Villages must be this far apart to be considered separate: [(village radius) x 2] + 1 where 32 is the minimum radius. All village radii will be equal to or greater than 32. If the village radius = 32 [Docm's farm design], then the next village would need to be (32*2)+1 = 64 + 1 = 65 blocks distant to be considered separate. I don't remember if the next village needs to be started at the 65th block away or the 66th, as I usually add an extra 5 blocks in between farms to be on the safe side, but I'd lean towards 66 so there would be a 65 block separation in between the villages. Villagers also need to be within 16(?) blocks of a door for that door to be counted towards the village total.
The main difference, as far as game mechanics go, is Docm's design works with the existing village mechanics whereas TangoTek's design takes advantage of an exploit in how quickly the game calculates a village. This is what enables TangoTek's villages to be placed so closely together and still be counted as separate villages. In Tango's design, the game eventually catches up and merges villages, and hence all the complicated redstone to perpetuate the exploit.
Bottom line. As long as your market is 65 blocks distant from your next-closest village, there shouldn't be any issues irregardless of the number of villagers present.
Villages must be this far apart to be considered separate: [(village radius) x 2] + 1 where 32 is the minimum radius.
Two villages can have different-sized radii, and they don't necessarily have to be twice as far as the larger one to stay separate. They just can't overlap with each other. The minimum distance between center points, then, would be more like: (R1 + R2) + 1, where R1 is the radius of the first village and R2 is the radius of the second.
TangoTek's design takes advantage of an exploit in how quickly the game calculates a village. This is what enables TangoTek's villages to be placed so closely together and still be counted as separate villages. In Tango's design, the game eventually catches up and merges villages, and hence all the complicated redstone to perpetuate the exploit.
It's not about "how quickly" the game calculates a village. Tango's design works because of two key factors:
1: When a new door could be added to more than one existing village, it gets added to the oldest (first-identified) of these possible villages, and
2: overlapping villages do not become merged as they are supposed to, until the chunk becomes unloaded and re-loaded, causing the village(s) to be re-evaluated.
I plan to have over 70 villagers within the loaded chunks in order to supply my market. Will this prevent docm77's farm from functioning, or is factor unique to Tango Tek's farm?
It is unique to Tango's farm. When there are too many villagers (side note: it's actually about too many unique villager positions -- you could have a hundred or more villagers crammed into a 1x1 hole and, since they're all in the same place, it would still only count as one "unique position"), it doesn't necessarily interfere with the doors being recognized, just being recognized "within the six seconds." It would still "find" the door eventually, but since the timing in Tango's redstone is so precise, "eventually" is not good enough in that case. For the rest of us, though, it'll do just fine.
(I suppose maybe that's what smokeluvr meant when he said it's an "exploit in how quickly the game calculates a village," but that's not really what it's about. Tango chose the timing he did, because that's how long the game takes to do its thing. He could make it slower, but then the rebuild process would take even longer. But the whole overlapping villages thing doesn't depend on any sort of timing "exploit" at all, just so long as you give at least enough time for the game to "recognize" the door. There is an exploit involved, it's just not about the timing. The timing is just what it is, because that's what it is.)
Uh, yeah, try "no." More like (R1 + R2) + 1 (radius of the first village, plus the radius of the second village, plus one.)
OK then. For some reason, when I read your 'correction' of my post, I feel like a child being lectured to...I hope it wasn't intended as such.
I was simply attempting to address Tkpi's question and I guess I beat you to the punch. I don't claim to be an expert on village mechanics and most of what I've learned has been from watching/building Docm's design, from this forum, and from some of the links you suggested. I explained what I remembered as best I could. However, I never recall anyone addressing the issue of keeping 2/more villages of differing radii separated. I guess I'm glad this was finally addressed? If my memory is faulty and you, or someone you have linked, has already explained this curious circumstance, then please forgive me. My internal storage mechanisms haven't aged well [misspent youth, etc.] and I surely have several corrupt sectors, with many more sure to come as the years tick by.
As far as my comments on Tango's design, again that was from memory, and only from a single watching of his video, as I never constructed/used his design in any of my worlds. I have however constructed a village breeding facility/trading station next to my iron farm and never experienced any iron farm failures as a result of its close proximity to numerous [200+] villagers.
