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    posted a message on Positioning villager-powered farms

    Thanks!!!

    Posted in: Survival Mode
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    posted a message on Positioning villager-powered farms

    @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.

    Posted in: Survival Mode
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    posted a message on Efficient gold farm ?

    Is it still possible to build a farm on the nether but funnel the drops through a portal to a collection point in the overworld?


    And is it still possible to get water in the nether by melting ice?


    I can think of some convenient variations of the angry pigman farm using both of those.

    Posted in: Survival Mode
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    posted a message on Positioning villager-powered farms

    Ty Martin, that design is excellent. It might take me weeks to fully understand it, but I plan to continue studying it. There is lots to be learned from it.

    Posted in: Survival Mode
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    posted a message on SMP minecarts: loading/unloading chunks and server lag

    On SMP servers I often find stray minecarts, stopped mid-track. This has always puzzled me and makes me wonder whether minecarts are truly viable on servers.


    The key questions I have are:


    • Do minecarts stop when their chunk unloads, or do they come back in the same position and speed when the chunk loads back?
    • Do minecarts stop or lose speed when they are hit by server lag?
    • Are there any other reasons that might cause an otherwise perfectly functional minecart circuit to fail?

    I am looking forward to your answers, as they will determine whether minecart automated circuits are worth using in SMP.

    Posted in: Survival Mode
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    posted a message on Positioning villager-powered farms

    @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.

    Posted in: Survival Mode
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    posted a message on SURVIVAL FURNACE ROOM/FORGE BUILD IDEA

    My suggestion:


    - Two furnaces.

    - Feed coal to both of them from a central coal double-chest by using hoppers that connect from the bottom of the coal chest to the side of the furnace.

    - Feed the materials to cook in each furnace by using a hopper from an input chest to the top of the furnace.

    - Drain the cooked output with a hopper from the bottom of the furnace into a cooked products chest.


    Then put stacks of coal into the supply chest and whatever you want cooked in the supply chests.


    Full auto furnace: The furnaces will keep cooking stack after stack so long as you are close enough to keep the chunk loaded, you don't run out of coal, and you still have something pending to cook in the supply chests.

    Posted in: Survival Mode
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    posted a message on Positioning villager-powered farms

    Thank you everybody for the great input. I especially like MartinTheMess tower design that combines breeding, iron farm and other things into one tower, thanks for providing the download.


    CLARIFICATION QUESTIONS:


    • Do wood trapdoors count as "village doors"?
    • Do iron doors/trapdoors count as "village doors"? (I think the answer is no)

    SUMMARY OF VILLAGER KNOW-HOW:


    For anyone else finding this thread I summarize what I learned from this thread and others. Please correct me if I misstated something.


    • The game calculates the center position of the village based on the positions of the doors. If your "village" is an iron farm cell or anything else symmetrical, it is easy to figure out the center.
    • For most iron farm, breeder, crop farm designs the safe distance between these "villages" is 64 blocks from their centers. Some people go to 72 blocks for extra safety. The distance is measured in any direction as a sphere, that includes up/down.
    • If you place any doors (and I think trapdoors too) inside that 64 block radius you WILL mess up your setup as the village radius and center will change.
    • Villagers will breed until the villager count in the village reaches 1/3 of the number of doors (0.35 to be exact), assuming they have food or a field they can harvest for food.
    • Assuming I understood correctly, separate from the village size, villagers are "in the village" up to 5 blocks vertically from the village center. This is how breeder cells are constructed (top cell with 6 doors defining a village and one villager to keep it active, breeding pad with a crop and 2 villagers to start 6 blocks down. Since they are not counted "in the village" but are inside the village radius they keep breeding indefinitely - until population is too high for area and they start suffocating against the walls or the children are funneled away).
    • If I understood correctly there is a maximum of 200 villagers per village. Important for your trading hall: After selecting which to keep, destroy the bad villagers and funnel the "good but not awesome" villagers away to a holding area at least 100 blocks away.
    • There is a great mod that will show you the borders of your village: Village Marker Mod. It works in single player, and can work in multiplayer ***if the server has the right plug-in***. It is based on LiteLoader, so you likely end up with a fairly typical Forge+LiteLoader setup for your client mods.
    Posted in: Survival Mode
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    posted a message on Village Marker Mod

    Thank you Romaq for the information, although those news are quite a bummer... as most servers won't bother to provide the plugin. And it is always more fun to play on a server than standalone.


    So I guess I'll have to stick to the manual calculation (32 + radius from center of village to the nearest doors).


    I hope that a future version will be free of this limitation.

    Posted in: Minecraft Mods
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    posted a message on Village Marker Mod

    I am not quite clear on how this mod has evolved. It seems that at one point it worked standalone, on multiplayer or on Spigot.


