I've been trying to keep lightlevel 7+ all over the place.. Carefully removing the torch-spam I started out with with lanterns and removing the torches when they were no longer needed. I've yet to see anything spawn within my walls.. Though teleporting endermen is an annoyance.
With the sentry boxes, it seems I can now have like 5 golems in stationary position, in an area that ended up spawning 35 iron golems. There's quite a few citizens here.. I figured I'd try to not create any sort of trading hall at all, but creating living quarters and work stations and try to let them wander around for their usual business. It's hectic around here, when the all agreed bedtime arise With golems wandering around, there seemed to always be some area with none close enough so they spawned more.. I guess helped by places where the golems tend to get a bit stuck, especially in the water above.
Of course, boxing in the golems like this, they are not useful for defense, so relying on area being spawn proofed or defended by me.. Having them wander in the street was one thing, but now I've removed them out of 3 houses, having to break down a lot of blocks to get them out.. One even spawned in a house with only 2.5 blocks of height in the floor, so he had his head up the ceiling and I had to break it down to get him out, removing the floor upstairs. So clearly I don't know the rules for how they spawn well enough either, which makes me also want to reduce the spawning..
Unrelated, another annoyance is that the villagers sometimes lose track of their work block, so another one claims it, meaning the villager that I had traded with to get him up in levels no longer have a work block and thus no longer refreshes his trades.. Maybe I should create a trading hall kinda setup for these villagers, so I can specifically feed them a work block they won't lose track of..
You said you're playing in the most recent version, right? Mobs can only spawn in light levels of 0 since version 1.18.
Yupp... 1.19.4 currently.. But I don't know all the mechanics, and some of my sources of information is probably dated ;).. Thanks for the info..
I've not been to careful about how far between I've put torches in tunnels underground, but I've yet to see a zombie spawn in my tunnels, even though there are definitively places with light levels 3-6 in there.. So that could be an explanation
Wait, so under normal circumstances mobs no longer spawn under a clear sky even at night?
Why wouldn't they? Without a light source nearby, the light level of a given block (that itself isn't light emitting) will always be 0, no? So without enough daylight during the day to give it any light, then it's still eligible for spawning.
Mobs most definitely spawn at night, mostly like before. I even have some spots where some sometimes spawn in a custom made jungle even during the day (meaning some spots must be dark enough still to receive no light).
The only difference now is locations in the ranges between light levels of 1 and 7 (as opposed to 8 and above) will now also not spawn anything. So at night, light sources have a larger safe range and/or you need less of them (spaced further apart).
Why wouldn't they? Without a light source nearby, the light level of a given block (that itself isn't light emitting) will always be 0, no? So without enough daylight during the day to give it any light, then it's still eligible for spawning.
Mobs most definitely spawn at night, mostly like before. I even have some spots where some sometimes spawn in a custom made jungle even during the day (meaning some spots must be dark enough still to receive no light).
The only difference now is locations in the ranges between light levels of 1 and 7 (as opposed to 8 and above) will now also not spawn anything. So at night, light sources have a larger safe range and/or you need less of them (spaced further apart).
There are two types of light, "block light" and "sky light", both of which are visible in F3, which shows the "saved" light values*; the sky light level of a block exposed to the sky will always be level 15 no matter the time of day, while a separate value is used internally which is adjusted with the time of day, falling to 4 at night; however, as far as I can tell the light level 0 restriction only applies to block light, while sky light still has the same effect it has always had (and yes, the fact that sky light is still effectively 4 at night does reduce spawn rates, since the pass rate is determined by a random number from 0-7 being less than or equal to the light level, i.e. a light level of 7 gives a 12.5% pass rate while 0 gives a 100% pass rate).
*However, I modified the debug screen so it shows the internally adjusted light level, as shown in these examples as "adj sky" (I also made it so moon phase affects the level at night, it only drops down to 4 in vanilla, otherwise, for indirectly lit blocks the minimum level will be 11 lower, down to 0):
The second to last line on the left shows the light levels, including the internally adjusted sky light level:
Note that the sky light level is still 15 while the adjusted level is now 4:
Also, this shows the light level during a new moon, which I made lower than a full moon (which is the same as vanilla):
This is the method that vanilla uses to calculate "skylight subtracted", which ranges from 0 during the day to 11 at night and is subtracted from the saved sky light value when used by things like mob spawning and crop growth (mob spawning also has a special case for thunderstorms; it sets skylight subtracted to 10, regardless of the time of day):
(separate methods are used to control the visual brightness and the light level at night does not exactly replicate a light level of 4 created by a shadow during the day, in particular, it is tinted blue)
OK, only stopping spawning due to block light makes much more sense. I think I may add this rule to my current (modded 1.12) world. If I can't find a mod, I'll do it myself - I did a milder version for 1.6 way back when.
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There are two types of light, "block light" and "sky light"...
Mhm, I know of that.
I was answering the above question that the change to a minimum light level of 0 for spawning didn't stop mobs from spawning at night (which I figure may have been asked because night has a sky light level of 4 I believe).
To clarify better, spawning now needs a block light level of 0 (previously 7 or less) as well as a sky light level of 7 or less. Day has a sky light level of 15 with unobstructed sky access, and night has a sky light level of 4.
Thought I test out some tree farms. First I tested a simple setup with dispenser for bone meal, but where you plant and take down tree yourself:
Used a video on youtube for the design.. But was not very happy, either with the video or the farm. Granted it was simple so you can build it early, but the video indicate you can stand still and press buttons to plant and chop wood, but I've found no position I can use to do that.. I have to jump up to look at dirt block from above to plant and chop by looking upwards on the logs, so I don't think it helps much compared to just cutting down oak in the wild.. Advantages is mostly that you don't have to run around, and you don't need to handle big oak trees spawning, but you have to deal with bone meal.
About the tutorial I watched, I didn't like that either. He didn't explain much at all about how the redstone worked, and I suspect he didn't understand it himself, as he called turning comparator into subtraction mode to turn it on.. Also he made no difference between what's esthetic and what's mechanics.. A noob could think it mattered what blocks were logs, planks, stairs, chiseled stone & stone bricks.
Sidenote.. Picked up an Allay from woodland mansion over here, but not figured out something to use him for yet.. He's kind of in the way, moving me while I try to stand still to position saplings for instance. Haven't taken his item yet, as I guess he'll just wonder off and disappear.. But kinda annoying to always have him following too..
Then I tried a bigger tree farm:
It's not fully automatic, as I need to place saplings myself, which I guess there's no way around.. And also, I need to feed it a lot of bonemeal. But for now I have a lot of bone meal stored from my skeleton farm, which I've not used much at all from. It got a system to break leaves to get some sticks/apples/saplings, so I get saplings as quickly as I use them, and I can AFK with keys stuck if I wanted to to produce more and more..
This farm works pretty well.. I didn't find much useful info in textual search results, so I sadly had to watch a video here too, but this guy seemed more informed and made a much better video. Still lacking in details on technical stuff, which is very useful to get a feel for so you can make variations of the farm easier, but a lot better.
It uses a TNT duper, which I guess takes advantage of some game bug, and sounds like an exploit.. But not duping TNT sounds like not making the farm very useful. If I have to go AFK for long periods in creeper farm to get gunpowered, and then run around to take non-renewable sand from my world, to make TNT, which the farm drops fairly often, and each TNT just breaks like 5-8 blocks of wood. It would be less effort to just cut the wood elsewhere and replant.
Can't say I'm much of a fan of automatic tree farm bits for now.. Just planting giant spruces and spiral up and take rest down from above, is both simple and fast, and requires no bone meal at all, as you can easily plant enough trees so one grows while you cut down another. But will see if I find the auto-farm usable. Will probably demolish the small one..
Thought I needed a honey block, so I tried to figure out how to make honey..
Have cut down 6 bee nests in the wild with silk touch, and that carried some bees with it to my city.. Have used flowers leftover from iron farm to breed more. Currently extracting honey by placing a fire underneath the hive, extracting it and then destroying the fire again.. A bit silly..
I hear that you can put carpets on top of fire to get smoke but not do damage to bees, but I'm guessing that that is about leaving the fire there at all times, and that I can still place the fire close if I just place it to harvest and remove it immediately after. I guess I can try to bury fires below ground and put a green carpet on top at ground level and be able to keep them there, but then there would be smoke from nowhere I guess, and I might also need to put bee nests high? Probably better ways to do this, but now I have a honey block and didn't need it anyhow, and don't know what else I would need honey for
Once I figured out that I could use flowers to breed bees, the population quickly rose.. Will see if they stay alive as is, even if they fly wherever they want. I've seen them pass over the city walls..
That's a lot of bees. I transported a lot of bees nests to my main village in my 1.16 world to add to the ambience. For a while things were great. Over time I started seeing them less though. Now I never see any (it's been a long time since I've seen one). I presume all have died.