In summary, I was just trying to help a fellow woodpuncher out.
so if you build more houses, will the village radius increase or do you have to build houses inside the village radius? also can you make two story high towers and consider that 2 houses? can you please post building tips to easily make a larger village please?
so if you build more houses, will the village radius increase or do you have to build houses inside the village radius? also can you make two story high towers and consider that 2 houses? can you please post building tips to easily make a larger village please?
A new house within (radius +32) of an existing village will be added to that village. A new house farther away than that becomes a village in its own right, since it does not overlap with the original one.
Two-story houses can count as two houses, but it might be tricky. If the villager is on ground level, and the bottom level has a 3-high headspace (so the floor of the top level is 4 blocks above the bottom level) then a door placed on the top level will be too far away. and the villager on the ground won't be able to "see" it. If you make the bottom level only 2 or 2.5 blocks headroom, so the top floor is only three blocks above the bottom one, then he'll be able to see it and register it.
The weird thing is, that even if you do the 3-high bottom level, a guy on the ground can't see the top floor, but, a guy on the top floor could see both of them. So you could trap a guy inside on the second floor, and he'd keep the whole house (with both doors) "alive," so to speak. Or else you can put stairs and stuff going up to the second story, and hope that the villagers wander far enough up them to "find" the upper doors.
A new house within (radius +32) of an existing village will be added to that village. A new house farther away than that becomes a village in its own right, since it does not overlap with the original one.
Two-story houses can count as two houses, but it might be tricky. If the villager is on ground level, and the bottom level has a 3-high headspace (so the floor of the top level is 4 blocks above the bottom level) then a door placed on the top level will be too far away. and the villager on the ground won't be able to "see" it. If you make the bottom level only 2 or 2.5 blocks headroom, so the top floor is only three blocks above the bottom one, then he'll be able to see it and register it.
The weird thing is, that even if you do the 3-high bottom level, a guy on the ground can't see the top floor, but, a guy on the top floor could see both of them. So you could trap a guy inside on the second floor, and he'd keep the whole house (with both doors) "alive," so to speak. Or else you can put stairs and stuff going up to the second story, and hope that the villagers wander far enough up them to "find" the upper doors.
ok thanks. I knew the mechanics sorta but i never really understood how to actually expand the village. so adding new buildings dont increase the radius?
What's the best defense against zombie sieges? I'm asking this because while I was working to get my mushroom village ready to be c&p for world edit (1.7.2 update), a group of zombies suddenly spawned (3-5) and just killed every villager....... This was in a mushroom biome and it had just happened for the first time....
I have been battleing the questions about handling zombie sieges for some time.
If you look at my previous post you will see I run a large heavily used trading village on a large multi-player server. That means it often have players around and as such gets regular zombie sieges. I am not always online, and frankly I don't want to look after the village constantly due to the damage from sieges.
First zombie sieges is broken. They were meant to appear outside the village door radius. Instead they appear anywhere within the village (bad logic bug).
Mitigation... You can spread out the siege by placing some outlying doors near your outside zombie traps (for general zombie handling). This has a villager activating a door, but is close enough the village to be part of that village. The result is a large village radius, and thus sieges get spread out and less likely to appear in amongst the village trading stalls.
Warning though. outlining doors has the greatest influence on the village center, which determined iron golem generation point. You must try to place the doors symmetrically around the village edge.
Next. Sieges will appear anywhere mobs can possibly spawn (regardless of light levels).
I did not know zombie siege can spawn in mushroom biome, but then it does not surprise me either. Good to know.
So basically any solid block surface with a 2 high space can spawn a zombie during a siege. They can spawn inside houses, inside door blocks, and even inside a occupied 1x1 villager trading cell! Because of this I am now placing my good villager traders on half slabs. No zombie deaths so far. Time will tell.
Alternative if you can somehow get a villager embedded in a closed trapdoor or half slab that will stop seige spawn too, but I do not know if villagers will stay embedded on server resets or restarts -may be not. It may also depend on bukkit or spigot server mod. As such this is currently theoretical. Pushing a glass block into the feet of a villager would probably be a reasonable solution, glass blocks can even be bought from villagers (especially if they are last as a 'alternative' reset for paper trading, until you get a perfect paper trader.
summary: prevent zombies spawning in trading cells
The BEST solution I can think of is very drastic. Have no village, just villagers.
