The brightness setting only affects what's displayed on your monitor, it doesn't actually increase the brightness in-game in any way. If you have torches, and mobs are still spawning, then clearly your torches are not sufficient. Try using more of them, spaced closer together.
So, when jeb_ said "I just wish automation was by design, and not by unclear mob spawn rules," what exactly do you think he had in mind? To me, figuring out just how these "unclear mob spawn rules" work, and then (ab)using that to our advantage, is what makes Minecraft Minecraft. I sincerely hope that the "automation by design" he spoke of is not something like "just craft an iron golem spawner block and place it where you want the iron farm to be." I mean, if that's what they do, I'm still gonna use it, because I need (want) the iron, but it would feel a whole lot less "Minecrafty" than the versions we have now, where you figure out just what these "unclear" rules are, and then make them do what you want anyway.
Well it goes from 0-23,999, so the difference between 0 and 1 is not very large. It's just one game tick, or 1/20 of a second, to be exact. Setting the time to 0 (or 1) will place you in the early morning, just as the sun's starting to come up, when it's still kind of dark out. Setting it to "day" in recent versions is the same as setting it to 1000, just after the sun comes up, and everything is fully lit up. Before 1.7, "day" would just set it to 0, instead.
Automatic works great, I need to improve a sorting system as a single large chest is quickly filled and I will probably lose a few armor pieces and bows that I would rather have, but it's working as intended. Manual, however, I find is not working as intended. When I set it to manual I get a maximum of six skeletons in my trap and they simply stop coming. I have no idea why this is as I thought a spawner could spawn until the mob cap was reached (as it stood, there were only about 15 loaded enemy mobs).
I'm 99.9% certain your problem is simply that the place where the skeletons gather is too close to the spawner block itself. Spawners ignore the global mob cap, and instead only check a small area around themselves. If there are six or more mobs, of the type spawned by the spawner (so, skeletons, in this case -- other mobs like zombies and creepers will be ignored), within eight blocks of the spawner horizontally, and four blocks vertically, then it will shut down and spawn no more, until some of the existing ones either die or leave the zone. If you move the "holding area" just a few blocks further from the spawner, I'm sure you'll see them start piling up like you expected.
Iron Farms, and infinite village breeders only work because they exploit flaws in village detection: namely that villages don't recognize the vertical dimension. You can move a villager or an iron golem "outside" a village by moving them four blocks vertically, rather than having to move them several scores of blocks horizontally.
"Only"? You're playing it pretty fast-and-loose with the word "only" there, bud. The infinite villager breeding is a glitch, yes, but even if that glitch were patched, you could still just make a regular breeder and periodically transport excess villagers outside the village bounds (be this horizontally or vertically) to make room for new ones. Presto, glitch-free "infinite" breeder. And golems, well, you could just as well kill them inside the village bounds instead of "flushing" them down and out. Golem dies, drops his iron, and makes room for the next guy. This would only be a problem if the change wasn't reverted and you would still have to kill them by hand to get the drops -- they wouldn't pile up, because no more would spawn while one was already there. And in any case, even if villages did count golems and villagers for a larger vertical distance, that wouldn't change anything, we'd just drop them farther down to move them the required distance to get out of the zone, or even horizontally if we had to.
Put a roof over their heads. Seriously. Or at least a 1-wide "ring" of blocks all the way around; it can go either on the inside or the outside, shouldn't matter either way. With the setup you have now, I'm surprised you get any breeding at all*: a door needs to have "inside" spaces covered by roof blocks on one side or the other (or both, and have more of them on one side than on the other) in order to count as a "house." Blocks directly above the doors like in your picture are neither on one side nor the other, and so don't count as roof blocks. And your "courtyard" area in the middle is too large for the blocks above the doors on one side to count as roof for the doors on the other side, only the first five spaces on either side of the door are checked. The cobblestone walls you have would do it, where they are right now, except they don't count because they're transparent blocks, and you need opaque ones. You could just raise the whole inner floor up by a block (including the walls & the blocks underneath them), but leave the doors where they are at, that would do it too (the blocks making up the floor would actually count as "roof" here.)
*whats probably going on is that some of the doors got registered as "houses" based on temporary blocks you had placed during construction that counted as roof blocks and then got removed. Once a door gets identified as a "house," removing the roof blocks won't un-register it until the chunks get unloaded and reloaded.
For more details on villages and villager breeding (at least until the 1.8 update comes and turns it on its head), see the guide linked in my sig.
I see your cute little stronghold, and raise you this...
It was over 100 blocks across, and went from bedrock to y 55. The most monstrous stronghold I've ever seen.
Yeah, it was pretty disappointing, as far as strongholds go. It didn't even have a lot of the rooms with "stuff" in them...just a bunch (and by "bunch" I of course mean "few") of halls and stairways, one library (can't see it in the picture, it's still underground, lest everything else would be "floating"), and the portal room. I can only hope the other two are bigger, if and when I get around to finding them, but I don't think I'll probably be excavating those. As small as the stronghold itself was, digging it out was a huge project that took me several months to complete. As I said before though, it was before there were such things as beacons. I suppose if I were to do it again, it'd go a lot quicker the next time around...
