I have built a villager breeder underneath an iron golem farm. Basically, I have 40 doors and 10 villagers in my iron golem farm. The doors stand on top of block 184. I have farmland below that at 178. The villagers stand on it and farm and I believe they should be breeding but they are not. They should be out of the vertical census range since they are in farm land and 6 blocks below. The farmland is one block lower than it seems since it's not a full block.
I have checked the NTB data for my villages and I see exactly what I expect. 40 doors, 10 villagers. I have 4 villagers in the breeder, 2 farmers, and I have been giving them food by hand as well. Here's my NTB data:
Villages: [2]
0: {14}
ACX: 67500
ACY: 7400
ACZ: 20220
CX: 1687
CY: 185
CZ: 505
Doors: [40]
Golems: 0
MTick: 0
Players: [1]
PopSize: 10
Radius: 32
Stable: 26102367
Tick: 26125596
1: {14}
ACX: 7164
ACY: 260
ACZ: 1492
CX: 1791
CY: 65
CZ: 373
Doors: [4]
Golems: 0
MTick: 0
Players: [0]
PopSize: 1
Radius: 32
Stable: 26102327
Tick: 26125596
Clearly, the 4 breeder villagers on the farmland at 178 are not counted in the census because they don't show up in the NTB data for it. But are they? Well I performed an experiment. I let the breeder villagers down into the room below, which is 3 blocks lower at 173. They immediately began breeding.
So what exactly is the level I need to have them at? I imagine it's an important different if they are above the doors (and their feet are near the doors) or if they are below the doors (and their heads are near them). I just don't really understand what's going on. How can the NTB data not line up with the behavior? If the villagers are counting toward the population they should show up.
Furthermore, these villagers did not even bred when there were only 2 of them, until I moved them down by 3 blocks. With 2 breeder villagers, that puts the population at 12, even if they were to be counted, which NTB data says they are not. 12/40 == 0.3 < 0.35 so that should still leave room for the villagers to breed. Why wouldn't then do so until I moved them down three blocks?
Note: I'm looking for real genuine understanding here. I'd like to pack the build as close as possible and also understand how this really works. If you're going to suggest "Oh just move it way down, like 10 just to be safe", yes that would probably work but that does not help me understand what's going on.
The door visible in the middle on the left picture, second from the left on the right picture doesn't seem to be valid leaving only 5 doors.
It has one block on either side and one block above it that isn't counted.
Try adding a block on the middle of this side of the long row of blocks in the left picture.
By my count, there is one roof block in front of that door and two behind it. Does the game not count the block directly above the door? That could be! I have added a stone block pictured here. I guess we'll see. It's been 15 minutes so far and nothing yet.
I have created a villager breeder in Minecraft 1.13.2 and they are not breeding. I'm not seeing any love heart bubbles either.
My design is typical. I've put 6 doors with wood blocks above them up at a certain height to be the village and below that is a farm so that the farmers and breeders are out of the vertical census range and not counted. There is one villager hanging one block below the floor of the 6 doors to recognize the doors.
This build works in creative but not in Applecraft, my survival multiplayer server. I'm not sure why.
There is a nearby iron farm which is more than 80 blocks away. The iron farm is still working as well. In fact, villagers on the layer between the two vertically stacked iron farms occasionally breed. They chill out there and I trade with them.
The farmer in the breeder tends to the crops when I pick them. He replants them. I've also tossed a ton of food at both of them. They are also not standing near the edge of the wall trying to get to any other village. They are just not becoming willing to breed.
Anyone have any ideas why? Here are the specific coordinates of the breeder and iron farm in case you want to check my math.
Dirt floor at Y=104
Door floor at Y=112 (I've also tried 114)
Center of doors = (-75, 116, 381)
iron farm center = (-73.5, Y, 294.5)
I have scouted the area for near-by doors and found nothing. Is there a debugging checklist I can go through for this? Are there tests I can run to isolate possible issues? Here are some pictures also.
