Not sure when I'll get to work on seeing if I can get that to work, but I'll work on it soon.
If it takes 8 seconds to detect a village and 45 seconds to stop recognizing it, I tho k I would run a timer that keeps the blocks up for 15 seconds, then down for around 47. This would give you around 10 seconds of unspawnable time, vs 52 seconds of spawnable time. If it works, it would lose 80% effeciency per level, but you're doubling your amount of farms. If you're yielding 48 iron per hour on a normal farm, then this trick would allow you to get around 77 iron per hour, an increase in production of 62%.
All theory right now, but would be neat for this to work. I'm making this the centerpiece of my base, it's going to be a castle like build I think, a center golem farm is going to be the center keep, then 4 additional farms centered on that will be some keeps built into the walls, and would be great to stack each of these, having 10 farms running at all times in my base, that's like what, 12 stacks of iron an hour. Sounds like fun to me!
Yes, that is the link I had in my post above. It even links directly to the section, "General Requirements". The relevant paragraph is this:
There are 512 valid spawn points in the 16×6×16 block spawn area. Making a farm with only ½ of the valid spawn points (256) does not reduce your chance of spawn by ½. This is because the game randomly "tries" to find a valid place to put a golem 10 times each time an opportunity to spawn a golem comes up.
If all conditions are met, the game attempts to spawn a golem every 7000 game ticks on average (= 350 seconds), at which point it randomly chooses up to 10 blocks inside the spawning zone until it finds a valid spawning position.
Could be completely wrong in both places. The actual spawn rates nearly exactly match the above mechanics, though, so we'd have to come up with a different explanation.
Also, I wanted a simple setup. If I really wanted an overly complex thing producing lots of iron, I'd go the village chaining direction, not stacking.
I hear you. Kudos to you and Prowl for doing so much work trying to sort it out. Just understanding if it's even possible would be big for the Bedrock community.
" Making a farm with only ½ of the valid spawn points (256) does not reduce your chance of spawn by ½. This is because the game randomly "tries" to find a valid place to put a golem 10 times each time an opportunity to spawn a golem comes up. So, your chances become 0.5 for each of the ten tries. Missing a spawn in this case is equivalent to flipping a coin ten times and have all ten come out tails. It is .5^10 or .00098 which is just about one in a thousand odds."
So, the first part is covered. The chance of an opportunity for spawn is the same. I'm calculating this as I type, so it might be I come up with the same results, and they are right. Let's see.
Then, we have an opportunity. It tries 10 times. The chance of spawning is 256/1536 for a 16x16 platform and 512/1536 for 2 times a 16x16 platform.
So the chance of NOT spawning, is ((1536-256)/1536)^10, for a single platform, which adds up to 16%. So the chance of spawning, is then 84%.
The chance of NOT spawning, is ((1536-512)/1536)^10, for a double platform, which adds up to 0,2%. The chance of spawning is then 99,8%.
So now I see where they got the 16% from.
The example calculation is wrong, but the numbers they mention, seem to be right.
IF that is the actual spawning algorithm used in the bedrock edition, that is.
Yes your calculations are identical (in result, if not in exact form) to the formula already given on that page:
Chances of a missed spawn are calculated as follows:
My own rates and Prowl's reported rates match this formula exactly. If it's not the correct algorithm, then the game is doing a very good job of impersonating it!
Fln I'm going to try invalidating the doors based off the numbers that cire gave earlier. 8 seconds to recognize a door, 45 seconds to time out as he put it. If running that cycle doesn't work,for my purposes I'm gonna call the vertically stacked iron farm impossible. Then I'm going to see what the max amount you can fit in 1 loadable area is. If you run simulation distance at 10 chunks, does that mean a farm should be loaded if all doors are inside that 10 chunk distance from the player? I want to see if it's possible to fit more than 5 farms in a loadable area.
Actually, I have an important question fln you could probably easily answer this with your tool, if you don't mind that is.
