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

    Are those wooden doors I see in some of your pics being counted as houses? If so, the farmer may not be picking crops during the night, but instead trying to get "inside", wherever that is. Are the farming areas in general within 64 blocks of a village? They might be trying to go to the village instead of farming.

    Posted in: Survival Mode
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    posted a message on Random places in lit areas showing up in debug at Light: 0

    All three of those pics show a Y-coordinate ending in .50000, meaning he;s standing on a bottom-half slab. Those always show light level zero, because they're reading the light level of the top surface of the block UNDER the slab, and the slab blocks all light. Zombies can spawn in those during zombie siege events, but also in full light. Or as DuhDerp said they may be falling in from the surface above if that isn't a temporary hole in the ceiling to test sky light levels.

    Posted in: Survival Mode
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    posted a message on Why is my simple automated villager carrot and potato farm not working?

    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.

    Posted in: Survival Mode
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    posted a message on A bit of an enchantment problem here...

    If you really want, you can combine that sword with another damaged diamond sword NOT ON AN ANVIL and get back a blank diamond sword to start your enchanting quest over again. But that's about your only option once a sword has gone through the anvil as many times as that one apparently has.


    Don't bother enchanting books with low-level enchants. Always use 3-lapis max-level enchants, you'll pretty much always get a book with SOME usefulness about it. And in the long run it's cheaper in terms of XP and resources than combining a bunch of low-level books.

    Posted in: Survival Mode
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    posted a message on Things to have in a main base?

    Underground village, iron golem grinder, and trading mall.


    Automated farms for every crop. Livestock pens of every type.


    A portal-based zombie pigman gold grinder.


    System of minecart tunnels to take you between the various parts of your base.

    Posted in: Discussion
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    posted a message on Wanted to ask something..
    Quote from TheTubeTrotter»

    Hey! I was watching TimeDeo's video I noticed that something comes out on his screen telling a friend of his is online.. It looked like it was already made in minecraft.. Not sure what it is. Anyone know about it? Is it a mod? Or addon?


    Might be a chat program that can push notifications inside other programs. Steam Chat has a thing that pops up in the bottom left corner of my screen to mention when someone on my friends list starts a game or comes online. Never seen a TimeDeo video, so can't say for certain what his was.
    Posted in: Discussion
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    posted a message on Positioning villager-powered farms
    Quote from Herb_»

    It's best to move the "good" villages outside of the village radius (32, usually) - otherwise they will try to breed, which can jam things up.

    Half the point of this system is to use the 50+ villagers in the trading mall as the population for a village, one large and populous enough to be capable of spawning multiple iron golems at once, and thus not likely to miss a spawn due to a golem from one of the 8 other villages in this larger iron-grinder system happening to be falling through when a spawn attempt is made. I figure, if you've got that many villagers just standing around doing nothing much of the time, might as well get some iron out of them, too.

    I don't have much in the way of problems due to villagers in the mall trying to breed. Biggest one is that when one of the villagers who I'm trying to move around into or out of a niche goes into love mode in the middle of the operation, they can sometimes be slightly more of a pain to move around, but only slightly. Ones who picked up some carrots before falling down into the mall holding cell will often try to thow food at each other, but that's pretty much inevitable unless you use a manual spawner with water flows to nigh-instantly remove child villagers, at the cost of having to manually toss them food.

    Nearly all of the time, they're either in individual trading niches, and thus isolated from each other and incapable of breeding; or in the holding cell, where any resulting child is gonna end up already where I want him to go; or in a minecart being the only such villager I'm trying to move at the moment, and thus also incapable of reaching another villager to breed. Once in a great while, there will be enough villagers having just been dropped from the holding cell down into the mall for sorting that there will be a pair awaiting separation into carts who breed as soon as I drop one or two down into lava and thus lower the population below the cap. But that's quite rare, and in such cases, it's usually pretty easy to trap the baby in a cart and sit him aside to wait for him to grow up and become sortable.
    Posted in: Survival Mode
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    posted a message on Positioning villager-powered farms
    Quote from Herb_»

    I hope you noticed the "villager Tinder", I love that idea; swipe right on villagers you like, swipe left on the ones you don't like :-)

    I noticed it, quickly decided against that particular mechanism as it would be far too easy for someone as ham-fingered as myself to accidentally clip one of the pressure plates just trying to walk up to the window and send a perfectly good villager into the lava. But an earlier version of this mall on one of my previous servers did include something similar. In that version, when villagers were discarded from the mall level, instead of immediately dumped into the lava blade, they were instead dropped down to a separate room downstairs where they could be zombified and healed to reset their trades. I soon decided it was just a lot easier and cheaper to breed a new villager rather than try to zombify and un-zombify the same guys over and over.

    But to include a more elaborate sorting mechanism on the same level as the mall without sacrificing trading niches would require making that level larger, just to have wall space for controls and such, and that in turn would make it harder to prevent zombie siege spawns from taking place inside the mall itself. Maybe next time I'll try to move the breeding farm below the mall level instead of above it, and have a separate villager-testing chamber and a water ladder up to the mall.
    Posted in: Survival Mode
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    posted a message on Help me to suggest some methods for preventing being murdered

    Go to a server where they don't permit such blatant bullying and theft, if that's not the way you want to play. There are some people who LIKE such an anarchic every-man-for-himself environment, but if that's not your bag, go play someplace else. Or get whoever owns it to crack down on such bad behavior if they want to keep you as a player.

