I built an auto carrot farm using the technique where a farmer villager tries to throw carrots at a hungry villager, misses and then drops down a chute for me to collect. The farm works as long as I am basically right on top of it. The problem is that my main base is about 70 blocks away where I keep my villager breeder since the farm using villagers needs to be far enough away from the "village" my breeder uses. It seems that after about 40 blocks, the villager farming the carrots stops moving. I don't understand what good a farm like this is if you have to constantly be right on top of it (since it is almost this distance across). Am I missing something?
Yeah, I get that this is the reason, but it seems like this would be a big issue talked about on these farms. The design I built is a popular design, but it doesn't work unless your base is literally right on top of it. It seems like this behavior would be mentioned in the tutorials. In other words, if this farm has to be built at least 66 blocks away from a village (which you would probably have if you have bred enough villagers to "staff" the farm, then the farm will not work because the villagers stop moving if they are 66 blocks away.
I'm not sure what the problem would be... I built an OP Farm/Mall and don't have any issues in that regard. However, I can offer the following tidbits:
1. If you are in 'spectator' mode, and no other players are in your area, plants will not progress through growth stages; plant growth is dependent on a 'player' (gamemode 0 or 1; not sure about adventure mode) being within (128?) blocks of the crop.
2. Does your breeder still work correctly? If not, it could be an indication that there are more 'valid doors' in the area throwing off the center and/or increasing the village diameter of the 'breeder' village such that it overlaps the farm area. If that were occuring, the farming villager might be going 'idle' when you move toward the breeder, if the additional doors are near the render distance limit. I.E., when at the farm, only the breeder doors are loaded; moving toward the breeder, addtional doors render, become a part of the breeder village, and cause re-calculation of village center.
Other questions that might provide leads:
When the villager stops farming, is he consistently fixated/focused on a specific direction? This would indicate he is in fact 'in a village' and attempting to navigate toward it.
Which core farm design are you using? (I.E., 33-block wide octogon, square field, location of 'hungry' villager, etc... any details could help.)
Do you have wooden doors anywhere in the area that are not 'part' of the farm, but within (16-block) reach of the farming villager, the breeding villagers and/or the breeder 'output' holding area?
Yeah, I get that this is the reason, but it seems like this would be a big issue talked about on these farms. The design I built is a popular design, but it doesn't work unless your base is literally right on top of it. It seems like this behavior would be mentioned in the tutorials. In other words, if this farm has to be built at least 66 blocks away from a village (which you would probably have if you have bred enough villagers to "staff" the farm, then the farm will not work because the villagers stop moving if they are 66 blocks away.
The statement in bold is incorrect (at least, on vanilla servers);
when a farmer villager is 'outside' a village (more than 64 blocks from calculated center, AND not within 16 blocks of another valid wooden door), they actually perform 'better' than if they were inside the radius of a village. But again, the crops must grow, which requires they be in a chunk that processes entities. If your render distance is too low, say for examplle at 8 chunks, and you're not near spawn, then the plants will only grow if you're within 6 chunks of them. But that's still 6x16=96 blocks; well more than you describe as the 'impact' range.
What you highlighted in bold is not incorrect. This is happening. It is not an issue of a nearby village. The farm works brilliantly - as long as you AFK within a certain distance from it. I have done 4 AFK sessions - each about 20 minutes long. Two of them standing on top of the farm (Unarybit's design - altered by Nathan something - links in Unarybit's tutorial video). In the two AFK sessions on top of the farm, I got almost 3 stacks of carrots - in just 20 minutes. If I AFK 45 blocks away, I get nothing. I can SEE the villager - and he is literally frozen the entire time when I get more than about 40 blocks away. He does not move. He doesn't look toward a village - he looks in whatever direction he was looking when I crossed what ever "line" that puts me too far away for the villager to move. This is a known thing in minecraft. The chunks are not unloading. The crops still grow - the villager just doesn't move. It is possible that this is a SMP issue. I have not tested the design in single player.
The breeder does work. The villager in the farm stops moving no matter which direction I move away (toward or away from the breeder).
