Third you have to water cover your bridge to the farm for 80 blocks (I think? that's so endermen cannot teleport to your bridge or spawn on it.
Endermen can teleport up to 32 blocks (horizontally, anyway. The wiki says they might be able to go much farther, vertically) so that's how far you need to bring the "water-curtain."
I'm pretty sure that in normal ender men have 14 hearts of health but in hard its 20. This would mean the drop distance would have to be re-calculated.
Difficulty doesn't affect mobs' health, just the amount of damage they do with their attacks.
Mobs can't spawn on glass or glowstone, so if you cover the floor with that you'll be fine.
Or ice, leaves, pistons, or TNT. Plus a lot of non-cube solids, but OP already expressed concern over floors and doorways not being the same height as each other when using half-slabs, which would still be an issue with most of these as well.
The two villages are connected by a 22-block diagonal stairway [...] These two villages should have overlapping boundaries, but both are producing golems.
Okay so they're 22 blocks on each axis, corner-to-corner. Remember though, we only measure that way for safety's sake, in case there's any weirdness with the center points while they're loading up. The real measurement we (and the game) are concerned with is the distance center-to-center, which are actually quite a bit farther apart than that. Hard to say for sure from the angle of your picture, but it looks like roughly ten blocks (in each direction) along each horizontal axis, and maybe 3 or so (again, in each direction) on the vertical. So instead of simply 22 blocks along each axis, the centers are actually more like 42, 42, and 28 blocks apart. Plugging in our handy-dandy Pythagorean theorem a2 + b2 + c2 = d2 gives us 422 + 422 + 282 = 1764 + 1764 + 784 = 4312 = ~65.662, meaning the center points would be just a hair over 65 blocks apart, which is just barely enough to keep them separate. Now, of course these numbers are just guesses, but regardless it is clear that they are right near the crucial distance, whichever side of it they are actually on. I could be more accurate if you gave coordinates (or exact distances between) when you were standing, say, on the top-north-westernmost corner of each pod.
I will need as close to a steady stream of golems as I can, so 72 iron an hour won't cut it.
A "standard" (docm-style) farm should, on average, pump out about ten golems per hour, per module. If you build a four-pod array, as in the video, then you should see about forty golems each hour. At 3-5 ingots apiece, that's 120-200 iron per hour for a standard four-pod farm, which should be more than you'll ever need, unless you want to build an army of iron golems or a skyscraper out of iron blocks or something.
Also, I'm still looking into spacing platforms, because I'm pretty sure mine are closer together than magus says they can be.
Care to share some specifics? Dimensions, coordinates, screenshots, etc. Did you copy a build, or design one yourself? Do you have (or can you briefly install) trunkz' Village Info mod and post the display for each of the villages you think are too close together? It's possible my understanding of how they overlap is wrong, or maybe it's just not counting their centers where you think they should be. Or, maybe you've inadvertently "stacked" them à la Tango Tek? If you're brave (or, you know, have a backup in place), try deleting villages.dat from your save game, and see what happens when they re-register.
You can't reassign the F-keys. It's not working because you are on a laptop (or possibly a Mac) where those keys have specific, system-wide functions. To use their in-game function, hold down the "fn" (function) key and then press F1.
The size of a village is the distance from the center to the farthest included door, plus 32. Villages cannot overlap when they are created, otherwise they will merge together.
[...snip...]
Just keep in mind that a village border is 32 blocks (in exact true linear distance) from the farthest door from the center of the village, that's why you go 65 blocks apart from door to door, not center to center.
It's not plus 32; the village boundary is defined by the radius, which is the distance to the furthest door or 32 blocks, whichever is greater (it's usually 32, unless you go out of your way to build a very large village with doors farther than that from the center point.) To understand the reason for measuring from the edge, instead of the center, imagine approaching your 2-pod farm from a distance (far enough that they are unloaded at the start), from a direction along the line connecting them (so that one comes into range first, and then the other one comes into range after). These pods are large enough that they cross chunk boundaries, so as you approach them from afar, first one part of the village will be loaded, and then the rest of it will follow. So, first you approach the nearest one; half of it gets loaded, and then the other half gets loaded, and everything is fine.
