I've always used NimsTv iron farm in my SMP worlds. I find it to be a good design for output given Vs. cost of materials and has always provided enough iron for me.
Here's the video in case you're not familiar with it:
I've always built it exactly as described, but I have found the item filter to be unnecessary and have opted for four hoppers at ground level feeding into a double chest instead. My question is, without the item filter is it still necessary to build it at a height of ten? It seems that if he drop shaft were at least three high to accommodate the golems it should function just as well, while saving on resources (and making it easier to get the villagers into it)
Yeah, the golem may be still counted if it doesn't fall far enough out of the village, but as It dies after a few seconds in the lava don't make much difference.
This was my first iron farm, however since I understood how inefficient it is in terms of the golem spawn area, I use a slightly bigger design (Nims farm has 2 pads at 10 x 10, -4 per pad for the chute opening = 192 spawnable squares. however with 16 x16 pads, which is the max golem spawning area, -4 per pad for the chute opening and -16 per pad for blocking the corners 2x2 for the new water layout to stop it auto creating source blocks) gives you 472 spawnable spaces, but does mean doing the water differently as mentioned and having villager pods on 2 opposite sides) which gives you 92% of the available spawn area as opposed to Nims which only gives 37.5%.
Oh and on Nims, you can get away with 3 spaces between the floors (Nims is 4) ...
Thanks for your response. If I am understanding you correctly, your design is based on Nims with a few tweaks. You've made the floors 16 x 16 instead of 10 x 10, with a 2 x 2 space filled in at each corner so the water flows correctly. You also use 3 high spacing, and separate the villagers into two pods on opposite ends of the farm? These all seem like very easy changes to make, especially if it triples the efficacy of the farm.
Do you use more doors or is 40 still sufficient? Also, how many villagers are needed for golems to spawn? I thought it was 14 but I could be wrong. I am playing on console and with the last update breeding behavior was changed to be the same as 1.8 PC, so i'll need to make a breeder and then move them in one at a time which is a pita. Don't want to bother with more noses than I absolutely have to.
Thanks for your response. If I am understanding you correctly, your design is based on Nims with a few tweaks. You've made the floors 16 x 16 instead of 10 x 10, with a 2 x 2 space filled in at each corner so the water flows correctly. You also use 3 high spacing, and separate the villagers into two pods on opposite ends of the farm? These all seem like very easy changes to make, especially if it triples the efficacy of the farm.
Do you use more doors or is 40 still sufficient? Also, how many villagers are needed for golems to spawn? I thought it was 14 but I could be wrong. I am playing on console and with the last update breeding behavior was changed to be the same as 1.8 PC, so i'll need to make a breeder and then move them in one at a time which is a pita. Don't want to bother with more noses than I absolutely have to.
Yes to everything in the first part, except for the 16x16 pads; I just remembered the pads are 18x18 because water flows 8 blocks, so that's 16 + 2 for the chute. I do have 4 high spacing as per Nims, it was only very recently I found out you could get away with 3, and I haven't built another iron farm since I found out ...
The villager pods should be in the middle of each face and on opposite sides. The reason you need two is that its villagers who "record" the doors, and they can only see doors up to 16 blocks away. With a bigger farm, only having a pod on one side means the villagers wont be able to "see" the doors on the opposite side as they are too far away. This would throw the farm centre off and be a waste of the doors!
10 villagers are required per golem to increase the golem cap (e.g 10-19 villagers = golem cap = 1, 20-29 villagers = golem cap = 2). You can add more doors to increase villagers and reach 20+ villagers to increase the golem cap to two, but this makes in theory minimal difference as the golems are in the farm for so short a time the cap is never reached for long; in a 2 cap farm, you get the slight advantage of a second golem spawning whilst the first is exiting the village, but only during those periods (of a few secs!). One of my original farms did have a golem cap of two, and I did witness a few times a second golem spawn whilst the first was in transit, but one day I found that two golems had spawned on the same pad and reached the drop chute at the same time and stopped each other from leaving the farm, essentially blocking it up! The last farm I built had actually 19x19 pads with a 3x3 drop chute so that wouldn't happen again (pic below).
