I agree that the water/roof issue would not really matter for your design. Plenty of doors. I think you might actually lose 8 doors, though, because the block directly over the door doesn't count as a roof block. (This is based on how Java and the Console Edition behaved, and I understand you are skeptical.) So the doors in your design have 1 valid roof block on the "outside" and the 2 end doors on each side have 1 water "roof" block on the "inside". Still wouldn't break the design since you have 32 doors.
Regarding golems spawning in an exact 3-high space, when I was troubleshooting my original 2-tier farm I goofed and had no golems spawning in the bottom part. When I replaced the "ceiling" of the bottom half with upper half-slabs, they started to spawn. They also continued to spawn on the upper platform, so I think GruvaGuy's original finding (a few months back) that golems would not spawn on half-slabs has been fixed. So, just an anecdote and the possibly-useless Wiki to support my claim. I have not tried building multiple 3-high spawn areas to stress test the idea. Since the behavior I witnessed is consistent with the Wiki, the Java edition, and the Console Edition I didn't bother. But absolutely I could be mistaken.
Working = golems spawn on both upper and lower platforms at the expected rate of about 1 every few minutes (occasionally 2 at once, if there are enough doors and villagers), and the farm produces 40-50 ingots/hr or so. No long stretches with zero spawns, no golems spawning outside the pool, etc. Essentially the same result as GruvaGuy had, and I'm getting in my main survival world.
One other thing I forgot to mention, which came out during my troubleshooting (with help from folks over at the bug tracker) - oak doors behave differently from non-oak doors. This was discovered by one of the moderators at the Mojang bug tracker. I can't find the original comment from him (I will keep looking), but here's a comment for example that shows someone encountering the oak/non-oak issue:
After some testing, I can happily report that this farm design does work as long as it has oak doors and it is built >120 blocks above ground level. I believe that there may be a bug with doors as only oak doors seem to work, but overall I can report that after hours and hours of wasted time, I have created an igf that does work properly in 1.5.3.
(I don't think the >120 blocks above ground level is true at all. My farm is at ground level. It's a naturally-spawned village that I subjugated to my will, forcing the inhabitants to breed Librarians or die.)
Here is the bug where I worked through my problems with "water roofs". I no longer use this design, but some of the troubleshooting comments might be useful: https://bugs.mojang.com/browse/MCPE-31497
What do you mean when you say you can produce 4-5 stacks? You mean caving? You can build 5 iron farms within afk range, and get 5 stacks an hour over an 8 hour overnight afk. So knowing the mechanics is definitely very important.
Those spaces in mine that dont flow, since they are 1 wide don't stop the golem. His hitbox is larger than 1x1 so in anything smaller than a 4x4 of still water, his body touches flowing water and he keeps moving.
Also good point about we should double check 3 high. A golem is 2.8 blocks tall, so it's always possible they could of changed the height requirements for spawning.
For some of my tests, I can leave it to AFK overnight. An 8 hour run should provide a large enough sample size for more definitive answers.
Well, if they changed the height requirement, hopefully they changed it for the better! Because the (maybe not trustworthy) Wiki states 4 vertical blocks are required:
When a golem is to be spawned, up to ten attempts are made to spawn a golem. A random spot is chosen inside the spawning zone, and if that spot is above a solid-topped block with at least 2×2×4 space above it (including liquids—golems can spawn in water, which is key to most iron farm designs—and transparent blocks), then a golem is spawned there.
Comments in other old threads led me to design a 3.5-block-high lower spawn area, and it is working in Bedrock. When I had it at 3 blocks of space, it did not work.
I wish I had a world like FlnDutch's - 4-5 stacks of iron per hour of caving is outstanding. He and The Master Caver ought to meet each other if they haven't already. :-)
Also farms shouldn't have different yields, if you have 2 16x16 floors, then it should either work at the same rate, or not .
Now I say shoupd... because I too have seen issues where a farm is working fine, then for like a half hour or longer won't spawn anything with no changes made.
