What version are you playing in? (There have been changes between versions.)
Pics of your build (and a link to the tutorial [if any] on which it is based) are likely necessary and would certainly be helpful…
When you say "Farming Crops w/Villagers" are you interested in:
a ) getting villagers in a game spawned village to farm
b ) getting villagers in an artificial (ie player created/modified) village to farm (as in a villager breeder)
c ) building "villager-tech" autofarms
?
Pics of the build might make this clear, there are some differences in what can commonly go wrong with the three different situations.
How is your farm "not working"? (Villagers will not plant, will not harvest, harvest is being collected by the villagers not your pick-up system, etc.)
Generally speaking a villager plant/harvest farm should be either:
entirely within the boundaries of a vllage, or
entirely outside the boundaries of a village & more than 32 blocks from the nearest village boundary.
Are you sure the gamerule mobGriefing is set to true? I’m not sure it would be worth cheating to check it, but if it’s set to « true » villagers (farmers/fletchers/fishermen/shepherds) will harvest crops.
Rollback Post to RevisionRollBack
Just figured out that when I'd turn 8 years old, the 23th of November 2011, my parents could have offered me Minecraft as a birthday gift. Sigh...
Fun but frustrating platformer. Saves me of boredom when I don't feel like playing Minecraft. Knowledge of 8-bit old-school videogames is optional tho'.
I've been doing some experiments and it seems like the overlap from the other iron farm/village may be superseding the rules for local village harvesting.
I posted a quick explanation vid, any advice is welcome!!
You are correct that the upper level Fe iron farms (@+80 levels) will not matter.
Considering the first farm shown (potatoes[?] with the farmer in the corner):
Based on the video all of the farm does appear to be inside the boundary of the Fe farm village (the one to the right in the video)…[Possibly the extreme up-left corner may be outside the spherical village boundary, but this is unimportant to the rest of the cropland being worked.]
I suspect the corner dwelling has to do with the villager socializing AI causing the farmer to attempt to reach either the village center or one of the groups of door-recognition villagers.
"There is evidence that villagers are prone to overcrowding certain areas of a village while leaving other areas completely empty. …
…During the day, it has been observed that villagers will tend to cluster near a trapped villager or any existing large cluster of villagers, likely due to the "socialize" AI routine overriding their inclination to wander." [from https://minecraft.gamepedia.com/Villager]
I've not previously encountered the idea of a 'dead zone'.
I gather you are using the term to mean the area outside any village boundary, but within 32 blocks of the boundaries of two villages.
From my reading of
"If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it will move quickly back within the boundary. A villager taken more than 32 blocks away from its village boundary will forget the village within about 6 seconds." [Ibid.]
my thought was that any such villager would target one or the other village. (I've found no information on how the target is choosen, so random or nearest both seem likely, but Buridan's ass scenarios seem to be avoided.)
Reviewing my various farms offers little help as I've not built in so concentrated a fashion as are you.
(Of the few farms that use villagers entirely inside a village, all are self feeding villager breeders where there are no villager clusters outside the farmland to trigger the socialize AI issue.)
Looking for a (minimal rebuilding) solution:
Given that you appear (from your comment @2:20) to have a 'surplus' of Fe farms, sacrificing the lowest Fe farm in each 'tower'/stack might be the simplest solution.
Removing the villages activating these Fe farms ought to put the villager-tech crop farms entirely "more than 32 blocks away from [any] village boundary" and deactivate any villager AI issues.
(I can't see a collection mechanism for the potato (and other) farms, but am guessing what you are using does not require villages.)
Re the attempted deactivation of the Fe farm @~3:20: https://minecraft.gamepedia.com/File:Villagefig17-1.png shows the vertical door recognition range for villagers.
In words, if the doors are placed on N, the villager must stand on blocks outside the range N-3 to N+5 for the door to be out of range. (Alternately, a door on N will be seen by villagers standing on N-3 to N+5. )
Dropping the villagers another block or two ought to be sufficient and would be a comparatively low cost way of testing this idea…
The "dead zone range" is something I discovered from another video.