    Posted in: Survival Mode
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    posted a message on What's your favorite Minecraft Challenge?

    I like the Dwarf Mode challenge. You've got several in-game days to gather resources, but once you've got a good starter underground lair done and collected the things you need...you seal up the entrance to your base and you do not go on the surface again. Can you do pretty much everything one can do in minecraft entirely within your underground base and other underground facilities connected to it via underground tunnels? You can go to the Nether and the End, but you can't go up under the open sky in the overworld. Underground tree farms, underground mob grinders, underground villages and autofarms, underground mines and guardian grinders...it CAN be done.

    Posted in: Survival Mode
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    posted a message on Positioning villager-powered farms
    Quote from Mehrcraft»

    @MartinTheMess:


    So far I desciphered and implemented most of the key stuff in your tower design from the ground level down. The villagers are breeding and iron and poppies (from the bottom iron pad) are starting to flow.


    Some followup questions:


    1. Children don't always drop down the chutes from the main pad. I got to putting a lead on the extra villagers and jumping down the chutes with them, then doing /home. Not elegant but it works. What do *you* do with the extra villagers in the breeding pads?
    2. I am not sure I got the bottom of the villager chutes right. When there is more than one villager waiting I can't seem to make "just one" go down and fall on the cart. I've taken to drag them to their cells with a lead, but again I feel I'm doing it wrong. What do *you* do?
    3. Once you get the carts with villagers to the right places, I see how you drop them (cart and all) into the cells on the ground, but I don't get how you get them out and put them in the wall cells. Getting them out is easy, break the cart. Putting them in the wall cells I've been doing with temporary dirt walls and water, but it seems crude plus it breaks the tracks. What do *you* do?
    4. Green villagers are a pain. They produce nothing and you can't get a lead on them. I can use water to flush them but it breaks rails and messes up with crops on the breed pad. Obviously the idea is to get them to the incinerator (not killing them as that would make the other villagers unhappy and less productive). There must be a better way. What are your recommendations?

    Again, thanks for sharing such a nice design. It not only works well, it taught me a lot and continues to do so.


    My design isn't quite as fully automated for moving-villagers purposes as some others, to make it a bit quicker and easier to build/excavate in the first place. There are some manual tasks required in terms of breaking and re-placing blocks and rails to move villagers around.

    1.) Yeah, sometimes a child doesn't drop and grows up in the pad. I periodically go into that building and manually push the excess adults down the chutes, momentarily opening the upper trapdoors to allow adults to enter the chute. If I mess up and fall in myself, I dirt-pillar my way back up and remove the dirt below me (collecting it from the mall below by jumping up next to the trap door the children land on). If I mess up and the wrong guy falls in, there's a water ladder on the center side of the mall opposite the ramp down from the spawn plaza, which can be used to get villagers back up to be inserted into the farms. Simply break the stone brick block next to the bottom of the door and place a rail there, and villagers in carts can be sent into the mall under the glass block window but adults can't escape back out. Take em out of the cart, remove the rail and replace the stonebrick block.

    2.) You don't need to get just one to go down into the cart. You drop several villagers down at once, then push the button to have the dispenser under their feet place a cart at their feet. Now you can either A) walk into the mass of villagers and hope this pushes one of them out in the cart, or B) place a second cart down on the short line of rails coming out of that spot and push it into the first cart, causing one of the villagers to blip out into the second cart. Sometimes a second villager comes out in the first cart as well. Carts and mobs are still a little glitchy, unfortunately.

    3.) Break the half slab at the bottom of the entrance to a trading niche, and lay a temporary rail spur from the main line circling the mall into each cell. Don't place a rail on the glass block they end up standing on. Push a villager in a cart all the way into the cell, then remove the temporary rail spur. Replace the half slab, and THEN break the cart (using an axe or pick so as to not use the sweeping edge sword ability to damage the villager). Between the wall, the slabs, and the (open) trap door, the villager should dismount only on the glass block. Pick up the cart and close the trap door.

    4.) I usually keep one or two green villagers around at a time in case I want to use them or give them to another player on our server for decorative purposes: a guard at a gate into a village, a bartender in a tavern, that sort of thing. The rest get flushed down the ouibliette into the incinerator. Those are the two trap doors in the corners at either end of the mall hallway on the side opposite the ramp down from spawn plaza. Send a villager on a cart in via the rails, close the trap door, and break the cart. Then open the trap door at their feet (once you push them into the corner if needed) and they fall into a canal that dumps them into the lava blade that kills iron golems. They die far enough from the player to not affect morale in the village. If you somehow manage to fall in yourself, do not panic. My design includes water below the lava blade to prevent fall damage and squelch the flames, just don't jump once you land, and calmly exit via either of the side escape doors. Villagers automatically jump-swim once they land in water, which sticks their heads in the lava and they die before they have a chance to escape. Child villagers may survive long enough to escape, however.