I am having a bit of difficult time with the server logs. I am interested in reading the server log and figuring out when is the last time someone logged into the server. The goal here would be to shut it down if no one has been on for 10 minutes. To do this, I would use rcon to check if anyone is currently on line. If no one is on line I'll read the server log and check when the last login or logout was. If it was more than 10 minutes ago, I'll stop the server. The problem is the server logs all appear to have their timestamps without the dates. So I have no idea if a log message I'm looking at is from 5 minutes ago, or a day and 5 minutes ago.
I am making a tower of villager-planted potato and carrot farms. There will be a farm on each level with two brown coat villagers in a 15x15 space farming. It uses the light level less than 7 trick with pressure plates to give block updates and suck the crops into hoppers.
My question is should I allow the villagers on all floors to choose whether to plant whatever they want, limited to potatoes and carrots, or should I give two of the four floors only potatoes and two of the floors carrots. I know that the crops grow slightly faster if they are near the opposite. But I also don't get much guarantee of any ratios in the output either. These crops will all be for trading to farmers, fyi, so it's nice to have a decent amount of both crop but it doesn't need to be a perfect 50/50. It would be nice, however to have a large amount of both to control trade lock outs.
quote=LambdaCube
…I'm looking to learn the exact mechanics….
A laudable goal. :>:
https://minecraft.gamepedia.com is one of the better resources [Although not all articles are as up-to-date as one might hope].
Information is also sometimes found in articles one would not normally think to search...
...somewhat true in this case where https://minecraft.gamepedia.com/Villager#Farming does not include the key fact:
"If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it will move quickly back within the boundary. A villager taken more than 32 blocks away from its village boundary will forget the village within about 6 seconds. " that is found a few sections higher on the page ( https://minecraft.gamepedia.com/Villager#Movement_patterns )
This is amazing. Exactly what I was looking for. I was using that wiki, and yes, I didn't see this paragraph in movement patterns. Thanks so much.
How do you calculate straight-line distance? Is it just the distance formula? Is 0,0 actually the sqrt(2) away from (1,1) the way I need to count this? Where did you find this information? Is it documented anywhere? If the village is bigger than 32 blocks in radius, is it always the case that the villagers will recognize it and try to go to it if they are within 32 blocks of the perimeter?
I got these pretty easily by trapping and naming a skeleton and then trapping creepers over and over like Mr_N said. I did it a very basic way. I made two piston traps, which are four pistons facing up surrounding one block. That block has a pressure plate on it and there is Redstone underneath. When you step on the pressure plate the pistons go up trapping you. Put a 3x3 ceiling on it to prevent waking out and skeleton death by sun light.
The two are separated by one empty block. Put fence up around them to channel mobs into the trap easily. Then you can just have this simple setup in a big empty field with no light. I recommend killing everything that's not a creeper so that more creepers can spawn. Also build a tower for safety and a good view of the area when hunting. Box in the skeleton on three sides so that he can't shoot you while you're trapping creepers. Don't wear thorns.
On a side note, creeper only mob spawners are a great build for survival because gunpowder gets used up by elytra so much. Consider making on of those first and then you'll have an easy supply but that's way more work.
I just made a villager breeder from the ImpulseSV tutorial here
I also made a villager-powered potato farm near by and when the village breeder is switched on by giving the the doors access to the sky, the villagers stop farming because they are focused entirely on trying to get back inside the village. My villager breeder's doors are located below (-2348,1027). The nearest corner of the farm that the farming villagers are capable to accessing is at (-2320,1008). The Manhattan distance there is 28+19=47 blocks away. Even along just the X axis alone it's 28 blocks. The radius of that village should be 32 blocks around the 6 doors. I think my villagers are detecting a village that they are not in, and they're trying to return to it instead of farming. When I block off the light access to the breeder, they go back to farming full time.