I think they tend to go into water and die too often. I wish their behavior would be changed because they seemingly kill themselves if you don't micro manage them.
I'll try to take care of the bees. Thinking of also locking some into a farm, which I know won't disappear, and if worst comes to worst I have some to rebreed population from..
Tried the treefarm again today, and I went through all the bone meal I've stored up from the skeleton farm in a short while.. Think it uses like 3 bone meal a second or so.. I had something like 3 double chests full of bone meal feeding it with hoppers in between. I got a lot of wood now, so if I find a wood project I should be able to rely less on the spruce forest I grew at the village. Switched around so I use oak to create random items like chests now. I seem to not need to make sticks for a while, as I got a ton from the tree farm when breaking leaves too ;).. And if I bother creating a gold farm, I'll be able to use golden apples as regular food ;)..
But as bone meal seems to be useful for a lot of stuff, I figured I'd look into how to get me some bone meal without sitting at the skeleton farm and wasting time.. I tried using composters in the past to get rid of extra seeds when manually harvesting wheat, but it was just too slow to get it into the composter, so felt more work than it was worth..
A lot of stuff can be turned to bone meal by composters though.. And with my melon, pumpkin, cactus, sugar cane and bamboo farms (built a small bamboo farm nest to sugar cane farm that works exactly the same), I'm getting most stuff than I need, so I figured I could try to reroute surplus to composters.. I don't want to reroute everything to composters though, as I still would like to stock up on the raw materials in case I need it for something in the future.. So figured I'd made this simplistic addon to my storage space..
I don't need a double chest to feed the smeltworks as I typically don't smelt that much at a time, so figured I'd split the chest and make a pipe into composters, so I can quickly move surplus material other places in my storage system into the composter pipe when I want to..
Utilizing a bit of extra space in the smeltworks, the composters themselves is a really simple setup. Just trying to split the content into 4 composters and create bone meal, and turn the output into the dropper that the smeltworks use to send the items back into the sorting chain.
This has the same issue as the smelting. All the content will just be routed to one of the composters to begin with. But as the composter use more time to process input than the hoppers, once one of the hoppers fill up, surplus will go to the next one.. To utilize the 2 remaining ones, we sadly have to fill up the double chest above the two rightmost first, so I guess they are not likely to be used much.. But as long as I can just drop content into the chest in my storage room, I think in most cases, it doesn't matter if it takes a bit of time to finish. The pipe is limited by the speed the hoppers can move items regardless, and I don't want to make a complex setup here.
Would be cool to get some sort of lever which I can use to reroute storage system into the composters instead.. I think I could possibly have space for that for the lower rows of chests, at least on the side that doesn't have the smeltworks below it, but I think I'll leave it as is for now.. Also a bit sad that it's hard to see how much stuff I actually have.. I just see the output into the single chest at the end of the chain, and to figure out if I have 100 stacks extra above or 2, I have to go crawl around into maintenance room, so not very practical.. But I guess as long as I keep a row of stacks and only grab stuff I auto-produce, it doesn't matter too much..
If my storage item pipes actually get full, so content is starting to bleed out into the unsorted items chest, then the chest to stuff it down to the bone meal factory is just next to it, so maybe I should just be patient for them to fill up, and grab the surplus from there..
Some more work on the city here.. Probably not that noticeable..
Got rid of the door leading out next to the river, which seemed like a too high risk to leave.. We want attackers to have to come through the main gate and the bridge, or having to climb the walls...
The harbor area has now got full walls and a little tower to be able to get up and down from the wall, and be able to get down to inspect redstone mechanics for the watergate. (pistons moving stone bricks in and out for a 3 high and 2 wide opening). I also made a bigger path into the city, so any shipments coming in by boat doesn't need to be carried up stairs in the tower there.. Though the the height difference is big, so it sadly looks more like stairs than a path travelable by horse and carriage. Oh.. And while working on the harbor, we spotted a zombie and lured him into a minecart and into town. Think we might test out some conversion and trade rebates at some point. Kinda messy to learn librarians the skills we want, when we have no idea which one has which work block, and they are moving around as they want to.
The middle ring now also has a full wall. No towers up on this wall though. Wondering a bit about what to do there.. Hopefully no attackers will breach the outer cities, so we don't need the second embattlements, but who knows. Would be good to have them functioning better. Getting some towers on the backside sounds like an alternative. Reluctant to put in towers that will use up space in the outer circle which have already been used for other buildings. But maybe we can find a way to build towers without having to extend the wall further down. The front gate is pointing eastwards, so towers at the northeast and southeast directions of the middle wall would look good I think...
The beacon has been moved underground, so the beam just comes up through the floor, where I've put a yellow glass block to give it some color..
Still a lot to build to fill up free space in here though.. Thinking of building up a nicer meet up area around the bell up in there.. And thinking about building a trading hall somewhere in here, where I can incorporate the zombie...
Here I felt inspired by LogicalGeekboy to build a raid farm. So I went back into the ocean and built this tall structure:
There's some trickery here, in that if the spawn platform is far enough away, the raid wave instantly accounts as being cleared, so all the waves spawn immediately and then raid is done.. And thus I can get bad omen again killing the raid members, and then I can jump down to get close enough to the villager to trigger another raid.. Pretty overpowered stuff.. But dangerous to build in survival world ;)..
Granted, it is over the water, but there are also non-water blocks to hit down there.. While building the elevator up, I had to go down to get more stuff from my shulker boxes, but it had become night, and then I jumped down, I was attacked by a drowned with a trident. That hit like a train.. If it wasn't for a totem of undying I'd be a gonner.. I panicked.. Tried to block myself up to get away from him, but fell down from my temporary tower, forgot to put my main chest piece back on, and failed to get onto platform to launch of with Elytra.. Bed was sadly in one of the shulker boxes, and a healing potion I hand't equipped, so I ended up swimming away in panic, not doing it fast enough, so totem saved my ass, and then having to find some food, and get away and wait for morning to get back to it..
Then I was testing the farm, and it seemed raid members got down into the water.. The design I saw Logic put out on youtube seemed to have a few issues.
Not sure how the raid members ended up in the water. First I thought the blocks over there were spawnable, so I put in those blue carpets, but I think mechanics dictate that all the raids will spawn on top of villager on the platform there regardless.. The carpets didn't fix the issue.
Trouble is, with an invoker and a few pillagers down in the water, I had to get rid of them somehow. Tried to go 128 blocks away, but they didn't despawn.. And trying the fight, I had to hit the invoker surprisingly many times with my netherite sword before he died, and a totem saved my ass again..
I figured the issue must be that the mobs can get on top of the trapdoors and onto the outer row with the redstone on, so I put some glass blocks above there, so there is only one block free above the trapdoors.. After this, the farm has worked as intended..
Massive loot from this thing.. Now I have a ton of totems and easy access to more at least ;)...
Made an item elevator down to the waterbed and put a dropper and a redstone clock up at the killing floor, so all the loot comes down. Planning to build a long tunnel back to the base and hopefully channel all this loot directly back into my storage system. Though sadly, it will clutter it up a bit, as there's so many non-stackable items dropping here..
Currently, the item elevator is just an air elevator. Seems to work out fine.. Is it preferrable to use water elevator for items downwards too? Either way, as I hadn't filled it with water, I relied on the fact that there was water on the bottom block to jump down it to look at stuff, and forgetting that I blocked it with a hopper down there, yet another totem was wasted. Rrr.. I need to get more careful ;).. Maybe water elevators is better just because they're less lethal when mistakes are made
With the hero buff, I levelled up some of my villagers in town.. Some seems to be missing too, so wondering a bit why..
This could be one of the reasons.. This dude kept swimming up the waterfall and jumping of the side of it.. Didn't see him take damage, but he seemed to get out of the waterfall before hitting the ground, so not surprised if some managed to suicide up there.. Dunno why they are so eager to get in the water right here..
The raid farm gets a lot of various loot, so I figured it would be nice to route it to my storage system in base. Thus I started to create a long tunnel to fill with water to ferry items back to base.. But then half way dug, I figured, that having to go ~750 blocks in one direction and ~200 blocks in another direction, I'm unlikely to have all these chunks loaded? And then I guess an item water flow wouldn't work correctly..
So I ditched the plans, and rather made a storage system underneath the raid farm..
A lot simpler than the one at the main base of course.. Sorting 9 types of stackable items into separate double chests, and having a set of chests to keep the remainder in.. And then 9 chests on the opposite wall to manually sort the non-stackable items in.. No way to auto-sort non-stackable items as far as I know..
Now I have more than enough totems of undying at least.. Like 3 double chests worth of them, and easy access to more. Have saved my butt several times, so I guess I'll have few opportunities to wear a shield going forwards..
