All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
  • 0

    posted a message on Why is my simple automated villager carrot and potato farm not working?

    Update: sadly this is not resolved. I think I do need a catcher hut that prevents the tosses from getting to the catcher villager. I gave my catchers 8 stacks of seeds until they wouldn't pick up anything else. The farm shot up in production for a while. But shortly there after, it has stopped output.


    Does anyone know about villager behavior when it comes to food sharing and full inventories? Is it possible for the villager to drop seeds they are carrying in favor of food they are being tossed? Is it possible that a farmer could see a villager with seeds and decide they are not hungry? That sounds impossible otherwise the villagers would not have tossed food to my villager even when they'd just entered the hut.

    Posted in: Survival Mode
  • 0

    posted a message on Why is my simple automated villager carrot and potato farm not working?
    Quote from MartinTheMess»

    One possibility is that the villagers have changed slightly the way they throw/catch food since that vid came out. I know some other designs had to be updated since then. If the non-farming villager (the "catcher") manages to catch even the occasional bit of food, eventually his inventory will fill up, and then the farming villager (the "pitcher") will stop trying to throw food to him, and now the pitcher's inventory will fill up and then he'll stop harvesting altogether. If this is the problem, the catcher villager needs to be replaced or get his inventory emptied. If he's a brown-coated, apronless farming-capable guy, you can empty his inventory by moving him to a large field of tilled/hydrated soil and following him around as he plants crops and immediately harvest them, and/or moving him to a village whose population is below the maximum and let him breed and/or throw food to other villagers until his inventory is all or mostly empty. Or regardless of his clothing choices, you can just toss him in the nearest lava lake, feed him to a zombie, or drop him into the void or however you dispose of unwanted villagers and bring in a new guy to replace him.


    Personally, I use this design, with a few cosmetic tweaks of my own in the lighting department:


    I also use a sorting/transportation method of my own design to collect the drops once they fall through the central shaft. Then the food drops get taken via minecart to my trading mall and automatically deposited into chests to be sold to other farmer villagers for emeralds and XP. You can inspect my version in action on this world download.


    Thanks for your reply. As stated in the OP, I agree this is probably what was happening. I think you might be right about the tossing mechanics. I have solved this problem by replacing the villager with a new villager with 8 stacks of seeds in their inventory and the farm is up and running now. Seems to be producing but I should hold out to see if that continues for real. The fancier pod for the catcher in that video probably works in 1.12.1 but just having them stand on a few hoppers with 8 stacks of seeds in their inventory is a lot simpler and it gives me a lot of flexibility in where I put the hut them to stay. So I'm going with that.
    Posted in: Survival Mode
  • 0

    posted a message on Why is my simple automated villager carrot and potato farm not working?

    I just made this design in my survival world:


    I'm playing on vanilla SMP 1.12.1. I also have a screen shot of the hut I personally made for the villager that is to be fed. It is attached.


    This farm was working at one point. Kind of. The output was never quite good but it did produce some carrots and potatoes on the other one I made (same exact design). But then it stopped outputting and the villager has observably stopped (or really slowed to a crawl) his farming.


    What I suspect has happened is this that the inventories have filled up. I am guessing that my hoppers are not stealing the food that the farmer tosses to the other villager properly. I think there's a small probability that the tosses will end up in my hoppers, but mostly they are going to the villager like the farm intended. That's how I got a small amount of output and now that both villagers are not hungry (their inventories are full) the farm is filling up with unharvested food that they don't need and output has more or less stopped.


    Can anyone see what I've done wrong here? Is there a better way to get them to toss their drops into the hopper?

    Posted in: Survival Mode
  • 0

    posted a message on What do you think of our redstone support block standard

    My friend and I build a lot of redstone contraptions together. One part of this often involves bashing through new areas that might abut other rooms where we've built things. We've probably all been there. You bash out a block of dirt only to realize that block of dirt was, on the other side, supporting a redstone comparator for your other device in the adjacent room. Or maybe you're looking at a circuit you rerun some redstone dust another direction only to realize it was crucial that it ran the previous way, because it was powering something though a block. So my buddy and I came up with a standard set of blocks to use for redstone contraptions.


