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    posted a message on Huge problem.... 35 villagers...
    Quote from Cire360

    First wow, I didn't know that zombies will continue to move after a villager if hes more then 32 blocks from a player. Thanks for this.

    Second is the above option in some future version that we haven't gotten to yet? You really should try and test this, ie will zombies move more then 32 blocks away from a player if there is a villager in the area.

    Third keep in mind that the further away a zombie is from you the shorter his lifespan is in that he will despawn before he gets to his target though maybe they can't despawn if they are tracking a villager not sure would need to test this as well.


    Good point. Too many times I just go with what the wiki says. I should test it out and see. And you're right about the zombie lifespan. Between 32 and 128 blocks, I think, they have a chance to despawn and then 128 on out they immediately despawn.

    But yes...... let the testing begin!!! ... right after work.....
    Posted in: MCX360: Discussion
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    posted a message on Mooshroom Generating Question [TU 13]

    My best guess is that it has to be a defined area in the game's programming. Otherwise it wouldn't rain on sand no matter where you put it. But it does rain on sand, just not in desert biomes. Same with snow. Now, can you migrate the Mycelium off the island and outside the defined boundary of the mushroom biome? That, I cannot say.


    Very true...
    Posted in: MCX360: Discussion
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    posted a message on What would you like to see the villager cap at?
    Quote from Cire360

    A Pig spawner is just that, its like a monster spawner that you find throughout the world but instead of having a skeleton or zombie or spider spinning in the center it will be a pig, and it spawns pigs. GREAT for farms, but offered very very very rarely, in fact of all my trading on the PC i've only ever had it offered to me twice.


    That's what it sounds like but I've never seen that before! And in my perfect villager hunt I went through some villagers. That's not even mentioned in the wiki! (As you can tell I use the wiki like a Bible) The only place I've seen a pig spawner is via the give command on PC. So you're saying that you can actually get a pig spawner via trading?........ that's just too crazy.
    Posted in: MCX360: Discussion
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    posted a message on Huge problem.... 35 villagers...
    Cire, I was thinking about that all day yesterday and I actually found this on the mob AI section of the wiki:

    "All mobs except slimes will stop wandering within 5 seconds if there is no player within a 32 block radius. In this state, they will glance around randomly, but they won't walk anywhere. They can still be moved by other means such as flowing water, minecarts, etc. Zombies can walk when there is a villager they can attack even if they are over 32 blocks from a player, similarly villagers will flee when there is a zombie chasing them."
    http://minecraft.gamepedia.com/Mobs

    Basically, as long as I don't go further than 128 blocks from a villager/zombie, a zombie should still be able to attack a villager if it can reach it.
    Posted in: MCX360: Discussion
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    posted a message on What would you like to see the villager cap at?
    What is this pig spawner stuff? This is the second time I've heard of a villager offering a pig spawner......
    Posted in: MCX360: Discussion
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    posted a message on Mooshroom Generating Question [TU 13]
    I think I see where the OP was coming from. Can you just create biomes.... that begs my question..... are biomes inherent to the generation of the seed? I mean, are they set once the world is generated? If I were to take a desert biome and just strip it down to bedrock and replace it with dirt, stone, and water would the game still consider that area a desert biome or an ocean biome? Sounds kinda dumb and I'm thinking that the game won't change biomes during play but I wonder, is it the blocks or the world being generated that set the biome...?
    Posted in: MCX360: Discussion
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    posted a message on What would you like to see the villager cap at?
    Right on, right on. I didn't think of it like that. I must be tired.
    Posted in: MCX360: Discussion
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    posted a message on Huge problem.... 35 villagers...
    Quote from RenegadeFade

    This is just a shot in the dark... but how far is your infinite breeder away from the iron golem farm? Perhaps somehow they are 'conflicting'.. Meaning it's possible that the villagers in one or the other are recognizing the doors in the breeder or farm. Check the farm cells, perhaps they bred a few extra in one of the cells. That or maybe they are hanging out in a cave somewhere..lol

    Yup, that's what I thought. Iron farm is running perfectly. I checked both spawning cells about 3 times, nothing wrong. Also, the farm is ways from the breeder. I mean, I got them to breed 1 baby at the breeder by killing off the one I had there already.
    Posted in: MCX360: Discussion
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    posted a message on What would you like to see the villager cap at?
    Leaving the villager cap where it is, currently taking the lead....... kinda sucks. I thought there would be more people wanting at least 100.
    :(
    Oh well, the people have spoken! And are still speaking. Maybe it will change.
    Posted in: MCX360: Discussion
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    posted a message on Huge problem.... 35 villagers...
    Quote from JeepinHank

    Does the Villager cap include ALL passive mobs, or just villagers? I've seen it stated both ways.