The farm also gives tons of XP, so way better XP farm than my skeleton farm. And tons of emeralds. I don't yet know anything specific I need the emeralds for, but then at least I can trade all I want from my villagers. Some gunpowder and redstone dust comes in handy too. The gunpowder means I don't need to AFK much at creeper farm and the redstone means I can trade a bit less with my clerics to get the redstone we need. The glowstone dust might also become useful if I want to make many glowstones at some point, though I can easily trade for those too from a villager..
I guess that's enough of the raid farm for a while.
Was considering going to the end and tearing down a few end cities and try to disguise my raid farm as an end city instead, but sounds like a ton of work.. I'll leave it for now, and concentrate on building more in the city.. Not that know of much I need to trade from villagers at this point, but figured I might look into how to create a trading hall and test out how to use a zombie to lower prices. If nothing else, just to be able to see how the build works out..
With the hero buff, I levelled up some of my villagers in town.. Some seems to be missing too, so wondering a bit why..
This could be one of the reasons.. This dude kept swimming up the waterfall and jumping of the side of it.. Didn't see him take damage, but he seemed to get out of the waterfall before hitting the ground, so not surprised if some managed to suicide up there.. Dunno why they are so eager to get in the water right here..
That's villager AI (or rather Minecraft AI because golems do the same) for you. Unless you manage to make it 100% impossible for them to find a way in, they will. My villages near water have a lot of spots where they tend to get it, despite so much of it being fenced. I didn't want to adjust my builds to the level it would require to entirely stop it so I just occasionally go around with a boat (for villagers) or leads (for golems) and collect them and bring them back. With a giant wall though I'm not sure what your option would be.
That's villager AI (or rather Minecraft AI because golems do the same) for you. Unless you manage to make it 100% impossible for them to find a way in, they will. My villages near water have a lot of spots where they tend to get it, despite so much of it being fenced. I didn't want to adjust my builds to the level it would require to entirely stop it so I just occasionally go around with a boat (for villagers) or leads (for golems) and collect them and bring them back. With a giant wall though I'm not sure what your option would be.
I think I'll end up experiment with a trading hall anyhow.. If nothing else than just to test it out.. Not that I need much for these trades anyhow at this point.. So I don't worry all too much if one of the villagers go cliffdiving. They breed fast if someone goes missing at least ;)..
I tried to waterlog a trapdoor to try and hide an obstacle within the waterfall, but the waterfall just hit it and went around it, so I don't see any way of stopping it being possible to ride it upwards unless I also make some obstacle around it to prevent the waterfall from going around something I put in the way.. And I don't have any good idea how to do that without it looking stupid.. So I'll leave it as is for now.. Possibly just extend the water a bit below so they are more likely to land in the water..
I dunno why.. I guess because my son thought it so fun to get slime blocks.. I started to experiement a bit in the swamp to make it easier to safely take out slime...
As slime can spawn in light level up to 7 which most other mobs can't I figured, why not make some spawning platform where I use redstone lamps to keep light level between 1 and 7 all over. I dunno what made me make it in massive 128x128 size, but the thing is massive. Even though it started of pretty flat, a massive job to clean the area within...I ended up just covering up some caves that was in one end of the square.. But as far as I dared to dive down, the caves were filled with water, and no drowned spawn in this biome as far as I know, so I guess leaving unlighted flooded caves below is ok.
Here the manual farm is completed. Made a little enclosing around the nether portal with a door to the area within, so I have somewhere safe to AFK/exit at. The 128x128 area I guess is bigger than ideal. It has happened many times that I run towards a slime only to have it despawn before I get to it ;).. I guess it would have been better to make it smaller and rather light up more outside..
I've used a pattern with the torches within going 13 in one direction and 1 in the other, to make them not overlap at all, to minimize the amount of torches placed. Outside I did the same with regular torches to try and keep the light level above 7 everywhere.. But as light level drops one for every block travelled upwards or downwards too, I made the outside 12+1 between the torches instead, to account for one elevation change between the rows. (So there's an approximate 13x13 grid between torches, with two grids overlapping so the torch in one grid is in the middle of that square of the other grid)
Behind the farm, there is a witch hut, and behind that again, a village.. At one time considered whether I could do something fun with the witch hut to farm witches, but while the number of witches from the raid farm is limited, I do get witch drops there, and I don't think I'll be making a specific witch farm.
This platform only works night time, as daytime makes the light level too high.. I guess I could make a roof, but a 128x128 roof of 16384 blocks doesn't sound like fun to make, so I think I'll skip it ;).. Or at least, delay it for when I for some reason need a ton more slime, and I could start building it while waiting for the next night.. But as of now, I have like two double chests worth of slime, and have no idea what to use it for. I don't expect to need 3500 sticky pistons for anything
Getting a decent amount of slime spawning in here at night.. Especially if the moon is at decent phases.. And without any other mob, I feel pretty safe hacking and slashing and running around them.. Was a bit scary first time around when I was surprised by skeletons here and there, and might not even see where someone is shooting me from among the trees.
I guess I coulda made an AFK farm instead, using an iron golem to attract the slime into some killing chamber, but I already have several AFK farms, and I don't want a playstyle where I just go around to various spots to AFK.. I get slime at a good rate here, and I get it faster as I get the bonus of my looting sword, so pretty happy with it being manual for now..
Not sure what I'm doing here neither, but thought I should investigate one of these places..
Wondered around the ocean looking for a trident, and got lucky fairly early.. Went back and trained some librarians, and after combining 4 impaling III books, I now have an impaling V, Loyalty III, Unbreaking, Mending trident..
Thought I'd need a trident before trying to check out one of these sunken temples with guardians around, as I've had little luck fighting them with sword before..
Fixed myself some underwater breathing potions and tried to get to the entrance. Strangely enough, a shipwreck had spawn right outside the entrance, which was ok when I finally found a way through without having to break blocks, but looked very sad when it looked like it was totally blocking the entrance as the curse made it impossible to break blocks while attacked by guardians too...
Using a couple of underwater breathing potions, I found two elder guardians, but the third one eluded me.. Thought I had explored all I could get to, so eventually I tried to make a hole in the ceiling in a room where I had put a door for some air and to block line of sight of guardians outside.. Got lucky and found the third elder guardian right above me..
Exploring I've found some gold blocks, and I found a room with a lot of spunges, so now I have 26.. Trying to clear out water here.. But have found no chests or anything.. Is there any loot down here?
Anyhow.. Exploring something I haven't checked out before, and getting some new types of building blocks at least.. And cool to get some of these lights that work underwater.. The spunges were also nice.. Annoying to clear water by filling entire areas with blocks first and then remove them...
Tamed a wolf while exploring icy terrain close to here, and I guess I was close enough to land because it suddenly teleported to me inside here when I started to clear out some water ;)..
The Gold blocks are the reward I think. I've only ever went after those once (and before knowing what a Conduit was, and I didn't use water breathing potions) but I'm pretty sure there's no chests.
I've been trying to keep lightlevel 7+ all over the place.. Carefully removing the torch-spam I started out with with lanterns and removing the torches when they were no longer needed. I've yet to see anything spawn within my walls.. Though teleporting endermen is an annoyance.
With golems wandering around, there seemed to always be some area with none close enough so they spawned more.. I guess helped by places where the golems tend to get a bit stuck, especially in the water above.
With the sentry boxes, it seems I can now have like 5 golems in stationary position, in an area that ended up spawning 35 iron golems. There's quite a few citizens here.. I figured I'd try to not create any sort of trading hall at all, but creating living quarters and work stations and try to let them wander around for their usual business. It's hectic around here, when the all agreed bedtime arise
Of course, boxing in the golems like this, they are not useful for defense, so relying on area being spawn proofed or defended by me.. Having them wander in the street was one thing, but now I've removed them out of 3 houses, having to break down a lot of blocks to get them out.. One even spawned in a house with only 2.5 blocks of height in the floor, so he had his head up the ceiling and I had to break it down to get him out, removing the floor upstairs. So clearly I don't know the rules for how they spawn well enough either, which makes me also want to reduce the spawning..
Unrelated, another annoyance is that the villagers sometimes lose track of their work block, so another one claims it, meaning the villager that I had traded with to get him up in levels no longer have a work block and thus no longer refreshes his trades.. Maybe I should create a trading hall kinda setup for these villagers, so I can specifically feed them a work block they won't lose track of..
You said you're playing in the most recent version, right? Mobs can only spawn in light levels of 0 since version 1.18.
Wait, so under normal circumstances mobs no longer spawn under a clear sky even at night?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Yupp... 1.19.4 currently.. But I don't know all the mechanics, and some of my sources of information is probably dated ;).. Thanks for the info..

