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    posted a message on What is your main food source in survival?

    First day or two on a new world, cooked mutton and pork from killing whatever sheep and pigs I come across while looking for wood/coal and a place to dig into the ground for my first base. Then bread once I get a simple 9x9 farm set up in my first underground base. I graduate to baked potatoes once I find a village or a zombie drops one, and finally settle on cooked steak once I got a full-fledged base with underground livestock pens and the like. Sometimes cooked fish once I got a guardian grinder set up, but by then I tend to have more steak than I can possibly eat anyways.

    Posted in: Survival Mode
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    posted a message on Will an Ocelot despawn if I manage to put it in a "cage"?

    Yeah, pretty sure ocelots despawn, just like untamed wolves. Nametag them and they won't.

    Posted in: Survival Mode
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    posted a message on Way to Prevent Zombie Sieges?
    Quote from Mehrcraft»

    In a design for acombined iron golem / villager breeder / trading hall I saw they used a brilliant tactic: at each of the 4 outer corners they put two short corridors (about 2x6) with doors on the sides that intersected on the inner end. At the intersection there was a 2x2 drop about 2 deep with lava at the bottom and open trapdoors flush with the corridors floor.


    Zombies spawned "outside the village" (in the corridors as they were the outermost space), walked inward, fell into the lava and... Bye bye.


    I think that would be my Mallgrinder design. Those doors in the corners are indeed in part to expand the radius of the village enough that zombie sieges don't happen inside the main trading hall. The lava pits there are just to deal with the occasional zombie who spawns in among the doors so he doesn't stick around snarling from behind the walls.

    There are other side corridors where zombies can and do spawn. In those, there are Magma blocks in corners either side of the doors into the trading hall: zombies pace back and forth in front of an iron door they can't break through, and each time they step on a magma block, they get burned, and this also eventually kills them.

    There's a world download available if anyone's interested. Here it is.
    Posted in: Survival Mode
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    posted a message on Help My villager spawner not working v1.12.2

    I think Spawner blocks don't generally change the spawning rules for the mob they spawn. So hostile mobs that spawn in darkness still need darkness to spawn from a spawner block. Pigs and other livestock that spawn on lit grass still need lit grass to spawn on. Villagers....don't spawn naturally, so they don't have spawning rules to follow. Do hacked/creative-placed spawners even work for villagers normally?

    Posted in: Survival Mode
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    posted a message on [Q] What makes a good (vanilla) villager trader

    Fisherman, Fletcher, Nitwit, Fletcher:


    These don't exist. Burn them on sight. Nitwits especially.



    Eh, while you're still building autofarms, the Fishermen, Fletchers, and Shepherds make good crop-pickers to work for you. That's how you get tons of carrots, potatoes, and wheat to sell the the actual Farmer subtypes in the trading mall, after all. And they're also useful, nitwits included in Iron grinders, as warm bodies to keep the population of a village pod high enough to spawn golems. I'm currently building a new trading mall and iron grinder at our new spawn complex, and soon will start on a new autofarm tower, but yeah, once those are all fully staffed and I've got a couple of spare autofarmers squirrelled away someplace in case of problems at the autofarm tower, excess villagers can start being dumped into the golem grinder's lava blade.

    Posted in: Discussion
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    posted a message on I need cows!!!

    If you have to explore out a long way to find cows, rather than dig a long underground tunnel, there are two other good ways to move animals long distances.


    1.) Nether tunnel. Build two portals in the overworld, one at home, one at the place you want to get cows from. Go through the home portal, dig a tunnel to the nether equivalent coordinates of the cow-area portal, and build a nether-side portal there. Now you can get to and from your cow zone with only 1/8 as long a tunnel.


    2.) If you've got a coast near your home, explore the shores of that ocean for cows. Bring the cows back to base by sea, either in a boat (haven't tried this myself since they let you put a second mob in a boat with you, but I'm assured this works) or towing them behind your boat on a leash. This waterskiing cow method is one I *have* used, many times, and it works wonderfully. It is a LOT easier than digging a tunnel or dragging a cow overland.


    Good luck with your cattle rustling escapades!

    Posted in: Survival Mode
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    posted a message on Questions about cartographer on multiplayer server
    Quote from alderondark»

    Ok, please do tell. What is the use of capturing them instead of killing them? You have really piqued my interest.

