Okay, here is why Iron Golems don't provide a good source of iron.
The Take Equation (Iron Golem iron collection rate):
Ig / (Tk + Rs + Dl) * Pk * Ga = Im
Ig: Average Iron gained per Golem (4)
Tk: Time it takes to kill an iron golem (20sec at best, or 0.33 mins)
Rs: Time it takes for said golem to respawn (maybe 10min)
Dl: Delay between killing a golem and attacking another (5min with mob trap, 1min without)
Pk: Probability that a player can kill the golem (3/10 without mob trap, 9/10 with)
Ga: Golems available at any one village (2?)
Im: Iron gained per minute from farming golems
This means that you'll get MAYBE one iron ingot every two minutes (every five minutes if you don't use a mob trap). A 1.2 zombie farm could probably get that profit, and it would be much more efficient to just go mining, with the side affect of getting lots of cobblestone and ores.
There, that was hard statistics. Iron golems are fine. Success!
I mentioned it in the other thread, the issue really isn't that they drop items even when the player doesn't get involved, but the rate at which they respawn. Its pretty simple to connect pistons on the bottom and suffocate the golems to half a heart. A couple taps later or maybe one splash potion of harming, nearly as much iron as the lava blade traps. On the other hand if golems didn't instantly spawn after one left the area or died, it would slow the flow of iron, lava or suffocation.
You're probably missing the main reason they respawn back instantly, they are there to protect the villagers. That was kind of the entire reason they were added..
You're probably missing the main reason they respawn back instantly, they are there to protect the villagers. That was kind of the entire reason they were added..
If they respawned slow, the villages would die..
I understand that they're there to protect the villagers, but the golems are tough enough they can go the entire night fighting of zombies and not die. In fact I've seen many of them last for at least 2 or 3 nights. It seems that villages would be fine with 2 to 3 nights of safety and growth followed by 1 night of death. Still, they can spawn slower then they do now without being absent for whole nights. I think Villagers could last 2 to 3 minutes between golems without suffering major losses. Unless there's a zombie dungeon near the town the undead hordes don't tend to attack in large masses and the villagers have been fairly capable of avoiding the zombies when there were no golems to save them.
I understand that they're there to protect the villagers, but the golems are tough enough they can go the entire night fighting of zombies and not die. In fact I've seen many of them last for at least 2 or 3 nights. It seems that villages would be fine with 2 to 3 nights of safety and growth followed by 1 night of death. Still, they can spawn slower then they do now without being absent for whole nights. I think Villagers could last 2 to 3 minutes between golems without suffering major losses. Unless there's a zombie dungeon near the town the undead hordes don't tend to attack in large masses and the villagers have been fairly capable of avoiding the zombies when there were no golems to save them.
Yeah, that's the thing, either it's an exploit or a defenseless village, hence why it should be iron drop from player-kill only.
People will still make redstone devices to counter that also, but that is much more resources then a simple lava blade.
Yeah, that's the thing, either it's an exploit or a defenseless village, hence why it should be iron drop from player-kill only.
People will still make redstone devices to counter that also, but that is much more resources then a simple lava blade.
I still think the villagers could survive without a golem for a few minutes but player-kill only certainly would make it harder to farm.
For piston crushers, 125 redstone repeaters for the delay/timing circuit alone. 375 blocks of smooth stone, 250 redstone torches and 125 pieces of redstone. I can see that putting some people off making a golem grinder.
If you're not killing off the golems as fast as you can, the village probably won't be wiped out...
I say rather than totally shut down golem farms, limit the amount of golem respawns a day to one per golem. Raise the number of villlagers required to add a golem, and lower the minimum required to have a golem. This way, farming is still possible, but it would require more effort for less output, assuming you're making the farm legitimately. Also, if you're not farming the golems, villagers remain generally safe.
This way, if a golem dies without player causation, indirect or direct, the player can pick up their ingots. But, farming golems is slower. Also, if a golem dies in the middle of the night, another one can spawn soon enough to keep the village safe.
The Take Equation (Iron Golem iron collection rate):
Ig / (Tk + Rs + Dl) * Pk * Ga = Im
Ig: Average Iron gained per Golem (4)
Tk: Time it takes to kill an iron golem (20sec at best, or 0.33 mins)
Rs: Time it takes for said golem to respawn (maybe 10min)
Dl: Delay between killing a golem and attacking another (5min with mob trap, 1min without)
Pk: Probability that a player can kill the golem (3/10 without mob trap, 9/10 with)
Ga: Golems available at any one village (2?)
Im: Iron gained per minute from farming golems
This means that you'll get MAYBE one iron ingot every two minutes (every five minutes if you don't use a mob trap). A 1.2 zombie farm could probably get that profit, and it would be much more efficient to just go mining, with the side affect of getting lots of cobblestone and ores.
There, that was hard statistics. Iron golems are fine. Success!
If they respawned slow, the villages would die..
@iso: You're doing it wrong
Get 15 villagers: profit
I understand that they're there to protect the villagers, but the golems are tough enough they can go the entire night fighting of zombies and not die. In fact I've seen many of them last for at least 2 or 3 nights. It seems that villages would be fine with 2 to 3 nights of safety and growth followed by 1 night of death. Still, they can spawn slower then they do now without being absent for whole nights. I think Villagers could last 2 to 3 minutes between golems without suffering major losses. Unless there's a zombie dungeon near the town the undead hordes don't tend to attack in large masses and the villagers have been fairly capable of avoiding the zombies when there were no golems to save them.
People will still make redstone devices to counter that also, but that is much more resources then a simple lava blade.
I still think the villagers could survive without a golem for a few minutes but player-kill only certainly would make it harder to farm.
For piston crushers, 125 redstone repeaters for the delay/timing circuit alone. 375 blocks of smooth stone, 250 redstone torches and 125 pieces of redstone. I can see that putting some people off making a golem grinder.
Keep in mind that his design (or mine whatever) is easily buildable in survival too.
If you're not killing off the golems as fast as you can, the village probably won't be wiped out...
I say rather than totally shut down golem farms, limit the amount of golem respawns a day to one per golem. Raise the number of villlagers required to add a golem, and lower the minimum required to have a golem. This way, farming is still possible, but it would require more effort for less output, assuming you're making the farm legitimately. Also, if you're not farming the golems, villagers remain generally safe.
This way, if a golem dies without player causation, indirect or direct, the player can pick up their ingots. But, farming golems is slower. Also, if a golem dies in the middle of the night, another one can spawn soon enough to keep the village safe.
You made me curious, I'm gonna run my farm for 10 min. and see the result.
Now wait for the villagers to multiply themselves.
10-15min run of my grinder results:
Way op if you can get a grinder/trap set up