I do apologize if I post this in the wrong area. I just joined and not totally aware of where to post certain questions. If I'm wrong just let me know and I will correct myself.
I'm trying to figure out which will provide my iron farm with more iron, more villagers in an artificial village or more artificial villages. I recently finished the iron farm design built by Docm77 only that instead of stacking the separate villager pods on each other I put them 100 blocks apart in a square formation 30 blocks above ground level simply for easier access to the villagers in case I needed to trade with them in the future. Currently as a rough estimate I'm getting between 2-2 1/2 stacks of iron bars per hour whilst staying within the loaded area.
I have hit the 50 villager cap, 40 of them being in the farm (10 villagers per pod) and 10 more in a separate area for trading purposes. But I'm trying to figure out if it would be more beneficial if I had more villagers per pod or more pods with at least 10 villagers.
This is the video I used to base my design off of.
I appreciate any help I can get and thank you ahead of time.
I actually have done numerous tests with this design and ones very similar to it and they give me about the same turn around with the iron per hour. As for the merging, I heard something about that and was hesitant at first with even going ahead with the project. But since I needed iron badly I decided to go ahead and get it done but made sure each separate pod was at least 100 blocks apart and there were no doors around within the loaded area.
The main reason I posted the question was because right after I finished getting the last villager I came across something very interesting, (I am hesitant about stating this because I don't know if this is a bug and someone might see this, report it, and fix it). Right after I hit the 50 villager mark in my world and got him to the pod I came across a zombie villager and thought, "that's quite odd. Is that normal to see after the cap is hit?" So I isolated him and went through the motions of turning him into a villager...and it worked. Currently, as far as I know, I have 51 villagers in my world and am seeing more zombie villagers. I'm hoping to continue capturing them and changing them into more villagers for my iron farm, but wanted to get a census on whether it would be more beneficial for the farm if I put the extra villagers into the current pods so there would be more than just 10 or if I should take the time to make more pods with another 10 villagers in each.
I have not seen anywhere in the forums about this little nitch being mentioned and I sure hope that if it is a glitch, no one will try and fix it anytime soon.
It requires that you move far enough away from where the mass of your villagers are so that the chunk/s they are in un-render. Then Save and Exit your world and reload. Do not reload the chunks with the villagers as that will also load them into the cache. You will be able to place / breed new villagers.
If you space your builds properly you can have both areas loaded and rendered at once. If they are Iron farms, you have now potentially doubled your Iron yield.
NOTE: This can be done with any MOB, really. I've gotten about 350-400 mobs loaded into the cache at once before the system showed signs of bogging down.
So when i go to log back in you're saying to make sure that I'm far enough away from the villages so that they aren't rendered into the world? I'll have to try and give that a test, that would work great for the overall farm. Thanks for that, I appreciate it.
My iron farm is right outside my house, and is similar to the design in the video you linked. I ended up with one at ground level and one directly above it 70 blocks higher. I find it produces enough iron for my needs and didn't feel it was worth the resources and effort on hardcore to set up four pads. I occasionally find a stray villager wandering around on the ground who I assume has been 'pushed' out of the pod. Possible this is similar to the fence glitch with passive mobs when they glitch through the fence on save/reload? Not sure, but anyway the farm works fine and doesn't seem to have any issues with other doors in and around my main base. I also have a village just outside of the render distance which I had fenced off months ago and forgotten about. I went there the other night and found a flourishing population so it definitely does work doing what Deskepticon suggests. Not sure exactly how many villagers i'm currently at.
Just further to your comment about separate villagers for trading though... if you are having issues with the cap limit, I haven't bothered with a separate group. I just access the villagers in one of the pods for trading. It can be a little awkward at times as they tend to jump around a bit but it just means that as well as trading they are also contributing to the efficiency of the farm!
I occasionally find a stray villager wandering around on the ground who I assume has been 'pushed' out of the pod. Possible this is similar to the fence glitch with passive mobs when they glitch through the fence on save/reload?