Is the detection radius from village to village a true 64 block radius. Meaning if I create a valid village, use a circle tool and draw a 64 block radius around it, if I put a valid door anywhere along the outside of that circle, will it not get moved to that center village? Basically I'm going to go into a test world, and see how many iron farms I can fit into a central loadable area to afk at. I'll draw a 64 block radius circle around each one and actually grid the whole thing out.
Fln I'm going to try invalidating the doors based off the numbers that cire gave earlier. 8 seconds to recognize a door, 45 seconds to time out as he put it. If running that cycle doesn't work,for my purposes I'm gonna call the vertically stacked iron farm impossible. Then I'm going to see what the max amount you can fit in 1 loadable area is. If you run simulation distance at 10 chunks, does that mean a farm should be loaded if all doors are inside that 10 chunk distance from the player? I want to see if it's possible to fit more than 5 farms in a loadable area.
Use 15 and 60, to be safe. I have found that most times these work, but sometimes it will fail, however, I've never had a fail using 15 and 60.
The time to recognize the door is most important. You think 10 would work? Cause that's what my calculations were based on. Trying to lose as littke effeciency as possible.
Also. I made a grade using the circle tool. Image each square is a chunk. If you have a simulation distance of 10 chunks set, that means within 10 chunks of you, that area is being ticked, meaning that iron golems *should* spawn.
If all of that is true, then within a 10 chunk radius you can definitely run 12 iron farms at once, maybe can fit 16, and there's a slim chance you can fit 20. I'm gonna test the clock on running top and bottom farms to see if that works, but now I'm super interested to see if you can fit, and have actively running, 20 golem farms. I just picture water conveyer belts filtering them all to 1 central killing chamber. The thought makes me happy lol.
The greens are the ones I'm confident will all run (slightly worried the ones getting close to the edge of the circle may go too far out) the blue ones I don't think will fit, but my rough draft here has me close enough to where I'll actually grid it out. Maybe they fit but they gotta be shrunk down in some way.
Heres what I know from experimenting with villages within bedrock, most of my finding were verified using toolchest.
1) It takes 8 seconds for a villager to detect a door providing he is within range, and its a valid house.
1a) If an existing villages radius intersects this new door, it will be added to the oldest village that is within range.
1b) If 1a is false, then a new village will be created.
2) It takes 45 seconds for a villager to time out an existing door, due to the villager no longer within range of the door, or the door no longer is a valid house.
3) Villagers now attach themselves to a village, and are not 'shared' between villages.
4) Villages do not merge, rather the villagers become attached to one village. If you start off with 16 villages, each with 10 villagers, and a merge takes place, you end up with 15 villages with 0 villagers and 1 village with 160 villagers.
Did you know:
For the most part we are using earlier village construction code, in fact, for the most part, the iron trench layout works, albeit the redstone requires heavy modification to function, and that you need to come up with a way to attach villagers to each village.
I have no idea what triggers a merge to take place either, sometimes out of the blue it occurs for no reason, other times even when I leave the area to the neither or end, and return the villages and villagers are still properly assigned. I have had merges take place while in the middle of constructing the villages, and i've gone weeks where no merge took place. (this really has me stumped)
Since we are using earlier village construction code, I'm somewhat reluctant at perfecting any type of truely automated farm, since its likely to change in the future.
Heres what I know from experimenting with villages within bedrock, most of my finding were verified using toolchest.
1) It takes 8 seconds for a villager to detect a door providing he is within range, and its a valid house.
1a) If an existing villages radius intersects this new door, it will be added to the oldest village that is within range.
1b) If 1a is false, then a new village will be created.
Can you elaborate on 1a and 1b a bit? I think there has to be a little padding beyond the village radius. Otherwise, a door just outside of a village's radius - but with no other villages in existence - would create a new village. How would a village grow in size in that case? For example:
[1]............140 blocks with doors & villagers..............[2]...10 blocks....[3]
An existing village (in blue) is just a line of houses 140 blocks from door [1] to door [2]. Village radius = 70. A new house is discovered at [3], 10 blocks outside the village radius. The village radius does not intersect the door for [3], but [3] would be added to the village.
