The penalty does not stack, the timer simply resets back to 3 minutes. Actual breeding is random, though, and an individual villager can't breed for five minutes after the previous breeding, so it might take longer than the initial three minutes, sometimes.
Make a separate user account (on the computer) for each child, and for yourself. World saves are stored in the user's "App Data" folder, so everyone will have access only to their own worlds.
A mob can only spawn in a certain position if the block below the spawn block has a solid top surface. Blocks with a slab in the top half of the block-space have a solid top surface. Blocks which only have a slab in the bottom half, do not.
You might be interested in knowing about this command: "/give @a fireworks 17" It's very handy.
Yeah I never could really get the hang of commands. Anything much beyond "/tp [x] [y] [z]" and I just get confused. It's a bit better now that you can use names of things instead of having to memorize what number everything was, but I still get tripped up trying to remember how it all fits together. Had a hell of a time trying to summon a "farmer" villager, once. (Well, more than once. Even when i did figure it out, I couldn't remember it for the next time.)
I'm more of a survival player, so really I only use commands when testing something out. They're not part of my "everyday Minecraft" skill set...
I realize this thread is old, but I just wanted to mention that seventeen rockets (even flight-duration 1 rockets) is plenty enough to boost yourself up several hundred blocks into the air, and then you can glide for MILES if you keep relatively horizontal the whole time.
EDIT: I just tested this and yes, it's possible. I teleported to 2300, -7700 in the end, gave myself seventeen fireworks (well, crafted 18 and threw one away, since you can't actually get rockets from the creative inventory), and switched into survival mode. Boosting upwards (diagonally, not straight up) those seventeen rockets got me to over y=1300, and I was still at almost y=600 by the time I reached the main island at 0,0.
"A random location in the chunk is chosen to be the center point of the pack. For the pack to spawn at all, the center block must be non-opaque, or must not fill its entire cube, or must be powered," says the wiki. So it seems like walls may reduce spawns slightly. Has anyone tested this out?
No need to test, unless you don't believe the facts in the wiki. The logic is clear. In order to be effective at blocking light, the wall must be built of opaque blocks. If the pack-spawn selects a block as its center, that happens to be part of the wall, that spawn will fail since it's an opaque block. Using a large overhanging roof allows you to forego these walls, meaning that a spawn attempt can never fail (for that particular reason, at any rate.)
You said you couldn't reach the high netherrack you left, but you can.
Use the nether rack you have to pillar up next to the other pillar, then break the parts you can reach up to.
Then collect that netherrack, and pillar up higher to reach the next higher part.
You may have to chop your pillar down to get blocks that fell to the ground, but with some patience you can get back all your nether rack.
Then put all your armor in a chest (if you have one) or take it off, and pillar up high and jump.
He covered that in the OP: netherrack doesn't drop as an item unless you break it with a pickaxe. If you just use your fists, like he had to, or any other item or tool that isn't a pickaxe, it just disappears.
Most of what I wrote on village mechanics for 1.7 and before is still true, if no longer complete. I'd recommend the old-school Docm77-style farms, with as many or as few "modules" as you see fit. These can be upgraded with some new features introduced after his tutorial was released. Mainly, use hoppers for passive item-collection instead of letting the golems build up until you come by, and you only need ten villagers instead of sixteen (this allows for two "pods" of five villagers on opposing sides of the farm, instead of four pods of four, on all four sides.)
It shouldn't be hard to incorporate a "breeding unit" in this type of farm. You just have to make sure the breeding unit is vertically removed from the village center (will be smack in the center of the iron farm, on the same y-level as the doors are placed) by half a dozen blocks or so, but still within 32 blocks "straight-line distance" (a2+b2+c2 = d2) from the center, and ensure that breeding only occurs in the breeding unit, and not the pods. You could achieve this by separating the villagers into individual "stalls" instead of a communal pod so they can't mingle, or else use green-robed "nitwit" villagers in the pods and load them up with eight stacks each of seeds; that way they can never be fed (full inventory) or traded with ('cause they're nitwits) and so they'll never become "willing" to breed in the first place.
If you don't end up combining them, make sure that the village centers of the two mock-villages (center of the iron farm, and the little patch of doors you use to keep the breeder "alive") are separated by more than 65 blocks, and they shouldn't "merge" with each other.
(I removed the region-data cause it woud be 3 GB outherwise)
Yes, as indicated by Herb in the post above mine, your problem is that you have the gamerule mobGriefing disabled. This means that endermen and creeper explosions won't wreck your builds; it also means that villagers won't plant or harvest crops, or pick up food items that you leave for them. This means that the only way they can become "willing" to breed is by a player trading with them (100% chance they will become willing the first time you perform a particular trade offer; 20% chance of success each time you perform that particular trade afterwards.) If you want them to breed automatically, you're gonna have to bite the bullet and enable mobGriefing.
Your world doesn't have commands enabled. You can enable them temporarily by pausing the game and select "Open to LAN". Select "Allow commands: Yes" and click "Ok." Type "/gamerule mobGriefing true" (watch the capital G in mobGriefing), then exit and restart the game. The commands will again be disabled, but any change(s) you made while they were in effect will remain, unless and until you change them back in the same manner.