Next, the second one is about to come into loaded chunks range. Now, let's presume they are spaced exactly so that their centers are the minimum required 65 blocks apart. But as you approach the second pod, and only part of it gets loaded, the rest of it will not exist as far as the game is concerned, so the center of the "village" (as much of it as the game knows about, anyway), isn't in the middle of the unloaded pod, but right there on the edge, in the middle of the line of doors which is all the village that the game "knows" about.
Now, since they were spaced out so that their middles were just barely far enough apart when they were where they were supposed to be, what happens when the game thinks for a moment that this one's middle is actually ten blocks closer than that? Well, suddenly that makes them close enough that the spheres defined by their 32-block radii intersect with each other, which is a Very Bad ThingTM.
To avoid this, we measure distance edge-to-edge, instead of center-to-center. This way, when just that near edge is loaded in the distance, and the center point is found on the edge, it's still far enough away to prevent overlap. (Technically, I guess this means you could measure edge-to-center, but as I keep saying it's better to be safe than sorry, so go ahead and put 'em those few more extra blocks apart, lest you have to tear down half your array and rebuild it again, since you were a block or two off in your count.)
Sounds like you're using a laptop... probably it thinks you want to use the extra keys instead of the F3. Try pressing the extra button (not Ctrl, Alt, AltGr, Menu, Windows, or Cmd, an extra one which name depends on the laptop, but it's usually in another color).
In my experience, it's usually "fn" for "function."
If something isn‘t covered by these Guidelines that probably means we don‘t want you to do it. In any case if it isn‘t covered please don‘t do it without getting permission from us. You can contact us at brands at mojang.com. If something is specifically covered and permitted by these Guidelines, our Account Terms or EULAs applicable to any of our games then you don‘t need to contact us.
Re: distances and diagonals. Minecraft actually uses three different methods of determining distance. The first kind is what's called "taxicab geometry" where you can only follow along the straight lines parallel to each axis. Sort of like driving a taxicab in a city. If you want to get, say, three blocks north and four blocks east of where you are, technically that point is only five blocks away, but you still have to drive seven blocks to get there. In Minecraft, this kind of geometry is used for light propagation, and...well, that might be it, actually. I can't think of a single other example that uses taxicab geometry in Minecraft.
The second kind is a square "radius." When you go through a nether portal, for example, and the game looks for active portals to drop you off at "up to 128 blocks from your location," what this really means is it looks in a square zone that covers the area from 128 blocks north and west of your location, all the way to 128 blocks south and east. So instead of a true circular "radius," this actually looks at a square 257 blocks across (128+128=256, plus the block you're standing in = 257.) This kind of square "radius" is also used for the zones where mobs can spawn from spawners, and for how far they must be moved away before more mobs can spawn. Another way to think of this would be "(up to) plus or minus {however much} on the x and z axes." The vertical y height is usually either not accounted for at all, in that the full world height is included (nether portal search area), or of a different amount than the horizontal distance (spawner zones.)
Finally, we have the true linear distance or spherical radius (these are essentially the same thing). This usually takes the form of measuring the linear, Pythagorean distance (a2 + b2 + c2 = d2) between two points, and comparing it against some set value. This effectively describes a sphere around a point -- inside the sphere, the distance will be less than the value; on the surface of the sphere, it will be exactly equal, and outside the sphere, the distance will be greater. Believe it or not, Minecraft actually uses this true spherical radius a lot more than you might think. Mobs won't spawn from mob spawners if you're more than 16 blocks from the spawner; this uses a spherical radius. Mobs not from spawners won't spawn within 24 blocks of a player, won't move and may despawn randomly when more than 32, and despawn instantly if more than 128; these are all true spherical radii. And, finally ("get to the point already, Magus!"), the village boundary is a true spherical radius. Not a diamond (taxicab geometry) and not a square (square "radius") but a sphere. To determine if two villages should overlap, measure the straight-line distance between their centers, and if it's less than (R1+R2+1) where R1 and R2 are the radius of each of the two villages (usually these will both be 32, and so the total result is 65; it can be more than this, but it can't be less), then their radii will overlap, and they will become merged.
