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    posted a message on 1.8.4 Need help with Iron Golem Farm

    Your issue is likely related to the way that you added the doors. I remember a video or description of this farm that mentioned that you need to layer the villages like you do in the Iron Titan. So, it's more complicated than just building it and putting 100 villagers in there.


    The tutorial for the Iron Titan shows how multiple villages can be superimposed on top of each other. It's fiddly, but not overly complicated (well, a little complicated).


    I would recommend watching the Iron Titan tutorial to understand how the layered village mechanics works:

    Posted in: Survival Mode
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    posted a message on THE NO WOOD CHALLENGE

    Welcome back. Life can sometimes do that to you :-).


    Not much has changed in the last couple of months for me on this one. Been busy doing other things, mainly Final Battleground recently (http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/2373809-final-battleground-survival-journal). Life is and will be getting in the way for me too soon though.

    Posted in: Survival Mode
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    posted a message on Transporting villagers?

    Here's an option for purifying zombies:



    Although, you probably don't need to be that fancy though. But using the water streams above the cells works well. I set up a similar, but much less complicated one once that just used buttons that I could hit to manually trigger dispensers to suck up the water when I saw a zombie villager coming along (it had a glass tube so I could see them as they came up the water stream).

    Posted in: Survival Mode
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    posted a message on Transporting villagers?

    If it's that close then the crops should be growing, although if there are farmers in the village, it is possible that they are harvesting the crops.


    Unless it's well protected from zombies, I'd be surprised if your villagers last long. If they're still there, an overworld rail would definitely be the easiest solution (not even 2 stacks of rails).


    The curing route would be viable if you happen to have a zombie spawner nearby, you can set them up so that you can filter out the villager zombies reasonably easily. But if you have wild villagers, it's easier to use them I think.

    Posted in: Survival Mode
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    posted a message on Transporting villagers?

    Do villagers need to be in loaded chunks to breed? Yes


    Can you put them on leads? No


    Best way to transport them? That depends on the distances we're talking. If its only a couple of hundred blocks, then just build a rail in the overworld, otherwise nether rail is feasible (if going the nether route, you can build your portals and rail up near the ceiling if you want to be out of ghast reach).

    Posted in: Survival Mode
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    posted a message on Zombie Pigmen Questions

    The spawn mechanics are pretty much the same as other hostile mobs, they will spawn >24 blocks away from the player out to a 128 block radius. After 32 blocks away, they will stop moving and despawn relatively quickly though.


    There is more comprehensive info on the wiki (http://minecraft.gamepedia.com/Spawn#Spawn_cycle), one relevant part of it here:

    "Mobs spawn naturally within a square group of chunks centered on the player, 15×15 chunks (240×240 blocks). When there are multiple players, mobs can spawn within the given distance of any of them. However, hostile mobs (and some others) that move farther than 128 blocks from the nearest player will soon despawn, so the mob spawning area is more-or-less limited to spheres with a radius of 128 blocks, centered at each player. In multiplayer, mob caps are shared by all players, no matter where they are.?


    If you want to prevent them from spawning, any block upon which mobs cannot spawn (transparent blocks for instance) will do. So you can use glass or bottom half slabs, or stairs, etc. If you want 2 floors, you could make the ceiling/second floor from half slabs or stairs if you wanted. If you use a transparent block, it will cause any attempt to spawn on that block to fail (as I understand it).Mobs can spawn on upsidown stairs or half slabs though.



    Note: In the linked wiki page is a very useful image showing spawning/despawning radii (it's near the bottom of the page).

    Posted in: Survival Mode
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    posted a message on I am very confused about village reputation.
    Quote from Wingsrising»
    ...

    Seems like if you get your reputation down to the point where the Iron Golems are always aggro on you it would be something of a pain to get it back up again, what with the Iron Golems chasing you and all.


    It sure is. In that situation, the only real option is to take out all of the doors, wait for at least 6 seconds then put them back again. You get a new village with a rep of 0 again.


    Maybe the villager you killed didn't effect your reputation, not sure if the same mechanics used for counting population is used for reputation effects too (disk around the village center +/- ~6 blocks in height).

    Posted in: Survival Mode
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    posted a message on I am very confused about village reputation.

    Given that the NBT data said your reputation was 10, the reason that the Iron Golem(s) attacked you may be because they saw you hurt a Villager. From the wiki - "The iron golem will also attack the player if he/she attacks a nearby villager, and does not have to directly see the player to become hostile."

    http://minecraft.gamepedia.com/Iron_Golem#Attacking


    They should lose agro if you move out of their search range (not sure what that is though).

