The change in iron (and gold) is really bad for redstoners. I just completed a Witchhut, and had to AFK at the single cell Iron farm for quite some time to get enough Iron to make enough hoppers for the floors, iron golems, and item sorter I needed to finish the job.
Looks like speed mining will be the faster method soon. Unless they nerf haste II beacons!
Well, they've rolled back the iron golem nerf, but not the limitation on villager breeding. But it looks like villagers harvesting and trading food will kick them into breeding mode, so we'll need to add wheat farms to the MegaVillage. We only have three blocks between fences, so it'll be tight. Thoughts, anyone?
Hmmm ... well, I'd say we keep a certain number of villagers not in the traps, and let them do all the breeding and repopulating as needed. It might be slower, but it'll work. And whatever area we pen them in, we have some wheat there too.
I now separate the trading section of my village from the breeding/iron farm section (see dark sphere project in signature). I do this as I often build villagers on servers using bucket or spigot, which means I can get zombie seiges.
Setting up a wheat farm breeder say under the iron farm should still be feasible. but there are still a lot of questions, and I am certain the changes to the villagers are not finished. I expect we will see shepards shearing sheep for example, and perhaps butchers killing excess cows for leather and steak. Actually a leather trade will be good.
For example is it the farmer harvesting, or the farmer bread making that generates the 'willing to breed'. If the latter we could have seperate wheat auto-harvester feeding bread makers in a breeding chamber. There are already auto bread making devices that even let you capture the bread being past to a 'hungry villager' so you can not only create a breeder, but have it as part of the bread maker.
At least we have a return of zombie flesh trade, making linking villagers with zombie spawners, or sending villager over population controls into a zombie room.. Finally a specific use for all that rotting zombie flesh! other than as a 'general item' for various purposes (item sorter junk item)
From what I've seen so far, it looks like the willingness to breed comes from having food. If you throw enough bread to a non-farmer, it will become willing to breed (I can't use he/she - these things are apparently hermaphroditic). Unfortunately, according to some sources, there are still a lot of bugs in the system, as villagers stop harvesting, planting and breeding after a while, even when there are plenty of doors still available. I really hope that Mojang hasn't made the system so complicated that it keeps breaking every time they try to fix it.
I am trying a system of putting two rows of dirt down either side of the middle of the aisle, with water blocks every few spaces to keep it hydrated. I also put half slabs over the water so they don't fall in and have to hop out and mash the tilled soil next to the water block. But I haven't gotten any breeding yet (a few love bubbles, but no little villagers), but I only have one farmer, and he has to give the bread to the other two villagers (I spawned in two others before getting a farmer) to get them to breed. This thing may work yet, but might have to get to a certain critical limit before it becomes self sustaining. Of course, I could always jump start it with a few trades, and I'll probably do that next. If I get this to work, I'll post pics.
(I can't use he/she - these things are apparently hermaphroditic)
I think the proper term is "androgynous" or "asexual." Hermaphroditic implies that they have both kinds of sexy bits, while I'm not actually sure they have any bits at all...
Here's a screenshot of my modified design. So far, I only got two to breed by trading with them, but the farmer is harvesting again. I'll continue to play with this as time permits.
Villagers (or you) do not 'mash' tilled soil climbing out of water. Only when jumping down from a block.
Actually if you need to cover water pits, cover them with lillypads, or carpet. You get no 'up-down' sensation when moving around.
But hydrating you only need the water block within a 4 block square of the tilled soil. It does not have to be connected, in fact you can even hydrate though obsidian or bedrock! As such in the above, the inner most ring of tilled soil will be hydrated by the iron farm. But you can also place a water source under the blocks between trading booths, and spaced 8 (its actually 9 blocks), apart. So put one block on the corners, and 2 more between booths down each side. That will keep things nicely hydrated, without water pits or half slabs.
As a bonus regular mobs will not spawn on tilled soil, but no hop sprinting!
