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    posted a message on [Question] Villager Farm

    Sky access to a block on top of the doors will not matter. It's reaching the ground in front of the door (within 5 blocks) that makes the difference. From your pictures it looks like there is no sky access whatsoever.


    It looks like he's dug a shaft directly above the doors. Yes, it does need to be offset by one, so that it's not above the doors themselves, but above the blocks next to (or, somewhere with five blocks of, but not directly above them) the doors.



    Sky access has to be able to reach the Y-level of the block the door is placed on.



    Technically, it's one higher than that:
    Posted in: Survival Mode
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    posted a message on [Question] Jungle Trees and Cocoa Beans
    Quote from Jay29»

    You CAN find cocoa beans and jungle tree saplings in bonus chests,




    "Note: This video is outdated, and contains a mis-statement. The video states that can beans can be found in "bonus chests"; they were actually found in dungeon chests. Cocoa beans were also removed from dungeon chests in version 1.6.1."


    (Source: http://minecraft.gamepedia.com/Cocoa_Beans)


    So no, it appears they never did appear in bonus chests, and while they did used to appear in dungeon chests, that is no longer true, either.


    Jungle saplings are not, and never have been, found in chests. Oak saplings can be found in 26.0% of village blacksmith chests, and Dark Oak saplings can be found, both planted and in chests, in certain rooms of woodland mansions, but jungle saplings, as far as I know, can only be obtained from jungle leaves.

    but I'm pretty sure that only happens if its not too far from your world.



    What does that even mean? Bonus chests only appear one time, when you first spawn in the world, and at one place, where you first spawn in the world. And how can anything be "far from" your world, if it all happens inside the world?

    Posted in: Survival Mode
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    posted a message on My end portal

    There is only one The End, and all portals lead to the same one. There are I believe exactly 128 of them (end portals) in underground strongholds, plus any that you create manually using cheats or creative mode.

    Posted in: Discussion
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    posted a message on Question about the /locate function

    Yes this appears to be the case. What's more, it only counts those that are/would be generated by the current game version. If you have an older, pre-1.7 world with structures like pyramids and villages already in it, and then you use the "/locate" command it will not find the structures that were generated pre-1.7. Basically what happens, as far as I can tell, is the command doesn't look at the world file to see what's actually anywhere, it just looks at the world seed and uses that to figure out for itself what "should" be there, and then just tells you about that one.

    Posted in: Discussion
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    posted a message on Help With Diamond Finding

    You're already doing it. Go deep, and dig, and dig, and keep digging till you find them. There is no magic "trick" to make them appear higher up or more frequently.


    You can increase the ratio of blocks viewed:blocks mined by mining a narrow 2-high tunnel in a straight line for ever and ever which will give you the highest yield of diamonds discovered versus blocks broken, but the downside is that by the time you are done, you have traveled very far away from where you started. You can mitigate this somewhat by doubling back on yourself, but this does hinder your efficiency somewhat as every time you turn a corner, you are breaking into a section that has already been revealed, so you are gaining no new information (or less of it, anyway, there's still new blocks behind the ones you broke even if you already knew what the ones to the sides were.) Make sure to have more than just 1 or 2 blocks in between your tunnels, then, or else you will be wasting significant amounts of time "rediscovering" veins that you've already known about. Three blocks or more between tunnels is best. As you space them out even farther, you get even higher efficiency (in exchange for less fully-complete coverage) but with diminishing returns, up to about six or so blocks spacing when it hits a maximum, and increasing the spacing beyond that point has no benefit.

    Posted in: Survival Mode
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    posted a message on The Villager Breeding Mechanics are broken. Please help.

    A theory I've heard, re: crowding in the NW is that when villagers want to enter a house (i.e. at night, or when it rains) they look for the "nearest" house to go into. However when determining which house is "nearest" the game rounds their positions to whole-number coordinates and, like most roundings in the game, it rounds down. This makes it seem as if the villagers are very very slightly farther west and north -- those being the "negative" directions on the X and Z axes -- than they actually are, which gives them a very very slight preference for houses in that direction, all other things being equal. This isn't likely to be very obvious on a small scale but, over time, with lots of villagers having lots of options to chose a house, even that tiny bias can have a noticeable effect. As more and more villagers tend towards the NW side of a village, houses on the outskirts on the southeastern side may be "forgotten," shifting the village center towards the NW as well and even further deterring any exploration back towards the now-abandoned southeastern regions of the village.


    I don't know if this is actually what is happening in the game code, but it seems legit.