I have seen others claim that it is <village radius>+32, so that any door within 32 blocks of the village "edge" might be added to that village (or the oldest of any villages in that range). That would allow for the example scenario above. But that was a thread much like this one, and from a while back, so who knows.
How far outside of an existing village's radius, or how far from its center, can a new house be and still be added to that village? Has your testing given you a solid answer?
I have done some tests and I think I have an answer. Screenshots coming soon.
Okay, so using the technique Gruva Guy used in his iron farm tutorial - villagers' affinity for moving towards the village center - I tested how far away from a village edge (radius) a new house could be placed while still being added to the village (or, alternatively, how far to make sure it will be its own village).
I believe the answer to be approximately R+34 for adding to the village, and R+35 for a new village. I intend to do more testing to try to nail it down exactly, but I rebuilt this setup from scratch in new worlds three times to make sure the test was repeatable. Don't take my word for it just because I've tested it - please try to repeat these results (or not!) using this or any other technique.
Setup - a village with the default minimum radius of 32, with doors exactly at the radius points. The white 3-block segments are the village radius. Off to the right I measured out 32 blocks to the first red block, then 34 to the next (and I added a couple more later as you will see).
You can see (in spite of the stupid jpeg artifacting) that the villagers in the starting villages have an affinity for the center. The two on the outside especially will not move from the inner fence. If you push them away they will immediately return to the fence and never wander around their little enclosures. As expected.
32-Block Test - I placed a door at the 32-block distance (first red block to the right) and spawned a villager. He immediately moved to the left fence and stayed there. If I pushed him away, he would not go farther than 1 block before bullrushing past me to get back to the fence. Obviously this villager and his house were part of the initial village. I noted also that the farthest right villager of the original village (the one on the left in this picture) turned around and paid some attention to the new resident. Village center had moved closer to him (by about 16 blocks) and I guess he had enough freedom to say hi to the neighbor.
34-Block Test (no picture) - Same result as 32-block test. Which is kind of strange considering everything is usually in 16s, 32s, and 64s (as any good non-quantum computer program should be). I want to go back and test this more closely. It could have something to do with the northwest preference.
36-Block Test - I destroyed the door and the villager and waited two minutes before placing a block on the 36-block location (3rd red block, which I had to add). This villager would move freely back and forth within his enclosure, having no particular affinity for either end. Additionally, the villagers in the original village did not alter their behavior at all.
Another view showing the door placement more clearly.
And but so anyway, it seems that the mechanic spelled out at ChunkBase is mostly correct in Bedrock:
When a door passes the check, it will be added to an existing village if the distance to the village center is at most 32 + |Village Radius| blocks
but now I'm super interested to see if you can fit, and have actively running, 20 golem farms. I just picture water conveyer belts filtering them all to 1 central killing chamber. The thought makes me happy lol.
Hahaha...one or two hours AFK from such a farm would set me up in iron for a few weeks at least! I'd have to start building things out of iron blocks just because they're lying around.
Yeah it would. I just enjoy trying to maximize what we have to work with, then I want to share that with everyone. The bedrock YouTube community is pretty much non existent, yet i think more people play bedrock than java now. I got a nice list of farms and such I'm gonna start making videos on soon that no one has come up with yet from what I've seen. Would be great to get those playing bedrock some effecient farms they can find and use, instead of wasting times trying java farms that don't work.
My first ones going to be my day/night mob farm. It will run up to 12 spawning platforms, and gather about 3 double chests full of mob drops in an over night AFK session. Gunpowder is a problem no more
Can you elaborate on 1a and 1b a bit? I think there has to be a little padding beyond the village radius. Otherwise, a door just outside of a village's radius - but with no other villages in existence - would create a new village. How would a village grow in size in that case? For example:
[1]............140 blocks with doors & villagers..............[2]...10 blocks....[3]
An existing village (in blue) is just a line of houses 140 blocks from door [1] to door [2]. Village radius = 70. A new house is discovered at [3], 10 blocks outside the village radius. The village radius does not intersect the door for [3], but [3] would be added to the village.