Also, a village over 20 villagers is subject to zombie sieges, but as the sieges begin on the outside of villages with something like a min radius of 24-32 blocks from the village centre, an 18x18 farm would only have a radius of something like 13 (on the diagonals), so a siege cant occur anyway.
The Golems spawn within 8 meters of the center of the village. HOWEVER, Golems are more than one meter wide and if their center is right at the 8 meter point there needs to be room for the Golem to spawn so optimal size for a farm is 18 x 18 with a 2 x 2 hole and two spawning floors.
I am not aware that the positions of the villagers have any effect on the village geometry. I am under the impression that village center is calculated on the geometric center of all of the valid doors (houses).
The four pockets of my iron farm are asymmetrically populated and according to NBTExplorer the village center is the exact center of the 2 x 2 hole with Y being the height of the door bottoms. I have 10 doors on each of the four sides of the farm.
Also, there is a vertical parameter involved with where zombie siege zombies can spawn. That's one very good reason to make sure the iron farm is up in the air so that there are no spawn locations available.
My iron farm happens to have a small area of the surface of a hillside that could be such a spawn location but since I limit the farm to less than 20 villagers I don't worry about the possibility of a siege.
Rollback Post to RevisionRollBack
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
Yes to everything in the first part, except for the 16x16 pads; I just remembered the pads are 18x18 because water flows 8 blocks, so that's 16 + 2 for the chute. I do have 4 high spacing as per Nims, it was only very recently I found out you could get away with 3, and I haven't built another iron farm since I found out ...
Could your roof have been made of slabs?
I built a couple of iron farms on a test world and I'm not getting any golems under a 3 high solid roof.
But slabs count as transparent so golems can spawn in them at any height, though if they are too low the golems will get stuck.
I built a couple of iron farms on a test world and I'm not getting any golems under a 3 high solid roof.
But slabs count as transparent so golems can spawn in them at any height, though if they are too low the golems will get stuck.
Sure it was full blocks, pretty sure it was a YouTube clip I saw from an earlier thread on this forum some months back. Might have been mistaken, but I'll have a look tomorrow. Have a feeling I queried the height in the thread ...
Sure it was full blocks, pretty sure it was a YouTube clip I saw from an earlier thread on this forum some months back. Might have been mistaken, but I'll have a look tomorrow. Have a feeling I queried the height in the thread ...
Here are images of both my upper and lower spawn floors of my version of the NIMS iron farm.
The upper level ONLY has solid blocks in the spawn floor. The glass blocks prevent mobs from spawning on the walls and my observation deck is made of slabs.
As you can see, the lower floor has a 4 meter gap between it and the bottom of the upper floor. Again I provided observation points and a walkway around the lower level so I could watch the golems spawn and get to the villager pods to trade with them.
As to the question of tightening up the dropshaft and removing the sorting mechanism, I don't see a problem with that as long as you don't exceed 19 villagers so as to preclude a possible zombie siege.
I found the information on where the zombies will try to spawn. The locations searched for being valid (on a solid block with enough vertical room above it) are, for this "village", in a 6 meter high "donut" with its center the same as the farm's with an inner radius of ~20 meters and an outer radius of ~36 meters.
As long as there are no solid blocks inside that torus a zombie siege isn't possible even if you (or another player) is present at midnight.
I have noticed something about the NIMS design dropshaft. If an entity shorter than a golem falls into the shaft it's highly likely that they won't die. There's enough room for a mob (villager, baby villager, zombie, etc.) to stand on top of the upper hoppers and not be damaged by the lava.
I found this out when some villagers and babies escaped from a pod when I was setting up my trading "windows" in the pods. The somehow got onto one of the spawning floors and fell down the shaft and just stayed there on top of the hoppers.
I need to see if moving the lower signs down a meter to make the lave 2 meters thick will work but I expect that may destroy the drops from killed golems.
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
I guess I might have misinterpreted your posts, you never built an iron farm with a 3 high roof yourself?
Maybe i've mixed up a thread with a YT clip; the clip below is the clip i saw not long ago where they build only had three blocks height between the floors - that thread seems to ring a bell butnot sure thats the one, or maybe it is, seems quite old, and the clip below isnt mentioned in the thread you linked ...
