First off, thanks to James S on the bug tracker for sharing what he found. He deserves credit for finding this, although I'm not sure if he's a member here or not.
Some of you are aware that ever since TU31 stacked or chained iron farms have been impossible to build, due to some bugs that make village detection different from pc. James S, however, found a combination that works. The base layout for the farm is Gruvaguy's Iron Beast 32 farm. I recommend watching the tutorial and then building the farm in creative exactly as it is in the tutorial, and then do these modifications. The sattelite door/villager placement is not changed at all, and neither are the timing systems. Some of you more knowlegable players may even see where he made an error with door placement, this is not an issue though as when we modify the village door housings it all gets fixed.
The sattelite door configuration and timing sequence work for us with some modifications to the village door housings.
Heres pictures of the village door configuration, same on both sides.
And the sky access opening reconfigured.
The relation of the sattelite doors on the west side to the back of the village door housing, gold blocks are for reference.
The spacing between the innermost doors is unchanged from Gruva's design, however instead of 11 doors we have 3, air block and 3 more then underneath we place 3, air block and 2, from inside to outside. The sky access port should line up with the air block in between the door rows, and there should be five blocks of overhang in both the front and rear of the housings. The detector villager on top stays in exactly the same place as in the tutorial.
Heres some more pictures of how I ran the redstone on top of the housings. The funtions of the redstone is exactly as it is in Gruva's tutortial, just modified to fit our reconfigured housings. The torch and redstone line thats steps down leads to the lower detector villagers.
Now we need a detector villager to detect the five doors that are now on the bottom because the guy on top is too far away.
The gold blocks on top are for reference, and these villagers are directly beneath the villagers on top. The difference is we want these guys to default to the up position, not down like on top, which is why the signal is inverted on its way down from the top with the torch in the previous pictures.
The last thing we need to do to make it work is change the spawn floor because the village center has moved now that we have doors on the bottom too. It needs to move two blocks down, along with the villager pod at the front.
As you can see I've changed the spawn floor from the tutorial version. To fit my spawnfloor in there I also had to move the villager pod one block north. Gruva's is two blocks wider, and made of different material, If you don't understand why mine's different and really want to know just ask and I'll try to explain. Also, after several hours of testing and observing my spawn platform needs to be moved 1 block west off of center to be 100% effective, occasionally golems will spawn on that side and get stuck in the glass pillars that guide them into the water, and golems never fall out of the blocks on the far east side, this is due to rounding. Gruva's spawn platform will not be affected though because his is two blocks wider. It actually covers an area larger than the golem spawn area.
Here are pics of repeater settings. There are only a couple that need to be adjusted. All others are left at 1.
Both repeaters on the monostable that advances sky access should be set to 2
On the east side door housing, the repeater that locks the hopper during reset should be set to 3
Heres a couple pics of the redstone on the back. The functionality of Gruva's design was kept because the logic was easy to follow and most of it is unchanged from the tutorial. The only changes I made were to the way the lines were run so that it all connected up to the new door housings.
You can see the reset line and how the redstone is connected that runs to the bottom detector villager.
A more complete picture of the reset line and how I tied it to the clock.
And finally a shot of it in action!
This is only a creative prototype and not really ready to be built in survival yet, I need to light the door housings, and spawnproof the top, as well as move the spawn platforms over, and compact the redstone. I just wanted to get the info out there, as I know I'm not the only one that wants one of these in their survival world.
During testing I played with the population number quite a bit. The minimum number of villagers needed in the basket at the front is 8. The two detector villagers on the bottom are close enough that they are counted as population, the top ones are not. The farm works fast and produces about 4 golems per minute with a population of 10 (which is right in the ballpark for a 32 village farm by my calculations, @20tps). I started adding villagers to the bucket by tens and it impacted spawn rates significantly. About 1 in 6 or 7 spawns (by my calculation) result in two (or more) golems spawning on the same tick, and about one in 8 or 9 (also by my calclation) spawns is followed in the next couple ticks by another spawn attempt. What that means is if the population is only 10 then we are missing a significant number of spawns. This contradicts findings by other very knowledgeable members of the forums when village mechanics were pre 1.8. The sweet spot for the 32 village version seems to be a population of 30.
Oh, and the title says 32 AND 64 village farms, and I have built a 64 village farm too, pictures and explananation are coming later on tonight, time permitting, or tomorrow. If you need better explanations or pictures let me know and I'll be happy to help.
I took more pictures this time and hopefully anyone reading this will be able to recreate it in one step, instead of modifying an existing design.