I have seen others claim that it is <village radius>+32, so that any door within 32 blocks of the village "edge" might be added to that village (or the oldest of any villages in that range). That would allow for the example scenario above. But that was a thread much like this one, and from a while back, so who knows.
How far outside of an existing village's radius, or how far from its center, can a new house be and still be added to that village? Has your testing given you a solid answer?
I have done some tests and I think I have an answer. Screenshots coming soon.
Sure I'll try to explain it a bit better.
So when you add a new valid door (house). The game always tries first to create a new village, with a default radius of 32. If this radius intersects another village center point it will be added to that village, with the rule of oldest village first.
The game also will take other existing villages within the area, and do a reverse lookup, so if a nearby village with a radius of 48 intersects our new would be village center point then that door will be added to that village.
There's solid information out there on the spawning algorithms for mobs, I've designed my farm around it. It's not a vertical farm like for java, those don't work, it's horizontally aligned to take advantage of the mob spawning area and density cap. It's 4 groups of 3 platforms that drop a mobs about every 30 seconds. Each section of 3 platforms produces 3/4 of a double chest in an 8 hour overnight afk session. It's not on par with java farms, but it's pretty respectable. Same concept could work on the right alignment of slime chunks, or on a gold farm, the gold farm being in the nether though would be capable of spawning 14 mobs per section, so 56 overall if you build all 4 sections.
I also have a carrot and potato farm that since afking at my slow ass iron farm, has filled up 48 double chests each for pots and carrots, maybe a little overkill lol. Never really had a need for wheat. Most of the good villager trader halls using rails or water don't work either, so I found a new way to do that that gets me side by side villagers quick and easy with no gaps between... although minecarts kept disappearing on me (like 20 of them vanished over a couple week period) so I had to adjust the design to get rid of the minecart once you want to keep the villager.
Point is, to a lesser extent, there's a way to take advantage of all these mechanics once you learn how they work. I'm pretty confident I can shove 16-20 iron farms into 1 loadable area. It'll take a lot of work, but once you set it, should be able to forget it.
Ok so I did some testing to find a good village distance that would spawn golems from 1 farm to the next. When I did 66 village center to nearest door 1 would shut down, but When I did 68 it worked fine. I also noticed that they worked fine going out another 68 blocks from that one.
I then decided to make a grid using this distance just to see how many I could get working. While copying them I noticed maybe 3 or 4 were working fine as I went through setting up, didn't pay too much attention.
Once I made the whole grid below, and afk'ed in the middle of it for a couple hours, not a single golem spawn from any of them, and I have no clue why they all of a sudden stopped spawning. My only guess is maybe some kind of weird way the game calculates diagonal distances, but even then I'd assume it would merge a few villages together maybe, and id end up with some iron in a couple of them... Not the case. Any thoughts?
Sorry to interject a question. But I've been following this. So do the old snail farms work in newest update then? Was thinking of starting a new world and wanted to make sure before I built
Weirdest results... in that set up above, I restarted the game and let it run overnight. Like 3 of them had no iron. 1 of them had like 5 stacks, 3 of them had 3-5, and the rest of them had around 14-26 or so.
Not sure when I'll get to work on seeing if I can get that to work, but I'll work on it soon.
If it takes 8 seconds to detect a village and 45 seconds to stop recognizing it, I tho k I would run a timer that keeps the blocks up for 15 seconds, then down for around 47. This would give you around 10 seconds of unspawnable time, vs 52 seconds of spawnable time. If it works, it would lose 80% effeciency per level, but you're doubling your amount of farms. If you're yielding 48 iron per hour on a normal farm, then this trick would allow you to get around 77 iron per hour, an increase in production of 62%.
