I am on xbox 1. The dimension seems to be only a little bigger than the island I teleport to. There are no other islands or even empty space to travel through. It ends like the end of the world map does.
The outer islands form a fairly densely populated "ring" or "disc" around the main island, separated (from the main island, not from each other) by a void of about 1000 blocks. Even if the map doesn't go much farther out than the beginning of the outer ring, there should still be more of them in literally every other direction from the main island. And since the void is a circle, and the map is (I think) a square, that means the outer ring should go much deeper in the corners of the map than it does on the edges. I'd suggest you start your search for End Cities there.
This is for the PC version of the game though since, unfortunately, I'm not familiar with the others. I suppose it's possible that Console Edition doesn't actually have a traversible void, and literally just takes you to a new map when you go through the portal. It should be easy enough to find out, though. What happens if you jump off the main island and just fly off in one direction for a while?
If that doesn't work, try killing the dragon again. Can you do that in Console Edition? On the PC, you can re-summon the dragon by placing four End Crystals, one on each of the four sides of the exit portal frame in the center of the main island. When you kill the dragon a second time, you get a second gateway portal that takes you to a different part of the outer ring. You can get up to twenty gateway portals, each taking you to a different area. If Console edition has this same feature, then even if you can't hop from one island to the next, once you get there, this would still give you nineteen more little isolated areas you could explore, hoping at least one of them has an end city.
First off, yes, light levels do affect Enderman spawning, they require light level of 7 or lower like other hostile mobs, and if I'm not mistaken, the more light there is, the more likely a spawn will fail (up to 100% failure at light level 8 and and above), so you will want to keep the spawn area completely dark for best rates.
The main reason people build Enderman farms out over the void is just because there are no nearby spawnable blocks outside the farm itself, so all spawns that occur, will occur inside the farm. If you have endermen spawning outside the farm, they will quickly fill up the mob cap and you won't get many, if any at all, spawning inside of it. If you want to build an effective farm on the main island, you will need to light, flood, half-slab, or just plain remove all of the rest of the island, so the Endermen have nowhere else to spawn but in the trap.
I think you're building one of those farms where you AFK above the portal, while endermen fall down in it and into the overworld, then you go back there and kill them all at once? I believe Endermen can detect an Endermite from less than 63 blocks away, if I recall? So that means you'll want to spawn-proof anything 64 or more blocks from where the Endermite is trapped. Don't forget about the tops of the obsidian platforms.
What system are you on? This area is for PC Minecraft, which is only in update 1.11 right now. Are you on console, pocket edition, or Win10? You might get a better response if you find the section for your version and post your question there.
Leads are bugged, I think, and tend to pop off on chunk-reloading. They'll stay put as long as the chunks are loaded but if you leave the area and come back, you'll usually (at least I do) find the animal roaming free and the lead somewhere on the ground nearby.
I don't get it. The goal is just to sprint to (0,0) before the world border catches up with you? That gives you 2000 seconds, or a little over half an hour, to run five hundred blocks; I got there in about 5 minutes when it was still more than 800 blocks wide. I stopped to make an axe but didn't even need it; the only food I saw on the way were a couple of rabbits which I didn't bother trying to catch because I was already only a few dozen blocks from the goal. Am I doing it wrong?
I can't reproduce in 1.11, either. My setup was just like in the picture: chest, on top of a hopper, feeding into the shulker box. I put some items in another shulker box, and placed it in the chest. It moved into the hopper, and stayed there. Did not go into the other shulker box. Gonna need some more information from OP. For example, do you have any mods? Can you reproduce this bug? What were the exact steps you took?
Villager trading is just a way for you to exchange one type of effort (say, building an auto-harvesting pumpkin farm) for another (going down into the bowels of the map to mine for diamonds). It's not like they give you anything (not anything particularly useful, anyway -- Bottles o' Enchanting aren't all that great, you know) that you couldn't obtain through other means. How exactly is it "unbalanced"? What are you afraid of, that I'll get too much glass in my base without having to melt down a desert? That I can get mending books without having to go AFK fishing overnight? I mean, what's the problem?
I am attempting to move the crop areas to another location that is over 32 blocks away from the breeder.
You want them less than 32 blocks away, or else more than 64. Between 32 and 64, is where they will "panic" and not do anything useful.
