I can't imagine I'm the first to come up with something like this, but this was developed while playing a survival challenge map that requires a great deal of villager trading (OceanBlock 4.1, give it a try! See pp 36-37 for a discussion of this village). I wanted a way to keep the villagers separate, so I could trade with them individually.
Here is what we came up with. The first 5 minutes of this video show off the village, the rest describes how to build it:
The basic outline is an inner 20x20 square containing the iron golem farm, inside an outer 38x38 square. There are two rows of wooden doors outside the outer wall.
The innovative feature is the "villager slots", which allow you to trap a villager with a fence. If you like the villager trade, label them with a sign. If not, drop a couple of sand on their head.
Here is an overhead view of the plan:
This plan gives 103 villager slots, and the 286 outside doors should generate exactly 100 villagers.
As far as building materials (assuming all wood construction), this would take:
1600 planks for the base platform (if necessary)
542 more planks for the walls
327 slabs for the walls
211 fences (assuming all villager slots are filled)
10 fence gates
286 doors
103 signs (assuming all slots are filled)
107 of those fences and all 103 signs aren't needed until you start getting the villagers into slots.
This breaks down to a grand total of 6.3 stacks of wood for the platform, and an additional 11.7 stacks of wood for all the pieces.
Any further ideas for how to improve it?
Post your pics of your MegaVillage in this thread!
If you have some redstone (or can get some in trade from a villager), there are some ways you can automate the village.
First (and most importantly), you can auto-trap the villager with a pressure plate and piston:
(Courtesy of 5thHorseman, the creator of Oceanblock)
You can use a non-sticky piston with a sand block, instead of the sticky piston, if desired.
Unfortunately, once you have the pressure plate in there you won't be able to drop sand to kill the villager ( the sand will drop to an item, like hitting a torch). You'll need a villager killer mechanism something like this:
Nice system, although since MC actually discourages you from keeping villagers around, it seems a bit unnecessary - surely easier to just have 1 wide walkways over lava/void (haven't seen the map) and nudge the guy over the edge instead of having to shove him into a 1*1 space and then drop sand. Maybe that's just my always preferring resource gain by digging holes for lava over resource loss by building, but hey.
Nice system, although since MC actually discourages you from keeping villagers around, it seems a bit unnecessary - surely easier to just have 1 wide walkways over lava/void (haven't seen the map) and nudge the guy over the edge instead of having to shove him into a 1*1 space and then drop sand. Maybe that's just my always preferring resource gain by digging holes for lava over resource loss by building, but hey.
Since when is it discouraged to keep villagers around? This is mostly for getting good trades instead of killing villagers, while getting iron.
Very nice design. I would still use Docm's design, mostly because I personally don't like trading.
Rollback Post to RevisionRollBack
Pokecraft Patrat - 5% done
Fantasy City beginners Challenge - around 90 percent complete
I've been playing around with the design a bit more, and found a different way of placing the water so you don't need the trough in the center (put 4 blocks in 2x2 fashion in each corner, then put water source along all four walls except in those corners, remove the corner blocks and put a source in the corner up one block from the rest. If you do it right, you'll have four water flows that meet in the diagonal). I also found that you can create a water powered kill channel with 16 blocks of lava blades that kill the golems - the iron and roses wash the rest of the way into a hopper/chest. No more having to use piston golem killers or dropping sand on them. I've got 19 blocks of lava blades (5, 7 and 7) but they always seem to die at block 16.
just a question, after killing a villager by dropping sand on them, do iron golems start hurting you, or is the point of dropping sand so that the golems dont attack you?
just a question, after killing a villager by dropping sand on them, do iron golems start hurting you, or is the point of dropping sand so that the golems dont attack you?
Correct, killing a villager directly (sword) will anger the golems, killing them passively (smothering, lava, push off cliff) will not.
Correct, killing a villager directly (sword) will anger the golems, killing them passively (smothering, lava, push off cliff) will not.
More specifically, attacking or killing a villager will lower your reputation within the village. Reputation is a numerical value that ranges from +10 to -30. Reputation is per-player and per-village, so you can have different reputations in two different villages, and likewise, two different players can have different reputations within the same village. Here is a chart that shows what actions affect your reputation, and by how much:
If your reputation falls below -15 in a village, the golem(s) from that village will become hostile towards you without further provocation. (Even then, the golems in this design should all spawn inside the center area and be unable to reach you, anyway.) When a villager is killed by environmental damage (anything that's not directly by your hand), it will not affect your reputation, but breeding will be shut down for the entire village for three minutes. These are the only consequences of attacking or killing a villager, either directly or indirectly. It does not affect the available trades, or the prices offered for them; the only way to do that is to actually trade with them.
Just saying, this is a good idea, just i calculated a bit and the design would take about 10,000+ wooden planks. Wait, nah, that can't be right.