Yeah, i never built one with 3 floors, always used 4, sure i only saw the above clip after i built my last farm.
Maybe i've mixed up a thread with a YT clip; the clip below is the clip i saw not long ago where they build only had three blocks height between the floors - that thread seems to ring a bell butnot sure thats the one, or maybe it is, seems quite old, and the clip below isnt mentioned in the thread you linked ...
Yeah, i never built one with 3 floors, always used 4, sure i only saw the above clip after i built my last farm.
I don't think I'd trust that video, you never see the golems spawning.
And he doesn't seem to fully understand the spawning mechanism, he really should have at least two villager pods, unless I missed it he only put in one, the far row of doors are probably outside detection range. He claimed that the glass blocks on the wall would stop golems from spawning there but the golems can spawn just fine with their feet in glass blocks (or even entirely encased in glass), the reason the golems don't spawn on the wall is that it is above the spawning box, the glass just stops the golems from climbing up on the wall (and stops other mobs from spawning on the wall.)
And about halfway through the video he'd added a note that it works best with the upper floor made out of upside down slabs, which being transparent would allow the golems to spawn under it as I suggested in a previous post.
I don't think I'd trust that video, you never see the golems spawning.
And he doesn't seem to fully understand the spawning mechanism, he really should have at least two villager pods, unless I missed it he only put in one, the far row of doors are probably outside detection range. He claimed that the glass blocks on the wall would stop golems from spawning there but the golems can spawn just fine with their feet in glass blocks (or even entirely encased in glass), the reason the golems don't spawn on the wall is that it is above the spawning box, the glass just stops the golems from climbing up on the wall (and stops other mobs from spawning on the wall.)
And about halfway through the video he'd added a note that it works best with the upper floor made out of upside down slabs, which being transparent would allow the golems to spawn under it as I suggested in a previous post.
Nah, he only had one villager pod; somewhere in the comments I'm sure I said something about that not being enough to see all the doors, as my previous post above also mentions the same like you.
Wonder if that note was there when I saw the clip originally. Hope the OP hasnt used the 3 block spacing ...
Upon creation, a village center is defined as the geometric barycenter (i.e. centroid) of the active doors' locations, and the village's size is the greater of 32 blocks or the distance to the furthest door from the center.
Therefore the center of a typical NIMS iron farm will be the center of the 40 doors, which in the case of my farm is the center of the 2x2 hole.
As long as the villager pods are within 32 blocks of that center I don't see how the placement of the villagers matters. If it did regular villages would be constantly changing due to the villagers wandering around.
Rollback Post to RevisionRollBack
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
I think you need the sub-section of that link you posted here - http://minecraft.gamepedia.com/Tutorials/Village_mechanics - and scroll down the long strip of pictures til you reach the second from bottom - the text above the picture reads below:
"Villagers will recognize a house within sixteen blocks along both horizontal axes, and up to three blocks above or five blocks below the level of the ground the villager is standing on"
As I understand it, the doors do determine the village centre, but the village mechanics gets the number of valid doors & positions by the villagers, who "recognise" them. So it is possible for a large village to "lose" some doors, if they are more than 16 blocks away from any villager, they will be dropped from the count and the centre recalculated. If a villager subsequently moves within 16 blocks of a previously dropped door, it will be re-added, and the cente recalculated. The adding process is virtually instant, but the dropping process usually only gets recalculated after the chunks are reloaded (e.g by leaving the game & reloading).
So in the iron farm that's 18x18, a pod of villagers on one side will be able to recognize all the doors on their side, plus a certain amount of the doors on the two perpendicular sides to them, but the far side will be out of range. So that will effect the centre (and one factor of the breeding cap).
Below is a creative test world in 1.8.3 using the Villager Info mod. The "farm" has 14 doors per side, total 56. The first pic only has villagers in the red villager pod - as you can see, the info mod says the village only has 34 doors, this is because certain doors are not in range of the villagers, and this is the info the village mechanics receives to determine the village centre. The red block in the farm shows the centre as the info mod reports it. I then populated the white villager pod as shown in the second pic, and hey ho, the door count goes up to 56 - all the doors now recognized combined between both pods, and the centre of the village moves as per the white block.