I've not been to careful about how far between I've put torches in tunnels underground, but I've yet to see a zombie spawn in my tunnels, even though there are definitively places with light levels 3-6 in there.. So that could be an explanation
Why wouldn't they? Without a light source nearby, the light level of a given block (that itself isn't light emitting) will always be 0, no? So without enough daylight during the day to give it any light, then it's still eligible for spawning.
Mobs most definitely spawn at night, mostly like before. I even have some spots where some sometimes spawn in a custom made jungle even during the day (meaning some spots must be dark enough still to receive no light).
The only difference now is locations in the ranges between light levels of 1 and 7 (as opposed to 8 and above) will now also not spawn anything. So at night, light sources have a larger safe range and/or you need less of them (spaced further apart).
There are two types of light, "block light" and "sky light", both of which are visible in F3, which shows the "saved" light values*; the sky light level of a block exposed to the sky will always be level 15 no matter the time of day, while a separate value is used internally which is adjusted with the time of day, falling to 4 at night; however, as far as I can tell the light level 0 restriction only applies to block light, while sky light still has the same effect it has always had (and yes, the fact that sky light is still effectively 4 at night does reduce spawn rates, since the pass rate is determined by a random number from 0-7 being less than or equal to the light level, i.e. a light level of 7 gives a 12.5% pass rate while 0 gives a 100% pass rate).
*However, I modified the debug screen so it shows the internally adjusted light level, as shown in these examples as "adj sky" (I also made it so moon phase affects the level at night, it only drops down to 4 in vanilla, otherwise, for indirectly lit blocks the minimum level will be 11 lower, down to 0):
Note that the sky light level is still 15 while the adjusted level is now 4:
Also, this shows the light level during a new moon, which I made lower than a full moon (which is the same as vanilla):
This is the method that vanilla uses to calculate "skylight subtracted", which ranges from 0 during the day to 11 at night and is subtracted from the saved sky light value when used by things like mob spawning and crop growth (mob spawning also has a special case for thunderstorms; it sets skylight subtracted to 10, regardless of the time of day):
(separate methods are used to control the visual brightness and the light level at night does not exactly replicate a light level of 4 created by a shadow during the day, in particular, it is tinted blue)
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
OK, only stopping spawning due to block light makes much more sense. I think I may add this rule to my current (modded 1.12) world. If I can't find a mod, I'll do it myself - I did a milder version for 1.6 way back when.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Mhm, I know of that.
I was answering the above question that the change to a minimum light level of 0 for spawning didn't stop mobs from spawning at night (which I figure may have been asked because night has a sky light level of 4 I believe).
To clarify better, spawning now needs a block light level of 0 (previously 7 or less) as well as a sky light level of 7 or less. Day has a sky light level of 15 with unobstructed sky access, and night has a sky light level of 4.
Some changes around here..
Thought I test out some tree farms. First I tested a simple setup with dispenser for bone meal, but where you plant and take down tree yourself:
Used a video on youtube for the design.. But was not very happy, either with the video or the farm. Granted it was simple so you can build it early, but the video indicate you can stand still and press buttons to plant and chop wood, but I've found no position I can use to do that.. I have to jump up to look at dirt block from above to plant and chop by looking upwards on the logs, so I don't think it helps much compared to just cutting down oak in the wild.. Advantages is mostly that you don't have to run around, and you don't need to handle big oak trees spawning, but you have to deal with bone meal.
About the tutorial I watched, I didn't like that either. He didn't explain much at all about how the redstone worked, and I suspect he didn't understand it himself, as he called turning comparator into subtraction mode to turn it on.. Also he made no difference between what's esthetic and what's mechanics.. A noob could think it mattered what blocks were logs, planks, stairs, chiseled stone & stone bricks.
Sidenote.. Picked up an Allay from woodland mansion over here, but not figured out something to use him for yet.. He's kind of in the way, moving me while I try to stand still to position saplings for instance. Haven't taken his item yet, as I guess he'll just wonder off and disappear.. But kinda annoying to always have him following too..
Then I tried a bigger tree farm:
It's not fully automatic, as I need to place saplings myself, which I guess there's no way around.. And also, I need to feed it a lot of bonemeal. But for now I have a lot of bone meal stored from my skeleton farm, which I've not used much at all from. It got a system to break leaves to get some sticks/apples/saplings, so I get saplings as quickly as I use them, and I can AFK with keys stuck if I wanted to to produce more and more..