The door housing configurations, and the spacing between the tops.
The tops of the housings, the major components are all the same as the 32 village farm, but the redstone is run a little different.
East side
West side
The spacing for the spawn floor.
If you build a spawn platform like mine then you will need to move it one block west off of center. If you keep Gruva's floor then it should be centered in the east/west direction, both types should be centered in the north/south direction.
The detector villagers for the doors are placed on an elevator of sorts, as they have to move four blocks in y level to detect both layers of doors and be moved far enough away to reset the system.
Repeater settings are: top two; 6 total, middle; 4 lower;2
When you power it it should look like this.
And when we build it in the farm we will add glass around three sides to contain the villager, making sure the slime blocks do not touch any other block except the obsidian.
The obsidian can be replaced with any non-movable solid block, like furnaces, droppers etc. The design keeps transparent blocks at the villagers head level at all times so they cannot suffocate during an unload/reload.
Heres where they go in the farm:
Lower villager, west side. With the elevator in the up position he should be standing on the same y level as the bottom set of doors. The red and yellow wool mark the center of the farm with red twoard the south, he should be in line with the red wool,
Lower villager, east side. His position is exactly the same as the west villager, just mirrored.
Upper villager, west side. with the elevator up he should be three blocks above the top of the door housing, and you can easily see where he needs to be when the elevator is down. The wool blocks are the center, red being south, villager should line up with red block.
Upper villager, east side. His position is the same as the west side, just mirrored, like the bottom. You can also see how the blocks have to be placed on top to prevent unwanted sky access.
West side sattelite door and villager setup.
Spacing for theclose doors.
Same thing, the red/yellow wool is center of farm and red is south.
South side sattelite villager/doors.
The red wool marks where to start counting south from to position the villager.
East side sattelite villager/doors.
One again red wool is south-center of farm.
East side door configuration is same as Gruva's farm. 17 doors, with the oddball in line with the detector villager.
Thats the main structure completed. The next post will go over how to wire it all up.
Redstone! Okay, so before I get into pictures and explanations let me go over how I changed the redstone from the 32 village farm. The main timing system and clock are exactly the same as the 32 village farm. I added a second counter system to tell the farm to reset the sky access and move two of the detector villagers into place after the first 32 villages are added. Thats really it, the rest of the changes to the redstone are just running the lines a little bit different to accomadate the second counter and the line that moves the detector villagers into place for villages 33-64.
Most of this should look familiar from the 32 village farm.
The second counter.
You can see here where I've added another comparator to the main hopper loop, feeds into block with dropper on top and hopper facing into it. The original counter now needs 64 items and the new counter needs 32. This second counter will move the upper east and lower west vilagers into place to chain villages 33-64.
Theres a comparator that reads the dropper, and faces into a block with a torch on the side and then towers up and to the north.
The top of the torch tower, and you can see how its connected to the top detector villager elevator on the east side, repeater should be set to four.
Looking at the torch tower from the south side, you can see the torch and monostable off the back side, this resets sky access after the first 32 villages are added.
EDIT: Both repeaters coming out of the monostable need to be set to two.
Another shot looking north at the second counter line, the repeater should be set to four, like the other side. This gives the sky access time to close completely before the detector villagers are moved into place. The line steps down twoard the lower detector villager on the west side.
You can see it step down and turn north to the lower villager.
And finally making it to the villager elevator. You can also see where the reset line connects into the system at the top middle of the picture.
Connected in with a repeater
Now the reset line.
This should look familiar, the pulse extender turns on power to reset the farm like Gruva's design. I added a lever too to completely shut the farm off.
Instead of the repeaters and blocks to take the signal down to reset the main hopper line and counters I torch towered down.
The bottom torch feeds into repeater, into block with torch on top to turn off the redstone on top of the main hopper loop. Power is taken off the side of the block the repeater is powering to continue the reset line.
You can see here the repeater at the end of the redstone line, feeds into block with torch on the back, and redstone coming out of the torch into a block. This redstone torch locks the hopper above it during reset and keeps the item in the correct starting position in the main hopper loop.
On the other side of the block is a torch and small tower that unlocks both counter hoppers during reset.
Looking at the reset torch tower from another angle.
This is the part of the reset that locks the hopper clock. the repeater powers the block in front of it, bud powering the piston on the hopper clock, and the downward facing sticky piston with block on it updates the piston when the line turns off to let the clock start again.
Looking at it from another angle, you can see how the hopper clock piston is budded when the repeater is powered.
