Can someone definitively say what the world population cap is for villagers? I've seen ppl say 50, but I'm pretty sure my world has more than that. And a typical iron golem farm alone has like 64. I've heard 200, which seems a little more reasonable. I can't find anything on the wiki stating a cap, except the villager/door ratio. I'm really not sure why you'd need a cap at all on the current gen consoles. Surely Mojang should have stated this number somewhere.
It'd really be nice to know this for sure, so I know whether I need to go around to the villages in my world and do some "population management" so I can breed enough villagers for my iron golem farm.
The old standby JL2579 farm (the one I'm building) has four modules (villages), each with four holding cells that contain four villagers each. So that's 64 villagers for that design.
1. In my world, it's generally just me playing. At most, my wife and two of the kids play, so I really don't need thousands of bars per hour.
2. Probly the biggest reason is that the old style has been around for years and withstood many updates without breaking. Some of these newer high-output farms just seem to me to be vulnerable to breaking with any tweak to the breeding/spawning mechanics.
I'm pretty new, so maybe I'm looking at it wrong. Maybe I should scrap my old-style design and go with a single Iron Titan module. At first glance it seems easier to build anyway.
On the Xbox 360, the villager cap is 40 (just enough to make a 4 module JL2579 iron golem farm after they decreased the villager requirement from 16 to 10). This number was derived by creating a superflat world with generate structures off in creative mode... and then using spawn eggs to spawn villagers until the game indicated that the cap had been reached. I don't know if the cap is the same on the Xbox One (I see a lot of posts indicating that it is), but it still could be tested the same way I tested it out the Xbox 360.
(I'd do it myself except Minecraft is still not up and running on my Xbox One - personal issue - long story).
On the Xbox 360, animal caps at least can be exceeded by making farms far way far apart from each other. If the chunks don't unload, the player can always save themselves and exit in a corner of the world near one farm and then reload the world such that the chunks away from the player aren't loaded at all. Animals, etc. will then breed or spawn to exceed the cap, but it may also create issues with despawning (for animals at least) if the player then moves into areas loading chunks that add up to exceeding the cap. I've honestly not tried it with villagers (who aren't supposed to despawn ever)... so I don't know if they will breed to exceed the cap or are forced to despawn if the cap is exceeded and those chunks all happen to be loaded.
#1 The villager cap is 50, but there are easy ways around it, all you need to do is get villagers out of the loaded area to breed more, then when you bring them back your cap is above 50, there are many easy ways to do this. The same limits exists on all consoles, regardless if its next gen console or not. Thus 360, ps3, ps4, wii, and xbox one all have the same villager cap (at least right now).
#2 Snail iron farms (1 village per platform), does only require 10 villagers, and 21 doors, however early designs such as by JL2579 and Panada4994 required that the village needed 16, they provided 40 doors which allowed the villagers to breed upto a total of 16 villagers. Now adays, we only need 10 villagers, and 21 doors. Most designs go with 24 doors (6 per side). Doors often are placed in even numbers staggered around a platform to keep the village centered within the platform. Villagers do NOT influence the center of a village, only the doors that makeup the village, Within a 16x16x6 area centered on the village center iron golems can spawn. The only conditions checked for the spawning of iron golems is that there is a solid block on which they can spawn and 3 non-solid blocks above them, thus iron golems can and will spawn inside transparent and semi-transparent blocks.
#3 Hyper or stacked village iron farms, have been around for along time, and only with 1.8 changes did previous stacked iron farms break, but in all fairness they actually made it easier for stacked iron farms to be built and designed. They do not break that often.
#4 Stay away from the Iron foundry, and titan, for that matter any stacked iron farm that requires spawn chunks, otherwize you are building an iron farm that will soon die. The main reason behind the death of these farms is village merges. What happens is when the area is unloaded and reloaded, they villages end up merging into 1 super village, which in respects to iron output is 1 village, or 1 iron golem spawn chance of 1/7000 (roughly 1 iron golem every 6 minutes). Other farms that can rebuild the villages (Such as iron towers), detect that the villages has merged and will reconstruct them via a bunch of redstone circuits, so you never have to worry about villagers merging, as the farm can rebuild them.
