, they are checked to see if they can be smelted, and if so are smelted(cooked), and then attempted to see if they can go back into storage. Every type of farm that is possible is located within my base somewhere, and thus as its farmed its dropped to bedrock level, raised up via a smart and lag friendly item elevator and stored where it should be.
Point is each farm I have don't need its own storage when there is a perfectly good storage system already within the building. Using droppers and compairtor clocks when I don't need to is just adding to the lag, when i've done everything possible to keep the area running smoothly.
Apologies on the wall of text, but wasn't something I could sum up in a few words.
Wow, awesome base with 4 huts!. 400x400 hole is huge. I imagine why you don't want hoppers/minecart hoppers built in farms. My main focus for the base is to have automatic farms surround the trading and storage system in the center with no more than 80x80 area. Each farm may or may not have its own small storage in case the storage center gets full. I don't think my plan will have massive storage system involved. Traders are all I need to obtain armors, weapons, potion ingredients, enchanted books, emeralds, and more. Anything that is renewal item trader offers, I don't have to mine or hunt for it often. I have couple or more to test lag before I determine the designs and base dimension to balance everything out. I have a plenty of time brainstorming before the bedrock version release. Also, I am looking for specific biomes adjacent to each other within center map.
Before I type up this comment, I was building a booth with water stream into 3x5 dimension with a pressure plate in front of entrance on one floor carrot farm on my own. It's fantastic. It worked very well. What's the smallest dimension of booth ever built? I am curious. I tried 3x3 with no plate but it has some risk. He scored in a one block hole most of time. XD Test was short. Water stream booth for carrot and potato might be the choice instead of my old design.
Ah, quote was missing color highlight. I had to edit. Ignore this.
Well the advantage of having the storage system in the same area or chunks as the farms is that it can be used to automatically turn the farms on and off. For example when pumpkin storage is full it will automatically turn the pumpkin farm off, same goes for most farms. This prevents my overflow chests from filling up quickly with stuff i would otherwise have to deal with.
The massive hole ensures that as long as I stay within the boundaries I marked out, that all the hostile mob farms (including the witch huts), will work at max efficiency.
I also have villagers for trading, its how I repair all my tools, weapons and armor. I can obtain all the enchantments I need, and tools via the few villagers I have for trading, and I'm always looking for better villagers with more enchantments but finding them is pretty hard now adays. I have one villager whom offers efficiency 5, unbreaking 3, and mending. Several only offer 1 or 2 good enchantments but I've got nearly every enchantment I want, would just like to get more villagers that offer 3 good enchantments on the same villager. I have 2 blacksmiths, whom offer every diamond tool, weapon and armor, and i use 1 farmer for trading with which gives me xp, and tons of emeralds.
So...how did you get the farm to work? I haven't figured it out yet and its almost time to mend tools.
You have to revert back to using Lilly pads, but you will need a block of glass directly above the fence gate where the farmland is located. Sadly your likely going to need new hungry villagers, as I noticed mine were grabbing the food that was popping out of the farmland if you used my previous fix when the chaotic food throwing was in play. I needed to replace my hungry villagers with new ones. You might not depending on how quickly you isolate the farmers and repair the farm.
If you can't get it to work let me know and i'll try to post a few screen shots to clarify things.
Well the advantage of having the storage system in the same area or chunks as the farms is that it can be used to automatically turn the farms on and off. For example when pumpkin storage is full it will automatically turn the pumpkin farm off, same goes for most farms. This prevents my overflow chests from filling up quickly with stuff i would otherwise have to deal with.
The massive hole ensures that as long as I stay within the boundaries I marked out, that all the hostile mob farms (including the witch huts), will work at max efficiency.
I also have villagers for trading, its how I repair all my tools, weapons and armor. I can obtain all the enchantments I need, and tools via the few villagers I have for trading, and I'm always looking for better villagers with more enchantments but finding them is pretty hard now adays. I have one villager whom offers efficiency 5, unbreaking 3, and mending. Several only offer 1 or 2 good enchantments but I've got nearly every enchantment I want, would just like to get more villagers that offer 3 good enchantments on the same villager. I have 2 blacksmiths, whom offer every diamond tool, weapon and armor, and i use 1 farmer for trading with which gives me xp, and tons of emeralds.
Yes, that's exactly where I want to put farms and storage within chunks. For controlling mob spawn, it will be either at the base or relocation farther away for a reason.