If you want commands enabled permanently, you can download a tool called NBT Explorer, and use it to edit the "allowCommands" value in your world's level.dat file from 0 (false) to 1 (true).
If you put your world up for download, I can have a look around. Otherwise, have a look at the "village mechanics" guide linked in my signature, it should tell you all you need to know about villages and how they work.
My guess is that the nitwit (that's not a librarian in your pic, they wear white) has gotten some food in his inventory and so he isn't seen as "hungry." The farmer doesn't throw him any food because he doesn't need it, and so eventually his own inventory fills up too, to the point where he no longer feels "hungry" either, at which point he stops harvesting altogether.
The farmer will only harvest carrots if he's "hungry" (i.e., does not have enough carrots, or other food items, in his inventory.) If he has enough food, he won't harvest any additional.
He will only share food with the nitwit if he (the nitwit) is hungry, as well. If he has enough food, the farmer won't try to give him any additional.
If the nitwit obtains food, he will consume it and become "willing" to breed. If he's already "willing" then he'll need to actually breed, and be made "unwilling" before he can "become" willing again and consume any more of the food.
What I do in my world: Get a brand new nitwit, and before you bring him near the farm, fill up his entire inventory with eight full stacks of seeds (well, seven stacks and at least one more seed to fill the eighth slot) so he can't ever pick up any food. That way, he'll always be hungry, and the farmer will always keep trying to throw food at him.
They don't need to be able to breed, or willing to breed, or actually breed. They don't even need to be inside a village, but if they're not in a village, they need to be far enough away (at least 32 blocks from the radius, or 64 blocks from village center) or else they'll "know it's there" and keep trying to run back towards it even if they can't.
Temporary: Open to LAN. Select "Allow commands: YES". Click OK. Commands will be enabled for this session only.
Permanent: Download NBT Explorer. Run the program and navigate to your world save. Select level.dat -> Data -> allowCommands. Change the value from 0 ("fasle") to 1 ("true"). Save. Exit NBT Explorer. Your world now has commands enabled unless and until you go in and change it back.
Have a village Q, thought i'd ask in the king of village threads ...
I have an underground village with glass blocks providing light to the doors in the appropriate manner to define houses, but i was wondering if i place fence blocks on top would it stop the light in some way? i think it would be OK, but i just wanted to ask.
Pretty sure fences were okay, last time I checked.
I presume the answer will be "whatever name you select for your Twitch account" but then I should clarify, how will my existing posts be identified in the future, after I decline to create a Twitch account and am no longer a member here?
Sometimes it's not clear whether the text is the bug, though, or the fix. Imagine you see the following items in a list of bugfixes. We don't know exactly what the bugs are, but they have been fixed. Most of the time, we can infer from context:
"Game crashes when sheep eat grass." -- that's clearly a bug, and it has been fixed.
"Sheep regrow wool when they eat grass." -- this one, on the other hand, seems to be the fix and not the bug. Apparently the bug was that before, they would not regrow the wool, and now it's been fixed, so they do.
Okay, so that's fine. We're all familiar with sheep and what they do. We know that when they eat grass, they're supposed to regrow their wool, and not supposed to crash the game. But what about when the bugfix says something like this:
"This new block you've never heard of before does this thing which you're not sure if it's supposed to do or not." -- What? Is "that thing it does" the bug that's been fixed (and now it doesn't do the thing anymore)? Or, is the bug that it was not doing it before, and doing it now is the fix?
0
The penalty does not stack, the timer simply resets back to 3 minutes. Actual breeding is random, though, and an individual villager can't breed for five minutes after the previous breeding, so it might take longer than the initial three minutes, sometimes.
0
Make a separate user account (on the computer) for each child, and for yourself. World saves are stored in the user's "App Data" folder, so everyone will have access only to their own worlds.
1
A mob can only spawn in a certain position if the block below the spawn block has a solid top surface. Blocks with a slab in the top half of the block-space have a solid top surface. Blocks which only have a slab in the bottom half, do not.
0
Yeah I never could really get the hang of commands. Anything much beyond "/tp [x] [y] [z]" and I just get confused. It's a bit better now that you can use names of things instead of having to memorize what number everything was, but I still get tripped up trying to remember how it all fits together. Had a hell of a time trying to summon a "farmer" villager, once. (Well, more than once. Even when i did figure it out, I couldn't remember it for the next time.)
I'm more of a survival player, so really I only use commands when testing something out. They're not part of my "everyday Minecraft" skill set...
0
I realize this thread is old, but I just wanted to mention that seventeen rockets (even flight-duration 1 rockets) is plenty enough to boost yourself up several hundred blocks into the air, and then you can glide for MILES if you keep relatively horizontal the whole time.
EDIT: I just tested this and yes, it's possible. I teleported to 2300, -7700 in the end, gave myself seventeen fireworks (well, crafted 18 and threw one away, since you can't actually get rockets from the creative inventory), and switched into survival mode. Boosting upwards (diagonally, not straight up) those seventeen rockets got me to over y=1300, and I was still at almost y=600 by the time I reached the main island at 0,0.