The reset line running to the west side.
You can see how its connected to the sky acess line and the top villager elevator. take care when placing the torch that the redstone dust at the bottom stays pointing into the obsidian block. This goes for all four elevators.
And how it runs down to the lower villager elevator. In the pictures of the second counter line you can see it from the other side.
The reset line running to the east side.
You can see how its connected to the sky access and top villager elevator on the east side here.
And how it runs down to the lower detector villager.
Repeater settings.
When I layed out the dust and repeaters to the sattelite villlages I placed a block in front and behind each repeater where possible, and I was able to keep the repeaters to a minimum on the line, and reduce the amount of dust required slightly, without the blocks it would have required an extra repeater on each line to make it.
West side sattelite village line; first repeater at 2, all others at 1
South side sattelite village line; first repeater at 3, all others at 1
East side sattelite village line; first repeater at 2, all others at 1
East side sky access monostable; repeater at 2 (There is a sticky piston under the block)
West side sky access monostable; repeater at 2 (There is a sticky piston under the block)
Second counter line west side, first repeater; 4
East side second counter line first repeater; 4
Monostable on hopper clock; repeater at 2
And thats it. If you have done everything right then when you turn the farm on the top villager on the west side and the bottom villager on the east side should move into position, 32 villages will be added, then the sky access will close, and reset to the start position, the bottom villager on the west side and the top villager on the east side will move into position and it will add 32 more villages. The whole process takes about an hour and 20 mins to complete.
Additional information.
This farm requires a minimum of 9 villagers in the basket. Both bottom detector villagers are close enough to be counted as population when they are up, but since the second villager doesn't come up untill it gets to village 33, nothing will spawn with 8 in the basket untill this point. This farm seemed to benefit even more from a larger population than the 32 village farm. Output doubled with a population of 40 (the largest population acheivable without breaking the villager cap). It is not uncommon to see 3 golems spawn on the same tick.
While testing I noticed too that the kill chamber I had on the 32 village farm was loosing some iron. Occasionally a golem would try to swim in the lava and not sink to the bottom, this would destroy the drops. So on the 64 village farm I changed the kill chamber to push the golems into a lava blade, and this solved that problem. Then it got to about the 50th village and one lava blade was not enough. The golems started backing up untill they reached cap. I redesigned the kill chamber with four lava blades and that kept up with the flow.
Here is a mock up of it. The magma blocks represent the lava source blocks, blue wool is water source block, and yellow wool is item drop chutes
How do you know if its not working? Well I generally see the first golem spawn about the time the 4th village is added, this varies a little bit, but if its on village 10 and you haven't seen a golem spawn then something is wrong. This goes for both farms. I have turned off and rebuilt both farms several times over the past few days and it always works, no hit or miss. I have also afk'd overnight and both seem stable.
There is one other problem that I haven't adressed yet and that is golems spawning outside the spawn area during building. They spawn on top of the group of doors close to the back of the west side, and on the redstone line at the back of the doors on the east side. Its hit or miss and may not happen at all during building, or it may happen five times. My plan is to build most of the farm in my survival world out of magma blocks, but I haven't tested if thats going to work. I figure if it doesnt block spawns they'll eventually die from the magma blocks, this will also virtually eliminate the need for spawnproofing the entire farm against hostile mobs, keeping the villagers safe.
This is awesome! Definitely something im going to have to try.
Regarding the golems swimming in lava, Ive had the same problem too on smaller scale iron farms. I see you are using fence gates, and I was too. When I switched to signs, it got rid of the issue. It seemed that even with an open gate, golems would still find some small part of the gates hitbox especially if they fell close to the wall, and start to swim.
I only had time to do a 3 hour output test on each farm;
1742 ingots/hr for the 32 village farm.
2581 ingots/hr for the 64 village farm.
These were done in a test world @20tps, a superflat with no structures, daylight cycle, weather, and mob spawning turned off. Villager population; 30.
I finished constructing the 64 village farm in my survival world last night. I followed my tutorial and although I made two mistakes while building it, I only missed one thing in the tutorial, and I've updated it. My survival world has a noticeable amount of lag in the overworld, especially if you load much of the map. The farm is considerably slower here, as tickspeed is slower. But it builds correctly all the time even with high amounts of lag.
Another console player, William Krepelin, will be releasing a tutorial vid on his redesign of Gruvaguy's farm at some point. I just checked his channel and he hasn't uploaded it yet, but he told Skippy6Gaming a video was forthcoming.
