Because Iron golem farms are not meant to be there.It is exploiting the spawn mechanics of the Golems.Iron golems should already be spawned in the villages when you find them(Max of 2-3) and then they should never spawn again after they have been killed.
In a sort of strange way Mojang created the monster: The spawning system was designed and coded by them and players that know about coding and moders have access to the code and the spawn behavior leaving it exposed. Those who understand the code can deduct the behavior and "exploit it" or by trial and mystake, running test, building and trying again. Thats majorly how the minecraft "science" grew, people watching the code, testing, understanding, building.
It looks like doors will now be added to the "nearest" village (center? boundary?), instead of the oldest one like before. This will kill the village chaining trick and stop us from building any new Iron Foundries, but doesn't address the underlying problem of overlapped villages not merging like they should, and may not break any existing ones. The moral of this story, kids, is build your Foundry now, while you still can.
It looks like doors will now be added to the "nearest" village (center? boundary?), instead of the oldest one like before. This will kill the village chaining trick and stop us from building any new Iron Foundries, but doesn't address the underlying problem of overlapped villages not merging like they should, and may not break any existing ones. The moral of this story, kids, is build your Foundry now, while you still can.
I personally wouldn't ... it could end up being a waste of time once they figure that out and fix it too.
I'm happy they patched this, it was quite abuseful in SMP.
It isn't abuseful if the server allowed things like iron farms in the first place. The server owner sets the rules.
In other news.....
I'm no farm specialist but what does this new fix prevent? I'm kind of aware of what an iron farm looks like but can anyone give me an image of what a single village iron farm looks like then a multiple?The only way now to stop this change is to post protest on reddit... so far I don't see any protest threads on reddit, and since Mojang mostly look on reddit and not here they may not change it if they don't see anything.
What if I knock a pigman off a cliff and he dies? Should I get the gold? Yes, because I killed the pigman by knocking him off a ledge. It's like saying that you must deliver the killing blow. We have little control if we knock something off a cliff and it dies from the fall. We shoukd still get the drops.
This is completely unrelated to the topic of chain villages, and Pigmen do drop gold again as of 14w04a.
Back on topic, looks like TangoTek is completely screwed over now. Anyone know of the most efficient iron farm that didn't use any bugs or exploits?
In other news.....
I'm no farm specialist but what does this new fix prevent? I'm kind of aware of what an iron farm looks like but can anyone give me an image of what a single village iron farm looks like then a multiple?
The only way now to stop this change is to post protest on reddit... so far I don't see any protest threads on reddit, and since Mojang mostly look on reddit and not here they may not change it if they don't see anything.
This new fix prevents the highly advanced iron golem farms (like the foundry) which depend on villages NOT merging or that have special mechanisms to break merged villages apart again. These advanced iron golem farms will no longer function (or not as efficiently as before at least).
The iron golem farms that are not affected (as I understand it) are single-village iron golem farms which don't use any special village merging/unmerging tricks.
At least, that's how I understand it.
Rollback Post to RevisionRollBack
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
This is completely unrelated to the topic of chain villages, and Pigmen do drop gold again as of 14w04a.
Back on topic, looks like TangoTek is completely screwed over now. Anyone know of the most efficient iron farm that didn't use any bugs or exploits?
Well you simply just do single village golem farms but link them up . On the Night Owl server we have a total of 8 single village iron golem farms hooked up together using water channels. I imagine you could expand it even larger then that, but I really wouldn't see a reason to. It produces a lot as it is.
Much easier to build then the iron trench too.
What I loved about the iron trench though was the cool factor. Just the way everything worked. How it looked. It reminds me almost like a real factory. It was one heck of an amazing piece of machinery.
The more complex the red stone .. the more I like it.
What if I knock a pigman off a cliff and he dies? Should I get the gold? Yes, because I killed the pigman by knocking him off a ledge. It's like saying that you must deliver the killing blow. We have little control if we knock something off a cliff and it dies from the fall. We shoukd still get the drops.
That is how it works. Even if the "player-kill only" change hadn't been reversed (which it has), punching a mob off a cliff counts as your kill anyway; you still get experience orbs, rare drops, etc. All that matters is that the mob dies within some time -- I think it's five seconds exactly -- of receiving player-inflicted damage. (I'm not sure what happens if you hit it with a snowball, since they do no damage, but I presume you would still get credit for the kill since you threw the snowball.)
I'm no farm specialist but what does this new fix prevent? I'm kind of aware of what an iron farm looks like but can anyone give me an image of what a single village iron farm looks like then a multiple?