This farm works pretty well.. I didn't find much useful info in textual search results, so I sadly had to watch a video here too, but this guy seemed more informed and made a much better video. Still lacking in details on technical stuff, which is very useful to get a feel for so you can make variations of the farm easier, but a lot better.
It uses a TNT duper, which I guess takes advantage of some game bug, and sounds like an exploit.. But not duping TNT sounds like not making the farm very useful. If I have to go AFK for long periods in creeper farm to get gunpowered, and then run around to take non-renewable sand from my world, to make TNT, which the farm drops fairly often, and each TNT just breaks like 5-8 blocks of wood. It would be less effort to just cut the wood elsewhere and replant.
Can't say I'm much of a fan of automatic tree farm bits for now.. Just planting giant spruces and spiral up and take rest down from above, is both simple and fast, and requires no bone meal at all, as you can easily plant enough trees so one grows while you cut down another. But will see if I find the auto-farm usable. Will probably demolish the small one..
Thought I needed a honey block, so I tried to figure out how to make honey..
Have cut down 6 bee nests in the wild with silk touch, and that carried some bees with it to my city.. Have used flowers leftover from iron farm to breed more. Currently extracting honey by placing a fire underneath the hive, extracting it and then destroying the fire again.. A bit silly..


I hear that you can put carpets on top of fire to get smoke but not do damage to bees, but I'm guessing that that is about leaving the fire there at all times, and that I can still place the fire close if I just place it to harvest and remove it immediately after. I guess I can try to bury fires below ground and put a green carpet on top at ground level and be able to keep them there, but then there would be smoke from nowhere I guess, and I might also need to put bee nests high? Probably better ways to do this, but now I have a honey block and didn't need it anyhow, and don't know what else I would need honey for
Once I figured out that I could use flowers to breed bees, the population quickly rose.. Will see if they stay alive as is, even if they fly wherever they want. I've seen them pass over the city walls..
That's a lot of bees. I transported a lot of bees nests to my main village in my 1.16 world to add to the ambience. For a while things were great. Over time I started seeing them less though. Now I never see any (it's been a long time since I've seen one). I presume all have died.
I think they tend to go into water and die too often. I wish their behavior would be changed because they seemingly kill themselves if you don't micro manage them.
Take care of them.
I'll try to take care of the bees. Thinking of also locking some into a farm, which I know won't disappear, and if worst comes to worst I have some to rebreed population from..
Tried the treefarm again today, and I went through all the bone meal I've stored up from the skeleton farm in a short while.. Think it uses like 3 bone meal a second or so.. I had something like 3 double chests full of bone meal feeding it with hoppers in between. I got a lot of wood now, so if I find a wood project I should be able to rely less on the spruce forest I grew at the village. Switched around so I use oak to create random items like chests now. I seem to not need to make sticks for a while, as I got a ton from the tree farm when breaking leaves too ;).. And if I bother creating a gold farm, I'll be able to use golden apples as regular food ;)..
But as bone meal seems to be useful for a lot of stuff, I figured I'd look into how to get me some bone meal without sitting at the skeleton farm and wasting time.. I tried using composters in the past to get rid of extra seeds when manually harvesting wheat, but it was just too slow to get it into the composter, so felt more work than it was worth..