I could dvr it from my one, but its currently 'rented out' running a private 24/7 server, and will be for a couple more months. I play survival on my 360 because I started my current world when tu31 dropped, and a lot of my world is built around the fact that chunks don't unload, if I were to move it to the One most of my infrastructure would be broken and I might as well just start over.
Check out Will Krepelin, he uploaded a demo video last night. In it you can see a 64 village farm in action, and tutorials for 16, 32 and 64 village farms are coming soon.
I finally got around to some screen shots of the survival farm.
The glass above the villagers protects them from lightning.
The control panel. The lever is on and off and the button resets it, if for any reason I need to reset it in the middle of a build.
Item storage; poppies are filtered out and discarded into a cactus. The storage has overflow protection that shuts the farm off when all 16 chests and hoppers are full, and the lamps on the right turn on. The lamps on the left turn on when the farm is finished building.
This is awesome. Have you tried to break the villager spawn limit recently by moving the baby villagers through the nether portal then moving them back putting you over the limit. I'm having a dilemma right now where I really want to utilize the villager trading system but I don't want to use them in the farm as I want a villager hall. If I build this I would want to maximize the iron capacity so I'm torn.
I break the cap differently. My world has around 100 villagers at a time in it. As long as you dont have more than 50 in a loaded area you do not have problems. If you get more than that in one loaded area they start to slowly despawn untill it gets back to 50. It kinda sucks trucking the villagers for the iron farm over 300 blocks, but if you need villager trading (don't we all?) then its necessary.
Also the bucket that holds population villagers is broken now due to entity cramming, but I got a fix for that coming in the next couple days.
Oh so if I build my iron farm a couple hundred blocks away from my city I can still have 50 at each spot without them despawning? I just want to make sure I understand correctly. This is a great tip if true. What happens if I'm at the iron farm and someone loads into the trading center? Would they start to disappear? Moving the villagers through the nether would probably be easiest. Since it's 1/8 the size from portals. I was wondering about that but I also heard you can use vines or ladders to bypass the mob cramming limit. At least that's what I've seen done on pc lately. Have not tested on Xbox yet. Been busy with other projects to really get to play around like I usually do.
If you load the iron farm and the villager trading center with two players they will start to despawn. Its best to put it in a place thats remote. In my opinion its best to go with as big a farm as you can afford. Then when you need iron you just go to the farm when theres no one else on at night, turn it on and afk. As far as moving the villagers the nether is a good option. And yes vines and ladders will negate mob cramming. Ladders are my fix because of the way they interact with them at this point. They don't collide at all with ladder hitboxes like they used to. Other mobs are the same way, so at least for the moment that will work with other contraptions.
I'm working on a 128 village farm when I'm not in my survival world.
A 256 farm is possible, at least theoretically, but it becomes much more difficult to build because of the way the door housings on the sides have to be set up. A 128 can use four rows of doors and move the village into position by keeping a constant y value and manipulating the x and z values of the village center to accomplish the goal. A 256 needs 8 rows of doors and the village center has to be manipulated in all three axis' to get it to do what you want. Calculating all this without village marker mod is extremely tedious.
As far as I know you can only get 256 villages centered around one spawn area. In redstone spire's 1024 farm he uses four spawn areas with 256 villages around each one. That farm requires 80 villagers, so its not really possible on console. It may be possible to get 2 spawn areas with 256 villages each and get a 512 that only requires 50 villagers.
Once I get a working 128 I'm probably goanna see about a 256 farm, just to see if I can do it.
A 128 is probably about the largest practical farm on console (in survival) because of the time it takes to build. A 64 takes 90 mins to build, and a 128 will take three hours. A 256 6 hours and so on. Since you have to go through the build process every time you want to use it you start to run into diminishing returns the larger you get, unless your going to afk for days.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/10/2018
Posts:
44
Location:
-11 1263 (Nether)
Minecraft:
Super_Je04
Xbox:
JeroSQ
PSN:
Shespo
Member Details
Hey, I just wanna know is this farm works in Update aquatic, I know that iron golems won't spawn on slabs anymore so I would need to change the spawning platforms, but I think that bug MC-131029 that is solved in Java, is affecting Console, if you know if this farm works, if there are any more Bugs that could be affecting it like MC-134166. Thanks
First off, thanks to James S on the bug tracker for sharing what he found. He deserves credit for finding this, although I'm not sure if he's a member here or not.