Wow that looks awesome! It's gotten so much easier to dig giant areas out now, with the addition of Efficiency V and a Haste II beacon
Well this was before beacons, but I did go through a whole lot of Efficiency V picks. At the top, I think I was going through about 2 picks per layer (Unbreaking III, too) and towards the bottom, where it gets smaller, it was more like the other way around, around 2 layers per pick.
1: I'm presuming a "dirt hut" is not allowed, so this step can be re-written as "Find a village for materials."
2: Does your village have a blacksmith's hut? Are there at least ten obsidian in the chest? If not, find another village, then another, then another, until you get ten obsidian. Dig up the village's gravel roads until you get a flint, then either farm villagers until an iron golem spawns, or look for a village with a blacksmith with an iron in the chest.
3. Find lots and lots and lots more villages, until you get 24 diamonds from the blacksmiths' chests.
(I'm starting to sense a pattern, here.)
4. Find even more villages, until you get even more diamonds from the chests.
5. Oh look! Something that doesn't just translate to "go find another village." Although you do still need crops from their farm to breed the animals, but with as many villages as you've found up to this point, you should have some of those already. But basically, this one just says "have already found a village" instead of "go and find a village."
6. See #5.
7. Try and remember where you built your nether portal, 20 or 30 villages ago. Or else go find a bunch more to get more obsidian, and build another one.
8. Do strongholds even generate in superflat?
9. See #8.
10. See #9.
11. See #10.
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I don't get it. What's the point? This "challenge" is basically just "1: find a whole crapload of villages, 2: you're done."
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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Edit: hah! I really should refresh the page before I post answers like this
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I'm 99.9% certain your problem is simply that the place where the skeletons gather is too close to the spawner block itself. Spawners ignore the global mob cap, and instead only check a small area around themselves. If there are six or more mobs, of the type spawned by the spawner (so, skeletons, in this case -- other mobs like zombies and creepers will be ignored), within eight blocks of the spawner horizontally, and four blocks vertically, then it will shut down and spawn no more, until some of the existing ones either die or leave the zone. If you move the "holding area" just a few blocks further from the spawner, I'm sure you'll see them start piling up like you expected.
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"Only"? You're playing it pretty fast-and-loose with the word "only" there, bud. The infinite villager breeding is a glitch, yes, but even if that glitch were patched, you could still just make a regular breeder and periodically transport excess villagers outside the village bounds (be this horizontally or vertically) to make room for new ones. Presto, glitch-free "infinite" breeder. And golems, well, you could just as well kill them inside the village bounds instead of "flushing" them down and out. Golem dies, drops his iron, and makes room for the next guy. This would only be a problem if the change wasn't reverted and you would still have to kill them by hand to get the drops -- they wouldn't pile up, because no more would spawn while one was already there. And in any case, even if villages did count golems and villagers for a larger vertical distance, that wouldn't change anything, we'd just drop them farther down to move them the required distance to get out of the zone, or even horizontally if we had to.
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*whats probably going on is that some of the doors got registered as "houses" based on temporary blocks you had placed during construction that counted as roof blocks and then got removed. Once a door gets identified as a "house," removing the roof blocks won't un-register it until the chunks get unloaded and reloaded.
For more details on villages and villager breeding (at least until the 1.8 update comes and turns it on its head), see the guide linked in my sig.
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Yeah, it was pretty disappointing, as far as strongholds go. It didn't even have a lot of the rooms with "stuff" in them...just a bunch (and by "bunch" I of course mean "few") of halls and stairways, one library (can't see it in the picture, it's still underground, lest everything else would be "floating"), and the portal room. I can only hope the other two are bigger, if and when I get around to finding them, but I don't think I'll probably be excavating those. As small as the stronghold itself was, digging it out was a huge project that took me several months to complete. As I said before though, it was before there were such things as beacons. I suppose if I were to do it again, it'd go a lot quicker the next time around...
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Well this was before beacons, but I did go through a whole lot of Efficiency V picks. At the top, I think I was going through about 2 picks per layer (Unbreaking III, too) and towards the bottom, where it gets smaller, it was more like the other way around, around 2 layers per pick.
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I was just about to ask if digging a hole counts as "built." In that case, I excavated an entire stronghold once:
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Yeah, but...I mean, you have a bow too, right? There are other moves besides "run up and bash it with your sword," you know.
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2: Does your village have a blacksmith's hut? Are there at least ten obsidian in the chest? If not, find another village, then another, then another, until you get ten obsidian. Dig up the village's gravel roads until you get a flint, then either farm villagers until an iron golem spawns, or look for a village with a blacksmith with an iron in the chest.
3. Find lots and lots and lots more villages, until you get 24 diamonds from the blacksmiths' chests.
(I'm starting to sense a pattern, here.)
4. Find even more villages, until you get even more diamonds from the chests.
5. Oh look! Something that doesn't just translate to "go find another village." Although you do still need crops from their farm to breed the animals, but with as many villages as you've found up to this point, you should have some of those already. But basically, this one just says "have already found a village" instead of "go and find a village."
6. See #5.
7. Try and remember where you built your nether portal, 20 or 30 villages ago. Or else go find a bunch more to get more obsidian, and build another one.
8. Do strongholds even generate in superflat?
9. See #8.
10. See #9.
11. See #10.
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I don't get it. What's the point? This "challenge" is basically just "1: find a whole crapload of villages, 2: you're done."