In the first post, it actually has how much of each resource is needed.
Here's the list so you don't have to look: 1600 planks for the base platform (if necessary) 542 more planks for the walls 327 slabs for the walls 211 fences (assuming all villager slots are filled) 10 fence gates 286 doors 103 signs (assuming all slots are filled)
More specifically, attacking or killing a villager will lower your reputation within the village. Reputation is a numerical value that ranges from +10 to -30. Reputation is per-player and per-village, so you can have different reputations in two different villages, and likewise, two different players can have different reputations within the same village. Here is a chart that shows what actions affect your reputation, and by how much:
If your reputation falls below -15 in a village, the golem(s) from that village will become hostile towards you without further provocation. (Even then, the golems in this design should all spawn inside the center area and be unable to reach you, anyway.) When a villager is killed by environmental damage (anything that's not directly by your hand), it will not affect your reputation, but breeding will be shut down for the entire village for three minutes. These are the only consequences of attacking or killing a villager, either directly or indirectly. It does not affect the available trades, or the prices offered for them; the only way to do that is to actually trade with them.
Thanks guys! I'm a bit of noob when it comes to the PC exclusive parts of Minecraft as I actually started playing the Xbox 360 Edition first.
More specifically, attacking or killing a villager will lower your reputation within the village. Reputation is a numerical value that ranges from +10 to -30. Reputation is per-player and per-village, so you can have different reputations in two different villages, and likewise, two different players can have different reputations within the same village. Here is a chart that shows what actions affect your reputation, and by how much:
If your reputation falls below -15 in a village, the golem(s) from that village will become hostile towards you without further provocation. (Even then, the golems in this design should all spawn inside the center area and be unable to reach you, anyway.) When a villager is killed by environmental damage (anything that's not directly by your hand), it will not affect your reputation, but breeding will be shut down for the entire village for three minutes. These are the only consequences of attacking or killing a villager, either directly or indirectly. It does not affect the available trades, or the prices offered for them; the only way to do that is to actually trade with them.
Thanks for the additional detail, IronMagus.
For anyone who hasn't already seen it, make sure to check out IronMagus' epic thread, VILLAGE MECHANICS: A NOT-SO-BRIEF GUIDE
The understanding I gained there about village design and golem spawning was instrumental in designing my MegaVillage. Thanks, IronMagus!
I haven't made a revised video, but I have made a few refinements to the village design in one of my more recent let's plays:
Expanded the golem hole to 3x3 (prevents golems from clogging each other up)
Expand the base to 41x41 to account for the larger center hole
This allows me to make a symmetrical slot design for villagers
I added a line of blocks ABOVE the villager slots. Initially this is used to place sand to kill villagers. Later, when you get pistons, these blocks are at the right height to place the downward-facing sticky piston.
Since I no longer place sand against the back wall, I lowered the inner and outer wall height to 1.5 blocks. Much better overall visibility
Added several flip-down trap doors as an easy way for me to get up on over the 1.5-block high walls.
Used fence gates in front of all the villager slots, instead of having to manually place down fences.
I made one of these on a survival server I've been playing on, but I made the central golem zone with two floors à la docm77 to maximize the spawn rate. The lower floor is two (edit: three, see below) blocks below the doors, and the upper floor is four (five) blocks above that, level with the doors' top half.
[Edit: Correction, I think the lower floor actually needs to be five blocks below the upper floor, so that there's a space of 4 blocks between them. The upper floor (the blocks that make it up) should still be level with the doors' top half, but the lower floor should be three blocks below the doors, not just two.]
Villagers were crowding into one corner as they will tend to do. This caused some of the doors to be "dropped" from the village, and then I got iron golems spawning outside the central zone where they're supposed to. To combat this I trapped one villager in each corner, underneath the floor, where he's in range of every door in the quadrant. This doesn't solve the crowding issue with the rest of them, but it does ensure that even when they do crowd into one corner, the doors on the far side don't get dropped, and the golems keep spawning in the center, where they're supposed to.
I put entrances on all four sides, so you don't have to run as far to get in or out.
I took out the villager cubbies in the four corners, and replaced them with storage/crafting stations to store all your tradeables, and craft things like cane into paper.
Since I made the golem farm portion with two floors instead of one, the inner wall is at least 3.5 blocks high. So I raised the inner floor by one block to increase visibility, and reduce claustrophobia (can't raise the outer floor, because the position of the golem-spawning floors is based on the height of the doors. If you raise the outer floor, you'd have to raise the platforms, and the wall would still be just as high)
I put a fancy repeating wool pattern on the floor:
( is a redstone lamp)
But it's not just nice to look at. This gives you information about where you are, as well. Sort of like a map. The red square indicates which direction to the nearest exit so you know how to get out (in the corners there are two red squares), and the green indicates which direction to the spawn village where we all live, so you know where you are. And the redstone lamps line up with where the torches went in your original design (a 15-power lamp in the floor lights just as far as a 14-power torch on the floor).