What I mean is have a small villager generator perhaps a infinite one, or one that isn't infinite but carries baby villagers away to a collection area. Make sure that it can't over populate, either by auto turn off (somehow) or auto-kill excess villagers. This should be highly protected, villagers can stand on non-solid blocks, and kept very small to prevent sieges (how big does a village need to be to stop sieges?). More importantly it is kept well away from the main trading area where you keep the bulk of your villagers. This trading area (hall, building, cave, whatever) should not have any wooden doors, so does not form a village and thus generate no zombie sieges.
Summary: small breeding village, and a well separated trading non-village.
I'll be experimenting on some of the servers that are resetting for 1.7
WARNING: 1.7 baby zombies fit through 1x1 block gaps. A closed trap door in the gap will block it, but the better solution is have that window 1.5 block above the ground the players stand on. zombies (baby or otherwise) can then not jump up to attack the villager.
I used to use fences, BUT villagers can breed with a free villager though a fence. But then if you have no free villagers, no problem. You still have zombie siege spawn to take care of though, so put villager on a non-block, like a stair, glass, iron bar, or lower half slab.
Anyone else have thoughts on Zombie Siege handling?
Does a villager's distance from the centre of the village affect their likelihood of breeding in any way ?
I've built a version of TangoTek's infinite villager breeding cell but I've separated the breeding cell from the "village" by about 28 blocks (mostly vertically). The idea is that I can move my single "seed" villager towards or away from the doors of the village in order to turn the village on and off whilst keeping the breeding villagers far enough away to stop them from interacting with the doors.
I've got four villagers in the breeding cell and I've seen the heart particle effect from them so I know the village is working but they've been sitting (standing) there for ages without producing any babies.
Any help would be appreciated, and thanks for the guide.
Does a villager's distance from the centre of the village affect their likelihood of breeding in any way ?
No it does not effect it. As long as the villager is within 16 blocks of a valid house (door), it will be part of a village. Breeding is separate and depends on the village house count.\
But two villagers need to need up in love-mode at the same time and be reasonably close (and accessable) to each other.
I have a question about Doc's iron farm and I am asking it here because it involves villager mechanics.
Doc explains that, in order for the farm to not get messed up, there shouldn't be any farms near and another farm should be at least 100 blocks away. But the top spawning pads are 70 above the lower ones and horizontally they are 65 apart. How exactly does this work? And does it mean you can at most make 4 spawning pads close together like that?
The actual distance from registered door to registered door is 64 blocks. 100 is gives you a good buffer.
Seems villagers do not specifically belong to a actual village! They regiser doors to multipl;e villages, they breed by picking a door and checking the door count for that village.
At least that is what seems to happen in the Tango Tek's Iron Foundry. Otherwise we have 960 doors, spead between 44 villages. If villagers actually counted doors there should be 300+ villagers in that build!
Does a villager's distance from the centre of the village affect their likelihood of breeding in any way ?
Nope. Either a villager is inside the village boundary (i.e. less than the "village radius" away from the center point) and allowed to breed, or they're outside, and not allowed. Being closer to the center does not make any difference, as far as I know.
Seems villagers do not specifically belong to a actual village! They regiser doors to multipl;e villages, they breed by picking a door and checking the door count for that village.
At least that is what seems to happen in the Tango Tek's Iron Foundry. Otherwise we have 960 doors, spead between 44 villages. If villagers actually counted doors there should be 300+ villagers in that build!
Yeah, as long as a villager is in range of the village center, it gets counted towards the population. This means that a villager can "belong" to several villages at once, when they're overlapping like that.
I have a question about Doc's iron farm and I am asking it here because it involves villager mechanics.
Doc explains that, in order for the farm to not get messed up, there shouldn't be any farms near and another farm should be at least 100 blocks away. But the top spawning pads are 70 above the lower ones and horizontally they are 65 apart. How exactly does this work? And does it mean you can at most make 4 spawning pads close together like that?
I am interested in the Iron Foundry but my base on the server I play on isn't in the spawn chunks (and Tango Tek points out the Foundry -has- to be built in the spawn chunks). So I'd like to make Doc's iron farm, I am just wondering if it can be expanded or only at most those four spawning pads can be built.
As AntOfThy said, 100 blocks is just a "buffer zone." Key is that the villages are more than 64 blocks distant from each other, center-to-center. To avoid issues with partially-loaded villages at the edge of your render distance, you should actually count edge-to-edge when going horizontally, but that's not an issue with stacking them vertically. 64 (or 65) should be the bare minimum, but doing 70 or more gives you that little "safety zone." You wouldn't want to find out when you're done that they're a block too close, and have to tear it all down and start over.