But I would still separate the trading area from the iron farm-breeder. I prefer to have the 'actual village' (iron farm/breeder). Iron farms need minimum 10 villagers and more than 20 doors, But trading villagers can nave lots of villages, but actually do not need doors. Separating the two will let you ensure zombie sieges can not happen, by either limiting the villager count (iron farm) or door count (trading village)
I was getting ready to build a village similar to this design and am wondering if I'm not better off to wait until after the update. If I build and populate now, am I better off because I'll already have a large population, or worse off because I'll have to replace all these villagers to get the new trades? Also with the change in breeding mechanics I'll likely have to rebuild the village anyway so instead of 3 blocks between the inner fences and the outer ring fences, if I expand that to 5 will it give enough room to add farming to the build? I'm assuming the inner golem collection system should be able to stay the same.
Nice. Good to see the updates, especially as I have been involved with some of them.
Just a reminer that there are other types of Mega Villages though. And with 1.8 things more types are probably on the cards.
My own trading village is to put doors next to iron farm, and villagers around the outside, but keep all villager locked in trading booths and breeding cells.
See Construction photos from CubeKrowd Survival Server (fan server for ZipKrowd)
Flicker Photo Album: https://www.flickr.c...57635821351303/
My newer village design (JadCraft server) however separates Iron & Gold farms, with Villager breeder, from the Trading Village. Seems to work well, though a little ominous with the big Dark Sphere floating above the village. Next Time I'll make it a giant villager head!
Mine Craft Forum: http://www.minecraft...lage-version-4/
Just one small hint, for future managers of a mega-village... If you get a ink farm (far from any major water source, and not that difficult to make), then trading Signed Books (clone them with written books) is FAR more economical for Emerald production, than paper. Essentially it comes down to 1 Emerald per leather you get from your cow farm. With Looting III that is about 3 E per 2 wheat.
WARNING: they have fixed the Zombie Seige for 1.8. I do not know if it was in yesterdays snapshot or not however, so some testing may be in order.
This means many trading villages will now have zombies that can appear at any light level, at any location at the same Y level as the village center. That includes inside houses, and even inside blocks!
Affected trading villages include...
Traditional villages with added doors and villages (such as my version 1 village)
Iron farm centered villages, such as MegaTrains's mega village, and my own version 2 trading village
It will not effect...
Villages using a typical separate infinite villager breeder, but no iron farm (very few doors)
Trading villages with no doors, that is a separate iron farm and village breeder (enough doors, not enough villagers)
Such as my "Dark Sphere" project (see my signature)
UPDATE: A day later they have also fixed the zombie seige location bug! YES YES YES
This means that zombie seiges will only start at some point around 90% of the village radius. That is somewhere around the edge of the village which has a minimum radius of 32. (so minimum seige start point is 28 to 29 blocks from village center)
This may still be in some houses in a very large village, but is more likely to be outlying plains, or farm land in traditional villages.
It also means the zombies will typically start in the hardcore robots mega-village doors, regardless of light levels. But some may still be able to spawn in the corners of the mega-village as start point is a circle.
I'm not sure I understand the zombie siege mechanics correctly, so I'll ask the experts:
1) I have a standard MegaVillage, 41x41 blocks, as a trading area and iron farm. So the outer walls are 21 blocks from the village center. VillageInfo informs me that the village radius is 52. Would that mean that zombie sieges would start outside the walls, at 45 blocks from the center? If so, that would seem to be plenty of space to put up a fence to protect my doors, too.
2) Do zombie sieges only occur when a player is within the village radius? Or do they occur in any loaded chunk, so that villagers could be wiped out in a village the player is not actually in range of? Or something else?
My SSP game is still on 1.7.5 because of the change in village mechanics. I want to move to a current version, but obviously I need to plan.
Hi, Loved the pancake and ocean series where this build was showcased by MegaTrain. I just wanted to let everyone know that this build (the original layout) works on XboxOne. I did scale it down basically to only one line of doors because the spawning rate on console is really neutered compared to the PC version. Even with only 3 Golems it works and is supplying me well. I am having one issue however that hopefully someone can give me an idea how to fix or if it is even possible. My Golems are sometimes spawning in the water and dropping through but other times are spawning in the ring with the villagers. I have to open the wall and push them in. Bit of a pain to say the least. I tried putting some extra wood around the water and some fences but that didn't help. Any other ideas? I grabbed a screenshot showing one of them on the ledge which led me to think of the idea for the fences.