Also, yes there is a typical design or 2 out there, but it seems like if you try to modify them at all, in bedrock it breaks the farm, where as in java it doesn't. So we need to figure out which block placement is breaking it, like in my original design. It meets the requirements. It has 24 doors, villagers breed, the doors all face the same way, and the 'roof' above the doors are all towards the inside of the doors. Things like changing where the villagers are positioned (height, centered on the wall or off to the side) where the doors are located, even if you do put them symmetrical and at the right height, and decorative blocks. Something there even if the rules we know of are met, can still keep golems from spawning
Another thing I've been wondering too, would an 18x18 farm be more effecient? I'm thinking if a golem tries to spawn on a block on that outer edge of the 16x16, since the golem needs that 2x2 wide area, are those outer edge blocks sometimes considered invalid.
Ok so I have a great series of 4 tests running. Started at 11pm eastern time, I'll likely be able to check it 9am tomorrow morning. So it's a 10 hour run. Here's what I'm testing
1) Control farm, gruva guys build
2) Control build in an 18x18 format
3) Control build with a roof like structure over top of it
4) Control build with the top spawning platform removed
I'll let you guys know what the results are tomorrow.
Results surprised me some, I really expected the 18x18 to be a little faster. The fact that over a prolonged time they only produce just over half a stack per hour is a little disheartening the single level actually kept up pretty good, when I checked it after about an hour last night, it was only running half as fast.
I'm wondering if the farms do go through periods while sitting where they just shut down and stop working.
In bedrock you can't stack the farms like in java. The detection radius of 64 blocks isn't a sphere like java, it's a cylinder (I've tested this in the past) so unfortunately that doesn't work.
We should test villager amounts. Mine had 20 each. If it works like java it won't matter, more villagers doesn't increase the speed of spawning there, only the cap. Technically 30 villagers would probably be optimal, since sometimes you'll spawn 2 golems at once, and another won't try to spawn until those 2 flow into the center and die in the lava.
My biggest question now though, this ties into your villager suggestion, is are there any mechanics to bedrock that would increase your iron yields per farm, or is 40 an hour the best you can do. Then also, what's the best snail farm array you can build within range of running. I know 5 is possible, but I'm inclined to think you can run atleast 8. Atleast then your passively gathering 320 iron bars an hour, it's a bit of work to space and build 8 farms, but on a long term server or survival play it would be worth it.
I'm on Xbox so I can't download the world, but I got a stack running right now. I'll check it in about 30 minutes. I did test this like 4 to 6 months back though. Could of been changed or fixed though. Stacking vertically would be great. If I could run 8 before, this will make 16. That's pretty legit output without having to try making one of those stacked villages.
Here's a video by gruvaguy that gets into this. I've never been interested in them personally.
Also... been running the stacked farm for an hour, 70 blocks between the top of the lower farm, and the bottom of the top one. Since building it, the bottom has stopped producing any golems, and the top hasn't made any either. They are that 'control' design I've been using. I'll let it keep running.
*edit* apparently I can't count and only made it 50 blocks higher. Raised it by 20 and will see what happens
I increased my farm's pool from 16x16 to 18x18 to prevent golems from spawning outside the pool. My edge blocks were spawnable, so if your design is 16x16 and the edge blocks (the 18x18 border around the pool) are not spawnable you would probably be losing a very occasional spawn (the ones which I found wandering my village instead of flushing down the burn hole like they should). The person who helped me fix the farm recommended 18x18 to ensure every spawn started in the water.
GruvaGuy tested vertical village separation extensively and several others have as well. It is pretty much agreed at this point that village radius is a cylinder reaching to Y-255, not a sphere. GruvaGuy was able to build a chained village iron farm (see Prowl's linked video above) but it uses a double-layer spawn platform and "oldest village first" mechanics to join multiple horizontal villages into a small space. Like both of you I'm not into the optimized, multiplayer server-quality iron farms, though the people who figure them out and build them are impressive to me.
I think in Bedrock, the best way to get 4x snail farm rates is to build 4 farms in a square with approximately 65 blocks between any village center and the neighbor village's closest door. The rates we get (when the farms work) is pretty much the same as snail farms always did so unless you want to try to duplicate what GruvaGuy built, 4 snail farms = 160/hr is probably about the best you can expect. Far more than I need at least until I build my world-spanning rail network!
