• 0

    posted a message on Goals for survival mode Minecraft?

    While there are some achievements, you can't really beat the game. And as for goals, you create your own goals. Technically, there is no end to the game. If you think the game will end when you kill the Ender Dragon, you're in for a surprise (I beat the ender dragon years ago, and I still play on that world).


    It's a game of creation and imagination. It only ends when you stop playing.


    Your misconception that the game has an end, and grinding to gather supplies to reach that end is probably what's boring you. Create something cool, invent something new, go find a village and live among them for awhile, explore the oceans, find a buried treasure, build a submarine or underwater city, make a game within the game, start a server and invite friends.


    Minecraft is like electronic Lego on steroids. It's only boring if you play it that way.

    Posted in: Survival Mode
  • 0

    posted a message on Slime Farm (Slimes not dropping slime balls)

    My slime farm still works on my imported world. I'm currently playing Java 1.14.2, but it worked in previous versions as well. This is my oldest active SMP world created in 1.8 (I forget what version I was playing when I made the slime farm).


    I can see 2 potential problems with the design from the video. Glowstone is a transparent block which mobs don't spawn on (minor problem, since there are still plenty of spawn blocks, but you should use Jack-O'Lanterns instead), and items float since 1.13, so they will float up, away from the hoppers (much bigger problem).


    Your slimes are probably dropping slime balls, but they're not getting collected.


    My farm uses an iron golem on top of a cactus. The slimes try and attack the golem, bump against the cactus and drop their slime balls onto hoppers (directly, no water involved).

    Posted in: Survival Mode
  • 0

    posted a message on Too many iron golems in village

    Make an iron farm! ;)


    Since the 1.14 update the number of golems is affected by the number of villagers, and how they gossip. You should look up the specific details of that in the wiki, and see if you can adjust your village and villager interactions. As I understand it, if your villagers feel happy and safe you will get less golems.


    If there are zombies nearby that villagers can detect, they will gossip about that and more golems will spawn. Adding lots of additional villagers will also increase the number of golems spawning. Your underwater golems are probably too far away, and so more golems are spawning to take their place. etc...


    Trying to work with a naturally generated village is not ideal, especially if you want it to remain natural looking. If your goal is a villager trading post, you should make a purpose-built structure, far from any other villages, and combine it with an iron farm.


    Villager behavior is pretty wonky now. They can lose their bed, which will cause other villagers to spawn (breed), and then you get more golems. The only way to control this chaos is to restrict villager movement and where golems can spawn.

    Posted in: Survival Mode
  • 0

    posted a message on Iron farm not working in 1.8.9
    Quote from Mr_N_Derman»

    Personally I use 3x3 drop chutes in my Iron Farms as it is (or was) possible to get the scenario below. The chances of two golems spawning in such a manner that they reach the chute together is rare (and only possible if you have 20+ villagers).


    Simple solution to that is not to have 20+ villagers.

    There is no advantage to more villagers in legacy farms, and as you have shown, there may be a disadvantage. Most of my farms have 40 doors per village, which spawns 14 villagers. I think I had 48 in one of my early designs (for aesthetics), but that's still only 16 villagers.


    With dual 19x19 spawn floors using 3x3 drops and 2x2 corner blocks, in the best case scenario you miss 2.1% of spawn attempts. In a worst case scenario you miss 2.23%. With 18x18 floors and 2x2 drops you only miss 1.87%.


    Yes, that's a small difference, but why use more resources to get less iron, even if it's only a little less?


    Quote from jesusdilo»

    Thank you so much!! I think im going to build a new one, any suggestions? Vídeos or tutorials?


    I can't seem to find an old reply of mine which discussed legacy iron farming mechanics, but I did find a copy of the text in my backups, so I posted the info again in a new thread. 2963663-classic-iron-farm-mechanics-prior-to-1-14
    Posted in: Survival Mode
  • 0

    posted a message on Classic Iron Farm mechanics (prior to 1.14).