With doc's farm, you can build as many modules as you want, provided you keep them spaced far enough apart. I think you can stack four of them, vertically, inside the build height, and as far as horizontally, I suppose the upper limit would be however many you can fit into loaded chunks.
Hi everybody,
I built a Infinite Villager Breeding/Trading Machine by Docm77 ([]) on my 1.7.2 server but for some reasons the villagers don't breed... I did the tutorial all good and I put 7 villagers in the bottom cell for the beginning. I removed every wooden doors near by and there is no other village around (at least I don't think so !).
Sometimes there are zombies tracking villagers at the top of the hill which contains my machine, does it effect the breeding ?
How long have you waited? Have you been nearby the entire time? Do you see the "love mode" hearts, ever? Sometimes all it takes is patience. If you see the hearts, then that means it's working, but remember that two villagers both need to be in love mode at the same time to actually make a baby. If you never see the hearts (and it's not because you have particles disabled in the video settings), then something's probably wrong, but without actually being there, it's hard to say what.
I don't think zombies tracking should interfere, as long as they can't actually get at the villagers. Normally, I'd ask you to install the Village Info mod and post a screenshot with the display showing, but since you're in 1.7.2 that's not an option, since it hasn't been updated yet past 1.6.4. Is it truly "your" server, could you copy the world file and put it up for download somewhere? Otherwise, I could try to come on the server and have a look, but I can't promise when or anything.
When a siege occurs, I believe the zombies can spawn just about anywhere regardless of light level. I do believe they still spawn on the ground, though, not in midair like with from mob spawners. This means you should be able to prevent them spawning by making the floor out of half-slabs everywhere.
... deleted invalid info...
After numerous attempts on a 1.6 server (spigot which has the zombie seige start bug is fixed) where people are always around, so we get may seiges, I have come to some conclusions.
First sieges happen on the same Y level as the doors, not above or below that level.
To mitigate the effect of sieges you either want to make the door radius very very large, so start point spreads out further, half-slab trading stall areas, or not have zombie seige conditions (10 doors 20 villagers).
Note iron farms need 10 villagers and 21 doors -- weird ha.
My zombie siege solution (for my next artificial village).. is to have a separate iron farm, from the trading village. Iron farm has too many doors, not enough villagers. Trading village need minimal or no doors, but far too many villagers. If you have the two 70 blocks apart (preferably vertically, with the iron farm in sky)
I am thinking putting villager breeder as part of the iron farm. single villagers to register iron farm doors, rest as part of a village breeder, with a non-redstone child separator. Adults being sent down to the trading village for sorting and disposal, with the sorting area including a overflow auto-disposal to prevent too many villagers accumulating.
The trading village will thus have NO DOORS at all, so it is not really a village, and not zombie sieges can happen.
Nope. someone recentally made a video of a zombie siege mob farm...
What do you consider "recent," and do you have a link? The only thing I could find was from a year and a half ago (and I didn't watch it yet, haven't had the time.)
Are you sure what you're seeing are proper sieges, and not just normal zombie horde mechanics (tracking from far distance, spawning reinforcements when hit)? I thought real sieges haven't been occurring at all in recent versions, due to a bug in the game code.
Hmmm I can't find the video. I must have watched it without login in to YouTube, as it is not in my history.
The device was mostly glass, with the center high over a 64 block water collector.
no other mobs could spawn (it was creative mode).
Thinking about it with what you say. I think it was not a village (so off topic), but zombie reinforcement calling. I remember they had one zombie, and 4 snowmen constantly hitting that zombie (no damage) causing him to request reinforcements. These appeared even during the day, and in midair around the 'center' So it was not actually a zombie siege XP farm. Please forget I brought it up.
Note the server in which I am having major siege troubles is a 'spigot' multi-user server, not pure vanilla. But I have also seen them on a older 'bukkit' server too. These 'plugin' servers may have fixed that bug, along with many other bugs.
If so pure vanilla servers may have a better time of it without sieges to worry about.
From experience on these servers, zombies sieges always seem to happen on the same level as the doors of the village. I have never seen them spawn on a Y level that did not have any doors. that is not to say they can't spawn on a different Y level, I have just never seen it.
