In your diagram all of your doors have exactly 1 block of outside on both sides of each door (putting a door behing a door doesn't stop the game from looking for "outside" behind the door)
I suggest just filling in the holes so that your doors look like this:
Are you sure it's not just a cavern filled with monsters under your base? I have had several occurrences of areas becoming "nice" after I hang out there for a while, back to at least 1.6 Often traveling away and returning will reset things, so in my case I strongly suspect mob cap issues.
If it was just a mob cap issue, the entity count should quickly jump up to 80 (mob cap of 79, plus 1 for the player) or higher, and then stay there, right? But we're only seeing entity counts of like 40-50, sometimes even less. Unless...has the mob cap itself simply been reduced? I imagine it's in the code somewhere, but I wouldn't even know where to start looking for that...
I think docm's is kind of based on the original iron farm by Nims
Yeah, except not. Try the other way around, actually, the opposite of what you said. Docm's design (actually JL2579's, Doc just did the tutorial video) has been around for a lot longer, and makes more iron to boot (10 golems/hour as opposed to 8, a full 25% more.) The only thing Nims' design has going for it is simplicity, but come on, is it really that "hard" to put a villager pod on all four sides, or place a few extra blocks in the corner when setting up the water stream, and then destroy them when you're done? You don't even need the blocks if you know where to put the water sources, they're just there as a guide.
Stacking villages is tricky stuff. Honestly, you're probably best off following his tutorial exactly, or else go with a more "conventional" style of iron farm with several "pods" spaced far apart.
Right now its only got 1 village with 40 doors. the spawning platform is 10x10.
Well if you increase the platform to the maximum 16x16, you can get a big boost in production right there.
But when i try to move the village back to the main complex, it only wants to link to the oldest door in the arrangement.
Yeah, when a door is within range such that it could be added to more than one village, it gets added to the "oldest" one. That's why Tango creates the villages in one order, and then "links" them in the reverse order they were created.
I have been trying to do the 10 doors, 10 villages trick
I'm not sure what you mean, like 10 villages with 10 doors each? That won't produce any golems, a village needs at least 21 doors in order to spawn golems at all.
I have the same or similar issue. It's almost as if, when I first start playing, mobs will spawn somewhat normally, although not enough to fill the mob cap like I would expect but only about 40 or so (based on the entity count in the F3 screen.) Like a quick burst of spawning right at the start, and then nothing. Then as those mobs eventually start to despawn, more will only rarely if ever re-spawn, leaving me with an entity count between like 2 and 10 most times.
Now I wonder, if it were a flame bow, and the mob died as a result of the fire damage, would it not count as a projectile kill, hence no looting effect in that situation?
Not sure. It used to be like that with Looting vs. Fire Aspect on the same sword, but they fixed that a while back so you can now get as many as six cooked meat from a single animal. Maybe it works the same with Flame?
edit: There is also one other way to get a 'ruined' un-tradable villager. Getting a librarian with a level 4 enchanted book trade that costs more than 64 emeralds... Think about it.
Ya I guess so
Did they ever fix the "free enchanted book trades" glitch, though? I know for a while there, enchanted book trades were only costing blank books, and no emeralds at all...
I have no idea if this works, but try putting a staircase and a zombie at the top.
That would only work as far as the golem could see it (sixteen blocks, I think?) I suppose you could rig up an elaborate redstone-tripwire system to detect when the golem reached the zombie, then put up a wall or something and uncover another zombie a little further up the way. If you didn't just want to make the water-escalator like I've posted twice now, that is.
That happens when you've traded too much. The villager won't accept more of the same product.
Yes but trading for the last trade unlocks all the other ones, including itself. Therefore, when you find a villager with all of their possible trades open, and something you like (like paper for emeralds) in the last slot, you should be able to make that trade forever, since even when you do trade it to the maximum, it gets "refreshed" after you close the trade interface, and you can do it all over again.
Yeah, after a while, he started to not trade paper for emeralds anymore.
There are, however, two ways to "break" a villager (besides opening up the elusive last-slot gold trade, ruining a previously "perfect" trader) so that they'll never trade again, and only one of them works after the villager has more than one trade. You must have either quit the game or left the world during the 2 seconds after you closed the trade window but before the villager updated his trades. When this happens, and when you come back, he doesn't "remember" that he needs to update. Since the only way to update him again is to trade for the last trade, and since you can't do that because you traded it until it locked last time, there's nothing you can do now but kill him and start looking for a replacement (or, if you don't mind cheating a little bit, I suppose there's probably something you could do with NBT tags to unlock the paper trade again, but I don't know what it'd be and I'm not sure where to look.) To prevent this type of breakage in the future, make sure you stick around after trading until you see the "green star" particles [EDIT: AntOfThy has it right, actually, it's the purple spirals that indicate a trade update; green stars are an increase in popularity] around a villager (or just count to two-Mississippi) before you leave.
The other way only works when the villager has just a single trade open. Normally when you trade a villager for their last (right-most) offer, it does two things: it unlocks all existing trades (including itself) and generates a "new" trade. If this "new" trade is something the villager didn't already have before, it gets added to the end of the list and becomes the new "last" offer. If they did already have it, then it tries to lower the price (if it's a sell offer.) Otherwise, nothing happens. However, when the villager's last trade is also the first (and only) one, nothing gets unlocked, it simply generates a "new" offer. If the "new" offer that's chosen is the same as the one they already had, no new trade will be added to the list, and so if the offer had already been traded until it was locked, there is now no way to unlock it, ever. So if you think a particular villager is one you might want to keep around for a while, make sure to trade his first trade one at a time, until he opens up a second one.
