Confused a little on how many villagers needed for a iron golem.
I believe u when u say its 10 villagers.
But the wiki said 16. Sooo what happened there? or is the wiki just wrong? i have no idea lol help a villager noob out
Confused a little on how many villagers needed for a iron golem.
I believe u when u say its 10 villagers.
But the wiki said 16. Sooo what happened there? or is the wiki just wrong? i have no idea lol help a villager noob out
I said it was ten, and I said it used to be sixteen. You said you believe me, but then you're confused because the wiki still says sixteen? This is a recent change, only since 1.4; did it occur to you that maybe the wiki has simply not yet been updated? So, what do you want from me, then, you just want me to say again that its ten? Fine then. It's ten. Satisfied?
I first noticed something was up when the Village Info mod showed the golem cap at one even though I still had less than sixteen villagers. I was suspicious, and so I nailed down the critical figure by adding and removing villagers until the displayed cap changed, then to test it out I built 21 houses in creative mode and spawned in ten villagers. I hung out for a bit and, lo and behold, a golem spawned after just a few minutes.
But you know what? Don't take my word for it. Load up creative mode and try it out yourself. Be sure to let us know how it goes.
Zombies in Seiges ignore light levels and the 24-block minimum distance from the player, but other than that, behave absolutely normal (IE, they won't spawn on halfslabs or glowstone or anything like that, need a 2x1x1 minimum space, etc.). They can also spawn INSIDE doors, making Iron Golem farms difficult to build on hard, as zombies beat down doors
But they only beat down "closed" doors, right? Just leave them open, and then who cares if a zombie spawns in there?
Just wanted to say THANK YOU IronMagus & all other contributors to village "science".Fully explained with precise consise detail, yet easy on the eyes. CHEERS!
Alright so testing is done on the idea I posted awhile ago about zombie seiges spawning on an all glass floor in a village. My buddy and I put glass down on our whole village floor and under that is all lava. Well after watching for a couple of weeks it looks like the seiges cant spawn on the glass floor and no other hostile mobs can spawn either. Villagers and golems are still good to spawn on the glass, but the only thing is that the villagers sometimes glitch through the glass and start on fire.
I'm having a problem with villagers all clumping on one side of the village (NW side) and ignoring the other side. I don't think they are even recognizing the new houses on the other side. I tried to transport some over and trap them there and it worked and they started breeding again. I released them and they even started using the other houses. But after a day or two in game they all filtered back to the NW side of the village again.
Villagers and golems are still good to spawn on the glass, but the only thing is that the villagers sometimes glitch through the glass and start on fire.
Golems spawn on the glass, too? I would not have guessed that. Thanks for posting back with your results
I'm having a problem with villagers all clumping on one side of the village (NW side) and ignoring the other side. I don't think they are even recognizing the new houses on the other side.
Yes, that is a problem, and I don't actually know much about what causes this to happen, except that it does happen, and I think it has something to do with the south-east rule (which is apparently reversed in this case, as I noticed like you did that they seem to crowd the north-west corner of the village.) You were on the right track with trapping them on the far side of the village to keep those houses "alive," that's the only way I know of to combat this problem.
Great guide, but I notice that the info on the new "village reputation" system added in 1.4 is not included. Could you add info about that(unless you are working on it already)?
Great guide, but I notice that the info on the new "village reputation" system added in 1.4 is not included. Could you add info about that(unless you are working on it already)?
Yeah, actually I don't know much (read: anything) about how that works yet. Do you know, or maybe have a link to somewhere that discusses it? I haven't actually added anything in regards to trading except for a link to the wiki page, since most of my interest in villagers was for the purpose of spawning golems for an iron farm in 1.2.5.
Yes, that is a problem, and I don't actually know much about what causes this to happen, except that it does happen, and I think it has something to do with the south-east rule (which is apparently reversed in this case, as I noticed like you did that they seem to crowd the north-west corner of the village.) You were on the right track with trapping them on the far side of the village to keep those houses "alive," that's the only way I know of to combat this problem.
Thanks for the reply. Perhaps I will download that village statistics mod and try to do a bit of research.
I'm guessing it has to do with path finding...
I just looked at the code and it floors the x,y,z coordinates of the entity when finding the nearest door. This could be the problem, since always rounding down will make the entity seem slightly more West (x) and North (z) than they actually are, thus if all other things are equal they will prefer doors to the NW. I'm going to try recompiling with proper rounding and if that fixes it, I'm totally submitting it as a bug. Actually, I'm going to probably submit as a bug anyway- this is very annoying.
Hey, I just looked at your guide and decided to make my own small village. I placed 64 doors (I had 6 stacks of planks so it was an easy number) and roofs to copy Figure 4 in the OP. However, after pushing two villagers into the area, only one of the houses (the one they reached first) is being counted in the village, and multiple reloads has not fixed this. Is there something I'm doing wrong?
Here's a picture if it clears things up. Sorry if the picture is really big, it's my first time posting a picture and I don't know how to resize it. I used the rail to make them travel the whole length of the doors but it dosen't seem to help.
I can't be sure without seeing another screenshot from a different angle, but what I'm guessing is that the walls on the left and right sides are both 1 block thick? And so they're cancelling each other out as "roof blocks." So what you're ending up with is exactly one covered space on each side of the doors, like this:
One of the doors is counting as a house, because of the block you used to stop the minecart at the end of the track, like this:
The solution would be to either tear down that left-hand wall (use fences if you want to keep them contained), or else add another row of blocks alongside one or the other (but not both) of the walls to create the necessary imbalance between sides, so that each door counts as a "house." Or, you could tear down the doors and put them back up on the other side of the wall (either wall) as long as there's nothing else on the other side that would interfere. That would put all the "roof blocks" (walls) on one side of the doors, again creating the necessary imbalance.
