If he stays in the corner, chances are he thinks he's close enough to a village that he wants to return to.
That's what I was thinking. Cuz there is a villager breeder within 64 blocks of that farm. However, as I said before, I removed the 6 doors of that villager breeder and added 16 doors on top of the auto farm (there is a nitwit recognizing the 16 doors). Now, I shrunk the auto farm from 32x32 to like 10x10. The villager does drop his crops at the farmland of light level 6, but most of the time, he just goes back to that side of the corner.
It's still not fixed for whatever reason. I already removed every door within the 64-block range of villager. I also torched the nearby caves to prevent zombs.
Doors would be the first deal. You shouldn't need any. A villager based crops farm will function "outside" of standard village requirements. There has to be a door or something else around. Making the villager want to run back to the village.
Rollback Post to RevisionRollBack
Yes i know, my spelling sucks.
Check out my You-Tube Channel (BringerofKaos) for plenty of Minecraft Content and my Lets Play series:
Doors would be the first deal. You shouldn't need any. A villager based crops farm will function "outside" of standard village requirements. There has to be a door or something else around. Making the villager want to run back to the village.
So removing doors that are 64 blocks within the villager can fix the problem?
Also, these doors to be removed are registered by nearby villagers right?
If I kill the villager near the door, then it's fine, right?
Looking at the prior posts I see that the OP is having the same difficulty understanding that I had at first.
1) It does not matter how compact you arrange the doors of the breeder. The breeder village will still be 32 blocks in radius.
2) every location in the carrot farm must be at least 64 blocks from all village centers. To be extra safe, make that 64 blocks from ANY wooden door.... as it is easy to miscalculate.
3) You might need to ensure you unload and reload the chunks before retesting. That “should” force a recalculation of villages. That is usually accomplished by everyone in the vicinity leaving the area or logging off.
4) Don’t hit or kill villager or iron golems directly, to avoid ruining your popularity and with it the villagers willingness to breed and work.
5) Make sure your farmer villager stays hungry. He won’t farm if he is not hungry.
what kind of design are you using? is it the kind where he throws it to another villager but you end up with it instead? or is it the kind of farm that utilizes hopper mine carts 1 block beneath?
additional things to check. (dependent on farm style)
-Light. you generally want the light level above 7 everywhere except near the food receiving villager. in this spot you want it at 7 (absolutely no lower or you'll get mobs). this tricks the farmer into feeding the other villager, and in the design i use there is string to keep a block permanently un-planted but tilled to continue to draw the farmer villager back to the feeding area. but there is many designs out there now a days.
-doors i think have been hammered down
-if your farmer has filled his inventory it can be a bad thing. if you gave him carrots and he hasn't planted them harvest everything planted and leave the tilled soil. this can often get things moving
-if all else fails and nothing is working, make a trade. i've found in the past that something so simple for some reason triggers the mechanics. maybe it has to do with village happiness.
-does it have a roof?
-can you post a picture if none of the above works?
Rollback Post to RevisionRollBack
Yes i know, my spelling sucks.
Check out my You-Tube Channel (BringerofKaos) for plenty of Minecraft Content and my Lets Play series:
Looking at the prior posts I see that the OP is having the same difficulty understanding that I had at first.
1) It does not matter how compact you arrange the doors of the breeder. The breeder village will still be 32 blocks in radius.
2) every location in the carrot farm must be at least 64 blocks from all village centers. To be extra safe, make that 64 blocks from ANY wooden door.... as it is easy to miscalculate.
3) You might need to ensure you unload and reload the chunks before retesting. That “should” force a recalculation of villages. That is usually accomplished by everyone in the vicinity leaving the area or logging off.
4) Don’t hit or kill villager or iron golems directly, to avoid ruining your popularity and with it the villagers willingness to breed and work.
5) Make sure your farmer villager stays hungry. He won’t farm if he is not hungry.
what kind of design are you using? is it the kind where he throws it to another villager but you end up with it instead? or is it the kind of farm that utilizes hopper mine carts 1 block beneath?
additional things to check. (dependent on farm style)
-Light. you generally want the light level above 7 everywhere except near the food receiving villager. in this spot you want it at 7 (absolutely no lower or you'll get mobs). this tricks the farmer into feeding the other villager, and in the design i use there is string to keep a block permanently un-planted but tilled to continue to draw the farmer villager back to the feeding area. but there is many designs out there now a days.