    Vindicators have a unique property, as an easter egg. If you name them "Johnny" with a nametag, they will attack EVERY mob they see. They can thus be used to, for example, kill chickens in a fully automated chicken farm. Or other livestock, even hostile mobs if they are sufficently weakened to not get a chance to hit back. There are a variety of interesting grinders that can be built using this ability.

    Evokers are less useful and more just generally cool. There are ways to use their vex-summoning abilities as part of a base defense system against other players on a multiplayer server, for example, or as decoration in a haunted house build. They also have their own easter egg: they will change the color of nearby blue sheep to red.

    To capture a vindicator, put a line of blocks across the entrance to the room they're in, but leave a 1-block gap at floor level. Pillar up a bit outside this barrier and use a bow to kill any zombies/creepers/etc also in the room, and let the vindicators see you. The vindicators will run to get as close to you as possible, and basically stand right next to your doorway-blocking barrier. Place a cart rail at their feet, then a cart on the rail to capture them. Careful, they will chase you down rails in those carts. so "pull" rather than push them once you've laid a track to wherever you want to move them.

    Evokers run away from rather than towards you, so use your bow to kill any active vexes, then when they're in a corner, charge them and wall them in place quickly with glass or something. They can't actually SEE through glass, so once they're encased in glass, they will stop using their magic attacks on you. I haven't actually tried moving any evokers yet, but got several locked in place in carts behind glass in the two mansions I've looted on my current world, waiting for me to come back for them (or for me to sell to someone who wants to kill them for an achievement or totem).
    Posted in: Survival Mode
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    posted a message on Questions about cartographer on multiplayer server
    Quote from RFlowers»

    I recently converted a zombie villager to a cartographer and traded up until I got a Woodland Mansion map.


    Question 1 is - will this map have a "new" woodland mansion, not indicated before? Yes, no, maybe?


    Question 2 - should I just kill this guy now that I have his map, to make sure no other player can get the same map? Is that even how it works?


    Thanks much!


    When you first open the trade for a woodland or ocean map with an individual cartographer, that map is set to the nearest woodland mansion or ocean monument location that is in a chunk for which there is no saved data file yet. So yes, as long as no one's found that particular mansion in the time between you first making that trade available with that cartographer, and you reaching the location indicated, it should always be a "new" mansion. On a large and active multiplayer server, it's possible that someone else will activate a cartographer and find a map to the same mansion, depending on where they are when they activate a cartographer.

    And don't kill him just yet, you might get killed yourself while out looking for this mansion, and not recover your gear in time. Make a copy of the map before you set out. Once you find the mansion, it might be a good idea to either build a small temporary base/shelter nearby with a bed for respawning and an enderchest, and a shulker or two of replacement gear inside the enderchest, in case you get killed while exploring the mansion. Or set up a nether portal for quick travel to/from the mansion.

    I find that temporarily walling off the room entrances until I'm ready to tackle them one by one helps a lot, and bring along some rails and a cart so you can capture rather than kill an evoker or vindicator or two. They both have their uses.
    Posted in: Survival Mode
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    posted a message on [Q] What makes a good (vanilla) villager trader
    Quote from CannonFoddr»
    indent=30px]
    Ok, so we know that having a Librarian with a Low paper > Emerald trade is considered good & probably a Cleric with Low Rotten Flesh > Emerald trade may be handy to get rid of the Rotten flesh you gather but what do players think makes a villager trader BETTER than another
    What trades do you think makes a good 'all-rounder' Villager trader ?
    [/indent]
    Well, my usual trading mall design has 48 slots for traders along the walls, so I tend to try to get at least two of each subclass. What I look for:

    Farmer/Farmer subtype:
    Mainly, I look for 15 or 16 carrot/potato per emerald, 15 is a better deal but I build villager-based autofarms that produce so many carrots/potatoes that I don't need max efficiency here. I tend to actually prefer 16 carrots/potatoes per emerald as that lets me trade even fractions of stacks of 64 when I sell massive amounts of crops in one go, it's my main source of emeralds and XP. Good prices for wheat, melon, and pumpkins are not essential, as I use those mainly for resetting locked carrot/potato trades. But I tend to also have in the mall at least one or two farmers with 7 or 8 pumpkin/melon trades and a pretty good price on at least one of wheat/carrot/potato for resetting locked pumpkin/melon trades.