It's common practice to place water source blocks in each corner of the villager pods to push them away from the walls and prevent this type of glitching.
Yeah I did do this on the ground level pods, but the pods that are 70 blocks up I didn't. I can't imagine they came from that one so not sure. I'll have to check all my pods again just to be sure though.
1st) Villages in DocM77's showcase iron farm will NOT merge, he specifically lays them out so that they are just over 64 blocks apart. Which is safe, even in 1.8 this farm will still function and produce iron, albeit slowly. One farm means an iron golem roughly every 6 minutes, thus if an iron golem gave max iron each time you would get roughly 18 iron per hour. Oh and FYI, this farm was acutally developed by JL2579 and Panda4994.
2nd) When people were referring to villages merging they were using a technique to 'stack' villages. Its done in a 2 part process, the first part is called chaining villages, and the second is refereed to positioning the villages. It reuses the same villagers so its kinda efficient in that respects, but it takes time, for the chaining process, it can be done MUCH faster manually, but requires that one follow a set of rules for it to function correctly. This system was developed by TangoTex. Sadly this chaining process don't work in 1.8 as currently the rule is that doors are added to the 'oldest' village in the area, and that is in range of the door (being 64 blocks and under), from the village center. In 1.8 doors are added to the closest village, and in range. Another problem this system faces is that if the area is unloaded, and then reloaded, all the villages will 'merge' into one giant village, which is no better then a village that has just the min requirements to spawn iron golems being 10 villagers, and 21 doors. Tango has a tutorial on creating a self-repairing 32 village stacking farm. For the most part it will function on the 360, it has roughly a 30 minute 'rebuild' time, but once its online it will produce more in the first 2 minutes then 4 Doc farms combined in an hour. I warn you now that its not an easy build, very difficult to modify.
Lets go back to DocM77's showcase Iron farm, and dispel some myths about villages and villagers.
Myth #1 The position of your villagers matters to where golems spawn. (FALSE). Golems spawn in a 16x16x6 area in the village center, which is calculated based on all the doors belonging to that village. So in reality the 4 'baskets' that are around this farm could be reduced to 2, one on one side, and one on the opposite side. Villagers can detect doors up to 16 blocks away.
Myth #2 More villagers == more golems. (FALSE) Once a village meets the criteria to spawn golems, it has a 1/7000 chance every game tick to spawn a golem within the golem spawn area. Additional villages and or doors do NOT effect the spawn rates. The only thing additional villagers will effect is that they can spawn additional golems if there is already a golem within the village. However many farms ship the golem out, and away from the farm within a minute or two, and thus additional villagers are pretty much wasted in JL2579's design.
Myth #3 You need 12 or 16 villagers to spawn golems (FALSE), You only need 10.
Myth #4 A villager needs to see the door to add it to the village. (FALSE) A villager only needs to be within 16 blocks of the door to add it to a village if it hasn't already been added to a village.
Myth #5 Once a villager has added a door to a village, cutting sunlight access to the door will remove it from the village. (FALSE), only ways to remove it from the village are #1 kill all villagers that are within 16 blocks of the door, #2 break the door, force all villagers detecting the door so that they are out of detection range of the door.
DocM's or JL2579's design has I believe 6 doors per quad, or 12 per side, for a total of 48 doors, this is JUST enough to support breeding upto 16 villagers. You could reduce this easily to 6 doors per side (3 per quad), which would give you 24 doors total, then useing 2 pods (1 on one side, and one directly oppoisite), place 5 villagers in each and it will still spawn golems, and they will not breed any further. You will NEED to place the villagers, in the pods as they will NOT breed past 8. The villager cap is 30% or 35% (i forget) of the total doors). This should help in cutting the number of villagers your using for this type of farm.
I've designed a new farm as well, that does work on the 360/ps3/xbox one/ps4, its a stacking village system that links up to 52 villages, using just 16 villagers in total. I've planed to do a tutorial on it but I just haven't had much time lately,
Anyhow I hope this information helps.