Run up to the nearest tree and start punching it. After collecting several blocks of wood, craft most of them into planks and craft some of the planks into sticks. Craft four planks into a workbench, and then, using the sticks and planks, craft a wooden pickaxe on the workbench. Use this to mine some stone, and then craft a stone pickaxe. Find a cave, or dig underground until you find iron ore. Mine the iron ore with a stone pickaxe, and then craft a furnace with your extra cobblestone. Smelt the ore in the furnace using whatever fuel you have available. If you don't have any coal you can use sticks or planks as fuel, or you can make charcoal by smelting wood blocks (raw tree trunks,) which then acts just like regular coal for torches and smelting. Use the iron to make another pickaxe and then continue digging or exploring caves until you near the deepest levels, just above the lava pools. Eventually you will find diamonds, mine them with your iron pick and craft these into your fourth and final pickaxe. Craft a bucket using three pieces of iron, and collect some water in it. Pour the water out near a lava pool and then carefully mine the resulting obsidian using your diamond pick. Gather at least ten blocks of it to make a nether portal. If you don't have any flint, dig some gravel until you get at least one piece. Craft a flint and steel with the flint and one piece of iron. Build a nether portal frame out of obsidian and activate it with the flint and steel. Step into the portal and go into the nether. Explore the nether until you find a nether fortress. Find a spawner in the fortress or just fight the blazes that spawn naturally until you collect several blaze rods. Go back to your portal, or you can build a new one if you have extra obsidian, and return to the overworld. Explore the surface at night and fight some endermen until you collect several ender pearls. Craft the blaze rods into blaze powder and then craft this with the ender pearls into eyes of ender. Throw an eye of ender, and then head in the direction it travels. Collect the eye and reuse it if you can, but occasionally they will just pop instead of falling back to the ground. Keep throwing eyes occasionally to make sure you're still headed in the right direction -- when it sinks into the ground instead of flying upwards and away, you're right on top of a stronghold! Find a nearby cave that leads to it, or else simply dig in from above, being careful not to fall in the lava directly underneath the deactivated end portal. All that's left is to find the portal room and then activate the portal by placing ender eyes in all the empty slots in its frame. Jump into the portal and prepare for the end. Once there, use some snowballs, eggs, or a bow and arrows to destroy the crystals atop the obsidian pillars, which otherwise will emit healing beams that heal the dragon, reversing the damage you'll be dealing to it. Now, you can attack the dragon with a bow and arrows or else wait for it to charge you and hit it with a fist or sword (preferably with a sword, for obvious reasons.) Once you defeat the dragon, jump into the portal that's created in its place to trigger the ending sequence, after which you will return to the overworld at your bed or spawn point. That's it, you've "completed" Minecraft
What should, posting the sub-optimal iron farm that the thread starter already linked to in their original post and which I've already given reasons against? It doesn't.
Isn't that just "quit whatever you happen to be doing"? I don't think that's something specific to Minecraft, but rather your Mac's OS. Like Alt+F4 on a Windows machine. If you can't map the "Cmd" commands to something else, I suggest you use something else for inventory in-game.
You probably don't want to build the Iron Trench. It will not work in 1.8 (well, not after the first time it has to "rebuild" itself, anyway), and you'd be wasting your time. You know, unless you just want to build it now, get like a hundred double-chests full of iron, and then tear it down once it stops working. But if you want something that'll keep working after the update, go ahead with one of the more "basic" designs. They haven't been nerfed at all, it is only the village "chaining" used in Tango Tek's designs that has been taken care of.
Don't build the Iron Cloud, either, JL2579's design (from docm77's tutorial video, linked above) is the way to go on this one. The Cloud is just a smaller and therefore less efficient version of the same basic principle (as are just about all farms that are not designed by Tango Tek.) It takes a little less resources and is a tiny bit faster to build, and it has slightly easier water placement compared to docm/JL2579's version, but it also has about half the output rate due to the smaller design and not utilizing the entire 16x16 golem spawning zone, and the other one isn't that much harder, anyway.
The docm/JL2579 version is only a little bit more work to build in the first place, which is an up-front, one-time investment, and it will reward you greatly down the road. As mentioned, there are some modifications that can be made:
- You actually don't need all four villager pods; one each on opposite sides will suffice.