    Farmer/Fisherman subtype:
    I look for best price for string, 15 string per emerald, and then the lowest number of coal per emerald as a resetting trade. But I keep them around for completeness sake, don't actually trade with them much.

    Farmer/Fletcher subtype:
    Best price for string, 15 string per emerald, and then 2 emeralds per bow is the most important secondary trade. After that, I worry about arrows, because by the time I got trading set up, I've either got a chicken farm for feathers or a skeleton grinder for arrows, so arrows are not something I need to buy lots of. Bows, on the other hand, are often bought in large quantities for making dispensers, which may be needed in large quantities for things like a guardian grinder.

    Farmer/Shepherd subtype:
    16 white wool per emerald is the important trade to decide if they're worth keeping. Then I try to get 2-3 of them who, combined, have all other colors of wool available at only 1 emerald per block. I don't trade with them much either, but if I need lots of wool for a project like pixel art, sometimes it's easier to buy than shear a ton of sheep, especially since I tend to have tons of emeralds handy.

    Librarian/Cartographer subtype:
    Look for best price possible for paper, but only have one of them all unlocked at a time. Leave the others with their upper tier trades still unopened until you've discovered the temples/monuments in the first guy's maps, then you can discard him and move a spare cartographer up into his slot in the mall. Maybe keep an old one around if he;'s got best possible price of 7 emeralds per blank map, as those can be useful for, well, mapmaking or pixel art purposes.

    Librarian/Librarian subtype:
    You need so many of these to get a full set of good cheap enchanted book trades that you can't afford to be picky with secondary trades. Try to make sure you've got at least a couple of guys with both best possible paper price (24 sheets per emerald) and glass (5 blocks per emerald) or bookshelves (3 emeralds per block) trades, as sometimes you need large quantities of glass or bookshelves for a build. or just have a ton of paper lying around that you might as well sell. But for the most part, librarians are for enchanted books, and if you get those at a good price (got a guy with 10 emeralds for a mending book, woot!), you can afford to deal with him having 36 paper per emerald as a reset trade. You may want to keep a list on WordPad or something of what trades you have available at what prices and keep it up to date as you continue to breed more librarians and open up their trades, so it's easy to see at a glance if a new guy has a good enough price to take an old guy out to pasture and kill him in favor of the new one.

    Blacksmith/Armorer subtype:
    Important thing here is the diamond chestplate trade. You want something that's either good on its own (Got one who sells Projectile Protection IV/Unbreaking 3 plates) or is a good thing to merge or add a book to (Protection III/UnbreakingII, for example, just buy two and merge em on an anvil for a great chestplate). Having it at a good price is a bonus, but really good armor trades are rare enough that you put up with a crappy coal or iron price if you have to. Get two or three of them and you can combine them for getting all chain armor pieces for decent prices too, but plain iron armor is easy enough to get in mass quantities and enchant with books that chain is only really worth it for aesthetic/bragging rights purposes.

    Blacksmith/Toolsmith subtype:
    Important thing here is a good price for a good diamond pick. Two best I've yet seen are Silk Touch (perhaps with a level or two of efficiency or unbreaking) or a good digging pick, UnbreakingIII/EfficiencyIII is the best I've seen yet. But don't turn your nose up at a good cheap 12 emerald price for Unbreaking 2 and Efficiency 2 on a pick, I've dug out enormous underground facilities with those. You can when done with them either merge them on an anvil to get an even better digging pick, or merge them without an anvil to get a blank pick for enchanting and get a great pick.

    Blacksmith/Weaponsmith subtype:
    You'll want one of these with a good cheap diamond sword for sale, I've never seen one really worth using on its own for sale, but get two cheap ones and merge them without an anvil and you've got a good blank diamond pick for enchanting. You can also look for one with a good cheap diamond axe, with again Unbreaking III/EfficiencyIII as the best I've seen, maybe another with Silk Touch in there someplace for harvesting melons. Someplace among your blacksmiths you should have a guy with best 7 iron per emerald AND best 16 coal per emerald trades, as a guy to sell excess iron to once you've got an iron grinder pumping out more than you can use.

    Butcher/Butcher subtype:
    You want one guy with best 14 raw pork per emerald and one guy with best 14 raw chicken per emerald. I've got two with both, at which point you start to care about their coal prices too as a reset trade. But these guys are mainly for completeness' sake, there are far better emerald/xp sources.