    Once upon a time I posted a detailed reply to a question about classic iron farming and village mechanics, but a recent search for that turned up nada, so I guess it was one of those lost threads. Since this will be one of my last few posts here before the forum gets archived, I thought I'd offer the details again for those who may seek it. Fortunately I saved the text of my old post.


    Since sometime in the early 1.4 series until the recent 1.13 Aquatic Update, village and iron golem spawning mechanics have remained pretty consistent, and back in version 1.8 (Java Edition) I built an "Unbreakable Iron Farm" that supplied a continuous flow of iron through version 1.13.2 with no required repairs.


    First, let's cover the basics. The mock villages I used had dual 18x18 spawn floors with a 2x2 drop in the center and 2 villager pods (on opposite sides). This supplied enough valid spawn locations to hit a little over 98% of golem spawn attempts, so I was getting close to the maximum amount of iron, per village, possible. Here is how they worked.

    :: represent air blocks.


    :cobblestone: are the wall & floor blocks.


    :Logs^: are the doors (2 blocks tall).

    :Logs^:


    This is a cross section of the mock village golem spawner I use in my unbreakable iron farm design.


    :cobblestone: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :cobblestone:

    :Logs^: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :: :: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :Logs^:

    :Logs^: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :Logs^:

    ------------------------------------------------------------------------------------- < center of vertical spawn area (+/- 3 blocks)

    :cobblestone: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :cobblestone:

    :cobblestone: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :cobblestone:

    :cobblestone: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :cobblestone:

    :: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :: :: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: ::


    In this village layout, the center is an imaginary line between the top of the block the door is on and the base of the door. Iron golems will spawn in an area up to 3 blocks above and below that line.


    Blue blocks show the 16x16x6 iron golem spawn area within the village.


    :cobblestone: :: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :: :cobblestone: \

    :Logs^: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :Blue: :Blue: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :Logs^: +3

    :Logs^: :: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :: :Logs^: /

    :cobblestone: :: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :: :cobblestone: \

    :cobblestone: :: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :: :cobblestone: -3

    :cobblestone: :: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :: :cobblestone: /

    :: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :: :: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: ::


    Looking at my cross section above, you can see that the air blocks above both of my spawn floors are in that valid spawn area, and since they also have opaque blocks below them, iron golems will spawn on both floors.


    Every blue block with a full height, non-transparent block top below it is a valid spawn location.


    :cobblestone: :: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :: :: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :: :cobblestone:

    :Logs^: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :: :: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :Logs^:

    :Logs^: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :Logs^:

    :cobblestone: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :cobblestone:

    :cobblestone: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :cobblestone:

    :cobblestone: :: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :: :: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :Blue: :: :cobblestone:

    :: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :: :: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: ::


    Each mock village had dual villager pods on opposite sides to keep all doors validated, and the pods themselves were carrot farms. This allowed me to move only 2 villagers into each pod, with 1 of them a brown coat "farmer" class villager (farmer, fletcher, fisherman or shepherd), who would feed the other villagers to promote unattended breeding.


    Considering how high the upper villages were (top 4 were above the clouds), this saved me a lot of time and effort. The farm pods had an unexpected benefit as well. Over time, and for unknown reasons, villagers seem to disappear from pods, and with my farm pods they just breed a replacement automatically.


    Nether portals were built into the pods for moving villagers in later.

    Pod Portals

    Afterward the portal was broken down and the pods were sealed.


    More villages = more iron!

    Having more villagers in a village may increase the golem cap, but it does not affect the rate at which golems spawn. To get faster golem spawning you need more villages, not more villagers (10 villagers and 21 doors is the minimum for a village to spawn a golem).


    Minimum village spacing to prevent merging is 65 blocks, and my farm had them separated by 68 blocks horizontally and 70 vertically. This left enough room for 3 villages to be stacked above sea level, and I built 2 towers of 3 villages, with a pigman spawner in the center for a little gold.


    Original 1.8 iron+gold farm design.

    This design ran from version 1.8 through 1.11.1 with only enhancements to the sorting and storage system to increase capacity.