I've always used NimsTv iron farm in my SMP worlds. I find it to be a good design for output given Vs. cost of materials and has always provided enough iron for me.
Here's the video in case you're not familiar with it:
I've always built it exactly as described, but I have found the item filter to be unnecessary and have opted for four hoppers at ground level feeding into a double chest instead. My question is, without the item filter is it still necessary to build it at a height of ten? It seems that if he drop shaft were at least three high to accommodate the golems it should function just as well, while saving on resources (and making it easier to get the villagers into it)
Should this work, or am I overlooking something?
I dont think it is
I don't understand your comment. Can you please elaborate?
I think if the golems don't drop far enough they are still counted with the village and new golems won't spawn until they are killed.
This probably won't make much difference but it would lower the output a bit.
Just testing.
Thanks for the reply. That makes total sense. I am not a heavy iron user anyway, so a slight loss in output probably won't matter much.
Yeah, the golem may be still counted if it doesn't fall far enough out of the village, but as It dies after a few seconds in the lava don't make much difference.
This was my first iron farm, however since I understood how inefficient it is in terms of the golem spawn area, I use a slightly bigger design (Nims farm has 2 pads at 10 x 10, -4 per pad for the chute opening = 192 spawnable squares. however with 16 x16 pads, which is the max golem spawning area, -4 per pad for the chute opening and -16 per pad for blocking the corners 2x2 for the new water layout to stop it auto creating source blocks) gives you 472 spawnable spaces, but does mean doing the water differently as mentioned and having villager pods on 2 opposite sides) which gives you 92% of the available spawn area as opposed to Nims which only gives 37.5%.
Oh and on Nims, you can get away with 3 spaces between the floors (Nims is 4) ...
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Thanks for your response. If I am understanding you correctly, your design is based on Nims with a few tweaks. You've made the floors 16 x 16 instead of 10 x 10, with a 2 x 2 space filled in at each corner so the water flows correctly. You also use 3 high spacing, and separate the villagers into two pods on opposite ends of the farm? These all seem like very easy changes to make, especially if it triples the efficacy of the farm.
Do you use more doors or is 40 still sufficient? Also, how many villagers are needed for golems to spawn? I thought it was 14 but I could be wrong. I am playing on console and with the last update breeding behavior was changed to be the same as 1.8 PC, so i'll need to make a breeder and then move them in one at a time which is a pita. Don't want to bother with more noses than I absolutely have to.
Yes to everything in the first part, except for the 16x16 pads; I just remembered the pads are 18x18 because water flows 8 blocks, so that's 16 + 2 for the chute. I do have 4 high spacing as per Nims, it was only very recently I found out you could get away with 3, and I haven't built another iron farm since I found out ...
The villager pods should be in the middle of each face and on opposite sides. The reason you need two is that its villagers who "record" the doors, and they can only see doors up to 16 blocks away. With a bigger farm, only having a pod on one side means the villagers wont be able to "see" the doors on the opposite side as they are too far away. This would throw the farm centre off and be a waste of the doors!
10 villagers are required per golem to increase the golem cap (e.g 10-19 villagers = golem cap = 1, 20-29 villagers = golem cap = 2). You can add more doors to increase villagers and reach 20+ villagers to increase the golem cap to two, but this makes in theory minimal difference as the golems are in the farm for so short a time the cap is never reached for long; in a 2 cap farm, you get the slight advantage of a second golem spawning whilst the first is exiting the village, but only during those periods (of a few secs!). One of my original farms did have a golem cap of two, and I did witness a few times a second golem spawn whilst the first was in transit, but one day I found that two golems had spawned on the same pad and reached the drop chute at the same time and stopped each other from leaving the farm, essentially blocking it up! The last farm I built had actually 19x19 pads with a 3x3 drop chute so that wouldn't happen again (pic below).
Also, a village over 20 villagers is subject to zombie sieges, but as the sieges begin on the outside of villages with something like a min radius of 24-32 blocks from the village centre, an 18x18 farm would only have a radius of something like 13 (on the diagonals), so a siege cant occur anyway.