The problem is probably related to you having to scale it down for the console. Even on PC, the design is very sensitive to the exact dimensions ... not that we would know anyone who would screw that up, and their name wouldn't be Akynth if they did ... and if anything is off (or if there is a door within the village radius but outside the actual megavillage) your golems will spawn in the wrong place. Keeping a supply of sand on hand and just penning/sanding the misplaced ones is the best quick-and-dirty solution.
Nice job, by the way. I didn't even realize the design could be converted for any of the consoles, given the villager cap and all.
Hey thanks. I decided I wanted to collect all the Xbox One Minecraft achievements quickly, but then i really started liking this seed and now can't put it down! Damn you Minecraft! lol! The mega farm is nearish to my house. Perhaps I need to remove all the doors then for my place. Hmm... Thanks for the idea. The other thing is perhaps I need to put the second set of doors up. I took down the fences it wasn't helping.
Thanks for the suggestions this will give me a few things to check!
Looks like speed mining will be the faster method soon. Unless they nerf haste II beacons!
The golden age: it's not the game, it's you ⋆ Why Minecraft should not be harder ⋆ Spelling hints
Setting up a wheat farm breeder say under the iron farm should still be feasible. but there are still a lot of questions, and I am certain the changes to the villagers are not finished. I expect we will see shepards shearing sheep for example, and perhaps butchers killing excess cows for leather and steak. Actually a leather trade will be good.
For example is it the farmer harvesting, or the farmer bread making that generates the 'willing to breed'. If the latter we could have seperate wheat auto-harvester feeding bread makers in a breeding chamber. There are already auto bread making devices that even let you capture the bread being past to a 'hungry villager' so you can not only create a breeder, but have it as part of the bread maker.
At least we have a return of zombie flesh trade, making linking villagers with zombie spawners, or sending villager over population controls into a zombie room.. Finally a specific use for all that rotting zombie flesh! other than as a 'general item' for various purposes (item sorter junk item)
I am trying a system of putting two rows of dirt down either side of the middle of the aisle, with water blocks every few spaces to keep it hydrated. I also put half slabs over the water so they don't fall in and have to hop out and mash the tilled soil next to the water block. But I haven't gotten any breeding yet (a few love bubbles, but no little villagers), but I only have one farmer, and he has to give the bread to the other two villagers (I spawned in two others before getting a farmer) to get them to breed. This thing may work yet, but might have to get to a certain critical limit before it becomes self sustaining. Of course, I could always jump start it with a few trades, and I'll probably do that next. If I get this to work, I'll post pics.
I think the proper term is "androgynous" or "asexual." Hermaphroditic implies that they have both kinds of sexy bits, while I'm not actually sure they have any bits at all...
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.
Actually if you need to cover water pits, cover them with lillypads, or carpet. You get no 'up-down' sensation when moving around.
But hydrating you only need the water block within a 4 block square of the tilled soil. It does not have to be connected, in fact you can even hydrate though obsidian or bedrock! As such in the above, the inner most ring of tilled soil will be hydrated by the iron farm. But you can also place a water source under the blocks between trading booths, and spaced 8 (its actually 9 blocks), apart. So put one block on the corners, and 2 more between booths down each side. That will keep things nicely hydrated, without water pits or half slabs.
As a bonus regular mobs will not spawn on tilled soil, but no hop sprinting!
But I would still separate the trading area from the iron farm-breeder. I prefer to have the 'actual village' (iron farm/breeder). Iron farms need minimum 10 villagers and more than 20 doors, But trading villagers can nave lots of villages, but actually do not need doors. Separating the two will let you ensure zombie sieges can not happen, by either limiting the villager count (iron farm) or door count (trading village)
Changes (some of these were already discussed earlier in this thread):
This is still for 1.7.x trading, I haven't made adjustments for 1.8 changes to trading and villager breeding.
Just a reminer that there are other types of Mega Villages though. And with 1.8 things more types are probably on the cards.