    Here's the standard:

    Stone slab : use to hold up redstone components that need a block to be placed on top of

    Polished andesite : used for blocks that are powered or unpowered based on the working of the circuit

    Polished granite : used for blocks that are always powered by the circuit, and could be redstone blocks

    Polished dorrite : used for blocks dust is flowing down the side of to a lower block, but are not being used for power.


    The goals are as follows.


    1) Use blocks that do not occur naturally. Where possible, avoid blocks you tend to build your own aesthetic builds with. This will make it clear that a block that you're looking at is exclusively for redstone. If you encounter the backside of one of these blocks when breaking out new area, you'll know it's supporting redstone.


    2) Increase the readability of the redstone circuits. Some blocks only support redstone comparators, repeaters, or dust from the bottom. But some are required to be powered. Sometimes blocks in a circuit are powered, but it's just incidental. A good block standard should tell the viewer what this block is actually being used for.


    3) Blocks should be very cheap. Ideally blocks that I have lying around that I'm not using or easy to make with them.


    4) Blocks should not occur naturally in the environment so that I know these were placed by us.


    Here's the rationale behind why blocks were chosen.


    Stone slab: Use this for a block to place redstone on top of. Dust, repeaters, and comparators all need a block to be placed on top of. But they don't need to be solid blocks. Stone slabs are a great choice for this because they tell the viewer that even though redstone dust is flowing over this block, we're not using the powered that the block is getting for anything in the circuit. Slabs are also half as costly as a full block and stone slabs in particular have really strong boarder contrast, so it's super simple to count the number of blocks in a row.


    Polished Granite: Used for any block that is always powered. This is for things like placing rails down on blocks and leaving an always-on lever to power it. These blocks are used when you could have just placed a redstone block, but you wanted to save redstone.


    Polished Andesite: Used for blocks that are sometimes powered, and sometimes not. Flowing power through a block is a very common technique. It's nice to know which blocks in a circuit are used for this. So we use polished andesite.


    Polished Dorrite: Used for downward redstone dust stair cases. Often you need to take a step down, maybe even several in a staircase. You cannot do this with slabs. So we want a block that says "There's redstone dust on here. Yes it will be powered, but the only reason I'm using a solid block here is to allow redstone dust to flow down the side. In the event that block is used to flow dust downward, while also being used for it's powered property, the powered property should win out, and it should be made of polished andesite.


    This standard should be used loosely. Often times you make redstone contraptions, you're using some aesthetic blocks both for the visible portion of your build, but also they have power running through them. In those cases, choose your aesthetic block. This standard is one we use for large contraptions that are hidden behind the aesthetic wall or floors of the creation. In any case, we always avoid putting redstone on to the existing dirt or stone that happens to be in the environment.


    What do people think? Have I missed anything? I haven't added a stair block, you might notice. I can't think of any scenario where a stair block is necessary in a redstone contraption where it's not also an aesthetic block. For example, people often use stairs to cover up a wall on one side but they need it not to cut a redstone dust wire on the back side. In these cases, I'd just use whatever aesthetic block matches the wall, so this would be a case-by-case choice.

    Posted in: Redstone, Commands and Mechanisms
  • 0

    posted a message on Can anyone tell me why my hidden shulker box storage works in creative but not on my server?

    This is happening even when I'm the only person on my server. The hopper catches the shulker box about 30% of the time, very roughly. The other times it appears on top of the slab that broke it. I guess it must be lag that causes the difference. Does anyone know how to make this design a little more lag proof?

    Posted in: Redstone, Commands and Mechanisms
  • 0

    posted a message on Can anyone tell me why my hidden shulker box storage works in creative but not on my server?

    Hey everyone,


    I've created a hidden shulker box storage system for a floor. The idea is that it looks like a slightly sunken floor in a room. I'm using it in my mansion's living room with a fire place and the library where I'll do my enchanting. The shulker storage is going to contain all the books and armor I need for enchanting.