Unfortunately, I only have farmers remaining and I refuse to use a farmer for auto crops, they are a fantastic source of emeralds, the best source. It will also get their stuff mixed up to keep trading while they tend fields. So it's going to be a waiting game.
There will always be more farmers. You have an infinite breeder, after all. Besides, how many do you actually need to trade with? Just keep a few who have the best prices, and use the rest for whatever. I have actual "Farmer" types for all my auto-crop harvesters, because it just seems silly to me to ask a fishermen to tend fields. I also have only nitwits (green robes) in my breeder, and when I get around to relocating my iron farm I will populate it with nitwits as well. And I'm not sure what you mean about getting their stuff mixed up. A villager's trades aren't actually from their inventory. If you trade carrots to a potato farmer, for example, he won't start planting carrots, since they won't actually go into his inventory. They just sort of "vanish," and the emeralds appear as if from nowhere.
Are they too close to the breeder? All they do is run around, day and night.
Yeah they might be too close. Or too far. They work fine if they're "inside" a village. Additionally, they work fine if they're not too near to any village. But, there's a zone outside a village boundary, where they can detect the nearby village and try to run back inside it.
- If the villager is less than 32 blocks distant from the village center, they will behave normally.
- If the villager is more than 32 but less than 64 blocks from the village center, they will continuously attempt to move back inside the village, prioritized above all other actions. If they cannot pathfind back to the village they will remain in "panic mode" indefinitely.
- If the villager is more than 64 blocks from any village center, they will behave normally.
Stopped planting, or stopped harvesting? They should keep planting as long as they have crops in their inventory. They will only harvest if they do NOT have at least, I think it's 45, carrots or potatoes in one slot in their inventory. Once they get enough food they won't harvest any more but if you go in and do it yourself then they should replant behind you, which will soon deplete their inventory and they will start harvesting until they have enough again.
I tried that. He would only plant potatoes. I gathered them every time and gave him carrots. He still only planted the potatoes.
Let him plant EVERYTHING he has until he stops. Give him additional farmland or dig them up behind him if you have to (you will always pick them up before he does if you are in range of the item drops and there is room in your inventory), but let him keep planting crops until his inventory is completely empty. Then, give him some carrots, and don't let him near any potatoes.
A villager has eight inventory slots. Items they pick up go into the first available slot, much like the player's hot bar/inventory, and when they plant, they plant FROM the first slot with a plantable crop in it, regardless of what, if anything, was in that spot a moment ago just before they (or you) harvested it. They do not recognize a "carrot field" vs. a "potato field"; they just see empty farmland that needs planting and they plant it with whatever they have on hand first. Don't let him HAVE any potatoes, and he won't be able to PLANT any potatoes.
Yep, that's what I ended up doing. My method of choice is to get them in a minecart and push them beneath a block at eye level. I figured that prevented me from being seen as the attacker. However, i might be wrong. Looks like shortly after, both of my breeders lost their willingness.
Aye ay yi
1: breeders lose their willingness when you don't kill a villager but let one die anyway. Don't worry, it only lasts three minutes. When you actually do kill them yourself, it doesn't affect the breeding but will lower your "popularity" which will make iron golems hostile towards you if it is low enough (below -15; ranges from +10 to -30), and nothing else.
2: next time, you could just give him some empty farmland to plant his whole inventory on, lock him up while you uproot all the potatoes, and then restock him on carrots.
It's not impossible for them to spawn in existing chunks, but it is unlikely. Problem is that the mob cap for passive mobs is only ten, and this includes all passive mobs in loaded chunks including spawn chunks! So to get new spawns in your world, you would have to kill off all the animals in the surrounding area and all animals in the spawn chunks, and even then, you're only going to get a very few because as soon as there are ten or more again they will stop spawning, again. Best bet is like ahk said, just go explore new areas of your world that you've never been to before. The new terrain will generate with whatever version is current at the time so if you wait until 1.11 to go exploring, you'll get 1.11 terrain, populated with 1.11 mobs, including llamas. These mobs are not subject to the ten-mob cap, because they are not "spawning" in the normal way, but being "generated" in along with the rest of the world.
Thanks for the link. There is nothing in that post that ties popularity to breeding or willingness, whole village popularity refers to iron golem hostility.
That's because popularity doesn't affect breeding.
As for killing a villager "If a villager dies to a non-mob, non-player source while a player is within 16 blocks, or if a monster kills a villager, then no villager in the village will mate for approximately 3 minutes."