#1 The villager cap is 50, but there are easy ways around it, all you need to do is get villagers out of the loaded area to breed more, then when you bring them back your cap is above 50, there are many easy ways to do this. The same limits exists on all consoles, regardless if its next gen console or not. Thus 360, ps3, ps4, wii, and xbox one all have the same villager cap (at least right now).
#2 Snail iron farms (1 village per platform), does only require 10 villagers, and 21 doors, however early designs such as by JL2579 and Panada4994 required that the village needed 16, they provided 40 doors which allowed the villagers to breed upto a total of 16 villagers. Now adays, we only need 10 villagers, and 21 doors. Most designs go with 24 doors (6 per side). Doors often are placed in even numbers staggered around a platform to keep the village centered within the platform. Villagers do NOT influence the center of a village, only the doors that makeup the village, Within a 16x16x6 area centered on the village center iron golems can spawn. The only conditions checked for the spawning of iron golems is that there is a solid block on which they can spawn and 3 non-solid blocks above them, thus iron golems can and will spawn inside transparent and semi-transparent blocks.
#3 Hyper or stacked village iron farms, have been around for along time, and only with 1.8 changes did previous stacked iron farms break, but in all fairness they actually made it easier for stacked iron farms to be built and designed. They do not break that often.
#4 Stay away from the Iron foundry, and titan, for that matter any stacked iron farm that requires spawn chunks, otherwize you are building an iron farm that will soon die. The main reason behind the death of these farms is village merges. What happens is when the area is unloaded and reloaded, they villages end up merging into 1 super village, which in respects to iron output is 1 village, or 1 iron golem spawn chance of 1/7000 (roughly 1 iron golem every 6 minutes). Other farms that can rebuild the villages (Such as iron towers), detect that the villages has merged and will reconstruct them via a bunch of redstone circuits, so you never have to worry about villagers merging, as the farm can rebuild them.
Hope this helps.
Thanks Cire for cutting in. I'll have to test it again then... pretty sure I got 40 max when I did (but my memory isn't what it used to be). I had been reading a lot on the bug tracker about villages merging when they shouldn't be. People on the Xbox 360 forum are also posting about having trouble with golems spawning outside the farm (chained village style)... think they're hoping you'll post a tutorial... hint, hint.
Awesome info! Thanks guys. Looks like I'll be tearing down my old JL design and building the Iron Towers this weekend. I think I'm far enough into populating my JL build that I have enough villagers in the area for it. I'll just need to move them around. Thanks again!!
Just watched the iron tower tutorial. Man, that's a lotta redstone and hoppers. I need an iron farm to build my iron farm. Lol. Looks like I'll be mining this weekend instead of building. 😉
Thanks Cire for cutting in. I'll have to test it again then... pretty sure I got 40 max when I did (but my memory isn't what it used to be). I had been reading a lot on the bug tracker about villages merging when they shouldn't be. People on the Xbox 360 forum are also posting about having trouble with golems spawning outside the farm (chained village style)... think they're hoping you'll post a tutorial... hint, hint.
The reason why people are experiencing this, at least from my perspective is that most of them are using the 16 villager (40 door) design, and more or less the farm is located over several chunks. 1 or more of the chunks becomes active, but not the entire farm, so the farm ends up with say 24 doors loaded out of the 40, this in turn throws the center point of the village off from where it should be, and thus the iron golem spawn area is also off, allowing them to spawn in locations that they shouldn't be.
A possible fix would be to place a ring of redstone around the top of the farm and then power it in any means along all four sides, so you more or less have 4 different power sources, 1 on each side. On the PC if any powered redstone is loaded it will force load all chunks that it in turn powers. Without command blocks I cant tell if this is the case or not on console, but its worth a shot.