Some of you are aware that ever since TU31 stacked or chained iron farms have been impossible to build, due to some bugs that make village detection different from pc. James S, however, found a combination that works. The base layout for the farm is Gruvaguy's Iron Beast 32 farm. I recommend watching the tutorial and then building the farm in creative exactly as it is in the tutorial, and then do these modifications. The sattelite door/villager placement is not changed at all, and neither are the timing systems. Some of you more knowlegable players may even see where he made an error with door placement, this is not an issue though as when we modify the village door housings it all gets fixed.
The sattelite door configuration and timing sequence work for us with some modifications to the village door housings.
Heres pictures of the village door configuration, same on both sides.
And the sky access opening reconfigured.
The relation of the sattelite doors on the west side to the back of the village door housing, gold blocks are for reference.
The spacing between the innermost doors is unchanged from Gruva's design, however instead of 11 doors we have 3, air block and 3 more then underneath we place 3, air block and 2, from inside to outside. The sky access port should line up with the air block in between the door rows, and there should be five blocks of overhang in both the front and rear of the housings. The detector villager on top stays in exactly the same place as in the tutorial.
Heres some more pictures of how I ran the redstone on top of the housings. The funtions of the redstone is exactly as it is in Gruva's tutortial, just modified to fit our reconfigured housings. The torch and redstone line thats steps down leads to the lower detector villagers.
Now we need a detector villager to detect the five doors that are now on the bottom because the guy on top is too far away.
The gold blocks on top are for reference, and these villagers are directly beneath the villagers on top. The difference is we want these guys to default to the up position, not down like on top, which is why the signal is inverted on its way down from the top with the torch in the previous pictures.
The last thing we need to do to make it work is change the spawn floor because the village center has moved now that we have doors on the bottom too. It needs to move two blocks down, along with the villager pod at the front.
As you can see I've changed the spawn floor from the tutorial version. To fit my spawnfloor in there I also had to move the villager pod one block north. Gruva's is two blocks wider, and made of different material, If you don't understand why mine's different and really want to know just ask and I'll try to explain. Also, after several hours of testing and observing my spawn platform needs to be moved 1 block west off of center to be 100% effective, occasionally golems will spawn on that side and get stuck in the glass pillars that guide them into the water, and golems never fall out of the blocks on the far east side, this is due to rounding. Gruva's spawn platform will not be affected though because his is two blocks wider. It actually covers an area larger than the golem spawn area.
Here are pics of repeater settings. There are only a couple that need to be adjusted. All others are left at 1.
Both repeaters on the monostable that advances sky access should be set to 2
On the east side door housing, the repeater that locks the hopper during reset should be set to 3
Heres a couple pics of the redstone on the back. The functionality of Gruva's design was kept because the logic was easy to follow and most of it is unchanged from the tutorial. The only changes I made were to the way the lines were run so that it all connected up to the new door housings.
You can see the reset line and how the redstone is connected that runs to the bottom detector villager.
A more complete picture of the reset line and how I tied it to the clock.
And finally a shot of it in action!
This is only a creative prototype and not really ready to be built in survival yet, I need to light the door housings, and spawnproof the top, as well as move the spawn platforms over, and compact the redstone. I just wanted to get the info out there, as I know I'm not the only one that wants one of these in their survival world.
During testing I played with the population number quite a bit. The minimum number of villagers needed in the basket at the front is 8. The two detector villagers on the bottom are close enough that they are counted as population, the top ones are not. The farm works fast and produces about 4 golems per minute with a population of 10 (which is right in the ballpark for a 32 village farm by my calculations, @20tps). I started adding villagers to the bucket by tens and it impacted spawn rates significantly. About 1 in 6 or 7 spawns (by my calculation) result in two (or more) golems spawning on the same tick, and about one in 8 or 9 (also by my calclation) spawns is followed in the next couple ticks by another spawn attempt. What that means is if the population is only 10 then we are missing a significant number of spawns. This contradicts findings by other very knowledgeable members of the forums when village mechanics were pre 1.8. The sweet spot for the 32 village version seems to be a population of 30.
Oh, and the title says 32 AND 64 village farms, and I have built a 64 village farm too, pictures and explananation are coming later on tonight, time permitting, or tomorrow. If you need better explanations or pictures let me know and I'll be happy to help.
The 64 village farm.
I took more pictures this time and hopefully anyone reading this will be able to recreate it in one step, instead of modifying an existing design.
The door housing configurations, and the spacing between the tops.
The tops of the housings, the major components are all the same as the 32 village farm, but the redstone is run a little different.
East side
West side
The spacing for the spawn floor.