Does anyone know how far away this farm needs to be from the village? I think it might be more than 47 blocks. Perhaps Manhattan distance is not the correct calculation here? Also please, if you're going to tell me "Oh just go really far away... like 256 *should* be fine", I'm sorry but I'm not interested. I know I could build this 256 blocks away and be fine. I'm looking to learn the exact mechanics so that I can make this as compact as possible so that I can walk around in between the areas of my base quickly. I have heard the conventional wisdom that farms will work if they are entirely inside or entirely outside a village. That seems to be incorrect here. Am I missing something or doing my calculation incorrectly?
I have attached three images. A view from inside the farm, a view of both the builds near each other, and a view down the hole where the villager doors are. All coordinates are in the screenshots.
indent=120px]
Fastest way to expend the hoe is a ring of dirt in the nether (inside a secure base of course)…
1562 uses later…
71 trips around a hollow 3x10 area of dirt 1562 = 2x11x71
Hoe, Hoe, Hoe… Merry Advancement[/indent]
You can do *much* better. Block of dirt, observer, piston, and a bit of Redstone. The piston will return the farmland to dirt. Hold down right click with some weight and go grab a drink. It'll be done in minutes
Also, in spite of what ScotsMiser said, the villagers in the OP farm could not glitch through walls since they are held away from the walls by water, which is pretty much the point of placing water in the pod.
Is it really possible for villagers to get stuck in a wall and die in my design? They are treading water in a 1-deep pool that has water sources in all four corners. They never really touch the walls and they can't really drown either.
I created an iron golem farm according to a tutorial. The problem is my villagers frequently and mysteriously disappear. I have no idea how it's possible. Recently, near by, in my villager trading hall, three also went missing. They are completely sealed off. Practically inside 1x1x2 boxes within a room that's totally sealed and very well lit. Is it common for villagers to glitch out like minecart rails and die? It's not entity cramming because there's only 2 in this pool and it's large. Anyone know how they could be dying? It's really killing my iron output when they do.
Being Spigot the spawn rates for squid is by default set too low. You will need the owner to modify the Spigot Config file to increase the amount of squids that will spawn.
I had the same issue on a server I used to admin and I had to increase the mobcap of water animals to a higher number. I can't remember the exact numbers I used as it was a couple of years ago now.
Thanks for the tip. I imagine SpigotMC has something to do with the issues. But if the mob cap is low, shouldn't I still see somewhat reasonable rates because the squid are all more or less dying immediately? Seeing rates as low as a 10th or 100th of that of the tutorial's output doesn't seem to match up with a mob cap that's only a few lower. The squid mob cap in the default server is 5. I just looked it up. Even if my server is 1, that seems like it should have either not much effect (since it's a mob cap not a change in how frequently they spawn) or something closer to 20% through put. Plus I'm certain our mob cap is not 1 for squids. Out in the ocean I've seen at least 3 at once minimum. I forget if I've seen 4, but I think I have.
In other news, I used Xaero's mini map to investigate if there were any squid in caves near by. There don't seem to be any in the 128 block radius I've mapped out around my farm. Still, the rates are dismal.
I just did another over-night AFK at the squid farm. In about 7 hours I got only about 2 stacks of ink sacs. This time I moved my AFK location to Y54 and 24 blocks back from the first water column as suggested in this thread. It hasn't really helped, sadly.
My server is on easy mode. Could that be an issue?
0
I have built a villager breeder underneath an iron golem farm. Basically, I have 40 doors and 10 villagers in my iron golem farm. The doors stand on top of block 184. I have farmland below that at 178. The villagers stand on it and farm and I believe they should be breeding but they are not. They should be out of the vertical census range since they are in farm land and 6 blocks below. The farmland is one block lower than it seems since it's not a full block.
I have checked the NTB data for my villages and I see exactly what I expect. 40 doors, 10 villagers. I have 4 villagers in the breeder, 2 farmers, and I have been giving them food by hand as well. Here's my NTB data:
Clearly, the 4 breeder villagers on the farmland at 178 are not counted in the census because they don't show up in the NTB data for it. But are they? Well I performed an experiment. I let the breeder villagers down into the room below, which is 3 blocks lower at 173. They immediately began breeding.