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Making the spawning platforms 3 times a big won't give you anywhere near 3 times the output.
That's because if it fails to spawn a golem on the first try it tries again several times during the spawning cycle.
It will increase the output just not that much.
Just testing.
The Golems spawn within 8 meters of the center of the village. HOWEVER, Golems are more than one meter wide and if their center is right at the 8 meter point there needs to be room for the Golem to spawn so optimal size for a farm is 18 x 18 with a 2 x 2 hole and two spawning floors.
I am not aware that the positions of the villagers have any effect on the village geometry. I am under the impression that village center is calculated on the geometric center of all of the valid doors (houses).
The four pockets of my iron farm are asymmetrically populated and according to NBTExplorer the village center is the exact center of the 2 x 2 hole with Y being the height of the door bottoms. I have 10 doors on each of the four sides of the farm.
Also, there is a vertical parameter involved with where zombie siege zombies can spawn. That's one very good reason to make sure the iron farm is up in the air so that there are no spawn locations available.
My iron farm happens to have a small area of the surface of a hillside that could be such a spawn location but since I limit the farm to less than 20 villagers I don't worry about the possibility of a siege.
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The latest release of Amidst, version 4.6 can be found here:
https://github.com/toolbox4minecraft/amidst/releases
You should probably also read this:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/2970854-amidst-map-explorer-for-minecraft-1-14
You can find me on the Minecraft Forums Discord server.
https://discord.gg/wGrQNKX
Could your roof have been made of slabs?
I built a couple of iron farms on a test world and I'm not getting any golems under a 3 high solid roof.
But slabs count as transparent so golems can spawn in them at any height, though if they are too low the golems will get stuck.
Just testing.
Sure it was full blocks, pretty sure it was a YouTube clip I saw from an earlier thread on this forum some months back. Might have been mistaken, but I'll have a look tomorrow. Have a feeling I queried the height in the thread ...
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I found this thread:
http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/2317518-iron-golem-frustration
but the OP relented under the onslaught of posts saying that they needed a 4 high roof and never claimed they had any golems spawning on the bottom floor, also I didn't see any videos in that thread.
--
I guess I might have misinterpreted your posts, you never built an iron farm with a 3 high roof yourself?
Just testing.
Here are images of both my upper and lower spawn floors of my version of the NIMS iron farm.
The upper level ONLY has solid blocks in the spawn floor. The glass blocks prevent mobs from spawning on the walls and my observation deck is made of slabs.
As you can see, the lower floor has a 4 meter gap between it and the bottom of the upper floor. Again I provided observation points and a walkway around the lower level so I could watch the golems spawn and get to the villager pods to trade with them.
As to the question of tightening up the dropshaft and removing the sorting mechanism, I don't see a problem with that as long as you don't exceed 19 villagers so as to preclude a possible zombie siege.
I found the information on where the zombies will try to spawn. The locations searched for being valid (on a solid block with enough vertical room above it) are, for this "village", in a 6 meter high "donut" with its center the same as the farm's with an inner radius of ~20 meters and an outer radius of ~36 meters.
See: http://minecraft.gamepedia.com/Zombie_siege#Starting_a_siege
As long as there are no solid blocks inside that torus a zombie siege isn't possible even if you (or another player) is present at midnight.
I have noticed something about the NIMS design dropshaft. If an entity shorter than a golem falls into the shaft it's highly likely that they won't die. There's enough room for a mob (villager, baby villager, zombie, etc.) to stand on top of the upper hoppers and not be damaged by the lava.
I found this out when some villagers and babies escaped from a pod when I was setting up my trading "windows" in the pods. The somehow got onto one of the spawning floors and fell down the shaft and just stayed there on top of the hoppers.
I need to see if moving the lower signs down a meter to make the lave 2 meters thick will work but I expect that may destroy the drops from killed golems.