Another fix might be to try and tear down the farm and build it centered over a chunk, and using only 24 doors (6 per side), even if only half the farm was loaded there are not enough doors loaded to spawn golems and thus even with center point of the village thrown off it wouldn't spawn golems until the rest of the farm was loaded. You could also remove a bunch of doors from your previous farm so that it had 24 with 6 doors spaced evenly and it should fix the area as well, though this really depends on how it was built over chunks, and how those chunks are loaded.
The final solution i can think of is to prevent any spawnable locations for iron golems. Through my testing they usually ended up spawning ontop or inside the hanging baskets where the villagers were located, make these spawn prof seems to have fixed the issue on my testing no matter how the farm was loaded.
As for a tutorial, that's kinda out of the question at this point in time, I just can't afford a decent capture card. However the newest design i'm finalizing now I might be able to come up with pictures, and a written walk-though. A friend of mine recommended using the xbox ones built in recorder but last I understood this was only 5 or 10 minutes of recording, though i was recently told this has been expanded to 30 minutes.
The reason why people are experiencing this, at least from my perspective is that most of them are using the 16 villager (40 door) design, and more or less the farm is located over several chunks. 1 or more of the chunks becomes active, but not the entire farm, so the farm ends up with say 24 doors loaded out of the 40, this in turn throws the center point of the village off from where it should be, and thus the iron golem spawn area is also off, allowing them to spawn in locations that they shouldn't be.
A possible fix would be to place a ring of redstone around the top of the farm and then power it in any means along all four sides, so you more or less have 4 different power sources, 1 on each side. On the PC if any powered redstone is loaded it will force load all chunks that it in turn powers. Without command blocks I cant tell if this is the case or not on console, but its worth a shot.
Another fix might be to try and tear down the farm and build it centered over a chunk, and using only 24 doors (6 per side), even if only half the farm was loaded there are not enough doors loaded to spawn golems and thus even with center point of the village thrown off it wouldn't spawn golems until the rest of the farm was loaded. You could also remove a bunch of doors from your previous farm so that it had 24 with 6 doors spaced evenly and it should fix the area as well, though this really depends on how it was built over chunks, and how those chunks are loaded.
The final solution i can think of is to prevent any spawnable locations for iron golems. Through my testing they usually ended up spawning ontop or inside the hanging baskets where the villagers were located, make these spawn prof seems to have fixed the issue on my testing no matter how the farm was loaded.
As for a tutorial, that's kinda out of the question at this point in time, I just can't afford a decent capture card. However the newest design i'm finalizing now I might be able to come up with pictures, and a written walk-though. A friend of mine recommended using the xbox ones built in recorder but last I understood this was only 5 or 10 minutes of recording, though i was recently told this has been expanded to 30 minutes.
Hadn't thought about farms getting partially loaded before... makes sense... great info. Looking forward to pics and a description then.
Just to update you guys where I'm at, since you've all been so helpful... I decided to build an Iron Tower farm. However, seeing all the iron and redstone it would take, I decided to use the partial build I had on the JL design to generate the iron, and finish my witch farm for the redstone. I already had two modules built (one 70 blocks above the other), and I had enough villagers to populate them, after you guys told me it was ten per golem instead of 16 (great info!). So I moved them around and got the two modules running. About 80 iron per hour, just as advertised. In a couple hours,
I should get enough iron to finish out the witch farm. I gotta hit my spider spawner for some string first though. Takes three stacks for all the freakin tripwires, and I had configured my mob farm not to spawn spiders.
True. But it won't take long with that spawner to get the string. Good idea, though.
One question came to mind. Does player distance have any bearing on golem spawn? I know I have to be in the chunk (still not sure how big a chunk is), but do I have to be 24 blocks away, like with hostile mobs?
When you start talking about loaded chunks at least on the console you begin to enter shades of grey, in other words areas that are not known at this point in time, at least until we get command blocks. Many people believe that what you can see is loaded chunks (render distance), and this is simply not the case.