My own trading village is to put doors next to iron farm, and villagers around the outside, but keep all villager locked in trading booths and breeding cells.
See Construction photos from CubeKrowd Survival Server (fan server for ZipKrowd)
Flicker Photo Album: https://www.flickr.c...57635821351303/
My newer village design (JadCraft server) however separates Iron & Gold farms, with Villager breeder, from the Trading Village. Seems to work well, though a little ominous with the big Dark Sphere floating above the village. Next Time I'll make it a giant villager head!
Mine Craft Forum: http://www.minecraft...lage-version-4/
Just one small hint, for future managers of a mega-village... If you get a ink farm (far from any major water source, and not that difficult to make), then trading Signed Books (clone them with written books) is FAR more economical for Emerald production, than paper. Essentially it comes down to 1 Emerald per leather you get from your cow farm. With Looting III that is about 3 E per 2 wheat.
This means many trading villages will now have zombies that can appear at any light level, at any location at the same Y level as the village center. That includes inside houses, and even inside blocks!
Affected trading villages include...
This means that zombie seiges will only start at some point around 90% of the village radius. That is somewhere around the edge of the village which has a minimum radius of 32. (so minimum seige start point is 28 to 29 blocks from village center)
This may still be in some houses in a very large village, but is more likely to be outlying plains, or farm land in traditional villages.
It also means the zombies will typically start in the hardcore robots mega-village doors, regardless of light levels. But some may still be able to spawn in the corners of the mega-village as start point is a circle.
1) I have a standard MegaVillage, 41x41 blocks, as a trading area and iron farm. So the outer walls are 21 blocks from the village center. VillageInfo informs me that the village radius is 52. Would that mean that zombie sieges would start outside the walls, at 45 blocks from the center? If so, that would seem to be plenty of space to put up a fence to protect my doors, too.
2) Do zombie sieges only occur when a player is within the village radius? Or do they occur in any loaded chunk, so that villagers could be wiped out in a village the player is not actually in range of? Or something else?
My SSP game is still on 1.7.5 because of the change in village mechanics. I want to move to a current version, but obviously I need to plan.
The golden age: it's not the game, it's you ⋆ Why Minecraft should not be harder ⋆ Spelling hints
Hi, Loved the pancake and ocean series where this build was showcased by MegaTrain. I just wanted to let everyone know that this build (the original layout) works on XboxOne. I did scale it down basically to only one line of doors because the spawning rate on console is really neutered compared to the PC version. Even with only 3 Golems it works and is supplying me well. I am having one issue however that hopefully someone can give me an idea how to fix or if it is even possible. My Golems are sometimes spawning in the water and dropping through but other times are spawning in the ring with the villagers. I have to open the wall and push them in. Bit of a pain to say the least. I tried putting some extra wood around the water and some fences but that didn't help. Any other ideas? I grabbed a screenshot showing one of them on the ledge which led me to think of the idea for the fences.
Thanks
FreeJAC
The problem is probably related to you having to scale it down for the console. Even on PC, the design is very sensitive to the exact dimensions ... not that we would know anyone who would screw that up, and their name wouldn't be Akynth if they did ... and if anything is off (or if there is a door within the village radius but outside the actual megavillage) your golems will spawn in the wrong place. Keeping a supply of sand on hand and just penning/sanding the misplaced ones is the best quick-and-dirty solution.
Nice job, by the way. I didn't even realize the design could be converted for any of the consoles, given the villager cap and all.
The golden age: it's not the game, it's you ⋆ Why Minecraft should not be harder ⋆ Spelling hints
Hey thanks. I decided I wanted to collect all the Xbox One Minecraft achievements quickly, but then i really started liking this seed and now can't put it down! Damn you Minecraft! lol! The mega farm is nearish to my house. Perhaps I need to remove all the doors then for my place. Hmm... Thanks for the idea. The other thing is perhaps I need to put the second set of doors up. I took down the fences it wasn't helping.
Thanks for the suggestions this will give me a few things to check!
Remember that gates and iron doors don't count as "doors" for village calculations, so you can use those safely.
The golden age: it's not the game, it's you ⋆ Why Minecraft should not be harder ⋆ Spelling hints