All theory right now, but would be neat for this to work. I'm making this the centerpiece of my base, it's going to be a castle like build I think, a center golem farm is going to be the center keep, then 4 additional farms centered on that will be some keeps built into the walls, and would be great to stack each of these, having 10 farms running at all times in my base, that's like what, 12 stacks of iron an hour. Sounds like fun to me!
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Find me on Twitter @Prowl8413
Here fln, this one goes much more in depth.
https://minecraft.gamepedia.com/Tutorials/Iron_golem_farming
Find me on YouTube Prowl8413
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Yes, that is the link I had in my post above. It even links directly to the section, "General Requirements". The relevant paragraph is this:
See also the article at Chunkbase:
Could be completely wrong in both places. The actual spawn rates nearly exactly match the above mechanics, though, so we'd have to come up with a different explanation.
I hear you. Kudos to you and Prowl for doing so much work trying to sort it out. Just understanding if it's even possible would be big for the Bedrock community.
Fln check this part
" Making a farm with only ½ of the valid spawn points (256) does not reduce your chance of spawn by ½. This is because the game randomly "tries" to find a valid place to put a golem 10 times each time an opportunity to spawn a golem comes up. So, your chances become 0.5 for each of the ten tries. Missing a spawn in this case is equivalent to flipping a coin ten times and have all ten come out tails. It is .5^10 or .00098 which is just about one in a thousand odds."
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Yes your calculations are identical (in result, if not in exact form) to the formula already given on that page:
My own rates and Prowl's reported rates match this formula exactly. If it's not the correct algorithm, then the game is doing a very good job of impersonating it!
Fln I'm going to try invalidating the doors based off the numbers that cire gave earlier. 8 seconds to recognize a door, 45 seconds to time out as he put it. If running that cycle doesn't work,for my purposes I'm gonna call the vertically stacked iron farm impossible. Then I'm going to see what the max amount you can fit in 1 loadable area is. If you run simulation distance at 10 chunks, does that mean a farm should be loaded if all doors are inside that 10 chunk distance from the player? I want to see if it's possible to fit more than 5 farms in a loadable area.
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Actually, I have an important question fln you could probably easily answer this with your tool, if you don't mind that is.
Is the detection radius from village to village a true 64 block radius. Meaning if I create a valid village, use a circle tool and draw a 64 block radius around it, if I put a valid door anywhere along the outside of that circle, will it not get moved to that center village? Basically I'm going to go into a test world, and see how many iron farms I can fit into a central loadable area to afk at. I'll draw a 64 block radius circle around each one and actually grid the whole thing out.
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Use 15 and 60, to be safe. I have found that most times these work, but sometimes it will fail, however, I've never had a fail using 15 and 60.
The time to recognize the door is most important. You think 10 would work? Cause that's what my calculations were based on. Trying to lose as littke effeciency as possible.
Also. I made a grade using the circle tool. Image each square is a chunk. If you have a simulation distance of 10 chunks set, that means within 10 chunks of you, that area is being ticked, meaning that iron golems *should* spawn.
If all of that is true, then within a 10 chunk radius you can definitely run 12 iron farms at once, maybe can fit 16, and there's a slim chance you can fit 20. I'm gonna test the clock on running top and bottom farms to see if that works, but now I'm super interested to see if you can fit, and have actively running, 20 golem farms. I just picture water conveyer belts filtering them all to 1 central killing chamber. The thought makes me happy lol.
The greens are the ones I'm confident will all run (slightly worried the ones getting close to the edge of the circle may go too far out) the blue ones I don't think will fit, but my rough draft here has me close enough to where I'll actually grid it out. Maybe they fit but they gotta be shrunk down in some way.
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Heres what I know from experimenting with villages within bedrock, most of my finding were verified using toolchest.
1) It takes 8 seconds for a villager to detect a door providing he is within range, and its a valid house.