This change prevents the village "chaining" glitch used by TangoTek to cram several villages (like, forty of them, e.g. in the Iron Foundry) into the same area no bigger than a single village, without them merging into one. It doesn't affect the "standard" (a'la docm77) versions at all. You just have to space your villages far apart again, like you're supposed to.
I'm posting from my iPod so I don't have links for you, but look up docm77's "iron golem farm" on YouTube for an example of one that isn't broken, and TangoTek's "Iron Trench" and "Iron Foundry" for a couple that are.
Back on topic, looks like TangoTek is completely screwed over now. Anyone know of the most efficient iron farm that didn't use any bugs or exploits?
docm's version is still the go-to model, in my opinion. There are some changes that can be made to account for recent updates, but they aren't even completely necessary; if you build it just like in the video, it'll still work just fine. For starters, with the addition of hoppers (and the more recent reversal of the "player-kill only" rule), it's no longer necessary to "soften them up" with lava or crushers and then save them for manual kills later on when you happen by; now you can simply kill them with a standard lava-blade, and use hoppers to collect the loot.
Also, the reason he used 48 doors is because it takes that many to breed 16 villagers, which is what it used to take to spawn golems. Now, they will spawn with as few as ten villagers, which only require 29 doors, although 32, being a multiple of 8, are a lot easier to place symmetrically around the center. If you bring in the villagers from outside, you technically only need 21 doors to spawn a golem (24 though, for symmetry.)
Another good one is MegaTrain's MegaVillage which operates on the same basic concept, but uses a lot more doors to promote a large trading population, housed in a central "ring" between the golem spawning floors in the middle and the rings of village doors on the outside. There are, of course, changes being made to the villager trading and breeding mechanics, too, so it's hard to say what the future holds for this design, but from what I've heard so far it should still work just fine, you'll just have to keep trading with the villagers to encourage breeding.
Long story short, I support them fixing (or breaking, depending on your point of view) the village chaining thing, but I hope they have come to their senses and don't have plans to stamp out other clever methods of farming.
This is pretty much how I feel. Actually, during all my discussions on this subject, I completely forgot about the village chaining bug because I've been too intimidated by the scale of industrial strength iron farms to build them myself. Derp.
Can any scientists in the field verify what's happened though? The Minecraft wiki says that in this snapshot, "Doors are now added to the closest village". What does this mean, exactly? Reading it out of context, it sounds like it says that doors now do what they've been doing all this time.
Does this mean the village chaining bug has been fixed, or has the radius at which villages merge been increased, or is it no longer possible to create new villages? Say you haven't encountered any villages in a world yet, but you cure a few zombie villagers and start building houses for them. What happens then?
Back on topic, looks like TangoTek is completely screwed over now. Anyone know of the most efficient iron farm that didn't use any bugs or exploits?
The most efficient design is now probably the Iron Cloud, designed by NimsTV. It's been clocked at 1 golem about every 2 minutes and was the only farm I personally could ever be bothered to build. It takes the edge off the tediousness of mining and in fact encourages me to do more of it by providing me with a steady supply of good quality tools. It also helps me through those odd dry spells where Lady Luck suddenly decides to curse me by hiding most of the underground iron from me when I need it the most.
Rollback Post to RevisionRollBack
Author of , Minecraft's most noteworthy Mega Man-themed resource pack!
Also the author of Tales from the Creature Keeper, a book series where humanity is long gone, but its successors, both domesticated and feral, could learn a lot from its legacy.
If there was a diamond farm, would it be nerfed? I would hope that of course it would.
How is it any different with iron? It is a slightly less valuable material, yes, but the point should still stand that the farm was not intended? How are these farms any different from duplication glitches? You only need to build it once and then your materials 'duplicate.'
Of course these are going to be nerfed. If you want a true sandbox experience, play creative.
Rollback Post to RevisionRollBack
"A lion does not concern himself with the opinions of sheep."
- Lord Tywin Lannister
Can any scientists in the field verify what's happened though? The Minecraft wiki says that in this snapshot, "Doors are now added to the closest village". What does this mean, exactly? Reading it out of context, it sounds like it says that doors now do what they've been doing all this time.
When a new door could be added to either of two (or more) existing villages, it used to go to the oldest (i.e. earliest-registered) one. This is what allowed several villages to be "chained" together in the first place. Now, it seems it will go to the nearest one instead of the oldest, preventing any such chaining.