I realized that we are talking about other things that is not relevant to this thread. I apologized. I will post my build using stream for the first time later today. I put hungry farmer in the stream with no problem for hours.
That sounds easy enough, I did use your previous fix, and noticed they appeared to be picking up crops. I was trying to use snow layers to get the farmers into the right spot where the water would pick the crops up, unsuccessfully.
I pretty much reverted back to Nathan's original design, only diff is I believe directly above the farmland he had a fence gate and then on top of that he had a half slab, I changed that half slab to a glass block and it works like a charm.
Your fix looks awfully risky DataImprint, with the hungry villager in the stream that is carrying the food, I can see this not working eventually as the villager should be grabbing the food right out of the stream. It might work now but you should keep a close eye on it in the future, ie right after any patch, and I especially expect it to break when the better together update lands, but if its working for you right now, great.
PS, no worries about getting off topic, i'm the op, and don't really care much about getting off topic, a conversation is a conversation in my eyes, so long as we are discussing things that are minecraft related, a mod may see things differently however.
I pretty much reverted back to Nathan's original design, only diff is I believe directly above the farmland he had a fence gate and then on top of that he had a half slab, I changed that half slab to a glass block and it works like a charm.
Your fix looks awfully risky DataImprint, with the hungry villager in the stream that is carrying the food, I can see this not working eventually as the villager should be grabbing the food right out of the stream. It might work now but you should keep a close eye on it in the future, ie right after any patch, and I especially expect it to break when the better together update lands, but if its working for you right now, great.
PS, no worries about getting off topic, i'm the op, and don't really care much about getting off topic, a conversation is a conversation in my eyes, so long as we are discussing things that are minecraft related, a mod may see things differently however.
Hungry villager is carrying 8 stacks of wheat seed to the maximum, thus unable to pick food out of the stream. Beet seed is also optional. Similar to the way wheat farm works. It can't pick wheat up while harvesting and refilling inventory with the seed. I have had wheat and beet farms after patches for a long time. Nothing happens to the inventory with the except of a recent bug.
But, you are right the patch/ bug can change its A.I. and inventory quantity, if applied, could cause it to pick up and even thought inventory is full. I don't know any other potential risk. How do you mean by that stuffed farmer should be grabbing the food? I thought we knew of farmer's use.
That's what tests and setup like this are for and have my test worlds transfer to the new version when BTU lands. I am happy with it as I am continued finding a better way. Criticism is welcomed.
Indeed, we got carried off into an off-topic conversation. I was afraid when the thread started to getting lost to somewhere. I had to cut off the conversation in a way. I am still somewhat new to the forum. I made 29 posts, well , this 30th post. Does that count as new? XD
You do know that from time to time a farmers inventory will reset right? This will break in time, keep a very close eye on it. The inventory will even reset with the java version.
The Meaning of Life, the Universe, and Everything.
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Posts:
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That's strange. It has never happened to me after many updates, still I will keep my eye out on that. I could simply scoop the water block out, remove a slab, bring hungry villager out of booth's entrance, and have it replanting until its inventory is empty. Return everything back in booth. Small fix time comparing to working condition time. I do still think placing hungry villager above farmer's head or at least in different placement where it can't grab the food is problem-proofed in most case.
Other thought, I could build tower with space between the floors should there ever a problem, I can switch to my old design that is more reliable to me or similar to Nathan's. That way I won't have to tear down the building.
I thought MCPE is written in C++. I never play PC version which is written in JAVA that may be reason why I have not experiencing reset in inventory. Correct me if I am wrong that it did happen on console.
right, I'm lost here. Just made a carrot farm with a villager in it and hoppers. When I put the villager in, he harvested the carrots and replanted. Now, when the carrots grow he just stands there until I break one of the carrots and then he replants that one but leaves all the rest alone. The farms you guys are describing sound different to mine, as I only have the one farmer in it.
I think they're talking about farms where there's a "farmer" and a "beggar" (a hungry villager). The beggar is contained in/near the middle of the farm, but unreachable by the farmer. Surrounding the beggar is a good size farm, which the farmer plants and harvests. The ones I've seen have a lure for the farmer - an unplanted square of farmland - that brings him near the beggar and causes the farmer to throw food at the beggar. The thrown food is unable to reach the beggar (due to the design of the containment pod the beggar is in) and falls into a distribution system - water or hoppers I think.