1a) If an existing villages radius intersects this new door, it will be added to the oldest village that is within range.
1b) If 1a is false, then a new village will be created.
2) It takes 45 seconds for a villager to time out an existing door, due to the villager no longer within range of the door, or the door no longer is a valid house.
3) Villagers now attach themselves to a village, and are not 'shared' between villages.
4) Villages do not merge, rather the villagers become attached to one village. If you start off with 16 villages, each with 10 villagers, and a merge takes place, you end up with 15 villages with 0 villagers and 1 village with 160 villagers.
Did you know:
For the most part we are using earlier village construction code, in fact, for the most part, the iron trench layout works, albeit the redstone requires heavy modification to function, and that you need to come up with a way to attach villagers to each village.
I have no idea what triggers a merge to take place either, sometimes out of the blue it occurs for no reason, other times even when I leave the area to the neither or end, and return the villages and villagers are still properly assigned. I have had merges take place while in the middle of constructing the villages, and i've gone weeks where no merge took place. (this really has me stumped)
Since we are using earlier village construction code, I'm somewhat reluctant at perfecting any type of truely automated farm, since its likely to change in the future.
I hope this info is of some use to someone.
Can you elaborate on 1a and 1b a bit? I think there has to be a little padding beyond the village radius. Otherwise, a door just outside of a village's radius - but with no other villages in existence - would create a new village. How would a village grow in size in that case? For example:
[1]............140 blocks with doors & villagers..............[2]...10 blocks....[3]
An existing village (in blue) is just a line of houses 140 blocks from door [1] to door [2]. Village radius = 70. A new house is discovered at [3], 10 blocks outside the village radius. The village radius does not intersect the door for [3], but [3] would be added to the village.
I have seen others claim that it is <village radius>+32, so that any door within 32 blocks of the village "edge" might be added to that village (or the oldest of any villages in that range). That would allow for the example scenario above. But that was a thread much like this one, and from a while back, so who knows.
How far outside of an existing village's radius, or how far from its center, can a new house be and still be added to that village? Has your testing given you a solid answer?I have done some tests and I think I have an answer. Screenshots coming soon.
Okay, so using the technique Gruva Guy used in his iron farm tutorial - villagers' affinity for moving towards the village center - I tested how far away from a village edge (radius) a new house could be placed while still being added to the village (or, alternatively, how far to make sure it will be its own village).
I believe the answer to be approximately R+34 for adding to the village, and R+35 for a new village. I intend to do more testing to try to nail it down exactly, but I rebuilt this setup from scratch in new worlds three times to make sure the test was repeatable. Don't take my word for it just because I've tested it - please try to repeat these results (or not!) using this or any other technique.
Setup - a village with the default minimum radius of 32, with doors exactly at the radius points. The white 3-block segments are the village radius. Off to the right I measured out 32 blocks to the first red block, then 34 to the next (and I added a couple more later as you will see).
You can see (in spite of the stupid jpeg artifacting) that the villagers in the starting villages have an affinity for the center. The two on the outside especially will not move from the inner fence. If you push them away they will immediately return to the fence and never wander around their little enclosures. As expected.
32-Block Test - I placed a door at the 32-block distance (first red block to the right) and spawned a villager. He immediately moved to the left fence and stayed there. If I pushed him away, he would not go farther than 1 block before bullrushing past me to get back to the fence. Obviously this villager and his house were part of the initial village. I noted also that the farthest right villager of the original village (the one on the left in this picture) turned around and paid some attention to the new resident. Village center had moved closer to him (by about 16 blocks) and I guess he had enough freedom to say hi to the neighbor.
34-Block Test (no picture) - Same result as 32-block test. Which is kind of strange considering everything is usually in 16s, 32s, and 64s (as any good non-quantum computer program should be). I want to go back and test this more closely. It could have something to do with the northwest preference.