Does this mean the village chaining bug has been fixed, or has the radius at which villages merge been increased, or is it no longer possible to create new villages? Say you haven't encountered any villages in a world yet, but you cure a few zombie villagers and start building houses for them. What happens then?
Just the chaining, as far as I'm aware. I don't imagine anything else is different, just who "wins" when two villages are fighting over who gets a door.
The most efficient design is now probably the Iron Cloud, designed by NimsTV. It's been clocked at 1 golem about every 2 minutes
I find that hard to believe. Last I checked, the Iron Cloud was just a smaller-and-therefore-less-efficient version of docm's/JL2579's iron farm with slightly-easier water and villager placement. That one achieves very nearly the theoretical limit* of six minutes (on average) per golem, per pod, or 1.5 minutes per golem with four pods linked together like in the video.
*(odds of golem spawning, when all conditions are met, are 1/7000 per game tick. Ideally, on average it should take 7000 ticks -- 350 seconds, or 5m50s -- between spawns.)
If the reported "2 minutes between golems" is for a single pod, then it was merely a one-off occurrence, and not a long-term average (that, or a bold-faced filthy lie.) And if it was for a four-pod array, as I suspect, then it's hardly the most efficient; rather it's behind the game by a full 25%.
the Iron Cloud was just a smaller-and-therefore-less-efficient version of docm's/JL2579's iron farm with slightly-easier water and villager placement.
This.
Not really bothered too much about Iron Farms being 'nerfed'. When I did play survival a single cell of JL's farm ticking over in the spawn chunks produced more iron than i could ever use without building everything out of iron blocks.
Shame the trench doesn't work anymore though, farms like that show just how intelligent some Minecraft players are.
If the reported "2 minutes between golems" is for a single pod, then it was merely a one-off occurrence, and not a long-term average (that, or a bold-faced filthy lie.) And if it was for a four-pod array, as I suspect, then it's hardly the most efficient; rather it's behind the game by a full 25%.
Well, that's what the wiki said when I looked it up.
I always just assumed that since the farm was smaller, it could flush its iron golems out sooner and thus restart its spawning cycles more often. That, and since bigger villages don't really lead to faster golem spawning, making any iron farm capsule larger than minimal size is a waste. But if that's not so, I guess someone who's actually measured this stuff should do some editing.
Author of , Minecraft's most noteworthy Mega Man-themed resource pack!
Also the author of Tales from the Creature Keeper, a book series where humanity is long gone, but its successors, both domesticated and feral, could learn a lot from its legacy.
I built one of Docm77's Iron farms in my old island map world, which does not use the glitch for it's villages but rather keeps them all the proper space apart... since it already used lava blades to weaken the golums, all I had to do was remove the crusher and 1 hit kill them with a sword.... which means it did not nerf this design at all.
while I generally do prefer to build farms once I have secured a base inventory, I did find the Iron farm delivered waaaaayyyyyyy more then my needs required and I doubt that I'll ever invest the time in building one again any time soon..I built one of Docm77's Iron farms in my old island map world, which does not use the glitch for it's villages but rather keeps them all the proper space apart... since it already used lava blades to weaken the golums, all I had to do was remove the crusher and 1 hit kill them with a sword.... which means it did not nerf this design at all.
while I generally do prefer to build farms once I have secured a base inventory, I did find the Iron farm delivered waaaaayyyyyyy more then my needs required and I doubt that I'll ever invest the time in building one again any time soon..
The 'cloud' has over 200 less spawning spaces for Golem's which makes it slower.
Ah. That would do it. I don't understand why Doc's design has four separate villager containers for each separate spawning cell though. It seems like you ought to be able to streamline the design even further without losing any efficiency by building just one villager container. You could also make it out of glass so you don't have to deal with mob spawning problems.
Rollback Post to RevisionRollBack
Author of , Minecraft's most noteworthy Mega Man-themed resource pack!
Also the author of Tales from the Creature Keeper, a book series where humanity is long gone, but its successors, both domesticated and feral, could learn a lot from its legacy.
Shame the trench doesn't work anymore though, farms like that show just how intelligent some Minecraft players are.
mmmm .. I don't know if someone really needs all that much intelligence to have made the Iron trench. Actually I know for a fact it didn't. It just required knowledge. Tango is a game designer, specifically programming I believe, and he was able to look into how villages work and all that stuff. It's just natural to him as it is for a ton of the mindcrack members. The rest was just a little of basic math to get all the timings correct.