So what exactly is the level I need to have them at? I imagine it's an important different if they are above the doors (and their feet are near the doors) or if they are below the doors (and their heads are near them). I just don't really understand what's going on. How can the NTB data not line up with the behavior? If the villagers are counting toward the population they should show up.
Furthermore, these villagers did not even bred when there were only 2 of them, until I moved them down by 3 blocks. With 2 breeder villagers, that puts the population at 12, even if they were to be counted, which NTB data says they are not. 12/40 == 0.3 < 0.35 so that should still leave room for the villagers to breed. Why wouldn't then do so until I moved them down three blocks?
Note: I'm looking for real genuine understanding here. I'd like to pack the build as close as possible and also understand how this really works. If you're going to suggest "Oh just move it way down, like 10 just to be safe", yes that would probably work but that does not help me understand what's going on.
Thanks for the help!
Name:
Delete
0
By my count, there is one roof block in front of that door and two behind it. Does the game not count the block directly above the door? That could be! I have added a stone block pictured here. I guess we'll see. It's been 15 minutes so far and nothing yet.
0
My design is typical. I've put 6 doors with wood blocks above them up at a certain height to be the village and below that is a farm so that the farmers and breeders are out of the vertical census range and not counted. There is one villager hanging one block below the floor of the 6 doors to recognize the doors.
This build works in creative but not in Applecraft, my survival multiplayer server. I'm not sure why.
There is a nearby iron farm which is more than 80 blocks away. The iron farm is still working as well. In fact, villagers on the layer between the two vertically stacked iron farms occasionally breed. They chill out there and I trade with them.
The farmer in the breeder tends to the crops when I pick them. He replants them. I've also tossed a ton of food at both of them. They are also not standing near the edge of the wall trying to get to any other village. They are just not becoming willing to breed.
Anyone have any ideas why? Here are the specific coordinates of the breeder and iron farm in case you want to check my math.
I have scouted the area for near-by doors and found nothing. Is there a debugging checklist I can go through for this? Are there tests I can run to isolate possible issues? Here are some pictures also.
0
I am having a bit of difficult time with the server logs. I am interested in reading the server log and figuring out when is the last time someone logged into the server. The goal here would be to shut it down if no one has been on for 10 minutes. To do this, I would use rcon to check if anyone is currently on line. If no one is on line I'll read the server log and check when the last login or logout was. If it was more than 10 minutes ago, I'll stop the server. The problem is the server logs all appear to have their timestamps without the dates. So I have no idea if a log message I'm looking at is from 5 minutes ago, or a day and 5 minutes ago.
0
I am making a tower of villager-planted potato and carrot farms. There will be a farm on each level with two brown coat villagers in a 15x15 space farming. It uses the light level less than 7 trick with pressure plates to give block updates and suck the crops into hoppers.
My question is should I allow the villagers on all floors to choose whether to plant whatever they want, limited to potatoes and carrots, or should I give two of the four floors only potatoes and two of the floors carrots. I know that the crops grow slightly faster if they are near the opposite. But I also don't get much guarantee of any ratios in the output either. These crops will all be for trading to farmers, fyi, so it's nice to have a decent amount of both crop but it doesn't need to be a perfect 50/50. It would be nice, however to have a large amount of both to control trade lock outs.
Thanks for the help,
-Lambda Cube
0
This is amazing. Exactly what I was looking for. I was using that wiki, and yes, I didn't see this paragraph in movement patterns. Thanks so much.
0
How do you calculate straight-line distance? Is it just the distance formula? Is 0,0 actually the sqrt(2) away from (1,1) the way I need to count this? Where did you find this information? Is it documented anywhere? If the village is bigger than 32 blocks in radius, is it always the case that the villagers will recognize it and try to go to it if they are within 32 blocks of the perimeter?