    Will it work on multiplayer if the server has nothing installed to support it?

    Posted in: Minecraft Mods
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    posted a message on Positioning villager-powered farms

    FYI - there's a mod called VillageMarkerMod for liteloader.. this can show where your 'village' & 'breeder' borders are.




    I just checked out the mod, the description seems to indicate that it "visualizes" village marker data sent from the server. Wouldn't that mean that if the server doesn't supply it, I'm out of luck?

    Or did I just misunderstand? It seems a little strange that something purely based on object positions would need to depend on server data.
    Posted in: Survival Mode
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    posted a message on Positioning villager-powered farms

    Villagers are essential to various constructs. For example, a trading hall (captured villagers that have specific "good trades", an iron farm, automated crop farms, the essential villager breeder, and others.


    On the one hand, we want most of these to be close enough to our home so that they activate and produce when we go around our normal activities. At the same time, villager mechanics are complex and we don't want each of these farms interfering with each other, nearby doors, slime, hostile or friendly mob farms, etc that are also in close range to our home. And of course, we know that the "breeder village" needs to be at least 120 blocks from any other door, with a transport system to move the villagers to where we need them.


    So, the big question here is: What is the best way to position these farms?


    Since not everybody reading this thread (and certainly not myself) is an expert, I'll also list a series of minor questions that need to be answered in order to produce that major question. Feel free to add any other important issues related to the big question.


    • Minimum distance from the breeder farm to any doors? 120 blocks, and might want to keep a bigger buffer space in case structures encroach into that area.
    • Can the 120 block minimum distance be vertical (i.e.: build it near the sky limit) instead of horizontal? That would make the transport system much simpler as most of it would be replaced by a simple fall into a pool of water.
    • Is there a minimum distance between the iron farm and any other doors? We can always manually populate the farm's villagers from our breeder, but we don't want to have iron golems spawning outside of the containment unit.
    • Is there a minimum distance between the iron farm and the villager-driven crop farms (no doors)?
    • Is there a minimum distance between the iron farm and other farms like the slime farm and hostile mob farm.
    • Can the trading hall (where we keep our captive villagers that give good trades) be anywhere we wish in relation to the other farms (because we want to be able to funnel trading supplies to chests near it) or does it need to be away from some of the other farms?
    • Is there a minimum distance between these farms and others to avoid noticeably reducing the productivity of those other farms? In particular I would not want to damage the productivity of the slime and hostile mob farms.

    It is important to keep in mind that if all the farms can be positioned closed enough to our home / storage center - a place we visit often - and that because of it they will be active much of the time, extreme productivity will not matter but we still want to retain decent productivity. In other words, the best positioning will not necessarily be the one that makes any single farm the most productive, but the positioning that makes all farms reasonably productive while keeping them active as much as possible.


    I look forward to your replies.

    Posted in: Survival Mode
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    posted a message on Jungle tree woes

    Quote from Herb_ >>

    I suspect it's the snow.

    They need a totally clear space next to the saplings - an "air block". If the square has a snow layer, it's not an air block.

    There also needs to be a lot of space above it, of course.


    -----

    Good thought but I am using jack-o-lanterns in the ground for lighting, which also melt the snow, so there are no obstructions.

    Also, I tried it in a flower forest and it failed to grow as well.

    in a mesa biome it grew, with a sickly look and when I chopped the giant jungle tree it gave a single sapling instead of the usual 6-8... unsustainable.

    It is almost as if the trees were responding ro temperature and water conditions similar to real life.

    Something else I noticed: Birch trees also would not grow on the snow biome, but grew fine in the flower forest a few blocks away. At the same time birch and oak were unaffected.

    Posted in: Survival Mode
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    posted a message on Jungle tree woes

    In the past I never had trouble growing giant 2x2 jungle trees anywhere.


    Recently I joined a server, went to a snow-covered biome (and a flower forest biome too) and the 2x2 jungle trees would not grow, not even with bonemeal. (I noticed more biome depencies with trees, for example Birch would not grow in snow biome but grew on the flower forest).


    Admins said they don't have any plugins that modify tree behavior. I also have not found any notes of biome specificity for trees in recent vanilla versions.


    Any idea of what is going on? Better yet, any idea of how to make them grow?

    Posted in: Survival Mode
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    posted a message on OptiFine HD C2 (FPS Boost, Dynamic Lights, Shaders and much more)

    I am trying to download the latest optifine from optifine.net/downloads, goes to an ad and once the counter goes to 0/SkipAd instead of starting the download it just cycles back to the page.


    Any ideas of what is going on?


    ---


    Edit: Never mind, the link is hidden in the middle of all the stupid graphic ads for games.

    Posted in: Minecraft Mods
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