I am more impressed simply that he decided to build it. Even if I knew I could get away with something like that, I don't know if I would go through with it. I personally look down at looking through code to take advantage of game mechanics. In my eyes it's just as much cheating as it is to use a hex editor or packet injector.
I am a game designer as well .. though I don't deal with the programming side of things usually. More on the art side.
I do know a little programming, but honestly I could never get into it for a main job.
You weren't around here when "game exploits" as-you-call-it where actually appreciated by the creator of this game, were you? Guess not...
Yes, I was. And I was also here when Jeb said he considered mob farms item dupes.
And while I appreciate Notch as the creator, its fairly obvious that he didn't always fully think out the ideas he had. Jeb has been fixing a lot of Notch's mistakes, and turning Minecraft into a much better game. Of course, Jeb has made his fair share of mistakes, primarily because ideas that will work great in single player don't work in multi-player, as many, many online game developers have discovered, to their dismay and frustration.
Yes, I was. And I was also here when Jeb said he considered mob farms item dupes.
And while I appreciate Notch as the creator, its fairly obvious that he didn't always fully think out the ideas he had. Jeb has been fixing a lot of Notch's mistakes, and turning Minecraft into a much better game. Of course, Jeb has made his fair share of mistakes, primarily because ideas that will work great in single player don't work in multi-player, as many, many online game developers have discovered, to their dismay and frustration.
Case in point: village detection.
The issue is that others dive into the coding and abuse their knowledge. Simply put, there isn't anything that can really be done about that. It also has nothing to do with single or multiplayer. It was something that was never intended for either.
Again though ... this is minecraft, exploits will never be solved as long as they continue to add things. Not with this community. Let's put it this way .. day 1 release of a snapshot and they already figured out how to steal wheat from villagers and make an auto wheat farm lol.
One can try to go against this and prevent all these issues and fail doing it, or one can join and simply improve on these "features".
It's a battle the devs will never win, as it is an argument you will never win.
If you want something with stricter rules and gameplay, you are going to need to find a game with all that set in stone where mods are not a big part of the game. Mods usually mean the game is naked and open to exploiting more easily.
In a sort of strange way Mojang created the monster: The spawning system was designed and coded by them and players that know about coding and moders have access to the code and the spawn behavior leaving it exposed. Those who understand the code can deduct the behavior and "exploit it" or by trial and mystake, running test, building and trying again. Thats majorly how the minecraft "science" grew, people watching the code, testing, understanding, building.
And:
It looks like doors will now be added to the "nearest" village (center? boundary?), instead of the oldest one like before. This will kill the village chaining trick and stop us from building any new Iron Foundries, but doesn't address the underlying problem of overlapped villages not merging like they should, and may not break any existing ones. The moral of this story, kids, is build your Foundry now, while you still can.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
I personally wouldn't ... it could end up being a waste of time once they figure that out and fix it too.
It isn't abuseful if the server allowed things like iron farms in the first place. The server owner sets the rules.
In other news.....
I'm no farm specialist but what does this new fix prevent? I'm kind of aware of what an iron farm looks like but can anyone give me an image of what a single village iron farm looks like then a multiple?The only way now to stop this change is to post protest on reddit... so far I don't see any protest threads on reddit, and since Mojang mostly look on reddit and not here they may not change it if they don't see anything.
This is completely unrelated to the topic of chain villages, and Pigmen do drop gold again as of 14w04a.
Back on topic, looks like TangoTek is completely screwed over now. Anyone know of the most efficient iron farm that didn't use any bugs or exploits?
This new fix prevents the highly advanced iron golem farms (like the foundry) which depend on villages NOT merging or that have special mechanisms to break merged villages apart again. These advanced iron golem farms will no longer function (or not as efficiently as before at least).
The iron golem farms that are not affected (as I understand it) are single-village iron golem farms which don't use any special village merging/unmerging tricks.
At least, that's how I understand it.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
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Well you simply just do single village golem farms but link them up . On the Night Owl server we have a total of 8 single village iron golem farms hooked up together using water channels. I imagine you could expand it even larger then that, but I really wouldn't see a reason to. It produces a lot as it is.
Much easier to build then the iron trench too.
What I loved about the iron trench though was the cool factor. Just the way everything worked. How it looked. It reminds me almost like a real factory. It was one heck of an amazing piece of machinery.
The more complex the red stone .. the more I like it.