The farm I've built only has one farmer, with a regular plot of land and then a side plot wired up with a dispenser-based water flow and hoppers. The farmer harvests the normal land and tries to plant the trapped land, but after leaving the trapped area (having planted his carrots) the water is triggered and flushes the carrots into the hoppers. Rinse, repeat.
And but so anyway, if you only have one farmer, what method are you using to deplete his inventory? It sounds like your farmer is full up on carrots and can't harvest any more. He'll replant a square if you harvest it for him, of course.
The new food throwing mechanic has broken both Nathan Ryan's carrot, potato, and beet roots villager harvesting farms, as well as my fix's for the previous version. I haven't had a chance to play around with testing a fix yet, and if anyone does find a fix I'd be interested to hearing how you solved it other then using hoppers that is. Either way I should be able to start messing around sometime tomorrow to see what I can come up with.
There was an item in the most recent change log that looked like it addressed this issue. Are you still having problems?
I don't know if that's what you are looking for. You rather to build farms without hoppers being used as collection and item elevator, right? I will just go ahead share.
Build a booth in the middle of the farm with a hungry villager standing above harvester's head in one block space holding cell. Create 2 blocks long 1 block wide narrow lane (alley) with a pressure plate in front of entrance, place a farmland block down in the lane next to plate. Place anything that blocks monster spawn at the end of lane where light strength is low. I used stairs. I don't know if it will spawn monster in the darker spot. I just put it there just in case. XD Ceiling in lane has to be above farmer's head. Ceiling is either 2 or 2 and half high from farm area to keeps Enderman out. Item elevator is built in booth, whether it's all hoppers or hopper and single chest alternatively. Resource-wise, too.
Here's a schematic below. Booth size 4x3 or 5x3 if plate is a part of overall size.
Top view: # = block, # = villager's placement, S = stairs, F = farmland block, P = pressure plate, # = item elevator (can build at the opposite side)
####
##SFP
####
Lastly, build a couple of minecart hoppers underneath the alley (stair and farmland block). One of 2 hoppers below minecart hopper is linked to the item elevator. Floor is stack-able with a 2 blocks space between farm floors -- to transport hungry villager and installing collection system easily.
Notice, The alley walls are replaced with the glass block for better viewing. Also, it has plenty of room to build a collection light indicator (CLI) for every floor which I have given you a hint where to install it. This design is used for carrot and potato. Wheat and beet are used in other design.
I built this design after I discovered Unarybit's design that used pressure plate to pop seed out and my booth as a solution to throwing mechanic issue. It has zero fail for a long time. It wasn't working by a recent bug involving villager's incorrect inventory which has nothing to do with it. The advantage with this is when farmer throw item behind. He will pick it up as he leaves the alley. It doesn't happen often though.
Nathan Ryan's design is based off Unarybits, but improved greatly. However the chance to the throwing mechanic a few versions back broke it, and I found a fix to make it work by pulling the food out of the villagers head using a water stream which was located just above the farmland where the villager comes to plant and constantly keeps getting uprooted because of just lack of light and is triggered by the same presure plate design. However its broke as well. I don't want to use any minecarts with hoppers, nor hoppers in the fix, again I just want to pull the food he tosses at the hungry villager, intercepting it, stream it to the middle of the core, where i can direct it as needed.
I'm sure that I can figure a way to do it once again, just lack of time right now, but the weekend is fast approaching.
Thank you for the clarification and what was based off. I had the feeling that you would prefer water stream over hoppers. I think you should be able to go back to the old design(s) or at least with zero to slightly modification. Throwing mechanic seems to be fixed in my game while booth deals with both working as it should and throwing bugs in the long term. But I can see them throwing straight more than ever before. I never build or get around to play testing Nathan/Unarybit designs. Water stream wasn't fit in my criteria at that time. I am thinking I should try it out later. If I may ask, why choose water stream over others? Is it relate to the performance or cheaper resources or both? I am looking which will keep the lag at bay while resource is the least concern. Your input would be appreciated and good luck on fixing yours.
My base is located directly in the center of 4 witch huts. I'm in the process of digging out a rather large area, around 400 x 400 around my base, straight down to bedrock, with the idea in mind that I will control all spawnable area around my base, and thus the witch huts should spawn at max possible. Each hut can be turned on and off at my base.
