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    posted a message on Iron Golem Farm Questions
    Quote from x1t0m1t0m1x»

    It's actually really inexpensive for what it does. And although it seems really complicated once you have built it once in creative its not that difficult to build in survival with a little pre build planning. By the time you build two single cell snail farms you could have one of these.


    Naa, only takes like 15mins from start to finish, plus the resources are far cheaper in comparison. But sadly I have a 5 building snail system already or I probably would have tried to set this thing up. Maybe if we move locations or start a new world and I will give it a go.
    Posted in: MCXONE: Discussion
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    posted a message on Iron Golem Farm Questions
    Quote from frankaphone86»

    Personally, I have just built this and although I haven't done full testing yet as only just completed it, it's working great!



    Thats just way to big for me, it probably take me a week just to farm up the mats to make it and then another week to build it lol.
    Posted in: MCXONE: Discussion
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    posted a message on Villagers
    Quote from x1t0m1t0m1x»

    It is counting the villagers in the iron farm and adding them to cap. When you get far enough away to completely unload the iron farm those villagers disappear from the cap, allowing your breeder to work again. Its not that they are interfering with each other, at least not in a way where the villages are interacting causing breeding to stop. It stops because you reach cap. I've been playing with this in survival and creative today and I can only get 34 villagers to breed up in a loaded area. I can use spawn eggs to make more, but they only breed to 34. I know for a fact at one point I had over 40 villagers in my sorter, this was many months ago, I traded extensively and stockpiled many books so since my villagers disappeared at xmas I really haven't used the breeder except to get some new clerics and a couple librarians to get glass and redstone from. Oh, and I populated my new iron farm too, but that was a lot of running back and forth, and I never let more than a few build up till I moved them. They must have changed something at some point.


    Figures, just when you think you got a good handle on game mechanics..


    Thats what was confusing, the Iron Golem farm was far enough away where it should have not effected the cap, plus there was only 20 total in that farm, so im still 30 under the allowed max number per map. So what exactly is the soft cap and hard cap? I have 29 in my Golem farm, I have 24 in my breeder pen, 3 breeding villagers, 1 detector villager and I have 2 in the village I got the first set of golem farm villagers from. Thats a lot more then the 50 per map I was told.
    Posted in: MCXONE: Discussion
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    posted a message on Villagers
    Quote from x1t0m1t0m1x»

    If your up for an experiment I'd be interested in the results. Count out 5 chunks from your breeder away from your iron farm (hope that makes sense?) and afk for an hour or more and then go back to the breeder and see what you got. The idea is to completely unload the iron farm, when your at your breeder the iron farm is probably in the last EPC or in the LPC's.

    I went out 5 chunks and nothing happened in 2 hours, I went another 5 chunks ( just over 160 blocks ) and I had 8 new villagers in the housing in an hour, At around the 160th block thats when the Golem farm unloaded. So my question is, why is the golem farm negatively effecting the breeder, its far enough away from it and it follows the rules in terms of doors, and distance..
    Posted in: MCXONE: Discussion
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    posted a message on Villagers
    Quote from x1t0m1t0m1x»

    And your absolutely sure there are no other villages within 10-12 chunks around your breeder? You have to count entity processing chunks AND lazy processing chunks. Villager entitys that are in LPC's are still added to cap.


    The nearest door and villager outside my breeder is over 130 blocks away, and in every other direction there isn't a single village. In fact where I got the original villagers was over 500 blocks away.

    Only thing I can come up with is that the consoles have a stupidly low spawn cap on villagers because the only way they will start reproducing is if I go the 130 blocks away and slaughter the other villagers I bred, Once I killed all 10 I had them instantly breeding, and have 2 babies.

    Posted in: MCXONE: Discussion
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    posted a message on Villagers
    Quote from x1t0m1t0m1x»

    I wonder if the fact that they're bouncing in water is making it harder for the spawning conditions to be met and thats why you guys are having issues.


    The only breeder I will build any more is Rays Works breeder. Its kinda a pain to get the villagers in there the right way, but its a one time pain and the thing works perfect. In his video he shows off a massive one that he built for another farm, but the design is modular and scalable. Nathan Ryan also made a video with tweaks to the villager feeding system that I incorporated into my survival breeder. Mine has 4 breeding pairs and one detector villager. If theres room in the cap there are 6 - 8 babies in the holding chamber at any given time waiting to grow up.


    My villagers are on a flat 4x4 piece of land with carrots growing, the babies transfer to a small holding cell until they grow up then the water elevator pulls them up and transfers them into a holding pen.
    Posted in: MCXONE: Discussion
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    posted a message on Villagers
    Quote from x1t0m1t0m1x»

    Are the new villagers within 4 blocks on the y axis from the doors on the breeder? They can be stored inside the village radius, but they must be at least 5 blocks away on the y axis or they are counted as population, stopping breeding. To clarify, if the villagers are under the doors there should be one block of space between their heads and the block the door is placed on, or more. If the villagers are above the doors there must be 2 blocks of space between the block on top of the door and the block they are standing on, or more. To be safe, when I design breeders I usually move all new arrivals out of the village radius, that is, more than 32 blocks from the village center. This also makes them easier to handle when it comes time to move them to wherever they will reside permanently. Once they are outside the village radius, after about one minute, they will stop trying to pathfind to the center of the village they belong to, and go into normal wandering behavior.