A lot of stuff can be turned to bone meal by composters though.. And with my melon, pumpkin, cactus, sugar cane and bamboo farms (built a small bamboo farm nest to sugar cane farm that works exactly the same), I'm getting most stuff than I need, so I figured I could try to reroute surplus to composters.. I don't want to reroute everything to composters though, as I still would like to stock up on the raw materials in case I need it for something in the future.. So figured I'd made this simplistic addon to my storage space..
I don't need a double chest to feed the smeltworks as I typically don't smelt that much at a time, so figured I'd split the chest and make a pipe into composters, so I can quickly move surplus material other places in my storage system into the composter pipe when I want to..

Utilizing a bit of extra space in the smeltworks, the composters themselves is a really simple setup. Just trying to split the content into 4 composters and create bone meal, and turn the output into the dropper that the smeltworks use to send the items back into the sorting chain.
This has the same issue as the smelting. All the content will just be routed to one of the composters to begin with. But as the composter use more time to process input than the hoppers, once one of the hoppers fill up, surplus will go to the next one.. To utilize the 2 remaining ones, we sadly have to fill up the double chest above the two rightmost first, so I guess they are not likely to be used much.. But as long as I can just drop content into the chest in my storage room, I think in most cases, it doesn't matter if it takes a bit of time to finish. The pipe is limited by the speed the hoppers can move items regardless, and I don't want to make a complex setup here.
Would be cool to get some sort of lever which I can use to reroute storage system into the composters instead.. I think I could possibly have space for that for the lower rows of chests, at least on the side that doesn't have the smeltworks below it, but I think I'll leave it as is for now.. Also a bit sad that it's hard to see how much stuff I actually have.. I just see the output into the single chest at the end of the chain, and to figure out if I have 100 stacks extra above or 2, I have to go crawl around into maintenance room, so not very practical.. But I guess as long as I keep a row of stacks and only grab stuff I auto-produce, it doesn't matter too much..
If my storage item pipes actually get full, so content is starting to bleed out into the unsorted items chest, then the chest to stuff it down to the bone meal factory is just next to it, so maybe I should just be patient for them to fill up, and grab the surplus from there..
Some more work on the city here.. Probably not that noticeable..