It's nice to know that if I drop those guys down a few more they will turn off the Fe Farm, and turning the pertinent ones off is a solution, but I think I'm going to create a way to move them away and back to turn it on and off.
FYI: the collection system is hopper minecart system below. And thanks for the positive opinion about the build
Hopper minecart collection systems work well for wheat farm, where you can fill up the villager's inventory with all seeds so they can't pick up the actual wheat crop items, but I don't think they work well for potato and carrot farms. Once their inventory fills up with enough carrots/potatoes, they stop being hungry enough to pick crops, if they don't have a hungry villager to throw food to. You should look into one of the farm designs that involve the farming villager trying and failing to throw food to a hungry villager, and the tossed food is then collected by hoppers.
Rollback Post to RevisionRollBack
"I think I'm starting to like this `programming' thing. It's about four times as fun as shaving." -- Notch, June 12, 2011
Today is the day, actually, that I will be trying various experiments on the base. I figured todays LetsPlay/BuildLog would be about villagers and farming conversations, so I'll probably bring what you said up as well. I thought the throwing of food thing was Just for people that wanted to tile their farms and couldn't use hopper carts...if that's the case. well I can just convert the current farms. Ill keep you in the loop this afternoon i think.
Hello everyone!
I hope you're having a better day than I am!
As minor problems go, having villagers which will not harvest crops is a small one. However, mine is not working after doing the following research:
- they are brown coat villagers, with the appropriate crop/seed in their inventory slots.
- they are within 32 blocks of the closest Iron-Farm/village.
- they are outside of 64 blocks from the next nearest Iron-farm/Village. (which is 80 blocks from the edge of the nearest one)
Are there any other variables that someone might be aware of that I could know to accomodate my build, I would appreciate it!
Pics/video of build available upon request of course!
Thanks!
~JC
What version are you playing in? (There have been changes between versions.)
Pics of your build (and a link to the tutorial [if any] on which it is based) are likely necessary and would certainly be helpful…
When you say "Farming Crops w/Villagers" are you interested in:
b ) getting villagers in an artificial (ie player created/modified) village to farm (as in a villager breeder)
c ) building "villager-tech" autofarms
?
Pics of the build might make this clear, there are some differences in what can commonly go wrong with the three different situations.
How is your farm "not working"? (Villagers will not plant, will not harvest, harvest is being collected by the villagers not your pick-up system, etc.)
Generally speaking a villager plant/harvest farm should be either:
entirely within the boundaries of a vllage, or
entirely outside the boundaries of a village & more than 32 blocks from the nearest village boundary.
https://minecraft.gamepedia.com/Tutorials/Crop_farming#Fully_automatic_farming has some (somewhat dated) but generally useful info.
Are you sure the gamerule mobGriefing is set to true? I’m not sure it would be worth cheating to check it, but if it’s set to « true » villagers (farmers/fletchers/fishermen/shepherds) will harvest crops.
Just figured out that when I'd turn 8 years old, the 23th of November 2011, my parents could have offered me Minecraft as a birthday gift. Sigh...
Fun but frustrating platformer. Saves me of boredom when I don't feel like playing Minecraft. Knowledge of 8-bit old-school videogames is optional tho'.
http://iwbtg.kayin.moe
Words of Warning: - You need a software (Clickteam Fusion 2) to run this game.
- The game will probably crash a lot.
- You will rage so much.
- This game is too easy for me. \_(^_^)_/
ScotsMiser,
Thank you very much for helping me out!
Im am in 1.13.2, attempting to get villagers in an artificial village to farm.
I've put together this little clip to show you the exact dimensions and relative locations, plus some experiments I've run since posting.
Thanks again for taking the time to help me nail this down!
@samy2003
Yep! griefing is set to true.