First a chunk is 16x16x256, which is a total of 65,536 blocks. In minecraft there exists different states a chunk can be in as well, and they include loaded and active, loaded but unactive, lazy loaded, ect. Now for reference i'm only going to talk about xbox one and ps4 versions, as the ps3/360 handles chunks totally different in that they never unload chunks, once they are loaded the only way to unload them is to exit the map and reload. The xbox one, and ps4 handles chunks much more like the pc does, in that it loads chunks as it needs, and unloads them when they are no longer in use. The biggest difference between the PC handling of chunks and next gen consoles is that the PC has spawn chunks, which are a set of chunks that are always loaded and always active, and hopefully one day we also will have them.
The pc loads x number of chunks around the player, and these are loaded and active, and usually 8 chunks front/black/and to both sides, if we move forward into the next chunk, new forward chunk will be loaded, and the furthermost behind chunk will be unloaded. Thus it maintains that 8 chunks in all directions are always loaded.
But now your saying that you can see a lot further then 8 chunks, and that is true, and this is called lazy loading, where the game loads the top layers for rendering only, and its here that PC users can configure within there settings how far to render. These chunks are NOT active (don't receive block updates, and thus growth, don't process entities, etc. If you do the math 8x16 = 128 blocks. There are some exceptions but I'll not get into those.
Now there are ways to load additional chunks without a player moving into them, but i don't wish to go into details on them other then maybe the redstone method, where powering/unpowering a redstone signal will load chunks (at least on PC), but only the next 2 chunks, and they only are loaded for exactly 60 seconds. The same thing can occur with portals, where a portal can load a chunk should an entity pass through it, and again after 60 seconds the chunk is unloaded.
In respects to player proximity effecting iron golem farms, Rafecraft is correct in that you can be as close as you want and it will not effect golems spawn rates which again is a 1/7000 chance per tick per village.
Wow. Great info. So, let's say the population cap is 50. That's 50 max in loaded chunks? So say I have a breeder farm that generates a villager and transports him 32 blocks (2 chunks) to the north. So if I afk 7 chunks to the south of the breeder farm, they will keep breeding indefinitely and fill up the chunk they're transporting them to well above the population cap. Is that correct, or did I totally miss the mark?
More or less yes, but, id move them through a neither portal instead, into a kinda prison. when your ready just enter the neither and send them back.
P.S. There are way more then 50 loaded chunks, there are 8 in all directions from the player. There are even rumors that the console version uses 9 loaded chunks in all directions. If you do the math for 8, then 8x8 = 64 loaded chunks, and if the rumor is true for 9, then that would be 81 loaded chunks.
Now you can't just go 2 blocks north and say there I'm in a new chunk, you have to know how to figure out where chunks borders exists by using your x and z cords (google it). In all cases I recommend centering any farms over a chunk so that any farms are evenly loaded when they are loaded. So knowing how to find chunks/boundaries is a good thing.
By the 50 max, I meant villagers. As in, there is a max of 50 villagers in the loaded chunks. Sorry I was unclear. And in the hypothetical example I was talking about, wouldn't 32 blocks be two chunks difference, regardless of the boundaries?
While I've got the experts' attention, I want to ask about how this relates to village separation. My current situation... I've got a functioning two-module JL snail iron farm. My goal is to use it and my witch farm for the materials to build an Iron Tower somewhere in the area of the JL farm. How far from the edge of the JL farm do I need to be for the Iron Tower to work correctly. I know I always have the option of removing the doors on the JL farm before activating the Iron Tower, but let's say I'm sentimental about the JL farm since it's my first big project. Lol.
I'm hardly an expert, lol, but thanks for the complement.
Yes 32 blocks will cross 2 chunks, but its much better to know exactly what chunks are loaded and what ones are not, its difficult to tell when you just 'start anywhere' and what not. I just like to be more accurate rather then 'guess'.
Anyhow Villages will link up if they are within 64 blocks of each other (center to center). So you should be at least 65 blocks away from the center of other iron golem farms.