Got rid of the door leading out next to the river, which seemed like a too high risk to leave.. We want attackers to have to come through the main gate and the bridge, or having to climb the walls...
The harbor area has now got full walls and a little tower to be able to get up and down from the wall, and be able to get down to inspect redstone mechanics for the watergate. (pistons moving stone bricks in and out for a 3 high and 2 wide opening). I also made a bigger path into the city, so any shipments coming in by boat doesn't need to be carried up stairs in the tower there.. Though the the height difference is big, so it sadly looks more like stairs than a path travelable by horse and carriage. Oh.. And while working on the harbor, we spotted a zombie and lured him into a minecart and into town. Think we might test out some conversion and trade rebates at some point. Kinda messy to learn librarians the skills we want, when we have no idea which one has which work block, and they are moving around as they want to.
The middle ring now also has a full wall. No towers up on this wall though. Wondering a bit about what to do there.. Hopefully no attackers will breach the outer cities, so we don't need the second embattlements, but who knows. Would be good to have them functioning better. Getting some towers on the backside sounds like an alternative. Reluctant to put in towers that will use up space in the outer circle which have already been used for other buildings. But maybe we can find a way to build towers without having to extend the wall further down. The front gate is pointing eastwards, so towers at the northeast and southeast directions of the middle wall would look good I think...
The beacon has been moved underground, so the beam just comes up through the floor, where I've put a yellow glass block to give it some color..
Still a lot to build to fill up free space in here though.. Thinking of building up a nicer meet up area around the bell up in there.. And thinking about building a trading hall somewhere in here, where I can incorporate the zombie...
That's a nice-looking bridge.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
That's a nice-looking bridge.
Thanks.. Pretty happy with the bridge myself..

Here I felt inspired by LogicalGeekboy to build a raid farm. So I went back into the ocean and built this tall structure:
There's some trickery here, in that if the spawn platform is far enough away, the raid wave instantly accounts as being cleared, so all the waves spawn immediately and then raid is done.. And thus I can get bad omen again killing the raid members, and then I can jump down to get close enough to the villager to trigger another raid.. Pretty overpowered stuff.. But dangerous to build in survival world ;)..

Granted, it is over the water, but there are also non-water blocks to hit down there.. While building the elevator up, I had to go down to get more stuff from my shulker boxes, but it had become night, and then I jumped down, I was attacked by a drowned with a trident. That hit like a train.. If it wasn't for a totem of undying I'd be a gonner.. I panicked.. Tried to block myself up to get away from him, but fell down from my temporary tower, forgot to put my main chest piece back on, and failed to get onto platform to launch of with Elytra.. Bed was sadly in one of the shulker boxes, and a healing potion I hand't equipped, so I ended up swimming away in panic, not doing it fast enough, so totem saved my ass, and then having to find some food, and get away and wait for morning to get back to it..
Then I was testing the farm, and it seemed raid members got down into the water.. The design I saw Logic put out on youtube seemed to have a few issues.
Not sure how the raid members ended up in the water. First I thought the blocks over there were spawnable, so I put in those blue carpets, but I think mechanics dictate that all the raids will spawn on top of villager on the platform there regardless.. The carpets didn't fix the issue.
Trouble is, with an invoker and a few pillagers down in the water, I had to get rid of them somehow. Tried to go 128 blocks away, but they didn't despawn.. And trying the fight, I had to hit the invoker surprisingly many times with my netherite sword before he died, and a totem saved my ass again..
I figured the issue must be that the mobs can get on top of the trapdoors and onto the outer row with the redstone on, so I put some glass blocks above there, so there is only one block free above the trapdoors.. After this, the farm has worked as intended..

Massive loot from this thing.. Now I have a ton of totems and easy access to more at least ;)...


Made an item elevator down to the waterbed and put a dropper and a redstone clock up at the killing floor, so all the loot comes down. Planning to build a long tunnel back to the base and hopefully channel all this loot directly back into my storage system. Though sadly, it will clutter it up a bit, as there's so many non-stackable items dropping here..
Currently, the item elevator is just an air elevator. Seems to work out fine.. Is it preferrable to use water elevator for items downwards too? Either way, as I hadn't filled it with water, I relied on the fact that there was water on the bottom block to jump down it to look at stuff, and forgetting that I blocked it with a hopper down there, yet another totem was wasted. Rrr.. I need to get more careful ;).. Maybe water elevators is better just because they're less lethal when mistakes are made
With the hero buff, I levelled up some of my villagers in town.. Some seems to be missing too, so wondering a bit why..
This could be one of the reasons.. This dude kept swimming up the waterfall and jumping of the side of it.. Didn't see him take damage, but he seemed to get out of the waterfall before hitting the ground, so not surprised if some managed to suicide up there.. Dunno why they are so eager to get in the water right here..
The raid farm gets a lot of various loot, so I figured it would be nice to route it to my storage system in base. Thus I started to create a long tunnel to fill with water to ferry items back to base.. But then half way dug, I figured, that having to go ~750 blocks in one direction and ~200 blocks in another direction, I'm unlikely to have all these chunks loaded? And then I guess an item water flow wouldn't work correctly..

So I ditched the plans, and rather made a storage system underneath the raid farm..
A lot simpler than the one at the main base of course.. Sorting 9 types of stackable items into separate double chests, and having a set of chests to keep the remainder in.. And then 9 chests on the opposite wall to manually sort the non-stackable items in.. No way to auto-sort non-stackable items as far as I know..

Now I have more than enough totems of undying at least.. Like 3 double chests worth of them, and easy access to more. Have saved my butt several times, so I guess I'll have few opportunities to wear a shield going forwards..