    Butcher/Leatherworker subtype:
    This guy you want with both best possible 9 leather per emerald trade and 8 emerald per saddle trade, mainly as a source of extra saddles, but you don't want to waste too many leather on resetting him. A cheap 2 emeralds per leather pants trade can be of SOME use as a source of blank items to enchant when there are no other good enchants available to reset the table rolls, but that's about it.

    Cleric/Cleric subtype:
    Don't bother with these unless they've got 36 or MAYBE 37 rotten flesh per emerald even though the rotten flesh trade is pretty much just a reset trade, you may find yourself trading with these guys enough for it to matter. You want at least two best possible trades from within the triad of 4 redstone, 2 lapis, or 3 glowstone per trade. Buying lapis for enchanting and glowstone for decor and potion-making, plus redstone for all its many uses, will keep these guys pretty busy and you want to not have to resort to the clumsy and bothersome rotten flesh trade for resets, even IF you've got a good zombie or zombie pigman grinder keeping your rotten flesh stocks high. XP potions are not really worth it unless you're giving them out as prizes in an obstacle course or something.

    Hope this helps.
    Posted in: Discussion
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    posted a message on Villagers won't farm
    Quote from callmeoctavia»

    I set it to true and it's still not working... is there not a way to set it back or???


    How is it still not working? What are you trying to have them farm, and are their inventories empty or what?

    Try removing all crops from the farmland and see if the farmers start planting. This will show if they've got seeds or crops in their inventory. Give them a couple of in-game days, they do sometimes take breaks from farming. Make sure they're in fully loaded chunks, that is, they've got at least a 5x5 chunk area centered on them are in chunk-loading range of a player. If you wander away and they're not in your world's spawn chunks, they go into idle mode if too close to the edge of loaded chunks and stop farming. And of course if you wander far enough away that their chunk gets unloaded, they won't be able to farm, either.

    Make sure they're either completely inside a village radius, or well away from the nearest village, at least 64 blocks away. If they're inside a village, they try to go "inside" every night and stop farming. If they're near a village border, they won't farm any crops that stick outside the village border, and will try to get closer to the village center, and spend all their time standing in the corner or against the wall nearest the village center looking longingly in its direction rather than farming. If they're well outside a village, they will pick crops pretty much 24/7 as long as they keep seeing empty farmland or ripe crops, and they've still got room in their inventory. Once their inventory gets too full, they'll try to share food by throwing it at any villager with less than half as much food as they have.

    Hope this helps.
    Posted in: Survival Mode
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    posted a message on Villagers won't farm
    Quote from callmeoctavia»

    HELP!

    He won't even pick up any seeds I threw at him...

    and yes I am using brown coat villagers


    If they won't pick stuff up, there are two possibilities.

    1.) The farmer already has a full inventory.
    2.) gameRule:mobGriefing is set to false. If mobs can't grief, it doesn't just stop endermen from stealing dirt and creepers from blowing stuff up, but it stops farmers from picking crops.
    Posted in: Survival Mode
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    posted a message on Best Sugar Cane auto farm for productivity?
    Quote from Herb_»


    I honestly understand, and respect you using survival. But I do have some issues; giving people items that help them in game, in return for donations, is a breach of the Mojang T&C. They should get 'cosmetic' items ONLY.

    (snip)

    bee) (my God, this forum software is terrible, we can't do letter b and a parenthesis...) Use a micro-farm to convert all that (bonemeal) to potato and carrots

    (snip)
    Still - I have respect for anyone who actually goes to all this trouble in survival.



    Oh, paper for emeralds is not a major emerald source. I've got six modules of UnaryBit's villager-based carrot/potato autofarm (3 modules of each), 4 other villagers farming wheat for when carrots and potatoes lock up, and an observer-block-based piston autofarm for melons and pumpkins for when all three of them lock up or I just get bored. And part of the new spawn complex we're building out at x=10k/z=10k will be duplicating that entire setup. Carrots/potatoes for emeralds is my major emerald/XP source, I rarely visit our Endergrinder out in the End these days, but we've got one of those, too. But I get all the carrots and potatoes I could possibly sell, and more, without having to use bonemeal or do anything more than open the chest literally across the hallway from the farmers I sell it to.