Regarding 2 layers vs 1 layer, I think Prowl's results are exactly as you would expect. Assuming as I do that the golem spawn algorithm - when it is working - works as described. I get that the code is being worked on. I also get that MCPE was the starting point and that they didn't toss out all the rules and algorithms and start from scratch.
Anywho, I can show my work, but it's summarized already in the Wiki. With a single 16x16 platform you have 256 valid spawn points and you will miss 16.2% of the spawns. With two platforms you have 512 valid spawn points (possibly a few less, what with the raised water blocks in the corners) and you'll miss about 1.7% of spawns.
The expected number of spawn triggers in an hour is:
(60 * 60 * 20) / 7000 = 10.3
If every single trigger resulted in a valid spawn, then the expected rate of ingots per hour (assuming equal distribution of drops between 3, 4, and 5 ingots) is 41.2 ingots.
If you miss 16.2% of those then the expected rate is 34.6 ingots/hr. Prowl reported 35.4/hr.
If you miss 1.7% of those then the expected rate is 40.5 ingots/hr. Prowl reported 40.2/hr in the best performing farm.
Now, is an extra 5 ingots/hr worth building the 2nd platform? Eh...maybe not. I never built a 2-tier farm before the one I have now, just because I was making "natural-looking" farms where the spawn pool was a water feature for the villagers. My villagers now still do have a front yard of sorts they can mill around in, but their houses back up to a big box and they don't really know what's going on inside that box. Iron Golem murder, that's what.
Really weird results. Not sure how long I left the stacked farms going, but the top one had like 4.5 stacks of iron, and the bottom farm had only 36 iron. I just cloned the bottom one up.
Also I am trying to see if you can stack them 3 high, and get them all to spawn golems at the same time. So far my highest one which is y=150 hasn't spawned anything after 20 minutes.
If the stacked farms were researched and found not working, this has been changed in 1.6, as it now works fine.
It's NOT a cylynder. It's a sphere.
This is excellent news and thanks for proving it out. There are, I think, a couple of bugs reported that could use this information. And if you have any skill in making YouTube videos I'm sure you'd get many views for proof of vertical farms working again.
Edit: just after posting this, like 10 seconds one spawned.
Got another one that doesn't seem to be spawning. I've had it sitting for like 20 minutes while I tinker with some visuals, and both a single golem spawn. I even knocked out the blocks I had on the outside if the villagers to make sure that wasn't messing it up, I placed those doors on the other sides that I didn't plan on doing just to see if that would maybe trigger something... And nothin! Any thoughts??
I'm wanting to make this cool connected layout where I have 9 other iron farms funnel golems to this 1 farm to burn up. I think it'll look pretty awesome seeing a constant flow of golems coming into the center here.
Ok so here is a peak if the setup I'm trying to do. There will be 10 iron farms all filtering into the center. The 2 lower farms produce fine. The 2 top farms produced a golem or 2 in the beginning, then for the last hour and a half, nothing for either top farm. Those are a little over 64 blocks from center of lower farm, to bottom of the top farm, and like I said, they both produced atleast 1 golem each. It's very perplexing why this happens. I'm gonna keep tinkering with them, maybe try raising them an extra 10 blocks or so...
Latest confirmation of that bug was: 1.5.3. As I specifically stated, I was using 1.6.
Instead of argueing, test it yourself. I have already posted images of my farm, how I built it. I'm not gonna spend the time to make a video, because Mister BoidTheTreePuncher thinks I am a liar, sorry.
Holy moly, dude I'm not arguing with you and neither do I think you are a liar! Good grief, this was my comment:
This is excellent news and thanks for proving it out
You found a very useful fix in 1.6 and I am suggesting that between you and I we get an update onto that bug report! What the heck is your problem? Whatever, man, I'm updating that bug report and pointing them to this thread so they can see your findings. You did a good thing even if you're going to blast anyone who mentions it.