    Do you have any other farms going? I know that after I built my Iron Golem tower (2 spawning cells), I frequently got the message saying I can't breed anymore cows/pigs/sheep/chickens, and have to go kill off some wandering animals.


    I think it's just villagers. The only cap villagers have is set at the number of valid houses in their vicinity. On PC you can have enough villagers to completely crash the game. The only cap for villagers is the one 4J implemented to prevent crashes. I believe cows, sheep, pigs, and chicken are grouped together in a breed cap and villagers were set at 50 per world.
    Posted in: MCX360: Discussion
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    posted a message on Huge problem.... 35 villagers...
    Quote from Cire360

    Hmm, have you tried exit and saving, and reloading. Also you do know that it takes about 15 to 20 mins at max for a census count to take place.

    Yeah, that's where my mind is. Confused.
    Yes I have tried reloading and the only thing that does is take the villager out of the minecart which is no big deal. I've spent minecraft days waiting around. I've left the area to go to the other side of the map and came back and waited.... same results. Right now, my thinking is that if there are villagers roaming around wouldn't zombies attack them when I get close? By this time some of the 15 villagers should have died off already and with no doors they can't breed where they are.
    Posted in: MCX360: Discussion
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    posted a message on Huge problem.... 35 villagers...
    See, when I had the iron farm and infinite breeder set up, I went to my second village (the first was already wiped out) and found 10-15 villagers there and I killed them off with the hopes that I could make up the numbers in the breeder. If I had known that they wouldn't breed I wouldn't have killed the villagers there and just brought them over. That's why this doesn't make sense to me. I already had the extra villagers in the second village and killed them off. Why isn't the game trying to reach the cap again?
    Posted in: MCX360: Discussion
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    posted a message on Huge problem.... 35 villagers...
    Is anyone else having this problem?

    In my world:
    • All natural villages have had their doors removed and villagers killed
    • I have an iron golem farm with 2 cells; this equals 32 villagers accounted for
    • I started an 'infinite' breeder and it currently has 3 villagers; that's 35 villagers accounted for
    Now they won't breed anymore. If I kill off 1 then they will produce 1 but they won't breed anymore after that. 2 villagers will get together and start the hearts animation but they they break off and won't breed. I have MORE than enough doors to keep the cap at 5 but they won't even give me 4. I've been within range for days..... days and nothing. I have been over every square.... block in my world looking for another village or roaming villagers but there is nothing. I either have 15 villagers running around somewhere in my world or my cap is 35, which doesn't make sense.

    I need help big time.
    Posted in: MCX360: Discussion
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    posted a message on What would you like to see the villager cap at?
    Quote from Cire360

    Oh and before you state that 4J is just porting the code and not making any changes, this isn't true. Off the top of my head I can think of two that is increased minecart speeds and animals spawn mechanics, both of these were modified specifically for the 360 and differ considerably from the PC.

    Don't forget about the Ender Dragon. It's movement and fighting were changed for the xbox and the purple fire charge it shoots and acid it spews were also added xbox exclusive.
    Posted in: MCX360: Discussion
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    posted a message on What would you like to see the villager cap at?
    Quote from electricblooz

    Hern,

    The more I think about it, the more I'm convinced that the tension is between Minecraft as a "game" and Minecraft as a "simulation." I have to admit that I'm as guilty as the next person - I'd like for Minecraft to behave a bit more like a world simulation (such as villagers behaving like they had brains, animals behaving a bit more intelligently, etc.) However, that's not what Mojang gave us and what Mojang gave us is what 4J is trying to reproduce. Go back to the roots of Minecraft and it is still a survival game; all the stuff that has been added on top of that was just to make surviving more interesting. All that extra stuff - however - has also made the game seem more like a simulation (or and RPG, if you will).
    Ergo, when we talk about design decisions, I think we need to keep in mind the obvious core philosophy that started MC. That's why I agree that upping the villager cap count is a good idea - ghost town villages are boring. But, the key issue is to balance adding interest with keeping the game running within the constraints of the 8-year-old 360 technology.


    Indeed. We have to go back and look at how Notch coded his "cave game". I don't think he thought that it would explode to what it is today and instead of stream-lining the code they just kept adding on top of it, making it that much harder to add and modify without messing up the syntax.

    I love this game and yes the 360 edition is still a port. I believe 4J did say that they wanted to stray from where the PC was going and take the game in a new direction but time will tell.
    Posted in: MCX360: Discussion
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