Point is my base is around 60x60, straight down to bedrock, up to around 120 or so, with 4 floors making up the majority of my storage, with 4 double chests of storage for each item with light indicators to show how full each item is. 1 floor is dedicated to a furnace system, where if the items make it to that point, they are checked to see if they can be smelted, and if so are smelted(cooked), and then attempted to see if they can go back into storage. Every type of farm that is possible is located within my base somewhere, and thus as its farmed its dropped to bedrock level, raised up via a smart and lag friendly item elevator and stored where it should be.
Point is each farm I have don't need its own storage when there is a perfectly good storage system already within the building. Using droppers and compairtor clocks when I don't need to is just adding to the lag, when i've done everything possible to keep the area running smoothly.
Apologies on the wall of text, but wasn't something I could sum up in a few words.
That base sounds awsome FYI sorry reading through the forum and jsuthad to reply
Well it works well, but it ain't a pretty base, just a big square box so to speak.
Also I got the villager harvesting system working again.
Quote from Cire360 >>
My base is located directly in the center of 4 witch huts. I'm in the process of digging out a rather large area, around 400 x 400 around my base, straight down to bedrock, with the idea in mind that I will control all spawnable area around my base, and thus the witch huts should spawn at max possible. Each hut can be turned on and off at my base.
Point is my base is around 60x60, straight down to bedrock, up to around 120 or so, with 4 floors making up the majority of my storage, with 4 double chests of storage for each item with light indicators to show how full each item is. 1 floor is dedicated to a furnace system, where if the items make it to that point, they are checked to see if they can be smelted, and if so are smelted(cooked), and then attempted to see if they can go back into storage. Every type of farm that is possible is located within my base somewhere, and thus as its farmed its dropped to bedrock level, raised up via a smart and lag friendly item elevator and stored where it should be.
Point is each farm I have don't need its own storage when there is a perfectly good storage system already within the building. Using droppers and compairtor clocks when I don't need to is just adding to the lag, when i've done everything possible to keep the area running smoothly.
Apologies on the wall of text, but wasn't something I could sum up in a few words.
/quote
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Wow, awesome base with 4 huts!. 400x400 hole is huge. I imagine why you don't want hoppers/minecart hoppers built in farms. My main focus for the base is to have automatic farms surround the trading and storage system in the center with no more than 80x80 area. Each farm may or may not have its own small storage in case the storage center gets full. I don't think my plan will have massive storage system involved. Traders are all I need to obtain armors, weapons, potion ingredients, enchanted books, emeralds, and more. Anything that is renewal item trader offers, I don't have to mine or hunt for it often. I have couple or more to test lag before I determine the designs and base dimension to balance everything out. I have a plenty of time brainstorming before the bedrock version release. Also, I am looking for specific biomes adjacent to each other within center map.
Before I type up this comment, I was building a booth with water stream into 3x5 dimension with a pressure plate in front of entrance on one floor carrot farm on my own. It's fantastic. It worked very well. What's the smallest dimension of booth ever built? I am curious. I tried 3x3 with no plate but it has some risk. He scored in a one block hole most of time. XD Test was short. Water stream booth for carrot and potato might be the choice instead of my old design.
Ah, quote was missing color highlight. I had to edit. Ignore this.
Well the advantage of having the storage system in the same area or chunks as the farms is that it can be used to automatically turn the farms on and off. For example when pumpkin storage is full it will automatically turn the pumpkin farm off, same goes for most farms. This prevents my overflow chests from filling up quickly with stuff i would otherwise have to deal with.
The massive hole ensures that as long as I stay within the boundaries I marked out, that all the hostile mob farms (including the witch huts), will work at max efficiency.
I also have villagers for trading, its how I repair all my tools, weapons and armor. I can obtain all the enchantments I need, and tools via the few villagers I have for trading, and I'm always looking for better villagers with more enchantments but finding them is pretty hard now adays. I have one villager whom offers efficiency 5, unbreaking 3, and mending. Several only offer 1 or 2 good enchantments but I've got nearly every enchantment I want, would just like to get more villagers that offer 3 good enchantments on the same villager. I have 2 blacksmiths, whom offer every diamond tool, weapon and armor, and i use 1 farmer for trading with which gives me xp, and tons of emeralds.
So...how did you get the farm to work? I haven't figured it out yet and its almost time to mend tools.
You have to revert back to using Lilly pads, but you will need a block of glass directly above the fence gate where the farmland is located. Sadly your likely going to need new hungry villagers, as I noticed mine were grabbing the food that was popping out of the farmland if you used my previous fix when the chaotic food throwing was in play. I needed to replace my hungry villagers with new ones. You might not depending on how quickly you isolate the farmers and repair the farm.