-doors i think have been hammered down
-if your farmer has filled his inventory it can be a bad thing. if you gave him carrots and he hasn't planted them harvest everything planted and leave the tilled soil. this can often get things moving
-if all else fails and nothing is working, make a trade. i've found in the past that something so simple for some reason triggers the mechanics. maybe it has to do with village happiness.
-does it have a roof?
-can you post a picture if none of the above works?
Sorry for the late reply.
I realized that it isn't exactly my fault for the farm to not work.
That server literally made the villagers unable to move if no players are within its 7x7x7 cube region.
It now works if I shrink the farm to 7x7. However, the hopper minecart method is way to slow (only 6 stacks per 12 hours).
If I want to make the 7x7 auto carrot farm efficient, what should I do?
Well, I'd think you could make it 13X13X13 if you stand exactly in the center.
You ought to be able to fit three layers in that, the bottom farmland and minecart and the head of the upper farmer presumably could be outside the zone.
Sorry, I missthunk.
Boy, that's restrictive!
But you should be able to make 2 7X7 layers anyway.
Unless you're limited in how many villagers you can have or it breaks some other rule you could try having a series of 7X7 farms and sit in a minecart that stops over the center of each long enough for that farmer to harvest and replant before it moves you on to the next.
Otherwise the only way I can think of to speed things up would be dispensers filled with bone meal.
Unless you're limited in how many villagers you can have or it breaks some other rule you could try having a series of 7X7 farms and sit in a minecart that stops over the center of each long enough for that farmer to harvest and replant before it moves you on to the next.
Otherwise the only way I can think of to speed things up would be dispensers filled with bone meal.
This might work for his design if it is the one with a 5x5 field for the crop growth plus 2 low light blocks with static hopper minecarts underneath for "plant, get unplanted and sucked by the hopper minecart into a chest".
He could have 4 of these farms in a square and stop the cart with him in it right in the middle of the 4, for long enough that the villager can harvest the field and try to plant all his inventory (while staying inside of the idle timeout of the server), then move on to the next 4 farms in a square while the crops grow. Rinse and repeat.
And for crops that have seeds, each of these mini-farms would instead have a hopper minecart running under them, while the villager has an inventory full of seeds. The rest remains the same.
Unless you're limited in how many villagers you can have or it breaks some other rule you could try having a series of 7X7 farms and sit in a minecart that stops over the center of each long enough for that farmer to harvest and replant before it moves you on to the next.
Otherwise the only way I can think of to speed things up would be dispensers filled with bone meal.
Well, was thinking of sitting in a minecart. But there are strange servers where ppl aren't allowed to create sth that interrupts the 15 minute afk cooldown.
This might work for his design if it is the one with a 5x5 field for the crop growth plus 2 low light blocks with static hopper minecarts underneath for "plant, get unplanted and sucked by the hopper minecart into a chest".
He could have 4 of these farms in a square and stop the cart with him in it right in the middle of the 4, for long enough that the villager can harvest the field and try to plant all his inventory (while staying inside of the idle timeout of the server), then move on to the next 4 farms in a square while the crops grow. Rinse and repeat.
And for crops that have seeds, each of these mini-farms would instead have a hopper minecart running under them, while the villager has an inventory full of seeds. The rest remains the same.
This might work for his design if it is the one with a 5x5 field for the crop growth plus 2 low light blocks with static hopper minecarts underneath for "plant, get unplanted and sucked by the hopper minecart into a chest".
He could have 4 of these farms in a square and stop the cart with him in it right in the middle of the 4, for long enough that the villager can harvest the field and try to plant all his inventory (while staying inside of the idle timeout of the server), then move on to the next 4 farms in a square while the crops grow. Rinse and repeat.
It sounds like you are (mis?)understanding it the way I was, thinking that the playercan be up to 7 blocks away from the villager?
If I'm now understanding correctly it's 3.5 blocks! 3.5 blocks on all sides of the villager making a 7X7X7 cube.
Well, was thinking of sitting in a minecart. But there are strange servers where ppl aren't allowed to create sth that interrupts the 15 minute afk cooldown.
What's strange about that?
If they don't allow AFK farming it only makes sense that they would try to enforce it.