Nearby I built an auto-harvesting sugar cane farm, so we always have plenty of paper to trade.
And, of course, I put a lava kill-chamber and hopper-powered collection system underneath, where the iron golems fall.
I did finally post a 2-part video from a Let's Play that shows a newer version of my village, slightly tweaked from the design in the very top post. The changes include:
Expanded the golem hole to 3x3 (prevents golems from clogging each other up)
Expand the base to 41x41 to account for the larger center hole
This allows me to make a symmetrical slot design for villagers
I added a line of blocks ABOVE the villager slots. Initially this is used to place sand to kill villagers. Later, when you get pistons, these blocks are at the right height to place the downward-facing sticky piston.
Since I no longer place sand against the back wall, I lowered the inner and outer wall height to 1.5 blocks. Much better overall visibility
Added several flip-down trap doors as an easy way for me to get up on over the 1.5-block high walls.
Used fence gates in front of all the villager slots, instead of having to manually place down fences.
Part 1:
Skip ahead to 17:40 to see the main detail of the build.
Up to that point I was fighting with mobs that had spawned under the platform I made to hold the MegaVillage.
You're talking about emerald ore, right? Because emeralds themselves are far from worthless. You can use them to buy unlimited, basically free diamond gear! That's basically what this endeavor is for, after all. But you're right. Finding a rare and precious emerald ore in a cave far beneath the tallest hills, and then breaking it open for a measly emerald gem (or two or three, with good Fortune) is hardly something to get excited about...
...so instead of turning that precious ore into a measly gem that you could get off some sucker librarian for a few sheets of paper, you should pick up that bling with a Silk Touch pick, and use it to decorate your cave walls!
Hey guys. I build the basic version of this and about 20 mins ago I got my 2 villagers that i cured inside. I waited for about 15-20 mins and came back to no no villagers. So I then tried trapping the 2 in cubbies next to each other and still no luck. Am i just being too impatient or did i screw up? I know they should be in range of at least enough of the doors to get a 3rd villager in the area which should get the chain reaction of all teh doors being registered soon enough but I can tell why they arent starting the initial breeding.
You can see the initial 2 villagers trapped right in front of me.
Like I said I may just be being impatient, idk. Gonna check back on it in like 30 mins to an hour and see what the progress is though.
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Just came back from afk and they finally started breeding. I let them out of the cubbies and just trapped them in a small area of the farm. Idk if it helped but when i came back i had 6 villagers so it seems to be working now
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Here is what we came up with. The first 5 minutes of this video show off the village, the rest describes how to build it:
The basic outline is an inner 20x20 square containing the iron golem farm, inside an outer 38x38 square. There are two rows of wooden doors outside the outer wall.
The innovative feature is the "villager slots", which allow you to trap a villager with a fence. If you like the villager trade, label them with a sign. If not, drop a couple of sand on their head.
Here is an overhead view of the plan:
This plan gives 103 villager slots, and the 286 outside doors should generate exactly 100 villagers.
As far as building materials (assuming all wood construction), this would take:
1600 planks for the base platform (if necessary)
542 more planks for the walls
327 slabs for the walls
211 fences (assuming all villager slots are filled)
10 fence gates
286 doors
103 signs (assuming all slots are filled)
107 of those fences and all 103 signs aren't needed until you start getting the villagers into slots.
This breaks down to a grand total of 6.3 stacks of wood for the platform, and an additional 11.7 stacks of wood for all the pieces.
Any further ideas for how to improve it?
Post your pics of your MegaVillage in this thread!
First (and most importantly), you can auto-trap the villager with a pressure plate and piston:
(Courtesy of 5thHorseman, the creator of Oceanblock)
You can use a non-sticky piston with a sand block, instead of the sticky piston, if desired.
Unfortunately, once you have the pressure plate in there you won't be able to drop sand to kill the villager ( the sand will drop to an item, like hitting a torch). You'll need a villager killer mechanism something like this:
This one does require a sticky piston.
oh yeah, will you be updating this one to reflect your recent change to 41x41 for pancake?
Since when is it discouraged to keep villagers around? This is mostly for getting good trades instead of killing villagers, while getting iron.
Very nice design. I would still use Docm's design, mostly because I personally don't like trading.
Fantasy City beginners Challenge - around 90 percent complete
Correct, killing a villager directly (sword) will anger the golems, killing them passively (smothering, lava, push off cliff) will not.
