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    posted a message on Can someone confirm this?

    The iron towers did not work for me, and I tried a design like redstonespire's farms too with no luck. I'm working on it right now and I seem to get two villages, one on each side. I'm looking at two golems as I type and there are only 18 villagers in the farm. There is a bug report, MCCE-1461, that the playstation platforms are having problems with chained iron farms, but there are claims that xbox one users are getting working farms up and running. I haven't found any vids yet. I'm going to keep experimenting, as its all really a guessing game without the ability to mod.


    I also tried snocrash's donut farm design above the nether and it doesn't work correctly either. They don't spawn fast enough and the radius around the player where they will aggro and pathfind to you seems smaller on console, they don't react at all from halfway across the platform to the outer edge, but will come to you if they happen to wander in close enough. The mechanic where they drop xp and rare drops when aggro'd at the player works though. I used this and the big portals we can build now to make an overworld gold farm that works better than any other design I've seen to date for console. I used the xp elevator from the donut farm and adapted it to my farm and I can afk it and get as much xp as I want (I've gotten to 134 after a couple hours).


    I have a guardian farm too and it works great. 10,000 plus items an hour and I have prismarine blocks and sea lanterns by the chestfull.

    Posted in: MCX360: Discussion
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    posted a message on Help, Somebody kwon which is the best iron farm for TU 19 ?

    In my iron farm test world the prototype I've been working with tops out at y127, although the world was generated before tu31. In my survival world the guardian farm is at y128 at the highest point of the tower and it was generated after tu31, obviously. I do experience fps lag after a couple hours of afk at either the guardian farm or the gold farm, but tickspeed is not affected, as redstone clocks and pistons operate at normal speed, they appear glitchy and erratic but work the way they're supposed to. I attributed this to the fact that there are many entities to keep track of and the xbox does get quite hot. If I unload and reload without exiting to the dashboard all lag is gone and the xbox cools off. I also clear the cache once a week or more, so that may help?

    Posted in: MCX360: Discussion
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    posted a message on Help, Somebody kwon which is the best iron farm for TU 19 ?

    I didn't experience any lag when I built the iron towers. I did have the same problem as you described though, they spawn everywhere except where they're supposed to. There are reports of people having lag issues since the last update so it may not necessarily be the iron farm. There is also a bug report on JIRA about chaining not working correctly on playstation platforms (I believe this is what Up Up was referring to). It is possible this is the case with 360 as well.

    Posted in: MCX360: Discussion
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    posted a message on Help, Somebody kwon which is the best iron farm for TU 19 ?

    The iron trench will not work as of tu31. I had a design that used tango's method with much simplified redstone and it no longer works correctly (perfected it the end of november, go figure). If you want a chained farm you need a 1.8 version farm and so far I haven't had much luck. I tried Daniel Kotes' iron towers and it didn't work, but the tutorial is not the best and I may have constructed it wrong. He actually didn't include part of the build in the tutorial and I had to pause and count and hope it was right. There is a guy in the xboxone forums, cire360, he claims to have a working design (I believe he does, as the info he posted about a previous iron farm he designed helped me a lot with my old farm design) but theres no tutorial for it yet.

    Posted in: MCX360: Discussion
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    posted a message on Whats your best EXP farm?

    Ghasts will not because even if you enter the portal the connection portal generated in the nether is a standard 4 x 5 portal. If you change the nether side portal to a larger one and re-link it then they will be able to enter the new portal when you are in the nether.


    The game calculates how many zombie pigman to spawn based on difficulty level and the number of portal blocks there are, not the total number of portals (I hope that makes sense). So hard difficulty and large portals increase the spawn rate greatly. The one I came up with and am using in survival starts with an outside wall that is 45 wide and 23 tall so it can house two max size portals and then there is one air block in between each inner ring with trapdoors and a wash table. They wander off the trapdoors pretty reliably and don't stay in the farm for long most of the time. With that many portal blocks they will spawn to cap (hard cap still applies to spawned pigmen), and output slows at night if there are spawnable spaces within 128 blocks. If you capture and house a pigman near the drop tube underground and use a half slab so there is a hole to throw a snowball through you can use snowballs or eggs to aggro the pigman and spawns will increase. If pigmen fall through the drop tube at a fast enough rate they will be aggro'd as they fall and drop xp without manually killing them. When they are aggro'd on the way down the tube they will reset the aggro timer on your caged pigman and the process will continue indefinately as long as pigmen fall at a fast enough rate to not let the aggro timer expire and the player stays within 40ish blocks of the caged pigman. This is the principle I used to make my farm and it makes rediculous amounts of xp (I've reached level 134 after several hours of afk). It will fill three double chests with nuggets to overflowing if left overnight. Thats not counting the swords or ingots. Several stacks of ingots and many, many swords (more that you will want to store or sort through) can be obtained overnight in addition to the nuggets. When I built my farm I adapted the xp orb elevator from snocrash's donut farm to my farm and I stand right underneath the wash table and the xp travels from the hoppers on the bottom all the way up to me where I stand 20 blocks up right under the farm. A one block hole is too small to manage that many pigmen the way I have the wash table designed but I believe with some creative water stream placement and elevation changes they could be washed into a one block hole at a fast enough rate. These things always occur to me after I've already built my designs in survival. Also (if you don't have it already) ice on the floor will cause any mob to be washed at a faster rate this includes under the skelly spawner as the normal 'spawnable block' rules do not apply to spawners and pigmen will spawn on the obsidian block of the portal ring, not any block adjacent to the portal.