Villages must be this far apart to be considered separate: [(village radius) x 2] + 1 where 32 is the minimum radius. All village radii will be equal to or greater than 32. If the village radius = 32 [Docm's farm design], then the next village would need to be (32*2)+1 = 64 + 1 = 65 blocks distant to be considered separate. I don't remember if the next village needs to be started at the 65th block away or the 66th, as I usually add an extra 5 blocks in between farms to be on the safe side, but I'd lean towards 66 so there would be a 65 block separation in between the villages. Villagers also need to be within 16(?) blocks of a door for that door to be counted towards the village total.
The main difference, as far as game mechanics go, is Docm's design works with the existing village mechanics whereas TangoTek's design takes advantage of an exploit in how quickly the game calculates a village. This is what enables TangoTek's villages to be placed so closely together and still be counted as separate villages. In Tango's design, the game eventually catches up and merges villages, and hence all the complicated redstone to perpetuate the exploit.
Bottom line. As long as your market is 65 blocks distant from your next-closest village, there shouldn't be any issues irregardless of the number of villagers present.
Two villages can have different-sized radii, and they don't necessarily have to be twice as far as the larger one to stay separate. They just can't overlap with each other. The minimum distance between center points, then, would be more like: (R1 + R2) + 1, where R1 is the radius of the first village and R2 is the radius of the second.
It's not about "how quickly" the game calculates a village. Tango's design works because of two key factors:
1: When a new door could be added to more than one existing village, it gets added to the oldest (first-identified) of these possible villages, and
2: overlapping villages do not become merged as they are supposed to, until the chunk becomes unloaded and re-loaded, causing the village(s) to be re-evaluated.
It is unique to Tango's farm. When there are too many villagers (side note: it's actually about too many unique villager positions -- you could have a hundred or more villagers crammed into a 1x1 hole and, since they're all in the same place, it would still only count as one "unique position"), it doesn't necessarily interfere with the doors being recognized, just being recognized "within the six seconds." It would still "find" the door eventually, but since the timing in Tango's redstone is so precise, "eventually" is not good enough in that case. For the rest of us, though, it'll do just fine.
(I suppose maybe that's what smokeluvr meant when he said it's an "exploit in how quickly the game calculates a village," but that's not really what it's about. Tango chose the timing he did, because that's how long the game takes to do its thing. He could make it slower, but then the rebuild process would take even longer. But the whole overlapping villages thing doesn't depend on any sort of timing "exploit" at all, just so long as you give at least enough time for the game to "recognize" the door. There is an exploit involved, it's just not about the timing. The timing is just what it is, because that's what it is.)
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.
OK then. For some reason, when I read your 'correction' of my post, I feel like a child being lectured to...I hope it wasn't intended as such.
I was simply attempting to address Tkpi's question and I guess I beat you to the punch. I don't claim to be an expert on village mechanics and most of what I've learned has been from watching/building Docm's design, from this forum, and from some of the links you suggested. I explained what I remembered as best I could. However, I never recall anyone addressing the issue of keeping 2/more villages of differing radii separated. I guess I'm glad this was finally addressed? If my memory is faulty and you, or someone you have linked, has already explained this curious circumstance, then please forgive me. My internal storage mechanisms haven't aged well [misspent youth, etc.] and I surely have several corrupt sectors, with many more sure to come as the years tick by.
As far as my comments on Tango's design, again that was from memory, and only from a single watching of his video, as I never constructed/used his design in any of my worlds. I have however constructed a village breeding facility/trading station next to my iron farm and never experienced any iron farm failures as a result of its close proximity to numerous [200+] villagers.
In summary, I was just trying to help a fellow woodpuncher out.
A new house within (radius +32) of an existing village will be added to that village. A new house farther away than that becomes a village in its own right, since it does not overlap with the original one.
Two-story houses can count as two houses, but it might be tricky. If the villager is on ground level, and the bottom level has a 3-high headspace (so the floor of the top level is 4 blocks above the bottom level) then a door placed on the top level will be too far away. and the villager on the ground won't be able to "see" it. If you make the bottom level only 2 or 2.5 blocks headroom, so the top floor is only three blocks above the bottom one, then he'll be able to see it and register it.
The weird thing is, that even if you do the 3-high bottom level, a guy on the ground can't see the top floor, but, a guy on the top floor could see both of them. So you could trap a guy inside on the second floor, and he'd keep the whole house (with both doors) "alive," so to speak. Or else you can put stairs and stuff going up to the second story, and hope that the villagers wander far enough up them to "find" the upper doors.