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I do apologize if I post this in the wrong area. I just joined and not totally aware of where to post certain questions. If I'm wrong just let me know and I will correct myself.
I'm trying to figure out which will provide my iron farm with more iron, more villagers in an artificial village or more artificial villages. I recently finished the iron farm design built by Docm77 only that instead of stacking the separate villager pods on each other I put them 100 blocks apart in a square formation 30 blocks above ground level simply for easier access to the villagers in case I needed to trade with them in the future. Currently as a rough estimate I'm getting between 2-2 1/2 stacks of iron bars per hour whilst staying within the loaded area.
I have hit the 50 villager cap, 40 of them being in the farm (10 villagers per pod) and 10 more in a separate area for trading purposes. But I'm trying to figure out if it would be more beneficial if I had more villagers per pod or more pods with at least 10 villagers.
This is the video I used to base my design off of.
I appreciate any help I can get and thank you ahead of time.
I actually have done numerous tests with this design and ones very similar to it and they give me about the same turn around with the iron per hour. As for the merging, I heard something about that and was hesitant at first with even going ahead with the project. But since I needed iron badly I decided to go ahead and get it done but made sure each separate pod was at least 100 blocks apart and there were no doors around within the loaded area.
The main reason I posted the question was because right after I finished getting the last villager I came across something very interesting, (I am hesitant about stating this because I don't know if this is a bug and someone might see this, report it, and fix it). Right after I hit the 50 villager mark in my world and got him to the pod I came across a zombie villager and thought, "that's quite odd. Is that normal to see after the cap is hit?" So I isolated him and went through the motions of turning him into a villager...and it worked. Currently, as far as I know, I have 51 villagers in my world and am seeing more zombie villagers. I'm hoping to continue capturing them and changing them into more villagers for my iron farm, but wanted to get a census on whether it would be more beneficial for the farm if I put the extra villagers into the current pods so there would be more than just 10 or if I should take the time to make more pods with another 10 villagers in each.
I have not seen anywhere in the forums about this little nitch being mentioned and I sure hope that if it is a glitch, no one will try and fix it anytime soon.
Have you ever heard of something like this?
There is a way to exceed the 50 villager cap...
It requires that you move far enough away from where the mass of your villagers are so that the chunk/s they are in un-render. Then Save and Exit your world and reload. Do not reload the chunks with the villagers as that will also load them into the cache. You will be able to place / breed new villagers.
If you space your builds properly you can have both areas loaded and rendered at once. If they are Iron farms, you have now potentially doubled your Iron yield.
NOTE: This can be done with any MOB, really. I've gotten about 350-400 mobs loaded into the cache at once before the system showed signs of bogging down.
So when i go to log back in you're saying to make sure that I'm far enough away from the villages so that they aren't rendered into the world? I'll have to try and give that a test, that would work great for the overall farm. Thanks for that, I appreciate it.
My iron farm is right outside my house, and is similar to the design in the video you linked. I ended up with one at ground level and one directly above it 70 blocks higher. I find it produces enough iron for my needs and didn't feel it was worth the resources and effort on hardcore to set up four pads. I occasionally find a stray villager wandering around on the ground who I assume has been 'pushed' out of the pod. Possible this is similar to the fence glitch with passive mobs when they glitch through the fence on save/reload? Not sure, but anyway the farm works fine and doesn't seem to have any issues with other doors in and around my main base. I also have a village just outside of the render distance which I had fenced off months ago and forgotten about. I went there the other night and found a flourishing population so it definitely does work doing what Deskepticon suggests. Not sure exactly how many villagers i'm currently at.
Just further to your comment about separate villagers for trading though... if you are having issues with the cap limit, I haven't bothered with a separate group. I just access the villagers in one of the pods for trading. It can be a little awkward at times as they tend to jump around a bit but it just means that as well as trading they are also contributing to the efficiency of the farm!
It's common practice to place water source blocks in each corner of the villager pods to push them away from the walls and prevent this type of glitching.