What you highlighted in bold is not incorrect. This is happening. It is not an issue of a nearby village. The farm works brilliantly - as long as you AFK within a certain distance from it. I have done 4 AFK sessions - each about 20 minutes long. Two of them standing on top of the farm (Unarybit's design - altered by Nathan something - links in Unarybit's tutorial video). In the two AFK sessions on top of the farm, I got almost 3 stacks of carrots - in just 20 minutes. If I AFK 45 blocks away, I get nothing. I can SEE the villager - and he is literally frozen the entire time when I get more than about 40 blocks away. He does not move. He doesn't look toward a village - he looks in whatever direction he was looking when I crossed what ever "line" that puts me too far away for the villager to move. This is a known thing in minecraft. The chunks are not unloading. The crops still grow - the villager just doesn't move. It is possible that this is a SMP issue. I have not tested the design in single player.
The breeder does work. The villager in the farm stops moving no matter which direction I move away (toward or away from the breeder).
It should NOT be happening. Are you playing vanilla minecraft, or some sort of mod or mod framework like Spigot or Bukkit? I have a slightly less insane version of that OP Autofarm/Mall, in the spawn chunks on a Realms server. The farmers keep farming even if no player is in the spawn chunks, as long as someone is in the overworld to keep the spawn chunks loaded. Granted, the crops don't grow, so eventually they run out of mature crops to pick, but they DO keep moving around, the breeding pairs keep breeding, and iron golems keep spawning in my iron grinder. In current vanilla minecraft, villagers are a mob that does NOT freeze up when more than 32 blocks from the player, unlike most other mobs.
In some modified versions of the game, however, in the interest of reducing lag on multiplayer servers, additional optimizations are added to reduce the number of processor cycles needed each game tick. One they often use is to make villagers freeze up when the player is more than 32 blocks away, which means one less villager pathfinding AI consuming processor cycles each game tick.
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"I think I'm starting to like this `programming' thing. It's about four times as fun as shaving." -- Notch, June 12, 2011
I built an auto carrot farm using the technique where a farmer villager tries to throw carrots at a hungry villager, misses and then drops down a chute for me to collect. The farm works as long as I am basically right on top of it. The problem is that my main base is about 70 blocks away where I keep my villager breeder since the farm using villagers needs to be far enough away from the "village" my breeder uses. It seems that after about 40 blocks, the villager farming the carrots stops moving. I don't understand what good a farm like this is if you have to constantly be right on top of it (since it is almost this distance across). Am I missing something?
What airdrops to collect? A farmer will auto harvest ur farm even u are faraway.
If you are using SEED.
If u built ur own autoFarm then a villager Farmer won't harvest your crops.
Just like Chorus plants grow faster when u are within target radius, outside the target radii
the chorus plants stop growing without you or if u are outside the bullseye.
It should NOT be happening. Are you playing vanilla minecraft, or some sort of mod or mod framework like Spigot or Bukkit? I have a slightly less insane version of that OP Autofarm/Mall, in the spawn chunks on a Realms server. The farmers keep farming even if no player is in the spawn chunks, as long as someone is in the overworld to keep the spawn chunks loaded. Granted, the crops don't grow, so eventually they run out of mature crops to pick, but they DO keep moving around, the breeding pairs keep breeding, and iron golems keep spawning in my iron grinder. In current vanilla minecraft, villagers are a mob that does NOT freeze up when more than 32 blocks from the player, unlike most other mobs.
In some modified versions of the game, however, in the interest of reducing lag on multiplayer servers, additional optimizations are added to reduce the number of processor cycles needed each game tick. One they often use is to make villagers freeze up when the player is more than 32 blocks away, which means one less villager pathfinding AI consuming processor cycles each game tick.
This is the answer I was looking for. It must be a server setting since I am playing on a server. So, in pure vanilla, villagers and slimes do not freeze up, but others do? Is this correct?
This is the answer I was looking for. It must be a server setting since I am playing on a server. So, in pure vanilla, villagers and slimes do not freeze up, but others do? Is this correct?