- You can get away with fewer doors now, too, since you don't need to breed as many villagers. Put two villagers in each of the two pods, and use 32 doors (still placed symmetrically around the four faces of the build), and they will breed up to eleven, which is one more than you need (but using fewer doors, breeding to exactly ten villagers, takes only 29 doors which can't be placed symmetrically).
- Now that there are such things as hoppers, you don't need the whole "fifteen blocks of lava to soften them up, then finish them off with a piston crusher when you happen by" part. That was really only there so that their drops wouldn't despawn before you could pick them up. But now that we have hoppers to collect the loot, you can just have the golems drop into a killing room with lava in the third block, held up by signs in the second block, with hoppers as the floor ("zeroth block"), funneling into anything from a simple chest to a complex multi-part item sorting and storage system.
As far as spacing goes, just follow what he shows in the video. You need at least 65 blocks between each "module" of the array, and you should measure nearest-door-to-nearest-door rather than center-to-center, lest a partially-loaded village in the distance has a center where it's not "supposed" to be and throw the whole thing off. This is a non-issue with vertical separation, though, so I think you can actually do 65 blocks center-to-center (or bottom-floor-to-bottom-floor, like how he measures in the video) vertically, instead of 70 blocks like he did in the tutorial, but if you want to be super-safe, just do it like it says.
Actually; Notch left is the chairman and CEO of Mojang and is assigned Jeb as lead developer of Minecraft so he could devote more of his own time to making his own game "0x10c".
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
Endermen can teleport up to 32 blocks (horizontally, anyway. The wiki says they might be able to go much farther, vertically) so that's how far you need to bring the "water-curtain."
Difficulty doesn't affect mobs' health, just the amount of damage they do with their attacks.
0
Or ice, leaves, pistons, or TNT. Plus a lot of non-cube solids, but OP already expressed concern over floors and doorways not being the same height as each other when using half-slabs, which would still be an issue with most of these as well.
0
Okay so they're 22 blocks on each axis, corner-to-corner. Remember though, we only measure that way for safety's sake, in case there's any weirdness with the center points while they're loading up. The real measurement we (and the game) are concerned with is the distance center-to-center, which are actually quite a bit farther apart than that. Hard to say for sure from the angle of your picture, but it looks like roughly ten blocks (in each direction) along each horizontal axis, and maybe 3 or so (again, in each direction) on the vertical. So instead of simply 22 blocks along each axis, the centers are actually more like 42, 42, and 28 blocks apart. Plugging in our handy-dandy Pythagorean theorem a2 + b2 + c2 = d2 gives us 422 + 422 + 282 = 1764 + 1764 + 784 = 4312 = ~65.662, meaning the center points would be just a hair over 65 blocks apart, which is just barely enough to keep them separate. Now, of course these numbers are just guesses, but regardless it is clear that they are right near the crucial distance, whichever side of it they are actually on. I could be more accurate if you gave coordinates (or exact distances between) when you were standing, say, on the top-north-westernmost corner of each pod.
0
A "standard" (docm-style) farm should, on average, pump out about ten golems per hour, per module. If you build a four-pod array, as in the video, then you should see about forty golems each hour. At 3-5 ingots apiece, that's 120-200 iron per hour for a standard four-pod farm, which should be more than you'll ever need, unless you want to build an army of iron golems or a skyscraper out of iron blocks or something.
Care to share some specifics? Dimensions, coordinates, screenshots, etc. Did you copy a build, or design one yourself? Do you have (or can you briefly install) trunkz' Village Info mod and post the display for each of the villages you think are too close together? It's possible my understanding of how they overlap is wrong, or maybe it's just not counting their centers where you think they should be. Or, maybe you've inadvertently "stacked" them à la Tango Tek? If you're brave (or, you know, have a backup in place), try deleting villages.dat from your save game, and see what happens when they re-register.
1
0
It's not plus 32; the village boundary is defined by the radius, which is the distance to the furthest door or 32 blocks, whichever is greater (it's usually 32, unless you go out of your way to build a very large village with doors farther than that from the center point.) To understand the reason for measuring from the edge, instead of the center, imagine approaching your 2-pod farm from a distance (far enough that they are unloaded at the start), from a direction along the line connecting them (so that one comes into range first, and then the other one comes into range after). These pods are large enough that they cross chunk boundaries, so as you approach them from afar, first one part of the village will be loaded, and then the rest of it will follow. So, first you approach the nearest one; half of it gets loaded, and then the other half gets loaded, and everything is fine.