Anyway, if you can't AFK for longer than 15 minutes then there wouldn't be much point in having an AFK farm and you'd be better off just making a enormous farm and harvesting and replanting manually every once and a while. You could easily make one that would give you 6 stacks per harvest if you harvest with a Fortune III pickaxe, and it doesn't even wear down the pickaxe.
It sounds like you are (mis?)understanding it the way I was, thinking that the playercan be up to 7 blocks away from the villager?
If I'm now understanding correctly it's 3.5 blocks! 3.5 blocks on all sides of the villager making a 7X7X7 cube.
Nah, maybe I'm explaining it wrongly. It's 7 blocks away from the villager, so the range is a 15x15x15 cube. More like a chunk.
The reason why I don't stand in the middle of a 15x15 farm is because I may harvest those crops inside the auto farm if I'm not afking. I have to make sure that the villager still moves when both of us are at the diagonal sides.
What's strange about that?
If they don't allow AFK farming it only makes sense that they would try to enforce it.
Anyway, if you can't AFK for longer than 15 minutes then there wouldn't be much point in having an AFK farm and you'd be better off just making a enormous farm and harvesting and replanting manually every once and a while. You could easily make one that would give you 6 stacks per harvest if you harvest with a Fortune III pickaxe, and it doesn't even wear down the pickaxe.
That's why I made the carrot farm 32x32, as shown in video. If I'm not afking, I will break it with Fortune III pix.
However, talking about strange servers, there are pay2win servers.
When ranked players have an ability to do /afk, that's a completely different level.
Therefore, I'm asking which design of auto-carrot farm is the most efficient. (In a 7x7 area)
There is a way to keep villagers farming even when a player is not nearby the same way you keep a villager breeder working when a player is not nearby. Have a name-tagged zombie trapped nearby where the zombie can not get to the villager. As long as the chunk is loaded the villager should continue to move around and farm. I figured this out when re-building my first afk farm.
ugh...
I was trying to make an auto-carrot farm. However, that Fletcher is just staying at that corner for certain reason.
1. There's already some grown carrots, but the villager is not harvesting it.
2. I provide him carrots, enough to make him no longer wanna pick up carrots
3. There's a villager breeder within 64 blocks, but I removed those 6 doors and afk-ed for like 5 minutes
4. I put 16 doors above and centered in the farm area, with a nitwit inside.
None of this fixes the problem, the Fletcher just wanna stay at the corner, not even placing down the carrots.
If he stays in the corner, chances are he thinks he's close enough to a village that he wants to return to.
Did you turn off mob griefing? If the gamerule mobGriefing is set to false, villagers can't harvest crops.
This is the most likely reason. Totally agree.
That's what I was thinking. Cuz there is a villager breeder within 64 blocks of that farm. However, as I said before, I removed the 6 doors of that villager breeder and added 16 doors on top of the auto farm (there is a nitwit recognizing the 16 doors). Now, I shrunk the auto farm from 32x32 to like 10x10. The villager does drop his crops at the farmland of light level 6, but most of the time, he just goes back to that side of the corner.
It's on. What a nice server. XD
It's still not fixed for whatever reason. I already removed every door within the 64-block range of villager. I also torched the nearby caves to prevent zombs.
Doors would be the first deal. You shouldn't need any. A villager based crops farm will function "outside" of standard village requirements. There has to be a door or something else around. Making the villager want to run back to the village.
So removing doors that are 64 blocks within the villager can fix the problem?
Also, these doors to be removed are registered by nearby villagers right?
If I kill the villager near the door, then it's fine, right?
Looking at the prior posts I see that the OP is having the same difficulty understanding that I had at first.
1) It does not matter how compact you arrange the doors of the breeder. The breeder village will still be 32 blocks in radius.
2) every location in the carrot farm must be at least 64 blocks from all village centers. To be extra safe, make that 64 blocks from ANY wooden door.... as it is easy to miscalculate.
3) You might need to ensure you unload and reload the chunks before retesting. That “should” force a recalculation of villages. That is usually accomplished by everyone in the vicinity leaving the area or logging off.
4) Don’t hit or kill villager or iron golems directly, to avoid ruining your popularity and with it the villagers willingness to breed and work.