Can someone definitively say what the world population cap is for villagers? I've seen ppl say 50, but I'm pretty sure my world has more than that. And a typical iron golem farm alone has like 64. I've heard 200, which seems a little more reasonable. I can't find anything on the wiki stating a cap, except the villager/door ratio. I'm really not sure why you'd need a cap at all on the current gen consoles. Surely Mojang should have stated this number somewhere.
It'd really be nice to know this for sure, so I know whether I need to go around to the villages in my world and do some "population management" so I can breed enough villagers for my iron golem farm.
The old standby JL2579 farm (the one I'm building) has four modules (villages), each with four holding cells that contain four villagers each. So that's 64 villagers for that design.
I'm building the old style because:
1. In my world, it's generally just me playing. At most, my wife and two of the kids play, so I really don't need thousands of bars per hour.
2. Probly the biggest reason is that the old style has been around for years and withstood many updates without breaking. Some of these newer high-output farms just seem to me to be vulnerable to breaking with any tweak to the breeding/spawning mechanics.
I'm pretty new, so maybe I'm looking at it wrong. Maybe I should scrap my old-style design and go with a single Iron Titan module. At first glance it seems easier to build anyway.
On the Xbox 360, the villager cap is 40 (just enough to make a 4 module JL2579 iron golem farm after they decreased the villager requirement from 16 to 10). This number was derived by creating a superflat world with generate structures off in creative mode... and then using spawn eggs to spawn villagers until the game indicated that the cap had been reached. I don't know if the cap is the same on the Xbox One (I see a lot of posts indicating that it is), but it still could be tested the same way I tested it out the Xbox 360.
(I'd do it myself except Minecraft is still not up and running on my Xbox One - personal issue - long story).
On the Xbox 360, animal caps at least can be exceeded by making farms far way far apart from each other. If the chunks don't unload, the player can always save themselves and exit in a corner of the world near one farm and then reload the world such that the chunks away from the player aren't loaded at all. Animals, etc. will then breed or spawn to exceed the cap, but it may also create issues with despawning (for animals at least) if the player then moves into areas loading chunks that add up to exceeding the cap. I've honestly not tried it with villagers (who aren't supposed to despawn ever)... so I don't know if they will breed to exceed the cap or are forced to despawn if the cap is exceeded and those chunks all happen to be loaded.
Thanks for the response. Yeah, that's gonna make my build more difficult. I may look at one of the higher output, less villager designs.
Recommendations (that are verified to work on the XBone)?
#1 The villager cap is 50, but there are easy ways around it, all you need to do is get villagers out of the loaded area to breed more, then when you bring them back your cap is above 50, there are many easy ways to do this. The same limits exists on all consoles, regardless if its next gen console or not. Thus 360, ps3, ps4, wii, and xbox one all have the same villager cap (at least right now).
#2 Snail iron farms (1 village per platform), does only require 10 villagers, and 21 doors, however early designs such as by JL2579 and Panada4994 required that the village needed 16, they provided 40 doors which allowed the villagers to breed upto a total of 16 villagers. Now adays, we only need 10 villagers, and 21 doors. Most designs go with 24 doors (6 per side). Doors often are placed in even numbers staggered around a platform to keep the village centered within the platform. Villagers do NOT influence the center of a village, only the doors that makeup the village, Within a 16x16x6 area centered on the village center iron golems can spawn. The only conditions checked for the spawning of iron golems is that there is a solid block on which they can spawn and 3 non-solid blocks above them, thus iron golems can and will spawn inside transparent and semi-transparent blocks.
#3 Hyper or stacked village iron farms, have been around for along time, and only with 1.8 changes did previous stacked iron farms break, but in all fairness they actually made it easier for stacked iron farms to be built and designed. They do not break that often.
#4 Stay away from the Iron foundry, and titan, for that matter any stacked iron farm that requires spawn chunks, otherwize you are building an iron farm that will soon die. The main reason behind the death of these farms is village merges. What happens is when the area is unloaded and reloaded, they villages end up merging into 1 super village, which in respects to iron output is 1 village, or 1 iron golem spawn chance of 1/7000 (roughly 1 iron golem every 6 minutes). Other farms that can rebuild the villages (Such as iron towers), detect that the villages has merged and will reconstruct them via a bunch of redstone circuits, so you never have to worry about villagers merging, as the farm can rebuild them.