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.
ok thanks. I knew the mechanics sorta but i never really understood how to actually expand the village. so adding new buildings dont increase the radius?
If you look at my previous post you will see I run a large heavily used trading village on a large multi-player server. That means it often have players around and as such gets regular zombie sieges. I am not always online, and frankly I don't want to look after the village constantly due to the damage from sieges.
First zombie sieges is broken. They were meant to appear outside the village door radius. Instead they appear anywhere within the village (bad logic bug).
Mitigation... You can spread out the siege by placing some outlying doors near your outside zombie traps (for general zombie handling). This has a villager activating a door, but is close enough the village to be part of that village. The result is a large village radius, and thus sieges get spread out and less likely to appear in amongst the village trading stalls.
Warning though. outlining doors has the greatest influence on the village center, which determined iron golem generation point. You must try to place the doors symmetrically around the village edge.
Next. Sieges will appear anywhere mobs can possibly spawn (regardless of light levels).
I did not know zombie siege can spawn in mushroom biome, but then it does not surprise me either. Good to know.
So basically any solid block surface with a 2 high space can spawn a zombie during a siege. They can spawn inside houses, inside door blocks, and even inside a occupied 1x1 villager trading cell! Because of this I am now placing my good villager traders on half slabs. No zombie deaths so far. Time will tell.
Alternative if you can somehow get a villager embedded in a closed trapdoor or half slab that will stop seige spawn too, but I do not know if villagers will stay embedded on server resets or restarts -may be not. It may also depend on bukkit or spigot server mod. As such this is currently theoretical. Pushing a glass block into the feet of a villager would probably be a reasonable solution, glass blocks can even be bought from villagers (especially if they are last as a 'alternative' reset for paper trading, until you get a perfect paper trader.
summary: prevent zombies spawning in trading cells
The BEST solution I can think of is very drastic. Have no village, just villagers.
What I mean is have a small villager generator perhaps a infinite one, or one that isn't infinite but carries baby villagers away to a collection area. Make sure that it can't over populate, either by auto turn off (somehow) or auto-kill excess villagers. This should be highly protected, villagers can stand on non-solid blocks, and kept very small to prevent sieges (how big does a village need to be to stop sieges?). More importantly it is kept well away from the main trading area where you keep the bulk of your villagers. This trading area (hall, building, cave, whatever) should not have any wooden doors, so does not form a village and thus generate no zombie sieges.
Summary: small breeding village, and a well separated trading non-village.
I'll be experimenting on some of the servers that are resetting for 1.7
WARNING: 1.7 baby zombies fit through 1x1 block gaps. A closed trap door in the gap will block it, but the better solution is have that window 1.5 block above the ground the players stand on. zombies (baby or otherwise) can then not jump up to attack the villager.
I used to use fences, BUT villagers can breed with a free villager though a fence. But then if you have no free villagers, no problem. You still have zombie siege spawn to take care of though, so put villager on a non-block, like a stair, glass, iron bar, or lower half slab.
Anyone else have thoughts on Zombie Siege handling?
Does a villager's distance from the centre of the village affect their likelihood of breeding in any way ?
I've built a version of TangoTek's infinite villager breeding cell but I've separated the breeding cell from the "village" by about 28 blocks (mostly vertically). The idea is that I can move my single "seed" villager towards or away from the doors of the village in order to turn the village on and off whilst keeping the breeding villagers far enough away to stop them from interacting with the doors.
I've got four villagers in the breeding cell and I've seen the heart particle effect from them so I know the village is working but they've been sitting (standing) there for ages without producing any babies.
Any help would be appreciated, and thanks for the guide.
No it does not effect it. As long as the villager is within 16 blocks of a valid house (door), it will be part of a village. Breeding is separate and depends on the village house count.\
But two villagers need to need up in love-mode at the same time and be reasonably close (and accessable) to each other.
The actual distance from registered door to registered door is 64 blocks. 100 is gives you a good buffer.
Seems villagers do not specifically belong to a actual village! They regiser doors to multipl;e villages, they breed by picking a door and checking the door count for that village.
At least that is what seems to happen in the Tango Tek's Iron Foundry. Otherwise we have 960 doors, spead between 44 villages. If villagers actually counted doors there should be 300+ villagers in that build!