If you build a spawn platform like mine then you will need to move it one block west off of center. If you keep Gruva's floor then it should be centered in the east/west direction, both types should be centered in the north/south direction.
The detector villagers for the doors are placed on an elevator of sorts, as they have to move four blocks in y level to detect both layers of doors and be moved far enough away to reset the system.
Repeater settings are: top two; 6 total, middle; 4 lower;2
When you power it it should look like this.
And when we build it in the farm we will add glass around three sides to contain the villager, making sure the slime blocks do not touch any other block except the obsidian.
The obsidian can be replaced with any non-movable solid block, like furnaces, droppers etc. The design keeps transparent blocks at the villagers head level at all times so they cannot suffocate during an unload/reload.
Heres where they go in the farm:
Lower villager, west side. With the elevator in the up position he should be standing on the same y level as the bottom set of doors. The red and yellow wool mark the center of the farm with red twoard the south, he should be in line with the red wool,
Lower villager, east side. His position is exactly the same as the west villager, just mirrored.
Upper villager, west side. with the elevator up he should be three blocks above the top of the door housing, and you can easily see where he needs to be when the elevator is down. The wool blocks are the center, red being south, villager should line up with red block.
Upper villager, east side. His position is the same as the west side, just mirrored, like the bottom. You can also see how the blocks have to be placed on top to prevent unwanted sky access.
West side sattelite door and villager setup.
Spacing for theclose doors.
Same thing, the red/yellow wool is center of farm and red is south.
South side sattelite villager/doors.
The red wool marks where to start counting south from to position the villager.
East side sattelite villager/doors.
One again red wool is south-center of farm.
East side door configuration is same as Gruva's farm. 17 doors, with the oddball in line with the detector villager.
Thats the main structure completed. The next post will go over how to wire it all up.
Redstone! Okay, so before I get into pictures and explanations let me go over how I changed the redstone from the 32 village farm. The main timing system and clock are exactly the same as the 32 village farm. I added a second counter system to tell the farm to reset the sky access and move two of the detector villagers into place after the first 32 villages are added. Thats really it, the rest of the changes to the redstone are just running the lines a little bit different to accomadate the second counter and the line that moves the detector villagers into place for villages 33-64.
Most of this should look familiar from the 32 village farm.
The second counter.
You can see here where I've added another comparator to the main hopper loop, feeds into block with dropper on top and hopper facing into it. The original counter now needs 64 items and the new counter needs 32. This second counter will move the upper east and lower west vilagers into place to chain villages 33-64.
Theres a comparator that reads the dropper, and faces into a block with a torch on the side and then towers up and to the north.
The top of the torch tower, and you can see how its connected to the top detector villager elevator on the east side, repeater should be set to four.
Looking at the torch tower from the south side, you can see the torch and monostable off the back side, this resets sky access after the first 32 villages are added.
EDIT: Both repeaters coming out of the monostable need to be set to two.
Another shot looking north at the second counter line, the repeater should be set to four, like the other side. This gives the sky access time to close completely before the detector villagers are moved into place. The line steps down twoard the lower detector villager on the west side.
You can see it step down and turn north to the lower villager.
And finally making it to the villager elevator. You can also see where the reset line connects into the system at the top middle of the picture.
Connected in with a repeater
Now the reset line.
This should look familiar, the pulse extender turns on power to reset the farm like Gruva's design. I added a lever too to completely shut the farm off.
Instead of the repeaters and blocks to take the signal down to reset the main hopper line and counters I torch towered down.
The bottom torch feeds into repeater, into block with torch on top to turn off the redstone on top of the main hopper loop. Power is taken off the side of the block the repeater is powering to continue the reset line.
You can see here the repeater at the end of the redstone line, feeds into block with torch on the back, and redstone coming out of the torch into a block. This redstone torch locks the hopper above it during reset and keeps the item in the correct starting position in the main hopper loop.
On the other side of the block is a torch and small tower that unlocks both counter hoppers during reset.
Looking at the reset torch tower from another angle.
This is the part of the reset that locks the hopper clock. the repeater powers the block in front of it, bud powering the piston on the hopper clock, and the downward facing sticky piston with block on it updates the piston when the line turns off to let the clock start again.
Looking at it from another angle, you can see how the hopper clock piston is budded when the repeater is powered.
The reset line running to the west side.
You can see how its connected to the sky acess line and the top villager elevator. take care when placing the torch that the redstone dust at the bottom stays pointing into the obsidian block. This goes for all four elevators.