I've been doing some experiments and it seems like the overlap from the other iron farm/village may be superseding the rules for local village harvesting.
I posted a quick explanation vid, any advice is welcome!!
You are correct that the upper level Fe iron farms (@+80 levels) will not matter.
Considering the first farm shown (potatoes[?] with the farmer in the corner):
Based on the video all of the farm does appear to be inside the boundary of the Fe farm village (the one to the right in the video)…[Possibly the extreme up-left corner may be outside the spherical village boundary, but this is unimportant to the rest of the cropland being worked.]
I suspect the corner dwelling has to do with the villager socializing AI causing the farmer to attempt to reach either the village center or one of the groups of door-recognition villagers.
I've not previously encountered the idea of a 'dead zone'.
I gather you are using the term to mean the area outside any village boundary, but within 32 blocks of the boundaries of two villages.
From my reading of
my thought was that any such villager would target one or the other village. (I've found no information on how the target is choosen, so random or nearest both seem likely, but Buridan's ass scenarios seem to be avoided.)
Reviewing my various farms offers little help as I've not built in so concentrated a fashion as are you.
(Of the few farms that use villagers entirely inside a village, all are self feeding villager breeders where there are no villager clusters outside the farmland to trigger the socialize AI issue.)
Looking for a (minimal rebuilding) solution:
Given that you appear (from your comment @2:20) to have a 'surplus' of Fe farms, sacrificing the lowest Fe farm in each 'tower'/stack might be the simplest solution.
Removing the villages activating these Fe farms ought to put the villager-tech crop farms entirely "more than 32 blocks away from [any] village boundary" and deactivate any villager AI issues.
(I can't see a collection mechanism for the potato (and other) farms, but am guessing what you are using does not require villages.)
https://minecraft.gamepedia.com/File:Villagefig17-1.png shows the vertical door recognition range for villagers.
In words, if the doors are placed on N, the villager must stand on blocks outside the range N-3 to N+5 for the door to be out of range. (Alternately, a door on N will be seen by villagers standing on N-3 to N+5. )
Dropping the villagers another block or two ought to be sufficient and would be a comparatively low cost way of testing this idea…
Cool looking build/base BTW. :>:
(from the "Adventures of Aquatic Man!" series?)
@ScotsMiser,
Thanks again for sharing your wisdom!
The "dead zone range" is something I discovered from another video.
It's nice to know that if I drop those guys down a few more they will turn off the Fe Farm, and turning the pertinent ones off is a solution, but I think I'm going to create a way to move them away and back to turn it on and off.
FYI: the collection system is hopper minecart system below. And thanks for the positive opinion about the build
Thanks again!
~JC
Hopper minecart collection systems work well for wheat farm, where you can fill up the villager's inventory with all seeds so they can't pick up the actual wheat crop items, but I don't think they work well for potato and carrot farms. Once their inventory fills up with enough carrots/potatoes, they stop being hungry enough to pick crops, if they don't have a hungry villager to throw food to. You should look into one of the farm designs that involve the farming villager trying and failing to throw food to a hungry villager, and the tossed food is then collected by hoppers.
@MartinTheMess
Thanks for this information as well!
Today is the day, actually, that I will be trying various experiments on the base. I figured todays LetsPlay/BuildLog would be about villagers and farming conversations, so I'll probably bring what you said up as well. I thought the throwing of food thing was Just for people that wanted to tile their farms and couldn't use hopper carts...if that's the case. well I can just convert the current farms. Ill keep you in the loop this afternoon i think.
Thanks for helping me out!
~JC
Hey guys!
I got it working!
So the wheat farms are working as intended after "turning off" the iron farms.
And the potato farm is working after I put a roof on it and managed the lighting so that 8 of the central plots auto harvest due to low light levels.
Thanks for helping me get this figured out!!!
Sincerely,
~JC
(shameless plug...feel free to check out the build log on my channel to see how beautiful it is! lulz