    When powering Elytra with fireworks rockets was added in 1.11.1, the pigman spawner was replaced by a creeper spawner to keep my Elytra fueled.


    Version 1.11.1 upgrade.


    The iron farm I built back in 1.8 still works in 1.13.2 because it didn't exploit game mechanics in any way. It doesn't bend the rules, so it just kept working. It was originally planned to have two towers with 4 villages each, but the lowest villages would need to be built down at bedrock level, so I built the 6 above sea level villages and then procrastinated on the last two, because I was getting more iron than I needed (a lot more).


    I have recently built the lower villages underwater and underground near bedrock level. Not because I needed more iron, but simply because it was something I had planned and never completed (now the farm finally feels "finished").


    So how do you build a village underwater or underground?

    In order for doors to be validated as houses they need more skylight on one side, within 5 blocks. So you need a way to pipe sky exposure down to the doors, and that can be done with air or fully transparent blocks. Light attenuating blocks such as leaves and water do not work. I created 4 light snorkels to bring daylight down to my lower villages (glass columns that reach up to the surface). The design of the mock village is also a little different.


    Villager pods in the lower villages wrap around the golem trap area, and most of the villagers are free to roam around the pod.

    Lower villager pod.

    One villager must be trapped in each corner (behind fence in next picture) to keep doors validated (put good trades in corners).


    Only 4 light snorkels are needed for 40 doors below (10 doors per corner, 1 skylight source for each). The trick is to place the doors sideways, facing the corner, so the "front" of the doors are within 5 blocks of the light. The doors were also placed on the outside of the pod so light wouldn't be blocked by villages above (doors are outside the shadow of the upper villages).

    The light snorkel is in the corner just above my crosshair (behind the corner doors).

    The lower kill chamber and item elevator is 1 block above bedrock level, deep in the bowels of the Minecraft world!

    Kill chamber on right, ladder up to villger pod near center, and item elevator to the left (access by nether portal).


    Minecraft Java Edition Aquatic Update version 1.13.2 will be the end of the line for the "Unbreakable" Iron Farm, which produced an uninterrupted flow of iron ingots and poppy/rose flowers from version 1.8 through 1.13.2 with no required maintenance or repairs.


    Due to the massive changes to villagers and village mechanics in 1.14, older iron farms no longer work. I have an idea how to fix it, but it's kind of a kludge to save most of the structure of the old farm, and not really the way a 1.14 iron farm should be built.


    Final 1.13.2 configuration...

    Final configuration.

    with lower villages, light snorkels, and item elevators to bring iron up to the sorting and storage system.


    But wait a minute, Courageous Marinade... &lt;_&lt;

    Now those of you who've studied older village and iron farm mechanics are probably saying that the minimum distance is actually 64 blocks, and wondering why I use 18x18 floors for a 16x16 spawn area?


    Minecraft derives its block location from the north-west corner of a block (not the center), so depending on what quadrant of the map you build in, the village center can shift up to 1 block to the north and/or west. That extra block of separation ensures that your villages can never merge, even if you build across a boundary that shifts your village centers, and the 18x18 spawn floors keep all valid spawn locations inside the golem trap (also, placing the water is easier).


    So that's my take on classic iron farming, and my "unbreakable" design, which was not quite unbreakable after all, but it had a good long run from back in 2014 when it was created until a few weeks ago. I hope this info comes in handy for others playing older legacy versions of Minecraft.

    Posted in: Survival Mode
  • 0

    posted a message on Iron farm not working in 1.8.9

    Yup, not enough villagers and your lower spawn floor is 1 block too high. And what's with the villagers running loose behind the doors?


    The spawn floors and drop hole are also too large. Only 16x16 blocks are valid spawn locations, and golems are 1.4 blocks wide so a 2x2 drop is all you need. The larger 19x19 spawn floors offer no benefit, since the horizontal spawn area is only 16x16, and the large 3x3 center drop actually reduces the valid spawn space by cutting 9 blocks out of the spawn floor instead of just 4. You have additional corner blocks to make the water flow further that cut out a few additional valid spawn blocks. I use dual 18x18 floors with a 2x2 drop which hits more than 98% of golem spawn attempts, and makes water placement easy.