That is how it works. Even if the "player-kill only" change hadn't been reversed (which it has), punching a mob off a cliff counts as your kill anyway; you still get experience orbs, rare drops, etc. All that matters is that the mob dies within some time -- I think it's five seconds exactly -- of receiving player-inflicted damage. (I'm not sure what happens if you hit it with a snowball, since they do no damage, but I presume you would still get credit for the kill since you threw the snowball.)
This change prevents the village "chaining" glitch used by TangoTek to cram several villages (like, forty of them, e.g. in the Iron Foundry) into the same area no bigger than a single village, without them merging into one. It doesn't affect the "standard" (a'la docm77) versions at all. You just have to space your villages far apart again, like you're supposed to.
I'm posting from my iPod so I don't have links for you, but look up docm77's "iron golem farm" on YouTube for an example of one that isn't broken, and TangoTek's "Iron Trench" and "Iron Foundry" for a couple that are.
docm's version is still the go-to model, in my opinion. There are some changes that can be made to account for recent updates, but they aren't even completely necessary; if you build it just like in the video, it'll still work just fine. For starters, with the addition of hoppers (and the more recent reversal of the "player-kill only" rule), it's no longer necessary to "soften them up" with lava or crushers and then save them for manual kills later on when you happen by; now you can simply kill them with a standard lava-blade, and use hoppers to collect the loot.
Also, the reason he used 48 doors is because it takes that many to breed 16 villagers, which is what it used to take to spawn golems. Now, they will spawn with as few as ten villagers, which only require 29 doors, although 32, being a multiple of 8, are a lot easier to place symmetrically around the center. If you bring in the villagers from outside, you technically only need 21 doors to spawn a golem (24 though, for symmetry.)
Another good one is MegaTrain's MegaVillage which operates on the same basic concept, but uses a lot more doors to promote a large trading population, housed in a central "ring" between the golem spawning floors in the middle and the rings of village doors on the outside. There are, of course, changes being made to the villager trading and breeding mechanics, too, so it's hard to say what the future holds for this design, but from what I've heard so far it should still work just fine, you'll just have to keep trading with the villagers to encourage breeding.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
This is pretty much how I feel. Actually, during all my discussions on this subject, I completely forgot about the village chaining bug because I've been too intimidated by the scale of industrial strength iron farms to build them myself. Derp.
Can any scientists in the field verify what's happened though? The Minecraft wiki says that in this snapshot, "Doors are now added to the closest village". What does this mean, exactly? Reading it out of context, it sounds like it says that doors now do what they've been doing all this time.
Does this mean the village chaining bug has been fixed, or has the radius at which villages merge been increased, or is it no longer possible to create new villages? Say you haven't encountered any villages in a world yet, but you cure a few zombie villagers and start building houses for them. What happens then?
The most efficient design is now probably the Iron Cloud, designed by NimsTV. It's been clocked at 1 golem about every 2 minutes and was the only farm I personally could ever be bothered to build. It takes the edge off the tediousness of mining and in fact encourages me to do more of it by providing me with a steady supply of good quality tools. It also helps me through those odd dry spells where Lady Luck suddenly decides to curse me by hiding most of the underground iron from me when I need it the most.
Also the author of Tales from the Creature Keeper, a book series where humanity is long gone, but its successors, both domesticated and feral, could learn a lot from its legacy.
How is it any different with iron? It is a slightly less valuable material, yes, but the point should still stand that the farm was not intended? How are these farms any different from duplication glitches? You only need to build it once and then your materials 'duplicate.'
Of course these are going to be nerfed. If you want a true sandbox experience, play creative.
- Lord Tywin Lannister
When a new door could be added to either of two (or more) existing villages, it used to go to the oldest (i.e. earliest-registered) one. This is what allowed several villages to be "chained" together in the first place. Now, it seems it will go to the nearest one instead of the oldest, preventing any such chaining.
Just the chaining, as far as I'm aware. I don't imagine anything else is different, just who "wins" when two villages are fighting over who gets a door.
I find that hard to believe. Last I checked, the Iron Cloud was just a smaller-and-therefore-less-efficient version of docm's/JL2579's iron farm with slightly-easier water and villager placement. That one achieves very nearly the theoretical limit* of six minutes (on average) per golem, per pod, or 1.5 minutes per golem with four pods linked together like in the video.
*(odds of golem spawning, when all conditions are met, are 1/7000 per game tick. Ideally, on average it should take 7000 ticks -- 350 seconds, or 5m50s -- between spawns.)
If the reported "2 minutes between golems" is for a single pod, then it was merely a one-off occurrence, and not a long-term average (that, or a bold-faced filthy lie.) And if it was for a four-pod array, as I suspect, then it's hardly the most efficient; rather it's behind the game by a full 25%.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
This.