The farm also gives tons of XP, so way better XP farm than my skeleton farm. And tons of emeralds. I don't yet know anything specific I need the emeralds for, but then at least I can trade all I want from my villagers. Some gunpowder and redstone dust comes in handy too. The gunpowder means I don't need to AFK much at creeper farm and the redstone means I can trade a bit less with my clerics to get the redstone we need. The glowstone dust might also become useful if I want to make many glowstones at some point, though I can easily trade for those too from a villager..
I guess that's enough of the raid farm for a while.
Was considering going to the end and tearing down a few end cities and try to disguise my raid farm as an end city instead, but sounds like a ton of work.. I'll leave it for now, and concentrate on building more in the city.. Not that know of much I need to trade from villagers at this point, but figured I might look into how to create a trading hall and test out how to use a zombie to lower prices. If nothing else, just to be able to see how the build works out..
It is absurd, amazing, and so Minecrafty all at the same time to have a raid farm. Just the idea of multiple chests of Totems of Undying!
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
That's villager AI (or rather Minecraft AI because golems do the same) for you. Unless you manage to make it 100% impossible for them to find a way in, they will. My villages near water have a lot of spots where they tend to get it, despite so much of it being fenced. I didn't want to adjust my builds to the level it would require to entirely stop it so I just occasionally go around with a boat (for villagers) or leads (for golems) and collect them and bring them back. With a giant wall though I'm not sure what your option would be.
I think I'll end up experiment with a trading hall anyhow.. If nothing else than just to test it out.. Not that I need much for these trades anyhow at this point.. So I don't worry all too much if one of the villagers go cliffdiving. They breed fast if someone goes missing at least ;)..

I tried to waterlog a trapdoor to try and hide an obstacle within the waterfall, but the waterfall just hit it and went around it, so I don't see any way of stopping it being possible to ride it upwards unless I also make some obstacle around it to prevent the waterfall from going around something I put in the way.. And I don't have any good idea how to do that without it looking stupid.. So I'll leave it as is for now.. Possibly just extend the water a bit below so they are more likely to land in the water..
I dunno why.. I guess because my son thought it so fun to get slime blocks.. I started to experiement a bit in the swamp to make it easier to safely take out slime...
As slime can spawn in light level up to 7 which most other mobs can't I figured, why not make some spawning platform where I use redstone lamps to keep light level between 1 and 7 all over. I dunno what made me make it in massive 128x128 size, but the thing is massive. Even though it started of pretty flat, a massive job to clean the area within...I ended up just covering up some caves that was in one end of the square.. But as far as I dared to dive down, the caves were filled with water, and no drowned spawn in this biome as far as I know, so I guess leaving unlighted flooded caves below is ok.

Here the manual farm is completed. Made a little enclosing around the nether portal with a door to the area within, so I have somewhere safe to AFK/exit at. The 128x128 area I guess is bigger than ideal. It has happened many times that I run towards a slime only to have it despawn before I get to it ;).. I guess it would have been better to make it smaller and rather light up more outside..


I've used a pattern with the torches within going 13 in one direction and 1 in the other, to make them not overlap at all, to minimize the amount of torches placed. Outside I did the same with regular torches to try and keep the light level above 7 everywhere.. But as light level drops one for every block travelled upwards or downwards too, I made the outside 12+1 between the torches instead, to account for one elevation change between the rows. (So there's an approximate 13x13 grid between torches, with two grids overlapping so the torch in one grid is in the middle of that square of the other grid)
Behind the farm, there is a witch hut, and behind that again, a village.. At one time considered whether I could do something fun with the witch hut to farm witches, but while the number of witches from the raid farm is limited, I do get witch drops there, and I don't think I'll be making a specific witch farm.
This platform only works night time, as daytime makes the light level too high.. I guess I could make a roof, but a 128x128 roof of 16384 blocks doesn't sound like fun to make, so I think I'll skip it ;).. Or at least, delay it for when I for some reason need a ton more slime, and I could start building it while waiting for the next night.. But as of now, I have like two double chests worth of slime, and have no idea what to use it for. I don't expect to need 3500 sticky pistons for anything
Getting a decent amount of slime spawning in here at night.. Especially if the moon is at decent phases.. And without any other mob, I feel pretty safe hacking and slashing and running around them.. Was a bit scary first time around when I was surprised by skeletons here and there, and might not even see where someone is shooting me from among the trees.
I guess I coulda made an AFK farm instead, using an iron golem to attract the slime into some killing chamber, but I already have several AFK farms, and I don't want a playstyle where I just go around to various spots to AFK.. I get slime at a good rate here, and I get it faster as I get the bonus of my looting sword, so pretty happy with it being manual for now..
Not sure what I'm doing here neither, but thought I should investigate one of these places..

Wondered around the ocean looking for a trident, and got lucky fairly early.. Went back and trained some librarians, and after combining 4 impaling III books, I now have an impaling V, Loyalty III, Unbreaking, Mending trident..
Thought I'd need a trident before trying to check out one of these sunken temples with guardians around, as I've had little luck fighting them with sword before..
Fixed myself some underwater breathing potions and tried to get to the entrance. Strangely enough, a shipwreck had spawn right outside the entrance, which was ok when I finally found a way through without having to break blocks, but looked very sad when it looked like it was totally blocking the entrance as the curse made it impossible to break blocks while attacked by guardians too...
Using a couple of underwater breathing potions, I found two elder guardians, but the third one eluded me.. Thought I had explored all I could get to, so eventually I tried to make a hole in the ceiling in a room where I had put a door for some air and to block line of sight of guardians outside.. Got lucky and found the third elder guardian right above me..
Exploring I've found some gold blocks, and I found a room with a lot of spunges, so now I have 26.. Trying to clear out water here.. But have found no chests or anything.. Is there any loot down here?
Anyhow.. Exploring something I haven't checked out before, and getting some new types of building blocks at least.. And cool to get some of these lights that work underwater.. The spunges were also nice.. Annoying to clear water by filling entire areas with blocks first and then remove them...
Tamed a wolf while exploring icy terrain close to here, and I guess I was close enough to land because it suddenly teleported to me inside here when I started to clear out some water ;)..
The Gold blocks are the reward I think. I've only ever went after those once (and before knowing what a Conduit was, and I didn't use water breathing potions) but I'm pretty sure there's no chests.