This badly worded sentence seems to say.
If villager dies, within 16 blocks of a player by one of the following methods, village mating will stop for 3 minutes.
1. Non-Mob (Is this death by lava, fall damage etc. ?)
2. Non-Player source of death that is not the player. (Would this be a distant player with a bow or something?)
3. Monster (This part is clear.)
Part 2, non-player source, seems to imply that, I CAN axe a villager without affecting breeding, it just pisses of nearby iron golems.
My observations:
I tried lava on the floor and breeding stopped.
I axe villagers and I still see hearts coming from other villagers.
After trading and seeing stars, the villager is willing to breed again.
After a careful read, is that what you get out of that?
It seems to say that if a mob kills a villager, breeding will shut down regardless of how near or far a player is. Otherwise, (like if it's due to fall damage or lava or whatnot) then breeding only stops if it happens while a player is nearby.
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?
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The outer islands form a fairly densely populated "ring" or "disc" around the main island, separated (from the main island, not from each other) by a void of about 1000 blocks. Even if the map doesn't go much farther out than the beginning of the outer ring, there should still be more of them in literally every other direction from the main island. And since the void is a circle, and the map is (I think) a square, that means the outer ring should go much deeper in the corners of the map than it does on the edges. I'd suggest you start your search for End Cities there.
This is for the PC version of the game though since, unfortunately, I'm not familiar with the others. I suppose it's possible that Console Edition doesn't actually have a traversible void, and literally just takes you to a new map when you go through the portal. It should be easy enough to find out, though. What happens if you jump off the main island and just fly off in one direction for a while?
If that doesn't work, try killing the dragon again. Can you do that in Console Edition? On the PC, you can re-summon the dragon by placing four End Crystals, one on each of the four sides of the exit portal frame in the center of the main island. When you kill the dragon a second time, you get a second gateway portal that takes you to a different part of the outer ring. You can get up to twenty gateway portals, each taking you to a different area. If Console edition has this same feature, then even if you can't hop from one island to the next, once you get there, this would still give you nineteen more little isolated areas you could explore, hoping at least one of them has an end city.
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First off, yes, light levels do affect Enderman spawning, they require light level of 7 or lower like other hostile mobs, and if I'm not mistaken, the more light there is, the more likely a spawn will fail (up to 100% failure at light level 8 and and above), so you will want to keep the spawn area completely dark for best rates.
The main reason people build Enderman farms out over the void is just because there are no nearby spawnable blocks outside the farm itself, so all spawns that occur, will occur inside the farm. If you have endermen spawning outside the farm, they will quickly fill up the mob cap and you won't get many, if any at all, spawning inside of it. If you want to build an effective farm on the main island, you will need to light, flood, half-slab, or just plain remove all of the rest of the island, so the Endermen have nowhere else to spawn but in the trap.
I think you're building one of those farms where you AFK above the portal, while endermen fall down in it and into the overworld, then you go back there and kill them all at once? I believe Endermen can detect an Endermite from less than 63 blocks away, if I recall? So that means you'll want to spawn-proof anything 64 or more blocks from where the Endermite is trapped. Don't forget about the tops of the obsidian platforms.
0
What system are you on? This area is for PC Minecraft, which is only in update 1.11 right now. Are you on console, pocket edition, or Win10? You might get a better response if you find the section for your version and post your question there.
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Leads are bugged, I think, and tend to pop off on chunk-reloading. They'll stay put as long as the chunks are loaded but if you leave the area and come back, you'll usually (at least I do) find the animal roaming free and the lead somewhere on the ground nearby.
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0
I don't get it. The goal is just to sprint to (0,0) before the world border catches up with you? That gives you 2000 seconds, or a little over half an hour, to run five hundred blocks; I got there in about 5 minutes when it was still more than 800 blocks wide. I stopped to make an axe but didn't even need it; the only food I saw on the way were a couple of rabbits which I didn't bother trying to catch because I was already only a few dozen blocks from the goal. Am I doing it wrong?
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I can't reproduce in 1.11, either. My setup was just like in the picture: chest, on top of a hopper, feeding into the shulker box. I put some items in another shulker box, and placed it in the chest. It moved into the hopper, and stayed there. Did not go into the other shulker box. Gonna need some more information from OP. For example, do you have any mods? Can you reproduce this bug? What were the exact steps you took?