0
I got these pretty easily by trapping and naming a skeleton and then trapping creepers over and over like Mr_N said. I did it a very basic way. I made two piston traps, which are four pistons facing up surrounding one block. That block has a pressure plate on it and there is Redstone underneath. When you step on the pressure plate the pistons go up trapping you. Put a 3x3 ceiling on it to prevent waking out and skeleton death by sun light.
The two are separated by one empty block. Put fence up around them to channel mobs into the trap easily. Then you can just have this simple setup in a big empty field with no light. I recommend killing everything that's not a creeper so that more creepers can spawn. Also build a tower for safety and a good view of the area when hunting. Box in the skeleton on three sides so that he can't shoot you while you're trapping creepers. Don't wear thorns.
On a side note, creeper only mob spawners are a great build for survival because gunpowder gets used up by elytra so much. Consider making on of those first and then you'll have an easy supply but that's way more work.
0
Hey everyone,
I just made a villager breeder from the ImpulseSV tutorial here
I also made a villager-powered potato farm near by and when the village breeder is switched on by giving the the doors access to the sky, the villagers stop farming because they are focused entirely on trying to get back inside the village. My villager breeder's doors are located below (-2348,1027). The nearest corner of the farm that the farming villagers are capable to accessing is at (-2320,1008). The Manhattan distance there is 28+19=47 blocks away. Even along just the X axis alone it's 28 blocks. The radius of that village should be 32 blocks around the 6 doors. I think my villagers are detecting a village that they are not in, and they're trying to return to it instead of farming. When I block off the light access to the breeder, they go back to farming full time.
Does anyone know how far away this farm needs to be from the village? I think it might be more than 47 blocks. Perhaps Manhattan distance is not the correct calculation here? Also please, if you're going to tell me "Oh just go really far away... like 256 *should* be fine", I'm sorry but I'm not interested. I know I could build this 256 blocks away and be fine. I'm looking to learn the exact mechanics so that I can make this as compact as possible so that I can walk around in between the areas of my base quickly. I have heard the conventional wisdom that farms will work if they are entirely inside or entirely outside a village. That seems to be incorrect here. Am I missing something or doing my calculation incorrectly?
I have attached three images. A view from inside the farm, a view of both the builds near each other, and a view down the hole where the villager doors are. All coordinates are in the screenshots.
1
0
I am as well. But, what could it be?
0
Is it really possible for villagers to get stuck in a wall and die in my design? They are treading water in a 1-deep pool that has water sources in all four corners. They never really touch the walls and they can't really drown either.
0
Hey everyone,
I created an iron golem farm according to a tutorial. The problem is my villagers frequently and mysteriously disappear. I have no idea how it's possible. Recently, near by, in my villager trading hall, three also went missing. They are completely sealed off. Practically inside 1x1x2 boxes within a room that's totally sealed and very well lit. Is it common for villagers to glitch out like minecart rails and die? It's not entity cramming because there's only 2 in this pool and it's large. Anyone know how they could be dying? It's really killing my iron output when they do.
0
Thanks for the tip. I imagine SpigotMC has something to do with the issues. But if the mob cap is low, shouldn't I still see somewhat reasonable rates because the squid are all more or less dying immediately? Seeing rates as low as a 10th or 100th of that of the tutorial's output doesn't seem to match up with a mob cap that's only a few lower. The squid mob cap in the default server is 5. I just looked it up. Even if my server is 1, that seems like it should have either not much effect (since it's a mob cap not a change in how frequently they spawn) or something closer to 20% through put. Plus I'm certain our mob cap is not 1 for squids. Out in the ocean I've seen at least 3 at once minimum. I forget if I've seen 4, but I think I have.
In other news, I used Xaero's mini map to investigate if there were any squid in caves near by. There don't seem to be any in the 128 block radius I've mapped out around my farm. Still, the rates are dismal.
0
I just did another over-night AFK at the squid farm. In about 7 hours I got only about 2 stacks of ink sacs. This time I moved my AFK location to Y54 and 24 blocks back from the first water column as suggested in this thread. It hasn't really helped, sadly.
My server is on easy mode. Could that be an issue?