And how it runs down to the lower villager elevator. In the pictures of the second counter line you can see it from the other side.
The reset line running to the east side.
You can see how its connected to the sky access and top villager elevator on the east side here.
And how it runs down to the lower detector villager.
Repeater settings.
When I layed out the dust and repeaters to the sattelite villlages I placed a block in front and behind each repeater where possible, and I was able to keep the repeaters to a minimum on the line, and reduce the amount of dust required slightly, without the blocks it would have required an extra repeater on each line to make it.
West side sattelite village line; first repeater at 2, all others at 1
South side sattelite village line; first repeater at 3, all others at 1
East side sattelite village line; first repeater at 2, all others at 1
East side sky access monostable; repeater at 2 (There is a sticky piston under the block)
West side sky access monostable; repeater at 2 (There is a sticky piston under the block)
Second counter line west side, first repeater; 4
East side second counter line first repeater; 4
Monostable on hopper clock; repeater at 2
And thats it. If you have done everything right then when you turn the farm on the top villager on the west side and the bottom villager on the east side should move into position, 32 villages will be added, then the sky access will close, and reset to the start position, the bottom villager on the west side and the top villager on the east side will move into position and it will add 32 more villages. The whole process takes about an hour and 20 mins to complete.
Additional information.
This farm requires a minimum of 9 villagers in the basket. Both bottom detector villagers are close enough to be counted as population when they are up, but since the second villager doesn't come up untill it gets to village 33, nothing will spawn with 8 in the basket untill this point. This farm seemed to benefit even more from a larger population than the 32 village farm. Output doubled with a population of 40 (the largest population acheivable without breaking the villager cap). It is not uncommon to see 3 golems spawn on the same tick.
While testing I noticed too that the kill chamber I had on the 32 village farm was loosing some iron. Occasionally a golem would try to swim in the lava and not sink to the bottom, this would destroy the drops. So on the 64 village farm I changed the kill chamber to push the golems into a lava blade, and this solved that problem. Then it got to about the 50th village and one lava blade was not enough. The golems started backing up untill they reached cap. I redesigned the kill chamber with four lava blades and that kept up with the flow.
Here is a mock up of it. The magma blocks represent the lava source blocks, blue wool is water source block, and yellow wool is item drop chutes
How do you know if its not working? Well I generally see the first golem spawn about the time the 4th village is added, this varies a little bit, but if its on village 10 and you haven't seen a golem spawn then something is wrong. This goes for both farms. I have turned off and rebuilt both farms several times over the past few days and it always works, no hit or miss. I have also afk'd overnight and both seem stable.
There is one other problem that I haven't adressed yet and that is golems spawning outside the spawn area during building. They spawn on top of the group of doors close to the back of the west side, and on the redstone line at the back of the doors on the east side. Its hit or miss and may not happen at all during building, or it may happen five times. My plan is to build most of the farm in my survival world out of magma blocks, but I haven't tested if thats going to work. I figure if it doesnt block spawns they'll eventually die from the magma blocks, this will also virtually eliminate the need for spawnproofing the entire farm against hostile mobs, keeping the villagers safe.
This is awesome! Definitely something im going to have to try.
Regarding the golems swimming in lava, Ive had the same problem too on smaller scale iron farms. I see you are using fence gates, and I was too. When I switched to signs, it got rid of the issue. It seemed that even with an open gate, golems would still find some small part of the gates hitbox especially if they fell close to the wall, and start to swim.
YouTube : AngryTerrapin
Good tip on the signs, I usually try to avoid them because they cause lag, and in my survival world thats always an issue for me.
I finally had time to do some more testing.
Reset times are;
44 mins for the 32 village farm.
88 mins for the 64 village farm.
I only had time to do a 3 hour output test on each farm;
1742 ingots/hr for the 32 village farm.
2581 ingots/hr for the 64 village farm.
These were done in a test world @20tps, a superflat with no structures, daylight cycle, weather, and mob spawning turned off. Villager population; 30.
I finished constructing the 64 village farm in my survival world last night. I followed my tutorial and although I made two mistakes while building it, I only missed one thing in the tutorial, and I've updated it. My survival world has a noticeable amount of lag in the overworld, especially if you load much of the map. The farm is considerably slower here, as tickspeed is slower. But it builds correctly all the time even with high amounts of lag.
Mind blown. You should do a tutorial with the changes, and be the first console edition video with this type of farm.
I would if I could. Unfortunately I do not have the equipment to capture video.
