I always thought the total villager count is based on adult villagers only so when compared to the village max it will not count baby villagers. This means that you can have additional breeding which would result in a villager count greater than your theoretical max. I could be wrong...
I always thought the total villager count is based on adult villagers only so when compared to the village max it will not count baby villagers. This means that you can have additional breeding which would result in a villager count greater than your theoretical max. I could be wrong...
However, the babies grow up rather quickly (seems to be over 1 day and night), so after a night with no zombie seige, the overall adult population of the village has been effectively increased by the number of the previous day's babies... then th enext morning a bunch more new babies emerge. Without zombie seiges occasionally bringing the numbers back down, my little village would have been COMPLETELY overrun with villagers and golems by now.
What I'm wondering is if the boundary of village limits is bugged and the calculation for a single village is taking into account all the doors in all the villages in all the world - perhaps adding on the terrain as it is explored by the player. Since the Xbox Edition is way, way smaller than the PC, I could see the Xbox needed a much "tighter" village boundary than the PC to make the village populations more stable overall. This might explain why older worlds are really experiencing rapid population explosions... since generally the player would have already explored more of their older world's area when the update hit than they would have in a newly created world.
It's definitely way different on the Xbox. I have a village with a total of 13 or 14 doors at most (including the small house I built for myself - which is the ONLY structure that has been player built so far in the entire world). Going by the 30% rule the PC has, this village should cap out at about 5 villagers; but I have had several successive days where I can easily count that many baby villagers running about. On average, I probably have twice as many villagers as doors. The zombie sieges are helping a little to keep the villager population somewhat constant, but I now do have this problem of an iron golem running about killing ME every chance he gets. Somehow I got on his bad side; and I can't seem to find a way to get back into his good books nomatter what I do.
Still though I am testing on my creative world, which does in fact have 3 villages, but I am off to the side testing in a small area; basically creating a small village of my own. Simple 1x1 rooms with doors in all four directions. Contitutes a house at least. so those are basically the same as the pc.
As far as village boundaries, that is a different matter. I think there are boundaries, and like you mentioned, it might be smaller.. like the usual 40 might be actually 20 from each house. or even 10. We can make our own villages at least, but to control the behavior is a different matter in which my testing is concerned. Trying to test this and that currently, so far it appears 1/3 ratio but we will see. Each villager appears to have a wait time like the animals do, so it appears they have cooldown when they breed.
I'll continue my testing, as that is what I am doing at the moment this instant...
EDIT: If anything, there is one way that I know of to cause infinite breeding with villagers; granted it is something I have seen on the pc, but might be valid. If you have 1 village, at least, that can not get to a mate it chose, then that could cause that effect.
Also if one of them could not find the door, yet looks to recognize it as such, being a house, that could cause it as well. Of course it will always be between 2 villagers.
Look to see if you have a straggler, one that seems like it is trying to get somewhere but can't due to obstruction or being stuck somewhere... That is just an idea and worth looking into.
My testing is going as intended, and it is a bit controlled...O_o That is the baffling part.
Still though I am testing on my creative world, which does in fact have 3 villages, but I am off to the side testing in a small area; basically creating a small village of my own. Simple 1x1 rooms with doors in all four directions. Contitutes a house at least. so those are basically the same as the pc.
As far as village boundaries, that is a different matter. I think there are boundaries, and like you mentioned, it might be smaller.. like the usual 40 might be actually 20 from each house. or even 10. We can make our own villages at least, but to control the behavior is a different matter in which my testing is concerned. Trying to test this and that currently, so far it appears 1/3 ratio but we will see. Each villager appears to have a wait time like the animals do, so it appears they have cooldown when
I thought boundaries were defined by distance from the well. Not sure why I thought that.
I thought boundaries were defined by distance from the well. Not sure why I thought that.
They are kinda'... The naturally generated ones probably are. The ones you create yourself are defined by door position, and probably a few blocks from that is the boundary. Like a bunch of circles that overlap. That constitutes a village.
For a golem to spawn you just need to connect to small villages... or well have one with enough villagers. To combine two villages you would probably have to build a house and ensure the 20 block(or what ever it is) will overlap with both villages, otherwise it will just be either 1. its' own village, 2. part of one of the two trying to connect 3. Just a house. Either way it is easy to do just make more houses to lead up to each village and then those two villages will be considered one big village.
Well something like that. I absorbed most the information about villagers on the pc, and apparently according to my tests it is the same... as it was for them. Not really much different...
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
However, the babies grow up rather quickly (seems to be over 1 day and night), so after a night with no zombie seige, the overall adult population of the village has been effectively increased by the number of the previous day's babies... then th enext morning a bunch more new babies emerge. Without zombie seiges occasionally bringing the numbers back down, my little village would have been COMPLETELY overrun with villagers and golems by now.
What I'm wondering is if the boundary of village limits is bugged and the calculation for a single village is taking into account all the doors in all the villages in all the world - perhaps adding on the terrain as it is explored by the player. Since the Xbox Edition is way, way smaller than the PC, I could see the Xbox needed a much "tighter" village boundary than the PC to make the village populations more stable overall. This might explain why older worlds are really experiencing rapid population explosions... since generally the player would have already explored more of their older world's area when the update hit than they would have in a newly created world.
Still though I am testing on my creative world, which does in fact have 3 villages, but I am off to the side testing in a small area; basically creating a small village of my own. Simple 1x1 rooms with doors in all four directions. Contitutes a house at least. so those are basically the same as the pc.
As far as village boundaries, that is a different matter. I think there are boundaries, and like you mentioned, it might be smaller.. like the usual 40 might be actually 20 from each house. or even 10. We can make our own villages at least, but to control the behavior is a different matter in which my testing is concerned. Trying to test this and that currently, so far it appears 1/3 ratio but we will see. Each villager appears to have a wait time like the animals do, so it appears they have cooldown when they breed.
I'll continue my testing, as that is what I am doing at the moment this instant...
EDIT: If anything, there is one way that I know of to cause infinite breeding with villagers; granted it is something I have seen on the pc, but might be valid. If you have 1 village, at least, that can not get to a mate it chose, then that could cause that effect.
Also if one of them could not find the door, yet looks to recognize it as such, being a house, that could cause it as well. Of course it will always be between 2 villagers.
Look to see if you have a straggler, one that seems like it is trying to get somewhere but can't due to obstruction or being stuck somewhere... That is just an idea and worth looking into.
My testing is going as intended, and it is a bit controlled...O_o That is the baffling part.
I thought boundaries were defined by distance from the well. Not sure why I thought that.
They are kinda'... The naturally generated ones probably are. The ones you create yourself are defined by door position, and probably a few blocks from that is the boundary. Like a bunch of circles that overlap. That constitutes a village.
For a golem to spawn you just need to connect to small villages... or well have one with enough villagers. To combine two villages you would probably have to build a house and ensure the 20 block(or what ever it is) will overlap with both villages, otherwise it will just be either 1. its' own village, 2. part of one of the two trying to connect 3. Just a house. Either way it is easy to do just make more houses to lead up to each village and then those two villages will be considered one big village.
Well something like that. I absorbed most the information about villagers on the pc, and apparently according to my tests it is the same... as it was for them. Not really much different...