Hope this helps.
Thanks Cire for cutting in. I'll have to test it again then... pretty sure I got 40 max when I did (but my memory isn't what it used to be). I had been reading a lot on the bug tracker about villages merging when they shouldn't be. People on the Xbox 360 forum are also posting about having trouble with golems spawning outside the farm (chained village style)... think they're hoping you'll post a tutorial... hint, hint.
Awesome info! Thanks guys. Looks like I'll be tearing down my old JL design and building the Iron Towers this weekend. I think I'm far enough into populating my JL build that I have enough villagers in the area for it. I'll just need to move them around. Thanks again!!
Just watched the iron tower tutorial. Man, that's a lotta redstone and hoppers. I need an iron farm to build my iron farm. Lol. Looks like I'll be mining this weekend instead of building. 😉
The reason why people are experiencing this, at least from my perspective is that most of them are using the 16 villager (40 door) design, and more or less the farm is located over several chunks. 1 or more of the chunks becomes active, but not the entire farm, so the farm ends up with say 24 doors loaded out of the 40, this in turn throws the center point of the village off from where it should be, and thus the iron golem spawn area is also off, allowing them to spawn in locations that they shouldn't be.
A possible fix would be to place a ring of redstone around the top of the farm and then power it in any means along all four sides, so you more or less have 4 different power sources, 1 on each side. On the PC if any powered redstone is loaded it will force load all chunks that it in turn powers. Without command blocks I cant tell if this is the case or not on console, but its worth a shot.
Another fix might be to try and tear down the farm and build it centered over a chunk, and using only 24 doors (6 per side), even if only half the farm was loaded there are not enough doors loaded to spawn golems and thus even with center point of the village thrown off it wouldn't spawn golems until the rest of the farm was loaded. You could also remove a bunch of doors from your previous farm so that it had 24 with 6 doors spaced evenly and it should fix the area as well, though this really depends on how it was built over chunks, and how those chunks are loaded.
The final solution i can think of is to prevent any spawnable locations for iron golems. Through my testing they usually ended up spawning ontop or inside the hanging baskets where the villagers were located, make these spawn prof seems to have fixed the issue on my testing no matter how the farm was loaded.
As for a tutorial, that's kinda out of the question at this point in time, I just can't afford a decent capture card. However the newest design i'm finalizing now I might be able to come up with pictures, and a written walk-though. A friend of mine recommended using the xbox ones built in recorder but last I understood this was only 5 or 10 minutes of recording, though i was recently told this has been expanded to 30 minutes.
Hadn't thought about farms getting partially loaded before... makes sense... great info. Looking forward to pics and a description then.
Just to update you guys where I'm at, since you've all been so helpful... I decided to build an Iron Tower farm. However, seeing all the iron and redstone it would take, I decided to use the partial build I had on the JL design to generate the iron, and finish my witch farm for the redstone. I already had two modules built (one 70 blocks above the other), and I had enough villagers to populate them, after you guys told me it was ten per golem instead of 16 (great info!). So I moved them around and got the two modules running. About 80 iron per hour, just as advertised. In a couple hours,
I should get enough iron to finish out the witch farm. I gotta hit my spider spawner for some string first though. Takes three stacks for all the freakin tripwires, and I had configured my mob farm not to spawn spiders.
True. But it won't take long with that spawner to get the string. Good idea, though.
One question came to mind. Does player distance have any bearing on golem spawn? I know I have to be in the chunk (still not sure how big a chunk is), but do I have to be 24 blocks away, like with hostile mobs?
Cool. I thought that was the case. But after I finished building a little afk hut, it crossed my mind.
When you start talking about loaded chunks at least on the console you begin to enter shades of grey, in other words areas that are not known at this point in time, at least until we get command blocks. Many people believe that what you can see is loaded chunks (render distance), and this is simply not the case.