Ok so here is a peak if the setup I'm trying to do. There will be 10 iron farms all filtering into the center. The 2 lower farms produce fine. The 2 top farms produced a golem or 2 in the beginning, then for the last hour and a half, nothing for either top farm.
That's going to be an impressive setup when you get it working, Prowl. For what it is worth, I had the same result as you on iOS. There were 70 blocks between the spawn floors (also village centers, since doors were flush with spawn floor) of my two villages. 28 doors and 20 villagers in both villages. The top one produced for a while and then stopped, while the bottom one kept producing. All of the doors' "inside" was towards the pool, so the upper village should not have impacted roof calculation at all.
So I raised them both another 10 using the clone command. The lower of the 2, over my center farm, is in the y=90 range, the higher one is in the y=120 range. The lower one is producing golems (seems like at a lower rate but not setup to neasured right now) and the higher one won't spawn a single golem.
Leads me to believe golem spawning has some relation to y level. It either cuts the rate down some at higher levels, and maybe at a certain level won't spawn them at all.
Fln could you do some more testing on your end to see if you get similar results? Maybe try y=20, 60, 100, and 140??
I agree that the water/roof issue would not really matter for your design. Plenty of doors. I think you might actually lose 8 doors, though, because the block directly over the door doesn't count as a roof block. (This is based on how Java and the Console Edition behaved, and I understand you are skeptical.) So the doors in your design have 1 valid roof block on the "outside" and the 2 end doors on each side have 1 water "roof" block on the "inside". Still wouldn't break the design since you have 32 doors.
Regarding golems spawning in an exact 3-high space, when I was troubleshooting my original 2-tier farm I goofed and had no golems spawning in the bottom part. When I replaced the "ceiling" of the bottom half with upper half-slabs, they started to spawn. They also continued to spawn on the upper platform, so I think GruvaGuy's original finding (a few months back) that golems would not spawn on half-slabs has been fixed. So, just an anecdote and the possibly-useless Wiki to support my claim. I have not tried building multiple 3-high spawn areas to stress test the idea. Since the behavior I witnessed is consistent with the Wiki, the Java edition, and the Console Edition I didn't bother. But absolutely I could be mistaken.
Working = golems spawn on both upper and lower platforms at the expected rate of about 1 every few minutes (occasionally 2 at once, if there are enough doors and villagers), and the farm produces 40-50 ingots/hr or so. No long stretches with zero spawns, no golems spawning outside the pool, etc. Essentially the same result as GruvaGuy had, and I'm getting in my main survival world.
One other thing I forgot to mention, which came out during my troubleshooting (with help from folks over at the bug tracker) - oak doors behave differently from non-oak doors. This was discovered by one of the moderators at the Mojang bug tracker. I can't find the original comment from him (I will keep looking), but here's a comment for example that shows someone encountering the oak/non-oak issue:
https://bugs.mojang.com/browse/MCPE-36609
(I don't think the >120 blocks above ground level is true at all. My farm is at ground level. It's a naturally-spawned village that I subjugated to my will, forcing the inhabitants to breed Librarians or die.)
Here is the bug where I worked through my problems with "water roofs". I no longer use this design, but some of the troubleshooting comments might be useful: https://bugs.mojang.com/browse/MCPE-31497
Found the original finding about oak vs non-oak doors: https://bugs.mojang.com/browse/MCPE-33751?focusedCommentId=460381&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-460381
What do you mean when you say you can produce 4-5 stacks? You mean caving? You can build 5 iron farms within afk range, and get 5 stacks an hour over an 8 hour overnight afk. So knowing the mechanics is definitely very important.
Those spaces in mine that dont flow, since they are 1 wide don't stop the golem. His hitbox is larger than 1x1 so in anything smaller than a 4x4 of still water, his body touches flowing water and he keeps moving.
Also good point about we should double check 3 high. A golem is 2.8 blocks tall, so it's always possible they could of changed the height requirements for spawning.
For some of my tests, I can leave it to AFK overnight. An 8 hour run should provide a large enough sample size for more definitive answers.