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Could there possibly be a working village in the end? I did a little working and they will still treat houses as houses in the end by running in them or hanging around outside, but will there still be the baby villagers and iron golem spawns?
Could there possibly be a working village in the end? I did a little working and they will still treat houses as houses in the end by running in them or hanging around outside, but will there still be the baby villagers and iron golem spawns?
Yes, village mechanics (aside from the part about going inside at night, because there is no "night") work just fine in the end, and even in the nether (but for that you have to bust a hole in the bedrock ceiling using creative, or else teleport yourself on top of it using ender pearls, to satisfy the "covered/uncovered spaces" requirement for the "houses.") Now that entities can travel through portals, you don't even need cheats to do this in survival!
That's a picture of a naturally-spawned iron golem in the end, I didn't build him. I did spawn in most of the villagers just to speed up the wait time, but they were also making baby villagers at the time, too. The Village Info mod says "No Village found" because at the time I took this pic, it did not recognize villages in the nether or the end, but it has since been updated and I believe that now it will register a village in any dimension if there is a village there.
Another Noob questions. Can a Iron Golem spawn in a player made village ? I made a village in survival with 40 houses (3x3x3 cobblestone house. and have exactly 10 villagers.
I believe u when u say its 10 villagers.
But the wiki said 16. Sooo what happened there? or is the wiki just wrong? i have no idea lol help a villager noob out
I said it was ten, and I said it used to be sixteen. You said you believe me, but then you're confused because the wiki still says sixteen? This is a recent change, only since 1.4; did it occur to you that maybe the wiki has simply not yet been updated? So, what do you want from me, then, you just want me to say again that its ten? Fine then. It's ten. Satisfied?
I first noticed something was up when the Village Info mod showed the golem cap at one even though I still had less than sixteen villagers. I was suspicious, and so I nailed down the critical figure by adding and removing villagers until the displayed cap changed, then to test it out I built 21 houses in creative mode and spawned in ten villagers. I hung out for a bit and, lo and behold, a golem spawned after just a few minutes.
But you know what? Don't take my word for it. Load up creative mode and try it out yourself. Be sure to let us know how it goes.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
But they only beat down "closed" doors, right? Just leave them open, and then who cares if a zombie spawns in there?
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
EDIT: Wow, I just repped it up, and then it got a popular star.
I said this. Two days later, my computer's motherboard melted down and I had to get a new one with Windows 8.
Irony in the first degree.
Does anyone have a suggestion to fix this?
Golems spawn on the glass, too? I would not have guessed that. Thanks for posting back with your results
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
Yes, that is a problem, and I don't actually know much about what causes this to happen, except that it does happen, and I think it has something to do with the south-east rule (which is apparently reversed in this case, as I noticed like you did that they seem to crowd the north-west corner of the village.) You were on the right track with trapping them on the far side of the village to keep those houses "alive," that's the only way I know of to combat this problem.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
I don't think so, no. I don't think anything can happen in an unloaded chunk.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
Check out my bad CTM map reviews here.
Yeah, actually I don't know much (read: anything) about how that works yet. Do you know, or maybe have a link to somewhere that discusses it? I haven't actually added anything in regards to trading except for a link to the wiki page, since most of my interest in villagers was for the purpose of spawning golems for an iron farm in 1.2.5.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
Thanks for the reply. Perhaps I will download that village statistics mod and try to do a bit of research.
I'm guessing it has to do with path finding...
I just looked at the code and it floors the x,y,z coordinates of the entity when finding the nearest door. This could be the problem, since always rounding down will make the entity seem slightly more West (x) and North (z) than they actually are, thus if all other things are equal they will prefer doors to the NW. I'm going to try recompiling with proper rounding and if that fixes it, I'm totally submitting it as a bug. Actually, I'm going to probably submit as a bug anyway- this is very annoying.
Here's a picture if it clears things up. Sorry if the picture is really big, it's my first time posting a picture and I don't know how to resize it. I used the rail to make them travel the whole length of the doors but it dosen't seem to help.
One of the doors is counting as a house, because of the block you used to stop the minecart at the end of the track, like this:
The solution would be to either tear down that left-hand wall (use fences if you want to keep them contained), or else add another row of blocks alongside one or the other (but not both) of the walls to create the necessary imbalance between sides, so that each door counts as a "house." Or, you could tear down the doors and put them back up on the other side of the wall (either wall) as long as there's nothing else on the other side that would interfere. That would put all the "roof blocks" (walls) on one side of the doors, again creating the necessary imbalance.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
Yes, village mechanics (aside from the part about going inside at night, because there is no "night") work just fine in the end, and even in the nether (but for that you have to bust a hole in the bedrock ceiling using creative, or else teleport yourself on top of it using ender pearls, to satisfy the "covered/uncovered spaces" requirement for the "houses.") Now that entities can travel through portals, you don't even need cheats to do this in survival!
That's a picture of a naturally-spawned iron golem in the end, I didn't build him. I did spawn in most of the villagers just to speed up the wait time, but they were also making baby villagers at the time, too. The Village Info mod says "No Village found" because at the time I took this pic, it did not recognize villages in the nether or the end, but it has since been updated and I believe that now it will register a village in any dimension if there is a village there.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.