    Glad you like the design.
    Posted in: Survival Mode
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    posted a message on Idle Kicking

    There does not seem to be a command setting in the vanilla game to adjust or eliminate idle time limits. There are apparently some third-party programs which will automatically move your mouse around or walk back and forth for you, but I don't know where to get them, you'll have to Google them for yourself. However, on a multiplayer server such as a Realm, it is generally considered rude to go AFK for an extended period of time, as this can prevent other players from sleeping to skip night, which can complicate their efforts to work or build on the surface or lead to annoying rain storms.

    Posted in: Discussion
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    posted a message on Positioning villager-powered farms
    Quote from Herb_»

    They'll be suffocating, Sometimes when you reload the chunk, they glitch sideways a bit; they can migrate into the neighbouring blocks.

    Regarding the second part, they don't need a line of sight to the doors, at all; they just need to be within 16 blocks; they can be totally enclosed in solid blocks.

    I know they can suffocate, which is why all the blocks they can glitch into are transparent blocks at head height. Blocks they can't suffocate in. Unless they're glitching through one wall and into the corner block, they shouldn't be able to suffocate at all.


    But thanks for the clarification on the line of sight doors issue, I figured I was just being paranoid.

    Posted in: Survival Mode
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    posted a message on Positioning villager-powered farms
    Quote from Mehrcraft»

    @MartinTheMess:


    I am still studying your design from the download. I have a couple questions.


    1) The carrot fields at ground level. They are the breeding pad, correct? And they do not produce crop for players, the carrot crop comes in via minecart, correct?


    2) If ground level is the breeding pad, then the doors a few blocks below must be the doors that make the villagers breed. But those doors aren't open to the sky except through the central shaft. I remember reading that doors must be open to the sky in order for villagers to breed, is the central shaft sufficient for that purpose?


    Thanks.


    1.) Yes, those carrot fields inside the building are purely for breeding purposes, although theoretically a player could go in and harvest/replant if they really needed carrots. The outdoor manual farms nearby are for that purpose, however. Down in the trading hall, carrots are indeed brought in via minecart via an underground tunnel from the autofarm tower across the spawn plaza from the iron grinder/breeder/trading mall tower. If you take the stairs down into the trading mall from the spawn plaza, the carrot and potato chests for trading are immediately to your right once you enter the trading mall. There's a ladder up to the minecart tunnels to your left as you enter, at the corner. This ladder also can be used to access the doors in answer 2.

    2.) Yes, there are a ring of doors a few blocks below ground level surrounding that central shaft. Looking down from above, and ignoring the access tunnels, the pattern looks like this:

    A=Air shaft
    D=Door
    R=Rock
    V=Villager immobilized in place to keep doors active
    G=Glass block so villager can see doors

    RRRRRRRRRRRRRRR
    RRRRRRDDDRRRRRR
    RRRRRRDDDRRRRRR
    RRRRRRDDDRRRRRR
    RRRRRRDDDRRRRRR
    RRRRRRDDDRRRRRR
    RDDDDDAAADDDDDR
    RDDDDDAAADDDDDR
    RDDDDDAAADDDDDR
    RRRGGGDDDRRRRRR
    RRRRVGDDDRRRRRR
    RRRRRGDDDRRRRRR
    RRRRRRDDDRRRRRR
    RRRRRRDDDRRRRRR
    RRRRRRRRRRRRRRR

    That's 60 doors per layer. Each door has 1-3 blocks of sunlight on one side in the skylight shaft, and none on the other side due to the overhead solid rock. There's one layer between the surface-level breeding farms and the iron golem spawning pad, and another level below the spawning pad but above the lava blade that kills the iron golems.

    In each corner of the trading mall, there's a secondary skylight shaft that is 2x2, with doors along two of the sides rather than along all four sides, but otherwise very similar to the central 3x3 shaft. There is no extra immobilized villager there, but the trading villagers in that corner of the mall have glass blocks to ensure they can see the doors next to them. These not only raise the total number of doors to 200, but they push the borders of the village out just enough that nearly all zombie sieges happen outside the iron doors of the trading mall. It was supposed to keep them all out, but I have seen one or two sieges take place inside. Luckily, unless a zombie literally spawns inside their trading niche, the villagers are pretty safe from any zombies wandering around in the mall's hallways. I haven't lost any villagers from the mall itself yet, not on this map. I have had a few disappear from the breeding farm, not quite figured out how that's been happening, but it's rare enough to not be a huge problem.

    I'm not positive you actually NEED the glass blocks to let villagers see the doors, it may be enough to simply be within 16 blocks of them, but I'm a "better safe than sorry" type in minecraft.
    Posted in: Survival Mode
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    posted a message on Monsterfarm in Spawn chunks not working

    HOW high up in the air? Are you personally more than 128 blocks higher than ground level? If not, then yeah, you may need to move the farm or your AFK spot for using it higher off the ground, or else light up any near-subsurface caverns.

    Posted in: Survival Mode
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