    This design seems to be working just fine in creative. I have two rows of 5 modules each for a total of 10 shulker boxes. It uses a common hopper, dropper, dispenser cycle for the shulker box. The box is dispensed right on top of the hopper, so to prevent it from emptying, I power the hoppers whenever I am not powering the pistons. In addition, an observer ticks whenever the redstone is powered or unpowered, giving the dropper and dispenser two ticks per use, which puts things from the dropper up to the dispenser and finally, dispenses on the second tick. The oak wood is just to give you an idea of how it's all hidden. You can image the wood covering the entire area as well as putting carpet over the dispensers in the middle.


    The problem


    This design is working great in my creative world (available for download on this post) but on my server, the shulker boxes usually, but not always, get popped up above the oak wood slabs that break them. The don't end up getting sucked into the hoppers. I've triple checked timings and everything. I think I have it all identical. Does anyone know why this might be happening and how I might make the system more resilient to this issue?


    World Download: https://www.dropbox.com/s/d99maz21vl76r4a/Hidden Shulker Box Storage.zip?dl=0

    Posted in: Redstone, Commands and Mechanisms
  • 0

    posted a message on Looking for a mine cart unloader with single-direction of travel, passthrough.

    These are two designs I've come up with that accomplish the goal. I'm not sure which I'll be going with but here they are for posterity.

    In both cases, I'm using the same basic mine cart unloader that uses a powered rail on top of a hopper. The comparator reads the value of the hopper, powers a torch and block and dust which power the rail. This is not my design and I think it's ImpulseSV's. At least that's where I first saw this design.


    What I've done in the first amendment is that I've dropped the mine cart on to the powered rail and hopper from above. The reason mine cart unloaders are so simple when designed to bounce back and forth on the rail is that moving a cart with a powered rail requires a block behind the cart, so that it goes in the opposite direction. So to get around that block in the first design, I drop into the rail from above.


    In the second design, I use a curved rail. So this more or less uses the unloader as it was intended, to bounce back off the wall and return in the same direction. But instead of going back on the original track, we use the curved track jumping the rail trick. It comes it by jumping a curve and then leaves out the curve in the opposite direction.


    I tried to come up with a design that had didn't use powered rail to launch the cart after it was done but I was unable to figure anything out. I tried to use gravity, by putting the hopper on a cart that was at a slant, but it was never able to unload the hopper cart from slanted position. I also tried and failed to use pistons to control the movement. Any else have any cool ideas for this problem?

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Looking for a mine cart unloader with single-direction of travel, passthrough.

    I'm quite confused about this. It looks like a mine cart that comes out of your unloader will just continue to go around the track in a circle and never enter the unloader again. How does this work? I guess you have to manually throw the switch which is changing the track to send the cart into the loader? I am looking for something automatic so if that's what's happening, I'd need to trigger that track switching automatically.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Looking for a mine cart unloader with single-direction of travel, passthrough.

    Does anyone know of a design for a mine cart unloader that will unload items but then allow the cart to keep moving through instead of bouncing back? The unloader can be really simple, and not handle full hoppers. It needs to unload a hopper mine cart, though, if that makes any difference. I'm not using a chest mine cart.


    I have come up with a design that I'm not pleased with. It uses a typical, very simple bounce back unloader. But it uses a bent rail to send the cart back a different way from the way it came. I've discovered that the bend in the rail needs to be at least 3 blocks back from the unloader, though, or it will cause the unloader to miss reading the hopper comparator in time.


    I'd rather use a design that uses a slanted rail and maybe an iron trap door to release the cart and continue on in the same direction. I have been able to trap the cart on a rail, but never in such a way that it's been able to empty into a hopper.

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on How do you quickly located and get to Woodland Mansions?
    Quote from Sharpe103»

    There's nothing practical about it. It's fun.

    Agreed. If I was going to allow "this is impractical" to affect my decisions in Minecraft, we wouldn't have a 256 block tower drop ride that looks like a rainbow as you fall, we wouldn't have that parrot dancing hall, and... I wouldn't play Minecraft. :)
    Posted in: Survival Mode
  • 0

    posted a message on Shulkers are too OP
    Quote from Ptolemy2002»

    Sounds like some other mobs might actually need to be buffed, then.