    So, final advice from King Authur: Run away! Run away! Run away! .....

    Posted in: Survival Mode
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    posted a message on Zombie Pigmen Questions

    I'm still a little confused here. Are they spawning away from the Nether Portal in the Overworld, or only in the Nether?


    In the Overworld there are only two situations that I'm aware of for a Zombie pigman to be created (other than pushing one through a nether portal from the other side). That is spawning in the Portal itself or a pig being hit by lightning. The second scenario is fairly unlikely though.


    In the Nether, zombie pigmen will spawn pretty much anywhere. If you want to prevent them from spawning, lay down half slabs, or a glass floor.

    Posted in: Survival Mode
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    posted a message on Zombie Pigmen Questions

    In the Overworld, yes, they will spawn in Nether Portals (Lit nether portals to be precise). The spawn rate is determined by the size of the nether portal. My understanding of the mechanics is that a random block is chosen, if that block is Nether Portal (the actual purple portal material) then there is a chance that a zombie pigman will spawn on the first solid block beneath the selected block. This may also happen in the Nether itself, but there are so many other pigmen there, you probably wouldn't notice it.


    In the nether they will spawn pretty much like any normal mob (they also ignore the light level, although lighting up will prevent normal zombies from spawning in the Nether, which can happen from time to time).


    I'm not aware that this mechanic has changed recently, what version of 1.7 were you playing?

    Posted in: Survival Mode
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    posted a message on old hostile mob traps made new again

    Have you double checked you render distance settings? Make sure the render distance is a minimum of 10.


    It could be possible that the hostile mob cap is being taken up by mobs in caves too. You will need to do some caving I'm afraid :-).


    Here's a test to do:

    If you get up on top of the mob farm, then stack jump up with ~24 blocks. Press F3 and see if there are any mobs in there. Since you will be above the farm, the number of caves and other unlit areas will be greatly reduced and you should see more spawns.


    In your previous one, the E: 6/95 value tells me there were 6 mobs in the trap, the first number is basically the number of entities in your field of view. I'm sure someone will correct me if I'm not accurate on that :-). You can also see your render distance in the F3 information, it should be D: 10 or something similar. If it's less than 10, bump it up in the video settings.

    Posted in: Survival Mode
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    posted a message on Vertical distance mob behavior

    In older versions of MC, the mob AI was different and mobs that were further than 32 blocks away would continue to move around. This was changed some time ago (maybe 1.7.10 or thereabouts I think, can't remember precisely), so your recollections of multi-story passive mob farms would be correct.


    Most current, high capacity designs do utilise some sort of active system for moving mobs around. Water buckets in dispensers is popular for this due to the lower resource utilisation for a given amount of spawn space.


    I suppose a theoretical passive mob farm could be created in a roughly spherical shape. You would need to move the mobs around reasonably quickly though, otherwise they might start to despawn. Moving them closer to you would reduce this problem a bit though, as they shouldn't despawn (as quickly) if they are within 32 blocks (I think). Generally though, I get enough out of a design like Etho's practical mob farm (I build one with 2 floors that spits out ~1700 items per hour, that won't break any records, but it gives me enough drops for what I need). In my version, I would be typically standing anywhere from 30 to 80 blocks away from the spawn floors. Since mobs will still wander a bit when they first spawn even if further than the 32 block range, they tend to fall into the water streams pretty quickly.

    Posted in: Survival Mode
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    posted a message on Vertical distance mob behavior

    Short answer ... Yes, the pad would stop spwaning.

    The distances for mob spawning are based on 3 dimensional geometry, so no mobs will spawn (other than via monster spawners) within 24 blocks of you in any direction.


    It wouldn't be strictly trigonometry, you would only need to use Pythagorus' theorem (expanded to 3 dimensions from the normal 2):

    Distance = sqrt((x1 - x2)^2 + (y1 - y2)^2 + (z1 - z2)^2)


    where x1, y1, z1 is your position and x2, y2, z2 is the mobs position.

    Posted in: Survival Mode
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    posted a message on (Another) quick redstone question - two sticky pistons powered by one power source?

    I believe the bottom piston is being powered via Quasi-connectivity.


    More about that subject here: http://minecraft.gamepedia.com/Tutorials/Quasi-connectivity


    Hope the information there is useful to you.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on (Another) quick redstone question - two sticky pistons powered by one power source?

    I believe the bottom piston is being powered via Quasi-connectivity.


    More about that subject here: http://minecraft.gamepedia.com/Tutorials/Quasi-connectivity


    Hope the information there is useful to you.

    Posted in: Redstone Discussion and Mechanisms
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