0
No need to test, unless you don't believe the facts in the wiki. The logic is clear. In order to be effective at blocking light, the wall must be built of opaque blocks. If the pack-spawn selects a block as its center, that happens to be part of the wall, that spawn will fail since it's an opaque block. Using a large overhanging roof allows you to forego these walls, meaning that a spawn attempt can never fail (for that particular reason, at any rate.)
0
He covered that in the OP: netherrack doesn't drop as an item unless you break it with a pickaxe. If you just use your fists, like he had to, or any other item or tool that isn't a pickaxe, it just disappears.
0
Most of what I wrote on village mechanics for 1.7 and before is still true, if no longer complete. I'd recommend the old-school Docm77-style farms, with as many or as few "modules" as you see fit. These can be upgraded with some new features introduced after his tutorial was released. Mainly, use hoppers for passive item-collection instead of letting the golems build up until you come by, and you only need ten villagers instead of sixteen (this allows for two "pods" of five villagers on opposing sides of the farm, instead of four pods of four, on all four sides.)
It shouldn't be hard to incorporate a "breeding unit" in this type of farm. You just have to make sure the breeding unit is vertically removed from the village center (will be smack in the center of the iron farm, on the same y-level as the doors are placed) by half a dozen blocks or so, but still within 32 blocks "straight-line distance" (a2+b2+c2 = d2) from the center, and ensure that breeding only occurs in the breeding unit, and not the pods. You could achieve this by separating the villagers into individual "stalls" instead of a communal pod so they can't mingle, or else use green-robed "nitwit" villagers in the pods and load them up with eight stacks each of seeds; that way they can never be fed (full inventory) or traded with ('cause they're nitwits) and so they'll never become "willing" to breed in the first place.
If you don't end up combining them, make sure that the village centers of the two mock-villages (center of the iron farm, and the little patch of doors you use to keep the breeder "alive") are separated by more than 65 blocks, and they shouldn't "merge" with each other.
1
Yes, as indicated by Herb in the post above mine, your problem is that you have the gamerule mobGriefing disabled. This means that endermen and creeper explosions won't wreck your builds; it also means that villagers won't plant or harvest crops, or pick up food items that you leave for them. This means that the only way they can become "willing" to breed is by a player trading with them (100% chance they will become willing the first time you perform a particular trade offer; 20% chance of success each time you perform that particular trade afterwards.) If you want them to breed automatically, you're gonna have to bite the bullet and enable mobGriefing.
Your world doesn't have commands enabled. You can enable them temporarily by pausing the game and select "Open to LAN". Select "Allow commands: Yes" and click "Ok." Type "/gamerule mobGriefing true" (watch the capital G in mobGriefing), then exit and restart the game. The commands will again be disabled, but any change(s) you made while they were in effect will remain, unless and until you change them back in the same manner.
If you want commands enabled permanently, you can download a tool called NBT Explorer, and use it to edit the "allowCommands" value in your world's level.dat file from 0 (false) to 1 (true).
0
If you put your world up for download, I can have a look around. Otherwise, have a look at the "village mechanics" guide linked in my signature, it should tell you all you need to know about villages and how they work.
0
Or better yet, .zip up your save folder (or .rar it or whatever) and post it for download, so we can really see what's going on.
0
My guess is that the nitwit (that's not a librarian in your pic, they wear white) has gotten some food in his inventory and so he isn't seen as "hungry." The farmer doesn't throw him any food because he doesn't need it, and so eventually his own inventory fills up too, to the point where he no longer feels "hungry" either, at which point he stops harvesting altogether.
The farmer will only harvest carrots if he's "hungry" (i.e., does not have enough carrots, or other food items, in his inventory.) If he has enough food, he won't harvest any additional.
He will only share food with the nitwit if he (the nitwit) is hungry, as well. If he has enough food, the farmer won't try to give him any additional.
If the nitwit obtains food, he will consume it and become "willing" to breed. If he's already "willing" then he'll need to actually breed, and be made "unwilling" before he can "become" willing again and consume any more of the food.
What I do in my world: Get a brand new nitwit, and before you bring him near the farm, fill up his entire inventory with eight full stacks of seeds (well, seven stacks and at least one more seed to fill the eighth slot) so he can't ever pick up any food. That way, he'll always be hungry, and the farmer will always keep trying to throw food at him.
They don't need to be able to breed, or willing to breed, or actually breed. They don't even need to be inside a village, but if they're not in a village, they need to be far enough away (at least 32 blocks from the radius, or 64 blocks from village center) or else they'll "know it's there" and keep trying to run back towards it even if they can't.
0
Temporary: Open to LAN. Select "Allow commands: YES". Click OK. Commands will be enabled for this session only.
Permanent: Download NBT Explorer. Run the program and navigate to your world save. Select level.dat -> Data -> allowCommands. Change the value from 0 ("fasle") to 1 ("true"). Save. Exit NBT Explorer. Your world now has commands enabled unless and until you go in and change it back.
0
Resource pack?
0
Pretty sure fences were okay, last time I checked.