I don't know about slimes, I've got a slime chunk slime grinder in the same spawn-chunk base complex, that generates a crapload of slime balls...but doesn't seem to do a lot when I'm away from spawn for extended periods. Slimes being hostile mobs, they instantly despawn if no player is within 128 blocks of them (and may despawn if no player is within 32 blocks of them), even if the chunk is loaded. But villagers are always active provided they've got at least a 5x5 chunk area centered on the chunk they're in loaded. They do freeze up if too close to the edge of loaded chunks, which caused some minor problems with my iron grinder at the same base complex. I had to tear down and rebuild two 3-village towers to get them within the central core of the spawn chunks. If your autofarm is not in spawn chunks, you don't have to get TOO far away for the villagers to be close enough to the edge of unloaded chunks to stop moving. Try upping your render distance, or get the server owner to raise the server's default render distance.
Rollback Post to RevisionRollBack
"I think I'm starting to like this `programming' thing. It's about four times as fun as shaving." -- Notch, June 12, 2011
This is the answer I was looking for. It must be a server setting since I am playing on a server. So, in pure vanilla, villagers and slimes do not freeze up, but others do? Is this correct?
Sorry about that goob.. I run a 'true' Vanilla server (default minecraft launcher and everything; no server-side mods, Buckit, etc....); so the behavior (and results) I mention don't necessarily apply to modded/Buckit servers.. I'd all but guarantee your server's admin will know the setting responsible; but unless you're paying the bill, they're not likely to change it for you. As Martin said; settings that control behavior like that are often required for SMP servers that accommodate more than a controlled number of players. Otherwise, the CPU ramps up above threshold to the point that server "hosting" companies warn/disable the server for breach of contract.
*updated my original response to delineate it applies only to vanilla (for future reference purposes).
I built an auto carrot farm using the technique where a farmer villager tries to throw carrots at a hungry villager, misses and then drops down a chute for me to collect. The farm works as long as I am basically right on top of it. The problem is that my main base is about 70 blocks away where I keep my villager breeder since the farm using villagers needs to be far enough away from the "village" my breeder uses. It seems that after about 40 blocks, the villager farming the carrots stops moving. I don't understand what good a farm like this is if you have to constantly be right on top of it (since it is almost this distance across). Am I missing something?
", times, serif">I think this is because Minecraft's mob AI stops processing mobs that are too far away from a player.
(she/they)
Get my 1.10.2 modpack :D, Quae Machinis (Machines and Things)
Have a nice day!
Yeah, I get that this is the reason, but it seems like this would be a big issue talked about on these farms. The design I built is a popular design, but it doesn't work unless your base is literally right on top of it. It seems like this behavior would be mentioned in the tutorials. In other words, if this farm has to be built at least 66 blocks away from a village (which you would probably have if you have bred enough villagers to "staff" the farm, then the farm will not work because the villagers stop moving if they are 66 blocks away.
I'm not sure what the problem would be... I built an OP Farm/Mall and don't have any issues in that regard. However, I can offer the following tidbits:
1. If you are in 'spectator' mode, and no other players are in your area, plants will not progress through growth stages; plant growth is dependent on a 'player' (gamemode 0 or 1; not sure about adventure mode) being within (128?) blocks of the crop.
2. Does your breeder still work correctly? If not, it could be an indication that there are more 'valid doors' in the area throwing off the center and/or increasing the village diameter of the 'breeder' village such that it overlaps the farm area. If that were occuring, the farming villager might be going 'idle' when you move toward the breeder, if the additional doors are near the render distance limit. I.E., when at the farm, only the breeder doors are loaded; moving toward the breeder, addtional doors render, become a part of the breeder village, and cause re-calculation of village center.
Other questions that might provide leads:
When the villager stops farming, is he consistently fixated/focused on a specific direction? This would indicate he is in fact 'in a village' and attempting to navigate toward it.
Which core farm design are you using? (I.E., 33-block wide octogon, square field, location of 'hungry' villager, etc... any details could help.)
Do you have wooden doors anywhere in the area that are not 'part' of the farm, but within (16-block) reach of the farming villager, the breeding villagers and/or the breeder 'output' holding area?