    The new villagers are 16 blocks away from the doors but the doors are also 7 blocks lower on the Y coordinates. So new villagers are at Y 64,
    Z-255 and the doors are at Y 57, Z-239. I figured I would just roll the 10 I had into the iron farm on my creative world, left and came back to
    zero new villagers. Traded with the breeders,threw some carrots at them and nothing, they switch off showing hearts and sometimes sync up the hearts but no babies spawn.
    Posted in: MCXONE: Discussion
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    posted a message on Villagers
    Quote from x1t0m1t0m1x»

    Please clarify the part about the carrot dispenser. Do the carrots come from an auto farm, or from you? If its from an auto farm has it been modified to work right? Villager throwing behavior is broken and without modifying existing designs in a very specific way they do not work.

    Also have you moved the villagers that spawned and is it possible they are on the correct y level and within the village radius and counted as population?

    You mentioned an iron farm. Is it possible that the breeder is close enough to the iron farm that when the doors were placed they didn't merge with the existing iron farm village because of the order they were placed and then upon reload when villages were recalculated the two villages merged?

    The villagers move a total of 10 blocks from where the 2 breeding villagers are and are on the same y-64 axis as the breeding villagers. An the new villagers end up 16 blocks away from where the detector villager is. I havent had time to move them to their new homes on the Golem farm. As for the golem farm that sits 130 blocks away from the breeder and around 40 blocks higher on the Y axis.

    Since the 2 breeding villagers are in the middle of the water system that transports the baby villagers would occasionally toss carrots into the water system. So I placed a chest and hopper system that simply tranfers those carrots thru an item elevator and into a dispenser that shoots them back into the farm. Both seem to pick up them and throw them back at each other. Each villager also started out with 4 stacks of food plus whatever they farm or throw at each other.

    The carrot shooter was only done in creative and my normal world just collects the discarded carrots for me to throw back into the farm, so it hasn't bee implemented on the survival world, I was curious if that would trigger something. I also put a farm into the collecting pen on my creative world to see fi that could spark the population and it hasn't either.

    They just stop, its as if I some how hit a breeding limit for them even though I still am far enough away from the villager cap on the map.
    Posted in: MCXONE: Discussion
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    posted a message on Villagers
    Quote from Tenfold21»

    I'm having trouble breeding villagers as well. Currently have 29 villagers in the loaded area, 5 of which are part of my breeder (4 "breeders" spaced 7 blocks from 1 "detector" near 6 doors). I had to move the breeder about three weeks ago, after which it produced 4 villagers rather quickly. It hasn't produced another villager since then though. Breeder villagers produce hearts every couple minutes, and I've given them an ungodly amount of food trying to ensure they're "willing". Any ideas?


    Having a similar issue with my breeder as well. It produced a quick 7 and then after that it pretty much stopped, the breeder vilagers hearts go off random and sometimes together but nothing ever spawns anymore from it. I have 20 working in the Iron Golem farm, 2 breeding villagers, 1 detector and 7 spawned. If I go into Creative they still wont spawn anymore, but I can use the egg 20 more times..

    I also have it set up when ever they throw a carrot and it lands in the water it goes thru a system and despensed back into the farm.
    Posted in: MCXONE: Discussion
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    posted a message on Iron Golem Farm Questions

    Well had a couple that didn't drop any iron or poppy so I am at a loss as to why this is happening. Maybe its that /1% I just happen to see, though part of me wonders how many like those do I miss in an hour.

    Posted in: MCXONE: Discussion
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    posted a message on Iron Golem Farm Questions

    Well this was after I moved the water block back 1, so Ill have to see what I was avg on my creative world to see if that was sum how breaking it.

    Posted in: MCXONE: Discussion
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    posted a message on Iron Golem Farm Questions
    Quote from x1t0m1t0m1x»

    The water can't mess with either the golem or the hopper, the golem can't swim, and items alway sink to the bottom even in flowing water. The lava blade should be in the third block above the wash floor, a player should be able to walk under it without taking damage. If it is lower you will loose drops.


    Well its 3 blocks high with the sign under neath version so its only hitting the head. So I know its not losing items to the lava, just not sure why I would go 2-3 Golems in a row without a drop followed by a golem that drops. I checked the hoppers and droppers and nothing was lost, and the redstone is a bit exposed so I can see when items are being moved.

    Not sure what I was getting before but I pulled the water an extra block to see if things improved and so far I got around a stack in about an hr, Not sure if thats good for a 2 building iron farm.
    Posted in: MCXONE: Discussion
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    posted a message on Iron Golem Farm Questions

    Im fairly certain our second farm which hovers over the first 1 is around 80 blocks, so good to know we didn't mess that up. As for the Villagers I was curious because we housed a total of 10 Villagers in small cubes around the farm and they have now repopulated to 16 total in each structure. So I figured if there was no reason to keep them there then we could just move the 12 new villagers over.


    For some odd reason the occasional Golem wont drop any iron or poppy and I have yet to figure out why. I was wondering if it had something to do with how the mobs are being transported over to the lava blade, Im now wondering if the flowing water is flowing 1 block stronger and thus causing an issue with the golem or the hopper system.


    As for that thread, my nephew and I saw the Iron Beast and realized it was way to resource heavy for just use 2 to tackle.

    Posted in: MCXONE: Discussion
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    posted a message on Iron Golem Farm Questions

    So some of the info I came across has been either a few years old or seems to focus a bit more on the PC side of things so I was just wandering.


    1. How many farms can we have on a map

    2. How far away horizontal and vertical do they have to be from each other.

    3. How many villagers is actually need to make it run and is there an optimal number. An does the # of doors matter.

    4. With the lava blade method is item loss common, do golems always drop either iron or poppy.

    Posted in: MCXONE: Discussion
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    posted a message on Title Update 20 For All Platforms
    I new they were behind the Pc with the updates, I just didn't think it was that far behind.
    Posted in: MCX360: Recent & Upcoming Updates
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