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The latest release of Amidst, version 4.6 can be found here:
https://github.com/toolbox4minecraft/amidst/releases
You should probably also read this:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/2970854-amidst-map-explorer-for-minecraft-1-14
You can find me on the Minecraft Forums Discord server.
https://discord.gg/wGrQNKX
Maybe i've mixed up a thread with a YT clip; the clip below is the clip i saw not long ago where they build only had three blocks height between the floors - that thread seems to ring a bell butnot sure thats the one, or maybe it is, seems quite old, and the clip below isnt mentioned in the thread you linked ...
Yeah, i never built one with 3 floors, always used 4, sure i only saw the above clip after i built my last farm.
Edit: This was the thread i mentioned the above clip in - http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/2472900-iron-farm-suggestion - don't think i mentioned the floor heights, just suggested the design and noticed later he only had 3 blocks between floors ...
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I don't think I'd trust that video, you never see the golems spawning.
And he doesn't seem to fully understand the spawning mechanism, he really should have at least two villager pods, unless I missed it he only put in one, the far row of doors are probably outside detection range. He claimed that the glass blocks on the wall would stop golems from spawning there but the golems can spawn just fine with their feet in glass blocks (or even entirely encased in glass), the reason the golems don't spawn on the wall is that it is above the spawning box, the glass just stops the golems from climbing up on the wall (and stops other mobs from spawning on the wall.)
And about halfway through the video he'd added a note that it works best with the upper floor made out of upside down slabs, which being transparent would allow the golems to spawn under it as I suggested in a previous post.
Just testing.
Nah, he only had one villager pod; somewhere in the comments I'm sure I said something about that not being enough to see all the doors, as my previous post above also mentions the same like you.
Wonder if that note was there when I saw the clip originally. Hope the OP hasnt used the 3 block spacing ...
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Does someone have a reference to what is being mentioned as "detection range" with regard to villagers?
As I understand it a village is defined by the active doors alone.
From: http://minecraft.gamepedia.com/Village#Mechanics
Therefore the center of a typical NIMS iron farm will be the center of the 40 doors, which in the case of my farm is the center of the 2x2 hole.
As long as the villager pods are within 32 blocks of that center I don't see how the placement of the villagers matters. If it did regular villages would be constantly changing due to the villagers wandering around.
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The latest release of Amidst, version 4.6 can be found here:
https://github.com/toolbox4minecraft/amidst/releases
You should probably also read this:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/2970854-amidst-map-explorer-for-minecraft-1-14
You can find me on the Minecraft Forums Discord server.
https://discord.gg/wGrQNKX
I think you need the sub-section of that link you posted here - http://minecraft.gamepedia.com/Tutorials/Village_mechanics - and scroll down the long strip of pictures til you reach the second from bottom - the text above the picture reads below:
"Villagers will recognize a house within sixteen blocks along both horizontal axes, and up to three blocks above or five blocks below the level of the ground the villager is standing on"
As I understand it, the doors do determine the village centre, but the village mechanics gets the number of valid doors & positions by the villagers, who "recognise" them. So it is possible for a large village to "lose" some doors, if they are more than 16 blocks away from any villager, they will be dropped from the count and the centre recalculated. If a villager subsequently moves within 16 blocks of a previously dropped door, it will be re-added, and the cente recalculated. The adding process is virtually instant, but the dropping process usually only gets recalculated after the chunks are reloaded (e.g by leaving the game & reloading).
So in the iron farm that's 18x18, a pod of villagers on one side will be able to recognize all the doors on their side, plus a certain amount of the doors on the two perpendicular sides to them, but the far side will be out of range. So that will effect the centre (and one factor of the breeding cap).
This is how I've always understood it.
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Here's maybe a better demo.
Below is a creative test world in 1.8.3 using the Villager Info mod. The "farm" has 14 doors per side, total 56. The first pic only has villagers in the red villager pod - as you can see, the info mod says the village only has 34 doors, this is because certain doors are not in range of the villagers, and this is the info the village mechanics receives to determine the village centre. The red block in the farm shows the centre as the info mod reports it. I then populated the white villager pod as shown in the second pic, and hey ho, the door count goes up to 56 - all the doors now recognized combined between both pods, and the centre of the village moves as per the white block.
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MrKite & Mc_Etlam ... I salute you!