    P.S. you probably already know this but even with diamond armor and good weapons aggro'd pigmen are very lethal especially in hard difficulty, I died twice during the survival build at the hands of a pigman.

    Posted in: MCX360: Discussion
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    posted a message on Whats your best EXP farm?

    No, its my own design and I haven't seen anything like it anywhere. I can't capture video so I can't make one. I could take some screenshots and make a picture tutorial in the builds section. I've been considering this anyway because this is the most productive gold farm I've seen that works on console. The most difficult part of the build is the redstone and it's not terribly complicated but repeater timings have to be correct for the xp elevator to work. You may even be able to find a way to make it better if you know redstone well. You will want to incorporate the xp farm part because they spawn faster when they're aggro'd at you and you get ingots too because you get the rare drops, including swords that have to be disposed of or they will fill a double chest in a matter of minutes. This requires a sorting system but I've used a design that can't be broken by overloading and water streams and a test elevator to get the items to the sorter so hoppers are kept to a minimum.

    Posted in: MCX360: Discussion
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    posted a message on Whats your best EXP farm?

    Checks this vid out.



    This one works great. I built it in my last world. 0 to 30 in less than a minute and no lag. You will have to light up the entire end though for any enderman farm to work efficiently (our end is not large enough to build 150 blocks away from the island). Jack-o-lanterns work great, and it'll take around 900 of them, if you use torches it will take more. Docm77's simple enderman farm with an endermite does not work right on console, enderman don't agro on endermites like they do on pc. Pigman behavior now allows for afk xp farming but the only working farm I can come up with is a large portal farm (takes almost a double chest of obsidian) that uses an adapted xp orb elevator from snocrash's donut farm. Sadly his donut farm design doesn't work on console either. I built the portal farm in my new survival world and I love it, no going to the end for xp and all I have to do is throw a snowball at a named pigman and stand on a pressure plate. And I get gold. 0 to 30 in less than two minutes, so its slower than an enderman farm.

    Posted in: MCX360: Discussion
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    posted a message on Iron Foundry

    I am aware of the change coming. I don't have a pc unfortunately, so village marker is out of the question. I've devised a couple ways to make educated guesses about if its working. For example with 23 doors villagers will breed to 9. If I have exactly 9 and something doesnt work right I know because they start breeding.I can tell if the villages are being brought in from the satellite if they spawn skewed to that side prior to deregistering the doors and of course the spawn rates are a big clue. I have my spawn pads in the right spot because they spawn pretty equally on both floors. It's slow going but its working. My village centers are in a line like the titan or trench but now that you mention about arranging them to one point I realized if I flip the sky acess sequencer on the far side I can make one center point for all villages. It currently looks like a mini titan with two levels of doors on each side so I can have one sky acess block that catches all 11 doors and the pistons that control sky acess during the chaining process are not needed for repositioning. I have a lot of the automation done and it can rebuild itself now but I still need to wire up the kill switch for the satellite platform and figure out a golem detector. It takes 20 mins to rebuild right now because I wanted to start with too much time and work backwards from there once I knew it worked. Thanks for the tips on the advanced spawn floor when I get the redstone done and compacted I'll start working on that. Thanks again for the help.

    Posted in: MCXONE: Discussion
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    posted a message on Iron Foundry

    Thanks for sharing your insights into chaining villages on console. I've tried to do it a couple times and never could get it to work. Last night I stumbled across this thread and today I figured I'd give it a try once again. I managed to chain and position 8 villages manually on my second try. It made over a double chest of loot while I worked on automation and it was pretty sweet seeing two golems in the grinder on a regular basis and a couple times I saw them three deep in there, and with only 11 villagers. Where can I find info on the redstone block spawning pads? I searched for an hour and can't find anything on the mechanic or even a good picture of a setup like that. I watched a zipkrowd server tour video a while ago and jl2579 was showcasing his iron tower build and it had the same type of design, he briefly explained that they are more efficient and that the golems actually spawn inside the blocks but I can't find anything other than a couple showcase vids that have the same type of spawn floor. If you could point me in the right direction I'd appreciate it. Thanks again for sharing your discoveries about the differences in village mechanics on console, now I've got a new project.

    Posted in: MCXONE: Discussion
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