Another console player, William Krepelin, will be releasing a tutorial vid on his redesign of Gruvaguy's farm at some point. I just checked his channel and he hasn't uploaded it yet, but he told Skippy6Gaming a video was forthcoming.
I could dvr it from my one, but its currently 'rented out' running a private 24/7 server, and will be for a couple more months. I play survival on my 360 because I started my current world when tu31 dropped, and a lot of my world is built around the fact that chunks don't unload, if I were to move it to the One most of my infrastructure would be broken and I might as well just start over.
Check out Will Krepelin, he uploaded a demo video last night. In it you can see a 64 village farm in action, and tutorials for 16, 32 and 64 village farms are coming soon.
I finally got around to some screen shots of the survival farm.
The glass above the villagers protects them from lightning.
The control panel. The lever is on and off and the button resets it, if for any reason I need to reset it in the middle of a build.
Item storage; poppies are filtered out and discarded into a cactus. The storage has overflow protection that shuts the farm off when all 16 chests and hoppers are full, and the lamps on the right turn on. The lamps on the left turn on when the farm is finished building.
This is awesome. Have you tried to break the villager spawn limit recently by moving the baby villagers through the nether portal then moving them back putting you over the limit. I'm having a dilemma right now where I really want to utilize the villager trading system but I don't want to use them in the farm as I want a villager hall. If I build this I would want to maximize the iron capacity so I'm torn.
I break the cap differently. My world has around 100 villagers at a time in it. As long as you dont have more than 50 in a loaded area you do not have problems. If you get more than that in one loaded area they start to slowly despawn untill it gets back to 50. It kinda sucks trucking the villagers for the iron farm over 300 blocks, but if you need villager trading (don't we all?) then its necessary.
Also the bucket that holds population villagers is broken now due to entity cramming, but I got a fix for that coming in the next couple days.
Oh so if I build my iron farm a couple hundred blocks away from my city I can still have 50 at each spot without them despawning? I just want to make sure I understand correctly. This is a great tip if true. What happens if I'm at the iron farm and someone loads into the trading center? Would they start to disappear? Moving the villagers through the nether would probably be easiest. Since it's 1/8 the size from portals. I was wondering about that but I also heard you can use vines or ladders to bypass the mob cramming limit. At least that's what I've seen done on pc lately. Have not tested on Xbox yet. Been busy with other projects to really get to play around like I usually do.
If you load the iron farm and the villager trading center with two players they will start to despawn. Its best to put it in a place thats remote. In my opinion its best to go with as big a farm as you can afford. Then when you need iron you just go to the farm when theres no one else on at night, turn it on and afk. As far as moving the villagers the nether is a good option. And yes vines and ladders will negate mob cramming. Ladders are my fix because of the way they interact with them at this point. They don't collide at all with ladder hitboxes like they used to. Other mobs are the same way, so at least for the moment that will work with other contraptions.
Do you think its possible make a much bigger iron farm on console? like 256 or 512 village iron farm?
I'm working on a 128 village farm when I'm not in my survival world.
A 256 farm is possible, at least theoretically, but it becomes much more difficult to build because of the way the door housings on the sides have to be set up. A 128 can use four rows of doors and move the village into position by keeping a constant y value and manipulating the x and z values of the village center to accomplish the goal. A 256 needs 8 rows of doors and the village center has to be manipulated in all three axis' to get it to do what you want. Calculating all this without village marker mod is extremely tedious.
As far as I know you can only get 256 villages centered around one spawn area. In redstone spire's 1024 farm he uses four spawn areas with 256 villages around each one. That farm requires 80 villagers, so its not really possible on console. It may be possible to get 2 spawn areas with 256 villages each and get a 512 that only requires 50 villagers.
Once I get a working 128 I'm probably goanna see about a 256 farm, just to see if I can do it.
A 128 is probably about the largest practical farm on console (in survival) because of the time it takes to build. A 64 takes 90 mins to build, and a 128 will take three hours. A 256 6 hours and so on. Since you have to go through the build process every time you want to use it you start to run into diminishing returns the larger you get, unless your going to afk for days.
Thanks for reply, i made the question because i think the 128 village iron farm for redstonespire has a lot of potential on console edition
That video never Came out
Hey, I just wanna know is this farm works in Update aquatic, I know that iron golems won't spawn on slabs anymore so I would need to change the spawning platforms, but I think that bug MC-131029 that is solved in Java, is affecting Console, if you know if this farm works, if there are any more Bugs that could be affecting it like MC-134166. Thanks