Not really bothered too much about Iron Farms being 'nerfed'. When I did play survival a single cell of JL's farm ticking over in the spawn chunks produced more iron than i could ever use without building everything out of iron blocks.
Shame the trench doesn't work anymore though, farms like that show just how intelligent some Minecraft players are.
Sugar Cane Farm Alternatives: http://www.minecraftforum.net/topic/2162971-sugar-cane-farm-alternatives/page__hl__+sugar +cane +farm
Well, that's what the wiki said when I looked it up.
http://minecraft.gamepedia.com/Tutorials/Iron_golem_farming
I always just assumed that since the farm was smaller, it could flush its iron golems out sooner and thus restart its spawning cycles more often. That, and since bigger villages don't really lead to faster golem spawning, making any iron farm capsule larger than minimal size is a waste. But if that's not so, I guess someone who's actually measured this stuff should do some editing.
Also the author of Tales from the Creature Keeper, a book series where humanity is long gone, but its successors, both domesticated and feral, could learn a lot from its legacy.
while I generally do prefer to build farms once I have secured a base inventory, I did find the Iron farm delivered waaaaayyyyyyy more then my needs required and I doubt that I'll ever invest the time in building one again any time soon..I built one of Docm77's Iron farms in my old island map world, which does not use the glitch for it's villages but rather keeps them all the proper space apart... since it already used lava blades to weaken the golums, all I had to do was remove the crusher and 1 hit kill them with a sword.... which means it did not nerf this design at all.
while I generally do prefer to build farms once I have secured a base inventory, I did find the Iron farm delivered waaaaayyyyyyy more then my needs required and I doubt that I'll ever invest the time in building one again any time soon..
My Island Adventure - http://www.minecraft...brief-tutorial/
me(red) playing UT2K4 - http://www.youtube.c...h?v=Wz0DnP7wXnU
The 'cloud' has over 200 less spawning spaces for Golem's which makes it slower.
Sugar Cane Farm Alternatives: http://www.minecraftforum.net/topic/2162971-sugar-cane-farm-alternatives/page__hl__+sugar +cane +farm
Ah. That would do it. I don't understand why Doc's design has four separate villager containers for each separate spawning cell though. It seems like you ought to be able to streamline the design even further without losing any efficiency by building just one villager container. You could also make it out of glass so you don't have to deal with mob spawning problems.
Also the author of Tales from the Creature Keeper, a book series where humanity is long gone, but its successors, both domesticated and feral, could learn a lot from its legacy.
mmmm .. I don't know if someone really needs all that much intelligence to have made the Iron trench. Actually I know for a fact it didn't. It just required knowledge. Tango is a game designer, specifically programming I believe, and he was able to look into how villages work and all that stuff. It's just natural to him as it is for a ton of the mindcrack members. The rest was just a little of basic math to get all the timings correct.
I am more impressed simply that he decided to build it. Even if I knew I could get away with something like that, I don't know if I would go through with it. I personally look down at looking through code to take advantage of game mechanics. In my eyes it's just as much cheating as it is to use a hex editor or packet injector.
I am a game designer as well .. though I don't deal with the programming side of things usually. More on the art side.
I do know a little programming, but honestly I could never get into it for a main job.
Yes, I was. And I was also here when Jeb said he considered mob farms item dupes.
And while I appreciate Notch as the creator, its fairly obvious that he didn't always fully think out the ideas he had. Jeb has been fixing a lot of Notch's mistakes, and turning Minecraft into a much better game. Of course, Jeb has made his fair share of mistakes, primarily because ideas that will work great in single player don't work in multi-player, as many, many online game developers have discovered, to their dismay and frustration.
Case in point: village detection.
The issue is that others dive into the coding and abuse their knowledge. Simply put, there isn't anything that can really be done about that. It also has nothing to do with single or multiplayer. It was something that was never intended for either.
Again though ... this is minecraft, exploits will never be solved as long as they continue to add things. Not with this community. Let's put it this way .. day 1 release of a snapshot and they already figured out how to steal wheat from villagers and make an auto wheat farm lol.
One can try to go against this and prevent all these issues and fail doing it, or one can join and simply improve on these "features".
It's a battle the devs will never win, as it is an argument you will never win.
If you want something with stricter rules and gameplay, you are going to need to find a game with all that set in stone where mods are not a big part of the game. Mods usually mean the game is naked and open to exploiting more easily.