IronMagus has a good idea there, but I always have problems with golems not cooperating when I try and do things like this. Instead, I would build an item elevator with droppers.
What kind of problems? I did an (admittedly quick) test, to make sure it actually worked before posting, and it seemed to work fine. Of course, you need to build the walls up a bit higher than in the image, or else they can just walk out.
The Minecraft terms of service say that "within reason" you may do "whatever you want" (these are the exact words used in the document) with screenshots and videos of the game. They go on to define "within reason" as not for commercial use, but they do make an exception to specifically mention that you may put ads on videos uploaded to streaming or sharing sites. I mean, YouTube can do whatever they want with videos posted on their own site, but if they're trying to say there's some infringement going on with gameplay videos, or putting ads on the videos, they don't have a leg to stand on.
So it's saying as long as I have a Looting sword in my inventory [...]
No, it means in your hand. Not just anywhere in your inventory. Has to be in the hotbar, and currently selected. Works, confirmed with ghasts; shoot an arrow, switch to sword before it hits, ghasts die, drop 2-3 tears sometimes. Usually they just drop 0-1
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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^^ This one gets it.
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They should totally only stack to sixteen! I mean seriously, who on earth can carry sixty-plus doors at one time!
(;))
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If it was just a mob cap issue, the entity count should quickly jump up to 80 (mob cap of 79, plus 1 for the player) or higher, and then stay there, right? But we're only seeing entity counts of like 40-50, sometimes even less. Unless...has the mob cap itself simply been reduced? I imagine it's in the code somewhere, but I wouldn't even know where to start looking for that...
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Yeah, except not. Try the other way around, actually, the opposite of what you said. Docm's design (actually JL2579's, Doc just did the tutorial video) has been around for a lot longer, and makes more iron to boot (10 golems/hour as opposed to 8, a full 25% more.) The only thing Nims' design has going for it is simplicity, but come on, is it really that "hard" to put a villager pod on all four sides, or place a few extra blocks in the corner when setting up the water stream, and then destroy them when you're done? You don't even need the blocks if you know where to put the water sources, they're just there as a guide.
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Well if you increase the platform to the maximum 16x16, you can get a big boost in production right there.
Yeah, when a door is within range such that it could be added to more than one village, it gets added to the "oldest" one. That's why Tango creates the villages in one order, and then "links" them in the reverse order they were created.
I'm not sure what you mean, like 10 villages with 10 doors each? That won't produce any golems, a village needs at least 21 doors in order to spawn golems at all.
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(You have to put it in a command block, the string is too long to type the command in the chat bar.)
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Not sure. It used to be like that with Looting vs. Fire Aspect on the same sword, but they fixed that a while back so you can now get as many as six cooked meat from a single animal. Maybe it works the same with Flame?
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Ya I guess so
Did they ever fix the "free enchanted book trades" glitch, though? I know for a while there, enchanted book trades were only costing blank books, and no emeralds at all...
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That would only work as far as the golem could see it (sixteen blocks, I think?) I suppose you could rig up an elaborate redstone-tripwire system to detect when the golem reached the zombie, then put up a wall or something and uncover another zombie a little further up the way. If you didn't just want to make the water-escalator like I've posted twice now, that is.
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Yes but trading for the last trade unlocks all the other ones, including itself. Therefore, when you find a villager with all of their possible trades open, and something you like (like paper for emeralds) in the last slot, you should be able to make that trade forever, since even when you do trade it to the maximum, it gets "refreshed" after you close the trade interface, and you can do it all over again.
There are, however, two ways to "break" a villager (besides opening up the elusive last-slot gold trade, ruining a previously "perfect" trader) so that they'll never trade again, and only one of them works after the villager has more than one trade. You must have either quit the game or left the world during the 2 seconds after you closed the trade window but before the villager updated his trades. When this happens, and when you come back, he doesn't "remember" that he needs to update. Since the only way to update him again is to trade for the last trade, and since you can't do that because you traded it until it locked last time, there's nothing you can do now but kill him and start looking for a replacement (or, if you don't mind cheating a little bit, I suppose there's probably something you could do with NBT tags to unlock the paper trade again, but I don't know what it'd be and I'm not sure where to look.) To prevent this type of breakage in the future, make sure you stick around after trading until you see the "green star" particles [EDIT: AntOfThy has it right, actually, it's the purple spirals that indicate a trade update; green stars are an increase in popularity] around a villager (or just count to two-Mississippi) before you leave.
The other way only works when the villager has just a single trade open. Normally when you trade a villager for their last (right-most) offer, it does two things: it unlocks all existing trades (including itself) and generates a "new" trade. If this "new" trade is something the villager didn't already have before, it gets added to the end of the list and becomes the new "last" offer. If they did already have it, then it tries to lower the price (if it's a sell offer.) Otherwise, nothing happens. However, when the villager's last trade is also the first (and only) one, nothing gets unlocked, it simply generates a "new" offer. If the "new" offer that's chosen is the same as the one they already had, no new trade will be added to the list, and so if the offer had already been traded until it was locked, there is now no way to unlock it, ever. So if you think a particular villager is one you might want to keep around for a while, make sure to trade his first trade one at a time, until he opens up a second one.
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What kind of problems? I did an (admittedly quick) test, to make sure it actually worked before posting, and it seemed to work fine. Of course, you need to build the walls up a bit higher than in the image, or else they can just walk out.
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No, it means in your hand. Not just anywhere in your inventory. Has to be in the hotbar, and currently selected. Works, confirmed with ghasts; shoot an arrow, switch to sword before it hits, ghasts die, drop 2-3 tears sometimes. Usually they just drop 0-1