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Well, if they changed the height requirement, hopefully they changed it for the better! Because the (maybe not trustworthy) Wiki states 4 vertical blocks are required:
Comments in other old threads led me to design a 3.5-block-high lower spawn area, and it is working in Bedrock. When I had it at 3 blocks of space, it did not work.
I wish I had a world like FlnDutch's - 4-5 stacks of iron per hour of caving is outstanding. He and The Master Caver ought to meet each other if they haven't already. :-)
Also farms shouldn't have different yields, if you have 2 16x16 floors, then it should either work at the same rate, or not .
Now I say shoupd... because I too have seen issues where a farm is working fine, then for like a half hour or longer won't spawn anything with no changes made.
Also, yes there is a typical design or 2 out there, but it seems like if you try to modify them at all, in bedrock it breaks the farm, where as in java it doesn't. So we need to figure out which block placement is breaking it, like in my original design. It meets the requirements. It has 24 doors, villagers breed, the doors all face the same way, and the 'roof' above the doors are all towards the inside of the doors. Things like changing where the villagers are positioned (height, centered on the wall or off to the side) where the doors are located, even if you do put them symmetrical and at the right height, and decorative blocks. Something there even if the rules we know of are met, can still keep golems from spawning
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Another thing I've been wondering too, would an 18x18 farm be more effecient? I'm thinking if a golem tries to spawn on a block on that outer edge of the 16x16, since the golem needs that 2x2 wide area, are those outer edge blocks sometimes considered invalid.
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Ok so I have a great series of 4 tests running. Started at 11pm eastern time, I'll likely be able to check it 9am tomorrow morning. So it's a 10 hour run. Here's what I'm testing
1) Control farm, gruva guys build
2) Control build in an 18x18 format
3) Control build with a roof like structure over top of it
4) Control build with the top spawning platform removed
I'll let you guys know what the results are tomorrow.
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Ok so after 10 hours here are the results
1)389 iron bars, or 38.9 iron per hour
2)389 iron bars, or 38.9 iron per hour
3)402 iron bars, or 40.2 iron per hour
4)354 iron bars, or 35.4 iron per hour
Results surprised me some, I really expected the 18x18 to be a little faster. The fact that over a prolonged time they only produce just over half a stack per hour is a little disheartening the single level actually kept up pretty good, when I checked it after about an hour last night, it was only running half as fast.
I'm wondering if the farms do go through periods while sitting where they just shut down and stop working.
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
In bedrock you can't stack the farms like in java. The detection radius of 64 blocks isn't a sphere like java, it's a cylinder (I've tested this in the past) so unfortunately that doesn't work.
We should test villager amounts. Mine had 20 each. If it works like java it won't matter, more villagers doesn't increase the speed of spawning there, only the cap. Technically 30 villagers would probably be optimal, since sometimes you'll spawn 2 golems at once, and another won't try to spawn until those 2 flow into the center and die in the lava.
My biggest question now though, this ties into your villager suggestion, is are there any mechanics to bedrock that would increase your iron yields per farm, or is 40 an hour the best you can do. Then also, what's the best snail farm array you can build within range of running. I know 5 is possible, but I'm inclined to think you can run atleast 8. Atleast then your passively gathering 320 iron bars an hour, it's a bit of work to space and build 8 farms, but on a long term server or survival play it would be worth it.
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Maybe for villages, but not for spawning iron golems. Try stacking 2 of those iron farms on top of each other at any distance, it won't work.
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
I'm on Xbox so I can't download the world, but I got a stack running right now. I'll check it in about 30 minutes. I did test this like 4 to 6 months back though. Could of been changed or fixed though. Stacking vertically would be great. If I could run 8 before, this will make 16. That's pretty legit output without having to try making one of those stacked villages.
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Here's a video by gruvaguy that gets into this. I've never been interested in them personally.
Also... been running the stacked farm for an hour, 70 blocks between the top of the lower farm, and the bottom of the top one. Since building it, the bottom has stopped producing any golems, and the top hasn't made any either. They are that 'control' design I've been using. I'll let it keep running.