    Posted in: Survival Mode
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    posted a message on The nitwit villager

    Nitwits are useful if you want -- for whatever reason, I use them in my iron farm -- a villager that will never ever ever breed, under any circumstances, ever. Now I know, you could just "not feed them, and not trade with them" but maybe you are clumsy or forgetful. If you want to be absolutely sure that they will never, must never, can never breed, then use a Nitwit villager (he can't trade) and give him 8 stacks of seeds (he'll fill up his inventory and be unable to pick up any food items later on, even if given access to them.)


    I have nitwits in my breeder, too, but obviously not for the same reason. Here I do want them to breed so I give them food and not seeds; I just figured that since they aren't good for anything else, I might as well use them as the breeders since they have no trades.

    Posted in: Suggestions
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    posted a message on Thumbs.db... Keeps popping up within textures of my mods and resource packs.
    Quote from Noku»

    Ok, I don't need to explain what Thumbs.db is, everyone should know.


    Neat. We don't need to say how to fix it, everyone should know.
    Posted in: Discussion
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    posted a message on Question about Slime Farming
    Quote from brazil_nut54»

    I do not understand when will they spawn? Sometimes I am rather far away doing some farming or mining, come back to the slime farm and nothing is there but as I walk away, I hear one spatting around. Sometimes I am working right there near the chunk for over a game day and nothing happens. What are the distance issue to get the slime to spawn? I know that with zombie and skeletons you need to be close to activate the spawner. Is the same true for slimes?


    If there were such thing as a "slime spawner" in the sense of one of those dungeon spawners, then yes you would have to stay close (<16 blocks) to keep it active, just like all dungeon spawners. However, there are no slime spawners in vanilla Minecraft which is why we build the platforms in slime chunks like you have got. Those are based on regular random mob-spawning mechanics (what we would normally call "darkroom spawning" except that slimes spawn in all light levels, so there isn't any actual darkness in this case.) For that, mobs will not spawn within 24 blocks of a player, you must be at least that far to get any spawns at all. Mobs further than 128 blocks will despawn immediately, so you must stray no further than that or they won't exist long enough to die in your trap. Finally, mobs can despawn randomly with a 1/800 chance per tick if there have been no players within 32 blocks for at least 30 seconds, which means that mobs in this range have a half-life of about 27 seconds or an average lifespan of 40 seconds (after the initial 30 seconds have elapsed.)

    So, your best bet is to stay between 24-32 blocks of the spawning pad the entire time, but if that's not feasible, the farm will continue to work whenever you are less than 128 blocks away although some of the slimes might despawn before they die if it takes longer than half a minute to get from spawn->death.
    Posted in: Survival Mode
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    posted a message on The Villager Breeding Mechanics are broken. Please help.
    Quote from LeslieGilliams»

    It means the poster has enough houses but the rules are not being followed. He/she has an excess number of houses but the villagers are not breeding up to the population cap based on the rules. Therefore there are plenty of doors but something is stopping the villagers from breeding up to the correct door/population limit.

    That's not the way I (and evidently Courageous) read that statement. We see it as, the OP has "many" houses, yet they seem to have many more villagers than should be allowed by this many houses under the rules. We assert that this is because the OP has inadvertently created or discovered an infinite breeding scenario, where villagers continue to breed well past the population cap because, due to their location, they are not being "counted" and included in that cap.


    Is there some reason why you keep attacking other posters?


    Because other posters continue to insist on invoking imaginary bugs even after having been shown that the so-called "bugs" are in fact simply a logical progression of the intended game mechanics.


    Quote from LeslieGilliamsnext

    The OP said the replacement farmers would plant then stop. This is a common problem even when the number of doors is suitable or in excess of the villager population since farming happens to be a condition of breeding (or a player can make trades instead as an alternative).



    They said they would "farm" then stop. I assumed they meant harvesting, but I suppose that's open to interpretation.

    Quote from LeslieGilliams»

    Good grief! Overbreeding villagers is an exploit: farmers failing to replant crops is a bug!


    Corrupted inventories is/was the bug. The bug report was marked as fixed, and then later reopened. We have yet to determine if the bug has actually resurfaced, or if someone just doesn't understand what they are seeing. I have a test running in the background now, I'll try and leave it for several hours overnight and get back with results in the morning.

    Farmers failing to replant, even when they have seeds in their inventory, or share food when there are other hungry villagers about, would be a bug but I've seen no evidence of either of those occurring.

    I have seen a population of only farmers fill up on wheat and stop harvesting, use up all their seeds and stop planting, and then just stand there doing nothing, but there is still a rational explanation for this. Clearly, they've just run out of seeds, and don't have any more to plant. But, because a farmer with at least 45 wheat is seen as "having enough food," they won't harvest any more nor share with the others, as each of them also "has enough food." Now, I suppose, if you wanted to call this a "bug" or an oversight, you might have a decent argument, but it's still not a case of any rules being broken, and doesn't seem to have anything to do with corrupted inventories. And once you introduce more, non-farmer villagers, the farmers will craft their wheat into bread, share it with the others, and get back to farming.
    Posted in: Survival Mode
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    posted a message on The Villager Breeding Mechanics are broken. Please help.