Nope. Either a villager is inside the village boundary (i.e. less than the "village radius" away from the center point) and allowed to breed, or they're outside, and not allowed. Being closer to the center does not make any difference, as far as I know.
Yeah, as long as a villager is in range of the village center, it gets counted towards the population. This means that a villager can "belong" to several villages at once, when they're overlapping like that.
As AntOfThy said, 100 blocks is just a "buffer zone." Key is that the villages are more than 64 blocks distant from each other, center-to-center. To avoid issues with partially-loaded villages at the edge of your render distance, you should actually count edge-to-edge when going horizontally, but that's not an issue with stacking them vertically. 64 (or 65) should be the bare minimum, but doing 70 or more gives you that little "safety zone." You wouldn't want to find out when you're done that they're a block too close, and have to tear it all down and start over.
With doc's farm, you can build as many modules as you want, provided you keep them spaced far enough apart. I think you can stack four of them, vertically, inside the build height, and as far as horizontally, I suppose the upper limit would be however many you can fit into loaded chunks.
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.
How long have you waited? Have you been nearby the entire time? Do you see the "love mode" hearts, ever? Sometimes all it takes is patience. If you see the hearts, then that means it's working, but remember that two villagers both need to be in love mode at the same time to actually make a baby. If you never see the hearts (and it's not because you have particles disabled in the video settings), then something's probably wrong, but without actually being there, it's hard to say what.
I don't think zombies tracking should interfere, as long as they can't actually get at the villagers. Normally, I'd ask you to install the Village Info mod and post a screenshot with the display showing, but since you're in 1.7.2 that's not an option, since it hasn't been updated yet past 1.6.4. Is it truly "your" server, could you copy the world file and put it up for download somewhere? Otherwise, I could try to come on the server and have a look, but I can't promise when or anything.
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.
This will definitely be helpful for anyone building villager-related devices like iron farms, not to mention for people building artificial villages.
Thank you for posting this!
The source of my intention isn't really crime prevention; my intention is prevention of the lie! Yeah, welcome to the Scatman's world!
... deleted invalid info...
After numerous attempts on a 1.6 server (spigot which has the zombie seige start bug is fixed) where people are always around, so we get may seiges, I have come to some conclusions.
First sieges happen on the same Y level as the doors, not above or below that level.
To mitigate the effect of sieges you either want to make the door radius very very large, so start point spreads out further, half-slab trading stall areas, or not have zombie seige conditions (10 doors 20 villagers).
Note iron farms need 10 villagers and 21 doors -- weird ha.
My zombie siege solution (for my next artificial village).. is to have a separate iron farm, from the trading village. Iron farm has too many doors, not enough villagers. Trading village need minimal or no doors, but far too many villagers. If you have the two 70 blocks apart (preferably vertically, with the iron farm in sky)
I am thinking putting villager breeder as part of the iron farm. single villagers to register iron farm doors, rest as part of a village breeder, with a non-redstone child separator. Adults being sent down to the trading village for sorting and disposal, with the sorting area including a overflow auto-disposal to prevent too many villagers accumulating.
The trading village will thus have NO DOORS at all, so it is not really a village, and not zombie sieges can happen.
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What do you consider "recent," and do you have a link? The only thing I could find was from a year and a half ago (and I didn't watch it yet, haven't had the time.)
Are you sure what you're seeing are proper sieges, and not just normal zombie horde mechanics (tracking from far distance, spawning reinforcements when hit)? I thought real sieges haven't been occurring at all in recent versions, due to a bug in the game code.
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.
The device was mostly glass, with the center high over a 64 block water collector.
no other mobs could spawn (it was creative mode).
Thinking about it with what you say. I think it was not a village (so off topic), but zombie reinforcement calling. I remember they had one zombie, and 4 snowmen constantly hitting that zombie (no damage) causing him to request reinforcements. These appeared even during the day, and in midair around the 'center' So it was not actually a zombie siege XP farm. Please forget I brought it up.
Note the server in which I am having major siege troubles is a 'spigot' multi-user server, not pure vanilla. But I have also seen them on a older 'bukkit' server too. These 'plugin' servers may have fixed that bug, along with many other bugs.
If so pure vanilla servers may have a better time of it without sieges to worry about.
From experience on these servers, zombies sieges always seem to happen on the same level as the doors of the village. I have never seen them spawn on a Y level that did not have any doors. that is not to say they can't spawn on a different Y level, I have just never seen it.