    I wouldn't be opposed to this. I don't play on hard mode. I play on a server run by my friends so I don't really control that. That might provide more of a challenge. But I don't know that I would have wanted that going into it. I only started playing a few months ago and this server is my only Minecraft experience.
    Posted in: Discussion
  • 2

    posted a message on How do you quickly located and get to Woodland Mansions?

    Yeah it's getting to be not worth it for me as well. We've raided dozens in total among everyone on the server and they're getting to be too far away. But I really want to take my friend to see one. Plus I do like exploring and traveling distances on occasion. Sometimes my character needs a vacation from the hard work he's doing building up the industrial district. My main reason, however, for going is that I like to decorate my mansion with rare treasures and the Totem of Undying is a great one to hang on your wall en mass to look like some kind of wealth collector of rare items for exotic, far-off places... which is exactly what they are. My hallway is covered in dragon heads as well. I've still yet to get mob heads, which are just about the hardest to get item, but I'll get there.

    Posted in: Survival Mode
  • 0

    posted a message on How do you quickly located and get to Woodland Mansions?

    Hey everyone,


    I've raided a few Woodland Mansions on my server and my fellow players (one in particular) have raided a boatload as well. Getting to the next one is continually more difficult due to how far away they are. I'm wondering if anyone has any tips and tricks for finding them. I'll be taking a noob friend on my next raid to show him around some of the explorable stuff in the world. So I'd like my next trip to be a little less haphazard.


    Currently, my general plan is to figure out the direction I need to go based on the new map that I buy. This is obviously either east or west and either north or south. Once I know, I head to the nether roof above the bedrock, I strap on my Elytra and fly in that particular direction diagonally for quite a long time. I then build a nether portal, pop out to the over world, and check the map. Then I'll make a decision, which is generally one of three things.


    1) Do the time consuming process of reentering the nether, climbing to the top, glitching through the bedrock with a mine cart, rail, and ender pearl, and continue.

    2) Go back to the nether, but try to travel the nether on the ground, which doesn't require much startup cost, but can be a pain in the neck if I'm going to travel far.

    3) Continue travel on in the over world.


    I almost always choose 3 if I've gone past my destination in either the X or the Z direction on my last trip in the nether. If I haven't, I usually go with 2. As for how far I travel in the nether, it's hard to know. I know that I need to travel at least as far from world spawn as the most recently raided Woodland Mansion. Other than that, how much further to go is just guess work on my part and dependent on my mood.


    I'd love some kind of calculation or rule of thumb based on previous coordinates for how far the next one is likely to be. Does anyone have any other suggestions for travel other than the three basic ways I've laid out?


    For reference, my previous woodland mansion was located at -39052,71,41636 (over world coords). If you want to put concrete numbers on the suggestions of how far to travel, go ahead and use though.


    Thanks a bunch.

    Posted in: Survival Mode
  • 0

    posted a message on Positioning villager-powered farms

    The only constructs that require doors are the breeder and the iron golem farm. The trading hall and automated farms should be free of any wooden doors. The breeder only needs to be within the bounds of the village horizontally and outside of the 5-block vertical range in order to work. ImpulseV's design used a 6-door arrangement under the garden, but I see no reason why you couldn't reuse the iron farm's doors for this. You just need to make sure that you have enough doors so that the villagers used to run the iron golem farm are less than 35% of the number of door. Then place the villager breeder and any other uses of villagers, like automated farms and a trading hall at least 5 blocks vertically away, or ship them out to where ever you want.


    So my recommendation is to build an iron golem farm like normal, add some extra door so that the population is less than 35%, don't feed them so they never breed and populate the iron golem village too much, build a breeder 5 blocks over or under it, and then build the trading hall and automated farms on the same level as the breeder.

    Posted in: Survival Mode
  • 0

    posted a message on Shulkers are too OP

    This is one of the only mobs in the game that has actually provided a challenge. I think they're just fine. In fact, if there's a new mob getting introduced I hope it's even harder and has even more rare, awesome loot.

    Posted in: Discussion
  • To post a comment, please or register a new account.