    Some reason to be so rude? I wasn't testing the bug for the OP.


    (How nice IM - editing the post to remove the nasty comments - but I already made a screenshot of the rude comments!).



    Yeah I realized I was talking to two different people, and so maybe the way I had worded it initially was a little...misguided.

    Posted in: Survival Mode
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    posted a message on The Villager Breeding Mechanics are broken. Please help.

    As you can see given optimal conditions the villagers breed without limit. [...] This is with 3 layers of 20 doors in each village (60 total).




    3 layers of doors, huh? Those aren't exactly what I'd call "optimal conditions." It seems likely to me that the village center point has been elevated up off of ground level enough that most of the villagers (everyone outside on the ground) are not being counted towards the population, which leads to an infinite breeding situation as only those inside the buildings on the other levels (vertically nearer the village center point) will be counted. With 60 doors, your village is looking for a population of 21 villagers, and so as long as there are not that many inside the building, on the upper levels, they're just going to keep breeding indefinitely, no matter how many of them are actually out there because all of the ones "out there" are not being counted. (They can still breed "out there," though, not just inside the building where they are counted. All of them will breed, but only a few of them will be counted. You can see, presumably, how this might become an issue.)


    As for the OP, it seems that you had inadvertently created an infinite breeder sometime in the past, which led you to assume that all villages would breed indefinitely, which led you to believe that there was something else wrong with your other village when in fact, it was probably just overpopulated. If that were the case, then:

    - Villagers would "eat" their food and become "willing" to breed, but would not actually breed because the population was too high (they'll only breed if the population number is less than the population cap.)

    - The villagers aren't hungry, so they don't eat.

    - They don't eat, so they continue to amass food in their inventories.

    - The farmer sees they have plenty of food and don't need anymore, so he doesn't share.

    - The farmer keeps collecting food but isn't eating it himself or sharing it with anyone else, so he too eventually fills up his inventory.

    - A farmer only tends crops if he needs food.


    You can probably figure out on your own, what happens from here, but just in case, I'll spell it out for you:

    - The farmer has enough food, so he doesn't harvest any more.

    - The farmer is not hungry, so he doesn't eat the food he has.

    - The farmer does not breed, so he doesn't become hungry and eat his food.

    - The other villagers have enough, so the farmer doesn't share his food with them.

    - The other villagers are not hungry, so they don't eat the food they have.

    - The other villagers do not breed, so they don't become hungry and eat their food.

    - No one ever eats any food, so their inventories do not deplete.

    - No one ever eats or breeds or harvests or shares in this village, ever again, until the housing is increased or the population is reduced.


    Does this sound like what you were experiencing? Because it sounds like what you have described. You don't need to invoke imaginary bugs to make this happen; it's just a natural consequence of the game mechanics working as they were intended.

    Posted in: Survival Mode
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    posted a message on Need Help With End Village

    Yep those doors are not being detected by the villagers. You need them at ground level, and much closer to the house. Villagers can only detect a door up to +/- 16 blocks horizontally, and +3/-5 blocks vertically, and a door will be "forgotten" sixty seconds after a villager leaves this range.

    Posted in: Survival Mode
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    posted a message on HELP!!!!!!!!!!! Auto carrot farm

    I recently build unarybits 1.9 carrot farm but the center crop is not popping out when the villager steps on it


    It's actually supposed to pop when they step on the stone pressure plate next to the crop. You do have the pressure plate there, yeah? It ticks the blocks next to it and the center crop should pop when it checks the lighting. Without the pressure plate, the crop might not receive a random tick for several minutes.

    If you have the pressure plate and it's still not working, whats the light level above that center block? (You'll have to replace the farmland temporarily to check, or else it'll just read zero since it's not a full-height block and you'll sink down in by 1/16.) It should be reading 0 sky and 7 block.

    Have you finished the roof yet? During construction, or without an opaque roof, sky light entering through the central drop shaft area will keep them from popping (even at night.) Otherwise, double check and triple check your light-source placement. I have the same farm in my world and it's still working in the latest release version 1.11.2
    Posted in: Survival Mode
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    posted a message on What motivates you to keep mining even if you didn't "need" the minerals

    Why would I keep mining once I didn't need any more resources? That's when you pack up and go exploring, or build something grand!

    Posted in: Discussion
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