Next, the second one is about to come into loaded chunks range. Now, let's presume they are spaced exactly so that their centers are the minimum required 65 blocks apart. But as you approach the second pod, and only part of it gets loaded, the rest of it will not exist as far as the game is concerned, so the center of the "village" (as much of it as the game knows about, anyway), isn't in the middle of the unloaded pod, but right there on the edge, in the middle of the line of doors which is all the village that the game "knows" about.
Now, since they were spaced out so that their middles were just barely far enough apart when they were where they were supposed to be, what happens when the game thinks for a moment that this one's middle is actually ten blocks closer than that? Well, suddenly that makes them close enough that the spheres defined by their 32-block radii intersect with each other, which is a Very Bad ThingTM.
To avoid this, we measure distance edge-to-edge, instead of center-to-center. This way, when just that near edge is loaded in the distance, and the center point is found on the edge, it's still far enough away to prevent overlap. (Technically, I guess this means you could measure edge-to-center, but as I keep saying it's better to be safe than sorry, so go ahead and put 'em those few more extra blocks apart, lest you have to tear down half your array and rebuild it again, since you were a block or two off in your count.)
0
In my experience, it's usually "fn" for "function."
2
http://minecraft.net/brand
0
The second kind is a square "radius." When you go through a nether portal, for example, and the game looks for active portals to drop you off at "up to 128 blocks from your location," what this really means is it looks in a square zone that covers the area from 128 blocks north and west of your location, all the way to 128 blocks south and east. So instead of a true circular "radius," this actually looks at a square 257 blocks across (128+128=256, plus the block you're standing in = 257.) This kind of square "radius" is also used for the zones where mobs can spawn from spawners, and for how far they must be moved away before more mobs can spawn. Another way to think of this would be "(up to) plus or minus {however much} on the x and z axes." The vertical y height is usually either not accounted for at all, in that the full world height is included (nether portal search area), or of a different amount than the horizontal distance (spawner zones.)
Finally, we have the true linear distance or spherical radius (these are essentially the same thing). This usually takes the form of measuring the linear, Pythagorean distance (a2 + b2 + c2 = d2) between two points, and comparing it against some set value. This effectively describes a sphere around a point -- inside the sphere, the distance will be less than the value; on the surface of the sphere, it will be exactly equal, and outside the sphere, the distance will be greater. Believe it or not, Minecraft actually uses this true spherical radius a lot more than you might think. Mobs won't spawn from mob spawners if you're more than 16 blocks from the spawner; this uses a spherical radius. Mobs not from spawners won't spawn within 24 blocks of a player, won't move and may despawn randomly when more than 32, and despawn instantly if more than 128; these are all true spherical radii. And, finally ("get to the point already, Magus!"), the village boundary is a true spherical radius. Not a diamond (taxicab geometry) and not a square (square "radius") but a sphere. To determine if two villages should overlap, measure the straight-line distance between their centers, and if it's less than (R1+R2+1) where R1 and R2 are the radius of each of the two villages (usually these will both be 32, and so the total result is 65; it can be more than this, but it can't be less), then their radii will overlap, and they will become merged.