More specifically, attacking or killing a villager will lower your reputation within the village. Reputation is a numerical value that ranges from +10 to -30. Reputation is per-player and per-village, so you can have different reputations in two different villages, and likewise, two different players can have different reputations within the same village. Here is a chart that shows what actions affect your reputation, and by how much:
If your reputation falls below -15 in a village, the golem(s) from that village will become hostile towards you without further provocation. (Even then, the golems in this design should all spawn inside the center area and be unable to reach you, anyway.) When a villager is killed by environmental damage (anything that's not directly by your hand), it will not affect your reputation, but breeding will be shut down for the entire village for three minutes. These are the only consequences of attacking or killing a villager, either directly or indirectly. It does not affect the available trades, or the prices offered for them; the only way to do that is to actually trade with them.
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.
In the first post, it actually has how much of each resource is needed.
Here's the list so you don't have to look:
1600 planks for the base platform (if necessary)
542 more planks for the walls
327 slabs for the walls
211 fences (assuming all villager slots are filled)
10 fence gates
286 doors
103 signs (assuming all slots are filled)
Thanks guys! I'm a bit of noob when it comes to the PC exclusive parts of Minecraft as I actually started playing the Xbox 360 Edition first.
Thanks for the additional detail, IronMagus.
For anyone who hasn't already seen it, make sure to check out IronMagus' epic thread, VILLAGE MECHANICS: A NOT-SO-BRIEF GUIDE
The understanding I gained there about village design and golem spawning was instrumental in designing my MegaVillage. Thanks, IronMagus!
I haven't made a revised video, but I have made a few refinements to the village design in one of my more recent let's plays:
two(edit: three, see below) blocks below the doors, and the upper floor isfour(five) blocks above that, level with the doors' top half.[Edit: Correction, I think the lower floor actually needs to be five blocks below the upper floor, so that there's a space of 4 blocks between them. The upper floor (the blocks that make it up) should still be level with the doors' top half, but the lower floor should be three blocks below the doors, not just two.]
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.
Villagers were crowding into one corner as they will tend to do. This caused some of the doors to be "dropped" from the village, and then I got iron golems spawning outside the central zone where they're supposed to. To combat this I trapped one villager in each corner, underneath the floor, where he's in range of every door in the quadrant. This doesn't solve the crowding issue with the rest of them, but it does ensure that even when they do crowd into one corner, the doors on the far side don't get dropped, and the golems keep spawning in the center, where they're supposed to.
I put entrances on all four sides, so you don't have to run as far to get in or out.
I took out the villager cubbies in the four corners, and replaced them with storage/crafting stations to store all your tradeables, and craft things like cane into paper.
Since I made the golem farm portion with two floors instead of one, the inner wall is at least 3.5 blocks high. So I raised the inner floor by one block to increase visibility, and reduce claustrophobia (can't raise the outer floor, because the position of the golem-spawning floors is based on the height of the doors. If you raise the outer floor, you'd have to raise the platforms, and the wall would still be just as high)
I put a fancy repeating wool pattern on the floor:
( is a redstone lamp)
But it's not just nice to look at. This gives you information about where you are, as well. Sort of like a map. The red square indicates which direction to the nearest exit so you know how to get out (in the corners there are two red squares), and the green indicates which direction to the spawn village where we all live, so you know where you are. And the redstone lamps line up with where the torches went in your original design (a 15-power lamp in the floor lights just as far as a 14-power torch on the floor).
Nearby I built an auto-harvesting sugar cane farm, so we always have plenty of paper to trade.
And, of course, I put a lava kill-chamber and hopper-powered collection system underneath, where the iron golems fall.
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.
I did finally post a 2-part video from a Let's Play that shows a newer version of my village, slightly tweaked from the design in the very top post. The changes include:
Part 1:
Skip ahead to 17:40 to see the main detail of the build.
Up to that point I was fighting with mobs that had spawned under the platform I made to hold the MegaVillage.
Part 2:
He scream
You're talking about emerald ore, right? Because emeralds themselves are far from worthless. You can use them to buy unlimited, basically free diamond gear! That's basically what this endeavor is for, after all. But you're right. Finding a rare and precious emerald ore in a cave far beneath the tallest hills, and then breaking it open for a measly emerald gem (or two or three, with good Fortune) is hardly something to get excited about...
...so instead of turning that precious ore into a measly gem that you could get off some sucker librarian for a few sheets of paper, you should pick up that bling with a Silk Touch pick, and use it to decorate your cave walls!
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.
You can see the initial 2 villagers trapped right in front of me.
Like I said I may just be being impatient, idk. Gonna check back on it in like 30 mins to an hour and see what the progress is though.
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU
Bored enough to watch some vanilla lets plays? http://www.youtube.com/user/Crump3txxix
Need a good universal mob farm? Check out the Double Shift Towers. Designed for 1.9 and gets 22,000 Items / Hour with a very simple redstone set up - https://www.youtube.com/watch?v=jL8aoJpjjgU