First a chunk is 16x16x256, which is a total of 65,536 blocks. In minecraft there exists different states a chunk can be in as well, and they include loaded and active, loaded but unactive, lazy loaded, ect. Now for reference i'm only going to talk about xbox one and ps4 versions, as the ps3/360 handles chunks totally different in that they never unload chunks, once they are loaded the only way to unload them is to exit the map and reload. The xbox one, and ps4 handles chunks much more like the pc does, in that it loads chunks as it needs, and unloads them when they are no longer in use. The biggest difference between the PC handling of chunks and next gen consoles is that the PC has spawn chunks, which are a set of chunks that are always loaded and always active, and hopefully one day we also will have them.
The pc loads x number of chunks around the player, and these are loaded and active, and usually 8 chunks front/black/and to both sides, if we move forward into the next chunk, new forward chunk will be loaded, and the furthermost behind chunk will be unloaded. Thus it maintains that 8 chunks in all directions are always loaded.
But now your saying that you can see a lot further then 8 chunks, and that is true, and this is called lazy loading, where the game loads the top layers for rendering only, and its here that PC users can configure within there settings how far to render. These chunks are NOT active (don't receive block updates, and thus growth, don't process entities, etc. If you do the math 8x16 = 128 blocks. There are some exceptions but I'll not get into those.
Now there are ways to load additional chunks without a player moving into them, but i don't wish to go into details on them other then maybe the redstone method, where powering/unpowering a redstone signal will load chunks (at least on PC), but only the next 2 chunks, and they only are loaded for exactly 60 seconds. The same thing can occur with portals, where a portal can load a chunk should an entity pass through it, and again after 60 seconds the chunk is unloaded.
In respects to player proximity effecting iron golem farms, Rafecraft is correct in that you can be as close as you want and it will not effect golems spawn rates which again is a 1/7000 chance per tick per village.
Hope it helps.
Wow. Great info. So, let's say the population cap is 50. That's 50 max in loaded chunks? So say I have a breeder farm that generates a villager and transports him 32 blocks (2 chunks) to the north. So if I afk 7 chunks to the south of the breeder farm, they will keep breeding indefinitely and fill up the chunk they're transporting them to well above the population cap. Is that correct, or did I totally miss the mark?
More or less yes, but, id move them through a neither portal instead, into a kinda prison. when your ready just enter the neither and send them back.
P.S. There are way more then 50 loaded chunks, there are 8 in all directions from the player. There are even rumors that the console version uses 9 loaded chunks in all directions. If you do the math for 8, then 8x8 = 64 loaded chunks, and if the rumor is true for 9, then that would be 81 loaded chunks.
Now you can't just go 2 blocks north and say there I'm in a new chunk, you have to know how to figure out where chunks borders exists by using your x and z cords (google it). In all cases I recommend centering any farms over a chunk so that any farms are evenly loaded when they are loaded. So knowing how to find chunks/boundaries is a good thing.
By the 50 max, I meant villagers. As in, there is a max of 50 villagers in the loaded chunks. Sorry I was unclear. And in the hypothetical example I was talking about, wouldn't 32 blocks be two chunks difference, regardless of the boundaries?
While I've got the experts' attention, I want to ask about how this relates to village separation. My current situation... I've got a functioning two-module JL snail iron farm. My goal is to use it and my witch farm for the materials to build an Iron Tower somewhere in the area of the JL farm. How far from the edge of the JL farm do I need to be for the Iron Tower to work correctly. I know I always have the option of removing the doors on the JL farm before activating the Iron Tower, but let's say I'm sentimental about the JL farm since it's my first big project. Lol.
I'm hardly an expert, lol, but thanks for the complement.
Yes 32 blocks will cross 2 chunks, but its much better to know exactly what chunks are loaded and what ones are not, its difficult to tell when you just 'start anywhere' and what not. I just like to be more accurate rather then 'guess'.
Anyhow Villages will link up if they are within 64 blocks of each other (center to center). So you should be at least 65 blocks away from the center of other iron golem farms.
Hope it helps.