0
2
Run up to the nearest tree and start punching it. After collecting several blocks of wood, craft most of them into planks and craft some of the planks into sticks. Craft four planks into a workbench, and then, using the sticks and planks, craft a wooden pickaxe on the workbench. Use this to mine some stone, and then craft a stone pickaxe. Find a cave, or dig underground until you find iron ore. Mine the iron ore with a stone pickaxe, and then craft a furnace with your extra cobblestone. Smelt the ore in the furnace using whatever fuel you have available. If you don't have any coal you can use sticks or planks as fuel, or you can make charcoal by smelting wood blocks (raw tree trunks,) which then acts just like regular coal for torches and smelting. Use the iron to make another pickaxe and then continue digging or exploring caves until you near the deepest levels, just above the lava pools. Eventually you will find diamonds, mine them with your iron pick and craft these into your fourth and final pickaxe. Craft a bucket using three pieces of iron, and collect some water in it. Pour the water out near a lava pool and then carefully mine the resulting obsidian using your diamond pick. Gather at least ten blocks of it to make a nether portal. If you don't have any flint, dig some gravel until you get at least one piece. Craft a flint and steel with the flint and one piece of iron. Build a nether portal frame out of obsidian and activate it with the flint and steel. Step into the portal and go into the nether. Explore the nether until you find a nether fortress. Find a spawner in the fortress or just fight the blazes that spawn naturally until you collect several blaze rods. Go back to your portal, or you can build a new one if you have extra obsidian, and return to the overworld. Explore the surface at night and fight some endermen until you collect several ender pearls. Craft the blaze rods into blaze powder and then craft this with the ender pearls into eyes of ender. Throw an eye of ender, and then head in the direction it travels. Collect the eye and reuse it if you can, but occasionally they will just pop instead of falling back to the ground. Keep throwing eyes occasionally to make sure you're still headed in the right direction -- when it sinks into the ground instead of flying upwards and away, you're right on top of a stronghold! Find a nearby cave that leads to it, or else simply dig in from above, being careful not to fall in the lava directly underneath the deactivated end portal. All that's left is to find the portal room and then activate the portal by placing ender eyes in all the empty slots in its frame. Jump into the portal and prepare for the end. Once there, use some snowballs, eggs, or a bow and arrows to destroy the crystals atop the obsidian pillars, which otherwise will emit healing beams that heal the dragon, reversing the damage you'll be dealing to it. Now, you can attack the dragon with a bow and arrows or else wait for it to charge you and hit it with a fist or sword (preferably with a sword, for obvious reasons.) Once you defeat the dragon, jump into the portal that's created in its place to trigger the ending sequence, after which you will return to the overworld at your bed or spawn point. That's it, you've "completed" Minecraft
Easy, right?
0
What should, posting the sub-optimal iron farm that the thread starter already linked to in their original post and which I've already given reasons against? It doesn't.
0
Isn't that just "quit whatever you happen to be doing"? I don't think that's something specific to Minecraft, but rather your Mac's OS. Like Alt+F4 on a Windows machine. If you can't map the "Cmd" commands to something else, I suggest you use something else for inventory in-game.
2
Don't build the Iron Cloud, either, JL2579's design (from docm77's tutorial video, linked above) is the way to go on this one. The Cloud is just a smaller and therefore less efficient version of the same basic principle (as are just about all farms that are not designed by Tango Tek.) It takes a little less resources and is a tiny bit faster to build, and it has slightly easier water placement compared to docm/JL2579's version, but it also has about half the output rate due to the smaller design and not utilizing the entire 16x16 golem spawning zone, and the other one isn't that much harder, anyway.
The docm/JL2579 version is only a little bit more work to build in the first place, which is an up-front, one-time investment, and it will reward you greatly down the road. As mentioned, there are some modifications that can be made:
- You actually don't need all four villager pods; one each on opposite sides will suffice.
- You can get away with fewer doors now, too, since you don't need to breed as many villagers. Put two villagers in each of the two pods, and use 32 doors (still placed symmetrically around the four faces of the build), and they will breed up to eleven, which is one more than you need (but using fewer doors, breeding to exactly ten villagers, takes only 29 doors which can't be placed symmetrically).
- Now that there are such things as hoppers, you don't need the whole "fifteen blocks of lava to soften them up, then finish them off with a piston crusher when you happen by" part. That was really only there so that their drops wouldn't despawn before you could pick them up. But now that we have hoppers to collect the loot, you can just have the golems drop into a killing room with lava in the third block, held up by signs in the second block, with hoppers as the floor ("zeroth block"), funneling into anything from a simple chest to a complex multi-part item sorting and storage system.
As far as spacing goes, just follow what he shows in the video. You need at least 65 blocks between each "module" of the array, and you should measure nearest-door-to-nearest-door rather than center-to-center, lest a partially-loaded village in the distance has a center where it's not "supposed" to be and throw the whole thing off. This is a non-issue with vertical separation, though, so I think you can actually do 65 blocks center-to-center (or bottom-floor-to-bottom-floor, like how he measures in the video) vertically, instead of 70 blocks like he did in the tutorial, but if you want to be super-safe, just do it like it says.
1
FTFY (fixed that for you.)