    And yes, there is no direct donate and get gear for that link, it's a welcome to the server thing for all people, which will be a combo of the people I've been playing with already, and low-level Patreon donors to my new podcast who get to play minecraft with me and my friends as a thank-you for their donation, and get free gear as a thank-you for playing with us. We did this when it was just some friends playing on a shared server, we're gonna do this when we invite some paying strangers on as well. Our server is generally on a near-communist level of sharing, there's usually someone willing to donate materials, gear, or labor if someone has a need for them. All the stone, ore, and other drops from that enormous pit we're digging out is going into a common central storage center where anyone can come get what they need as long as they don't take more than half of what's there when they start taking. Same goes for the output of the Guardian grinder we built a while back. There is a bit of peer pressure to donate any excess materials you generate digging out your own massive underground base complex back to the central storage if you take a lot out, but that's about it.

    Yeah, we're overly generous, but nothing is spawned in here, it's all excavated/built/crafted legit, and I for one am not even using TNT in digging (although one of the other guys does so occasionally when he gets bored).

    Posted in: Survival Mode
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    posted a message on Best Sugar Cane auto farm for productivity?
    Quote from Herb_»

    I just buy like 10+ books per transaction, to avoid the need to reset them. Once you do that, and have a chestful of mending/unb 3 etc, it doesn't matter.

    That's a LOT of glass trading; I'd just eat a desert instead (somewhere out of the way). I do that quite often; you can get 10, 000 sand in <an hour, easy. I'd cook it with lava; one quick swim in the nether, grab 36 buckets of lava, cooks 3600 glass. I just make a drop down to the nether lava lakes. Of course, you could fill an ender-chest or shulker too, if you wanted.

    Alternative is using blaze-rods, if you have stacks from a farm. But lava is plentiful and pretty easy.

    But good luck to ya anyway.

    I always buy as many books as they'll sell in one interaction, they usually but not always reset. Sometimes they just lock up. And I go through a ton of Unbreaking 3 and Mending books, as I put those on almost everything, and I enchant a LOT of stuff. Loading up chests full of free starter gear for new members of our server when we move from realms to a prohost this february and become the Patreon bonus server for the podcast I plan to start. Every new member gets a free set of max-enchant iron armor, max-enchant fortune 3 and silk touch diamond picks, a max-enchant diamond sword and bow, and a pretty nice diamond axe, plus some food/wood/coal and other starter resources, so they can go find a good spot to build their own base and get started right away on digging/building/caving using high-quality gear.

    And yes, I do mass smelting operations with 36 buckets of lava and 36 furnaces to do over a double chest of smeltables at once. But I don't like scarring up the landscape willy-nilly, even in out of the way places. Yes, I realize the irony of someone currently well into a 28x28 chunk bedrock-deep pit dig project saying he doesn't want to scar up the landscape.
    Posted in: Survival Mode
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    posted a message on Best Sugar Cane auto farm for productivity?
    Quote from Herb_»

    The first time you trade a certain item, an offer is always unlocked. After that, it's only a 20% chance.

    There is no need to trade paper more than once; then just buy one bookshelf, then buy 1 glass.

    Yeah, but for some books I buy a lot (Mending, Unbreaking 3) I may need to reset a librarian more than once. Hence I have a sugarcane farm for paper, both for unlocking my mending and unbreaking 3 best-price guys when they lock up, and for opening the trades of new librarians down from the breeder when I want to check what their 3 book offers are. As I breed up and sort 4 or more villagers every real-time day, this can run to a lot of paper over time. I've also got a very large project planned that's gonna require a ton of glass (digging a pit 28x28 CHUNKS in size, roofing over with glass...don't ask) I'm gonna be buying a ton of glass from villagers so I don't have to denude a sizable chunk of desert and burn a ton of charcoal or lava. I've got a double chest of emerald blocks saved up, but still would rather use paper to reset locked trades than buying a ton of bookshelves, compasses, and clocks.
    Posted in: Survival Mode
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    posted a message on Best Sugar Cane auto farm for productivity?

    You can probably use any of several designs that use observer blocks to break the top half of a sugarcane plant immediately as soon as it grows. Failing that, one that uses slime blocks to push the drops from the broken sugarcane well away from the dirt/sand block the cane stands on is a good way to go. I use the latter, and it works quite well, although I had to update my design to use a metastable circuit in addition to my usual hopper-clock timer because the pulse my clock was generating was too slow to fully retract the pistons.

    Posted in: Survival Mode
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