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The statement in bold is incorrect (at least, on vanilla servers);
when a farmer villager is 'outside' a village (more than 64 blocks from calculated center, AND not within 16 blocks of another valid wooden door), they actually perform 'better' than if they were inside the radius of a village. But again, the crops must grow, which requires they be in a chunk that processes entities. If your render distance is too low, say for examplle at 8 chunks, and you're not near spawn, then the plants will only grow if you're within 6 chunks of them. But that's still 6x16=96 blocks; well more than you describe as the 'impact' range.
<-- Click Banner to Apply !!
What you highlighted in bold is not incorrect. This is happening. It is not an issue of a nearby village. The farm works brilliantly - as long as you AFK within a certain distance from it. I have done 4 AFK sessions - each about 20 minutes long. Two of them standing on top of the farm (Unarybit's design - altered by Nathan something - links in Unarybit's tutorial video). In the two AFK sessions on top of the farm, I got almost 3 stacks of carrots - in just 20 minutes. If I AFK 45 blocks away, I get nothing. I can SEE the villager - and he is literally frozen the entire time when I get more than about 40 blocks away. He does not move. He doesn't look toward a village - he looks in whatever direction he was looking when I crossed what ever "line" that puts me too far away for the villager to move. This is a known thing in minecraft. The chunks are not unloading. The crops still grow - the villager just doesn't move. It is possible that this is a SMP issue. I have not tested the design in single player.
The breeder does work. The villager in the farm stops moving no matter which direction I move away (toward or away from the breeder).
It should NOT be happening. Are you playing vanilla minecraft, or some sort of mod or mod framework like Spigot or Bukkit? I have a slightly less insane version of that OP Autofarm/Mall, in the spawn chunks on a Realms server. The farmers keep farming even if no player is in the spawn chunks, as long as someone is in the overworld to keep the spawn chunks loaded. Granted, the crops don't grow, so eventually they run out of mature crops to pick, but they DO keep moving around, the breeding pairs keep breeding, and iron golems keep spawning in my iron grinder. In current vanilla minecraft, villagers are a mob that does NOT freeze up when more than 32 blocks from the player, unlike most other mobs.
In some modified versions of the game, however, in the interest of reducing lag on multiplayer servers, additional optimizations are added to reduce the number of processor cycles needed each game tick. One they often use is to make villagers freeze up when the player is more than 32 blocks away, which means one less villager pathfinding AI consuming processor cycles each game tick.
What airdrops to collect? A farmer will auto harvest ur farm even u are faraway.
If you are using SEED.
If u built ur own autoFarm then a villager Farmer won't harvest your crops.
Just like Chorus plants grow faster when u are within target radius, outside the target radii
the chorus plants stop growing without you or if u are outside the bullseye.
This is the answer I was looking for. It must be a server setting since I am playing on a server. So, in pure vanilla, villagers and slimes do not freeze up, but others do? Is this correct?
I don't know about slimes, I've got a slime chunk slime grinder in the same spawn-chunk base complex, that generates a crapload of slime balls...but doesn't seem to do a lot when I'm away from spawn for extended periods. Slimes being hostile mobs, they instantly despawn if no player is within 128 blocks of them (and may despawn if no player is within 32 blocks of them), even if the chunk is loaded. But villagers are always active provided they've got at least a 5x5 chunk area centered on the chunk they're in loaded. They do freeze up if too close to the edge of loaded chunks, which caused some minor problems with my iron grinder at the same base complex. I had to tear down and rebuild two 3-village towers to get them within the central core of the spawn chunks. If your autofarm is not in spawn chunks, you don't have to get TOO far away for the villagers to be close enough to the edge of unloaded chunks to stop moving. Try upping your render distance, or get the server owner to raise the server's default render distance.
Sorry about that goob.. I run a 'true' Vanilla server (default minecraft launcher and everything; no server-side mods, Buckit, etc....); so the behavior (and results) I mention don't necessarily apply to modded/Buckit servers.. I'd all but guarantee your server's admin will know the setting responsible; but unless you're paying the bill, they're not likely to change it for you. As Martin said; settings that control behavior like that are often required for SMP servers that accommodate more than a controlled number of players. Otherwise, the CPU ramps up above threshold to the point that server "hosting" companies warn/disable the server for breach of contract.
*updated my original response to delineate it applies only to vanilla (for future reference purposes).
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