5) Make sure your farmer villager stays hungry. He won’t farm if he is not hungry.
what kind of design are you using? is it the kind where he throws it to another villager but you end up with it instead? or is it the kind of farm that utilizes hopper mine carts 1 block beneath?
additional things to check. (dependent on farm style)
-Light. you generally want the light level above 7 everywhere except near the food receiving villager. in this spot you want it at 7 (absolutely no lower or you'll get mobs). this tricks the farmer into feeding the other villager, and in the design i use there is string to keep a block permanently un-planted but tilled to continue to draw the farmer villager back to the feeding area. but there is many designs out there now a days.
-doors i think have been hammered down
-if your farmer has filled his inventory it can be a bad thing. if you gave him carrots and he hasn't planted them harvest everything planted and leave the tilled soil. this can often get things moving
-if all else fails and nothing is working, make a trade. i've found in the past that something so simple for some reason triggers the mechanics. maybe it has to do with village happiness.
-does it have a roof?
-can you post a picture if none of the above works?
Noted, thx.
- Hopper minecart below a light lvl 7- farmland.
- It's underground
Sorry for the late reply.
I realized that it isn't exactly my fault for the farm to not work.
That server literally made the villagers unable to move if no players are within its 7x7x7 cube region.
It now works if I shrink the farm to 7x7. However, the hopper minecart method is way to slow (only 6 stacks per 12 hours).
If I want to make the 7x7 auto carrot farm efficient, what should I do?
Well, I'd think you could make it 13X13X13 if you stand exactly in the center.You ought to be able to fit three layers in that, the bottom farmland and minecart and the head of the upper farmer presumably could be outside the zone.Sorry, I missthunk.
Boy, that's restrictive!
But you should be able to make 2 7X7 layers anyway.
Just testing.
Unless you're limited in how many villagers you can have or it breaks some other rule you could try having a series of 7X7 farms and sit in a minecart that stops over the center of each long enough for that farmer to harvest and replant before it moves you on to the next.
Otherwise the only way I can think of to speed things up would be dispensers filled with bone meal.
Just testing.
This might work for his design if it is the one with a 5x5 field for the crop growth plus 2 low light blocks with static hopper minecarts underneath for "plant, get unplanted and sucked by the hopper minecart into a chest".
He could have 4 of these farms in a square and stop the cart with him in it right in the middle of the 4, for long enough that the villager can harvest the field and try to plant all his inventory (while staying inside of the idle timeout of the server), then move on to the next 4 farms in a square while the crops grow. Rinse and repeat.
And for crops that have seeds, each of these mini-farms would instead have a hopper minecart running under them, while the villager has an inventory full of seeds. The rest remains the same.
Should work.
Well, was thinking of sitting in a minecart. But there are strange servers where ppl aren't allowed to create sth that interrupts the 15 minute afk cooldown.
Well, stacking it seemed to be the solution. thx.
It sounds like you are (mis?)understanding it the way I was, thinking that the playercan be up to 7 blocks away from the villager?
If I'm now understanding correctly it's 3.5 blocks! 3.5 blocks on all sides of the villager making a 7X7X7 cube.
Just testing.
What's strange about that?
If they don't allow AFK farming it only makes sense that they would try to enforce it.
Anyway, if you can't AFK for longer than 15 minutes then there wouldn't be much point in having an AFK farm and you'd be better off just making a enormous farm and harvesting and replanting manually every once and a while. You could easily make one that would give you 6 stacks per harvest if you harvest with a Fortune III pickaxe, and it doesn't even wear down the pickaxe.
Just testing.
Nah, maybe I'm explaining it wrongly. It's 7 blocks away from the villager, so the range is a 15x15x15 cube. More like a chunk.
The reason why I don't stand in the middle of a 15x15 farm is because I may harvest those crops inside the auto farm if I'm not afking. I have to make sure that the villager still moves when both of us are at the diagonal sides.
That's why I made the carrot farm 32x32, as shown in video. If I'm not afking, I will break it with Fortune III pix.
However, talking about strange servers, there are pay2win servers.
When ranked players have an ability to do /afk, that's a completely different level.
Therefore, I'm asking which design of auto-carrot farm is the most efficient. (In a 7x7 area)
There is a way to keep villagers farming even when a player is not nearby the same way you keep a villager breeder working when a player is not nearby. Have a name-tagged zombie trapped nearby where the zombie can not get to the villager. As long as the chunk is loaded the villager should continue to move around and farm. I figured this out when re-building my first afk farm.