36-Block Test - I destroyed the door and the villager and waited two minutes before placing a block on the 36-block location (3rd red block, which I had to add). This villager would move freely back and forth within his enclosure, having no particular affinity for either end. Additionally, the villagers in the original village did not alter their behavior at all.
Another view showing the door placement more clearly.
And but so anyway, it seems that the mechanic spelled out at ChunkBase is mostly correct in Bedrock:
Hahaha...one or two hours AFK from such a farm would set me up in iron for a few weeks at least! I'd have to start building things out of iron blocks just because they're lying around.
Yeah it would. I just enjoy trying to maximize what we have to work with, then I want to share that with everyone. The bedrock YouTube community is pretty much non existent, yet i think more people play bedrock than java now. I got a nice list of farms and such I'm gonna start making videos on soon that no one has come up with yet from what I've seen. Would be great to get those playing bedrock some effecient farms they can find and use, instead of wasting times trying java farms that don't work.
My first ones going to be my day/night mob farm. It will run up to 12 spawning platforms, and gather about 3 double chests full of mob drops in an over night AFK session. Gunpowder is a problem no more
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Sure I'll try to explain it a bit better.
So when you add a new valid door (house). The game always tries first to create a new village, with a default radius of 32. If this radius intersects another village center point it will be added to that village, with the rule of oldest village first.
The game also will take other existing villages within the area, and do a reverse lookup, so if a nearby village with a radius of 48 intersects our new would be village center point then that door will be added to that village.
make since?
There's solid information out there on the spawning algorithms for mobs, I've designed my farm around it. It's not a vertical farm like for java, those don't work, it's horizontally aligned to take advantage of the mob spawning area and density cap. It's 4 groups of 3 platforms that drop a mobs about every 30 seconds. Each section of 3 platforms produces 3/4 of a double chest in an 8 hour overnight afk session. It's not on par with java farms, but it's pretty respectable. Same concept could work on the right alignment of slime chunks, or on a gold farm, the gold farm being in the nether though would be capable of spawning 14 mobs per section, so 56 overall if you build all 4 sections.
I also have a carrot and potato farm that since afking at my slow ass iron farm, has filled up 48 double chests each for pots and carrots, maybe a little overkill lol. Never really had a need for wheat. Most of the good villager trader halls using rails or water don't work either, so I found a new way to do that that gets me side by side villagers quick and easy with no gaps between... although minecarts kept disappearing on me (like 20 of them vanished over a couple week period) so I had to adjust the design to get rid of the minecart once you want to keep the villager.
Point is, to a lesser extent, there's a way to take advantage of all these mechanics once you learn how they work. I'm pretty confident I can shove 16-20 iron farms into 1 loadable area. It'll take a lot of work, but once you set it, should be able to forget it.
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Ok so I did some testing to find a good village distance that would spawn golems from 1 farm to the next. When I did 66 village center to nearest door 1 would shut down, but When I did 68 it worked fine. I also noticed that they worked fine going out another 68 blocks from that one.
I then decided to make a grid using this distance just to see how many I could get working. While copying them I noticed maybe 3 or 4 were working fine as I went through setting up, didn't pay too much attention.
Once I made the whole grid below, and afk'ed in the middle of it for a couple hours, not a single golem spawn from any of them, and I have no clue why they all of a sudden stopped spawning. My only guess is maybe some kind of weird way the game calculates diagonal distances, but even then I'd assume it would merge a few villages together maybe, and id end up with some iron in a couple of them... Not the case. Any thoughts?
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Sorry to interject a question. But I've been following this. So do the old snail farms work in newest update then? Was thinking of starting a new world and wanted to make sure before I built
Weirdest results... in that set up above, I restarted the game and let it run overnight. Like 3 of them had no iron. 1 of them had like 5 stacks, 3 of them had 3-5, and the rest of them had around 14-26 or so.
No clue what to make of it.
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Dunno if you guys saw this video. Gruva posted it on the bug report yesterday. About as close to a "stacked" set of villages as we can get, perhaps.