0
Villager trading is just a way for you to exchange one type of effort (say, building an auto-harvesting pumpkin farm) for another (going down into the bowels of the map to mine for diamonds). It's not like they give you anything (not anything particularly useful, anyway -- Bottles o' Enchanting aren't all that great, you know) that you couldn't obtain through other means. How exactly is it "unbalanced"? What are you afraid of, that I'll get too much glass in my base without having to melt down a desert? That I can get mending books without having to go AFK fishing overnight? I mean, what's the problem?
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You want them less than 32 blocks away, or else more than 64. Between 32 and 64, is where they will "panic" and not do anything useful.
There will always be more farmers. You have an infinite breeder, after all. Besides, how many do you actually need to trade with? Just keep a few who have the best prices, and use the rest for whatever. I have actual "Farmer" types for all my auto-crop harvesters, because it just seems silly to me to ask a fishermen to tend fields. I also have only nitwits (green robes) in my breeder, and when I get around to relocating my iron farm I will populate it with nitwits as well. And I'm not sure what you mean about getting their stuff mixed up. A villager's trades aren't actually from their inventory. If you trade carrots to a potato farmer, for example, he won't start planting carrots, since they won't actually go into his inventory. They just sort of "vanish," and the emeralds appear as if from nowhere.
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Yeah they might be too close. Or too far. They work fine if they're "inside" a village. Additionally, they work fine if they're not too near to any village. But, there's a zone outside a village boundary, where they can detect the nearby village and try to run back inside it.
- If the villager is less than 32 blocks distant from the village center, they will behave normally.
- If the villager is more than 32 but less than 64 blocks from the village center, they will continuously attempt to move back inside the village, prioritized above all other actions. If they cannot pathfind back to the village they will remain in "panic mode" indefinitely.
- If the villager is more than 64 blocks from any village center, they will behave normally.
0
Stopped planting, or stopped harvesting? They should keep planting as long as they have crops in their inventory. They will only harvest if they do NOT have at least, I think it's 45, carrots or potatoes in one slot in their inventory. Once they get enough food they won't harvest any more but if you go in and do it yourself then they should replant behind you, which will soon deplete their inventory and they will start harvesting until they have enough again.
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Let him plant EVERYTHING he has until he stops. Give him additional farmland or dig them up behind him if you have to (you will always pick them up before he does if you are in range of the item drops and there is room in your inventory), but let him keep planting crops until his inventory is completely empty. Then, give him some carrots, and don't let him near any potatoes.
A villager has eight inventory slots. Items they pick up go into the first available slot, much like the player's hot bar/inventory, and when they plant, they plant FROM the first slot with a plantable crop in it, regardless of what, if anything, was in that spot a moment ago just before they (or you) harvested it. They do not recognize a "carrot field" vs. a "potato field"; they just see empty farmland that needs planting and they plant it with whatever they have on hand first. Don't let him HAVE any potatoes, and he won't be able to PLANT any potatoes.
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1: breeders lose their willingness when you don't kill a villager but let one die anyway. Don't worry, it only lasts three minutes. When you actually do kill them yourself, it doesn't affect the breeding but will lower your "popularity" which will make iron golems hostile towards you if it is low enough (below -15; ranges from +10 to -30), and nothing else.
2: next time, you could just give him some empty farmland to plant his whole inventory on, lock him up while you uproot all the potatoes, and then restock him on carrots.
1
It's not impossible for them to spawn in existing chunks, but it is unlikely. Problem is that the mob cap for passive mobs is only ten, and this includes all passive mobs in loaded chunks including spawn chunks! So to get new spawns in your world, you would have to kill off all the animals in the surrounding area and all animals in the spawn chunks, and even then, you're only going to get a very few because as soon as there are ten or more again they will stop spawning, again. Best bet is like ahk said, just go explore new areas of your world that you've never been to before. The new terrain will generate with whatever version is current at the time so if you wait until 1.11 to go exploring, you'll get 1.11 terrain, populated with 1.11 mobs, including llamas. These mobs are not subject to the ten-mob cap, because they are not "spawning" in the normal way, but being "generated" in along with the rest of the world.
0
That's because popularity doesn't affect breeding.
It seems to say that if a mob kills a villager, breeding will shut down regardless of how near or far a player is. Otherwise, (like if it's due to fall damage or lava or whatnot) then breeding only stops if it happens while a player is nearby.