    Oh, and the whole thing is too close to the nearby village, so they likely merged and shifted the golem spawn area outside the trap. Minimum distance between mock villages to prevent merging is 65 blocks, and that will allow you to stack up to 4 villages vertically (more villages = more iron).


    So ... pretty much everything is wrong with your iron farm. Sorry. :(

    Posted in: Survival Mode
  • 0

    posted a message on Can't find the treasure with a treasuremap
    Quote from Hexalobular»

    They seem to be on the PS4, see post #3


    :rolleyes: Another console user posting in the wrong section... &lt;_&lt;


    @OP,

    Try posting your question here: https://www.minecraftforum.net/forums/minecraft-editions/minecraft-playstation-4-edition

    Posted in: Survival Mode
  • 0

    posted a message on Can't find the treasure with a treasuremap

    You could use MCA Selector to delete regions or individual chunks so that they will be regenerated in the newer version. Assuming you haven't built anything in that area, just delete the chunk the treasure is supposed to be located in and it should be there when you reload the world.

    Posted in: Survival Mode
  • 1

    posted a message on If i die in lava with the 'heart of the sea', where does it go? Can you find it again?

    Every buried treasure should have one. Just go find another one.

    Posted in: Survival Mode
  • 0

    posted a message on Need help restoring a Woodland Mansion!

    I deleted the region file from the region folder but it doesn't seem to have done anything. I have to work it what I'm missing, hence my reach for help :D


    Are you sure you deleted the correct region file?


    If you have the ability to download and edit the world save you could use MCA Selector to delete regions or individual chunks. However, the lava will still be there, so I'm not sure how that will help (it will just catch on fire again when the chunk loads). I suppose you could temporarily disable fire spread while you locate and remove the lava.

    Posted in: Survival Mode
  • 0

    posted a message on How to revert this new creeper behavior?

    Is there a citation or documentation on this new behavior, because that's news to me?


    Add Blast Protection IV to one piece of armor. Full diamond armor with Protection IV on 3 pieces and BP IV on the 4th should make a point-blank Creeper explosion survivable. Actually, now you can have P4 and BP4 simultaneously (assuming you are playing 1.14). Although there is a cap on protection, so don't get too carried away.

    Posted in: Survival Mode
  • 0

    posted a message on Finally changed 'DROP ITEM' control

    The drop item hotkey was one of the first things I changed when I started playing Minecraft (I use the G key).


    I assign Sprint to Q, since it's right next to the W key and easier to reach than left control.

    Posted in: Survival Mode
  • 0

    posted a message on Mobs and lava

    Mobs die faster in 1.14.1 lava. My guardian farm used a 4 block deep lava blade to weaken the guardians, but now they die just before dropping out of the lava. I reduced it to 3 block depth and it seems to be working, although they still die faster than before

    Posted in: Survival Mode
  • 1

    posted a message on Killed by lava while I was mining diamonds :(
    Quote from PSL85»

    I tried to run over the lava block but it did not work and I fell into the lava


    You tried to run over the lava with a block in your way. There was a block at head height over the space you tried to jump into (the block your torch was on). You hit that block and fell into the lava. You need to be more careful.


    In addition to what others have suggested, add a Fire Protection enchant to at least one piece of your armor.

    Screenshot from your video was grabbed as you attempted to run over the lava, right before you smashed your face into the block and fell (block outlined in red).

    Posted in: Survival Mode
  • 0

    posted a message on Survival Atlantis

    Simple solution, Conduit.


    I've not had any of this "buggy" behavior when underwater. Prior to conduits there were lots of tricks to breathe underwater (signs, buckets, torches, sugar-cane), some of which no longer work, but now we have conduits. Bubble columns are another option in recent versions. Pretty sure signs still work, but you have to place them dry (not in a water block).

    Posted in: Survival Mode
  • To post a comment, please .