If you can't get it to work let me know and i'll try to post a few screen shots to clarify things.
Yes, that's exactly where I want to put farms and storage within chunks. For controlling mob spawn, it will be either at the base or relocation farther away for a reason.
I realized that we are talking about other things that is not relevant to this thread. I apologized. I will post my build using stream for the first time later today. I put hungry farmer in the stream with no problem for hours.
UPDATE:
That sounds easy enough, I did use your previous fix, and noticed they appeared to be picking up crops. I was trying to use snow layers to get the farmers into the right spot where the water would pick the crops up, unsuccessfully.
I pretty much reverted back to Nathan's original design, only diff is I believe directly above the farmland he had a fence gate and then on top of that he had a half slab, I changed that half slab to a glass block and it works like a charm.
Your fix looks awfully risky DataImprint, with the hungry villager in the stream that is carrying the food, I can see this not working eventually as the villager should be grabbing the food right out of the stream. It might work now but you should keep a close eye on it in the future, ie right after any patch, and I especially expect it to break when the better together update lands, but if its working for you right now, great.
PS, no worries about getting off topic, i'm the op, and don't really care much about getting off topic, a conversation is a conversation in my eyes, so long as we are discussing things that are minecraft related, a mod may see things differently however.
Hungry villager is carrying 8 stacks of wheat seed to the maximum, thus unable to pick food out of the stream. Beet seed is also optional. Similar to the way wheat farm works. It can't pick wheat up while harvesting and refilling inventory with the seed. I have had wheat and beet farms after patches for a long time. Nothing happens to the inventory with the except of a recent bug.
But, you are right the patch/ bug can change its A.I. and inventory quantity, if applied, could cause it to pick up and even thought inventory is full. I don't know any other potential risk. How do you mean by that stuffed farmer should be grabbing the food? I thought we knew of farmer's use.
That's what tests and setup like this are for and have my test worlds transfer to the new version when BTU lands. I am happy with it as I am continued finding a better way. Criticism is welcomed.
Indeed, we got carried off into an off-topic conversation. I was afraid when the thread started to getting lost to somewhere. I had to cut off the conversation in a way. I am still somewhat new to the forum. I made 29 posts, well , this 30th post. Does that count as new? XD
You do know that from time to time a farmers inventory will reset right? This will break in time, keep a very close eye on it. The inventory will even reset with the java version.
That's strange. It has never happened to me after many updates, still I will keep my eye out on that. I could simply scoop the water block out, remove a slab, bring hungry villager out of booth's entrance, and have it replanting until its inventory is empty. Return everything back in booth. Small fix time comparing to working condition time. I do still think placing hungry villager above farmer's head or at least in different placement where it can't grab the food is problem-proofed in most case.
Other thought, I could build tower with space between the floors should there ever a problem, I can switch to my old design that is more reliable to me or similar to Nathan's. That way I won't have to tear down the building.
I thought MCPE is written in C++. I never play PC version which is written in JAVA that may be reason why I have not experiencing reset in inventory. Correct me if I am wrong that it did happen on console.
Thank you for the warning.
right, I'm lost here. Just made a carrot farm with a villager in it and hoppers. When I put the villager in, he harvested the carrots and replanted. Now, when the carrots grow he just stands there until I break one of the carrots and then he replants that one but leaves all the rest alone. The farms you guys are describing sound different to mine, as I only have the one farmer in it.
I think they're talking about farms where there's a "farmer" and a "beggar" (a hungry villager). The beggar is contained in/near the middle of the farm, but unreachable by the farmer. Surrounding the beggar is a good size farm, which the farmer plants and harvests. The ones I've seen have a lure for the farmer - an unplanted square of farmland - that brings him near the beggar and causes the farmer to throw food at the beggar. The thrown food is unable to reach the beggar (due to the design of the containment pod the beggar is in) and falls into a distribution system - water or hoppers I think.
The farm I've built only has one farmer, with a regular plot of land and then a side plot wired up with a dispenser-based water flow and hoppers. The farmer harvests the normal land and tries to plant the trapped land, but after leaving the trapped area (having planted his carrots) the water is triggered and flushes the carrots into the hoppers. Rinse, repeat.
And but so anyway, if you only have one farmer, what method are you using to deplete his inventory? It sounds like your farmer is full up on carrots and can't harvest any more. He'll replant a square if you harvest it for him, of course.