Yeah I did do this on the ground level pods, but the pods that are 70 blocks up I didn't. I can't imagine they came from that one so not sure. I'll have to check all my pods again just to be sure though.
I've alot to say on this subject so bear with me.
1st) Villages in DocM77's showcase iron farm will NOT merge, he specifically lays them out so that they are just over 64 blocks apart. Which is safe, even in 1.8 this farm will still function and produce iron, albeit slowly. One farm means an iron golem roughly every 6 minutes, thus if an iron golem gave max iron each time you would get roughly 18 iron per hour. Oh and FYI, this farm was acutally developed by JL2579 and Panda4994.
2nd) When people were referring to villages merging they were using a technique to 'stack' villages. Its done in a 2 part process, the first part is called chaining villages, and the second is refereed to positioning the villages. It reuses the same villagers so its kinda efficient in that respects, but it takes time, for the chaining process, it can be done MUCH faster manually, but requires that one follow a set of rules for it to function correctly. This system was developed by TangoTex. Sadly this chaining process don't work in 1.8 as currently the rule is that doors are added to the 'oldest' village in the area, and that is in range of the door (being 64 blocks and under), from the village center. In 1.8 doors are added to the closest village, and in range. Another problem this system faces is that if the area is unloaded, and then reloaded, all the villages will 'merge' into one giant village, which is no better then a village that has just the min requirements to spawn iron golems being 10 villagers, and 21 doors. Tango has a tutorial on creating a self-repairing 32 village stacking farm. For the most part it will function on the 360, it has roughly a 30 minute 'rebuild' time, but once its online it will produce more in the first 2 minutes then 4 Doc farms combined in an hour. I warn you now that its not an easy build, very difficult to modify.
Lets go back to DocM77's showcase Iron farm, and dispel some myths about villages and villagers.
Myth #1 The position of your villagers matters to where golems spawn. (FALSE). Golems spawn in a 16x16x6 area in the village center, which is calculated based on all the doors belonging to that village. So in reality the 4 'baskets' that are around this farm could be reduced to 2, one on one side, and one on the opposite side. Villagers can detect doors up to 16 blocks away.
Myth #2 More villagers == more golems. (FALSE) Once a village meets the criteria to spawn golems, it has a 1/7000 chance every game tick to spawn a golem within the golem spawn area. Additional villages and or doors do NOT effect the spawn rates. The only thing additional villagers will effect is that they can spawn additional golems if there is already a golem within the village. However many farms ship the golem out, and away from the farm within a minute or two, and thus additional villagers are pretty much wasted in JL2579's design.
Myth #3 You need 12 or 16 villagers to spawn golems (FALSE), You only need 10.
Myth #4 A villager needs to see the door to add it to the village. (FALSE) A villager only needs to be within 16 blocks of the door to add it to a village if it hasn't already been added to a village.
Myth #5 Once a villager has added a door to a village, cutting sunlight access to the door will remove it from the village. (FALSE), only ways to remove it from the village are #1 kill all villagers that are within 16 blocks of the door, #2 break the door, force all villagers detecting the door so that they are out of detection range of the door.
DocM's or JL2579's design has I believe 6 doors per quad, or 12 per side, for a total of 48 doors, this is JUST enough to support breeding upto 16 villagers. You could reduce this easily to 6 doors per side (3 per quad), which would give you 24 doors total, then useing 2 pods (1 on one side, and one directly oppoisite), place 5 villagers in each and it will still spawn golems, and they will not breed any further. You will NEED to place the villagers, in the pods as they will NOT breed past 8. The villager cap is 30% or 35% (i forget) of the total doors). This should help in cutting the number of villagers your using for this type of farm.
I've designed a new farm as well, that does work on the 360/ps3/xbox one/ps4, its a stacking village system that links up to 52 villages, using just 16 villagers in total. I've planed to do a tutorial on it but I just haven't had much time lately,
Anyhow I hope this information helps.