*edit* apparently I can't count and only made it 50 blocks higher. Raised it by 20 and will see what happens
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
I increased my farm's pool from 16x16 to 18x18 to prevent golems from spawning outside the pool. My edge blocks were spawnable, so if your design is 16x16 and the edge blocks (the 18x18 border around the pool) are not spawnable you would probably be losing a very occasional spawn (the ones which I found wandering my village instead of flushing down the burn hole like they should). The person who helped me fix the farm recommended 18x18 to ensure every spawn started in the water.
GruvaGuy tested vertical village separation extensively and several others have as well. It is pretty much agreed at this point that village radius is a cylinder reaching to Y-255, not a sphere. GruvaGuy was able to build a chained village iron farm (see Prowl's linked video above) but it uses a double-layer spawn platform and "oldest village first" mechanics to join multiple horizontal villages into a small space. Like both of you I'm not into the optimized, multiplayer server-quality iron farms, though the people who figure them out and build them are impressive to me.
I think in Bedrock, the best way to get 4x snail farm rates is to build 4 farms in a square with approximately 65 blocks between any village center and the neighbor village's closest door. The rates we get (when the farms work) is pretty much the same as snail farms always did so unless you want to try to duplicate what GruvaGuy built, 4 snail farms = 160/hr is probably about the best you can expect. Far more than I need at least until I build my world-spanning rail network!
Regarding 2 layers vs 1 layer, I think Prowl's results are exactly as you would expect. Assuming as I do that the golem spawn algorithm - when it is working - works as described. I get that the code is being worked on. I also get that MCPE was the starting point and that they didn't toss out all the rules and algorithms and start from scratch.
Anywho, I can show my work, but it's summarized already in the Wiki. With a single 16x16 platform you have 256 valid spawn points and you will miss 16.2% of the spawns. With two platforms you have 512 valid spawn points (possibly a few less, what with the raised water blocks in the corners) and you'll miss about 1.7% of spawns.
The expected number of spawn triggers in an hour is:
(60 * 60 * 20) / 7000 = 10.3
If every single trigger resulted in a valid spawn, then the expected rate of ingots per hour (assuming equal distribution of drops between 3, 4, and 5 ingots) is 41.2 ingots.
If you miss 16.2% of those then the expected rate is 34.6 ingots/hr. Prowl reported 35.4/hr.
If you miss 1.7% of those then the expected rate is 40.5 ingots/hr. Prowl reported 40.2/hr in the best performing farm.
Now, is an extra 5 ingots/hr worth building the 2nd platform? Eh...maybe not. I never built a 2-tier farm before the one I have now, just because I was making "natural-looking" farms where the spawn pool was a water feature for the villagers. My villagers now still do have a front yard of sorts they can mill around in, but their houses back up to a big box and they don't really know what's going on inside that box. Iron Golem murder, that's what.
Really weird results. Not sure how long I left the stacked farms going, but the top one had like 4.5 stacks of iron, and the bottom farm had only 36 iron. I just cloned the bottom one up.
Also I am trying to see if you can stack them 3 high, and get them all to spawn golems at the same time. So far my highest one which is y=150 hasn't spawned anything after 20 minutes.
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
This is excellent news and thanks for proving it out. There are, I think, a couple of bugs reported that could use this information. And if you have any skill in making YouTube videos I'm sure you'd get many views for proof of vertical farms working again.
Edit: For example, this bug: https://bugs.mojang.com/browse/MCPE-20537
If you're not registered there, and don't wish to, I can update that bug and point back to this thread, giving you all the credit of course.
Edit: just after posting this, like 10 seconds one spawned.
Got another one that doesn't seem to be spawning. I've had it sitting for like 20 minutes while I tinker with some visuals, and both a single golem spawn. I even knocked out the blocks I had on the outside if the villagers to make sure that wasn't messing it up, I placed those doors on the other sides that I didn't plan on doing just to see if that would maybe trigger something... And nothin! Any thoughts??
I'm wanting to make this cool connected layout where I have 9 other iron farms funnel golems to this 1 farm to burn up. I think it'll look pretty awesome seeing a constant flow of golems coming into the center here.
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Ok so here is a peak if the setup I'm trying to do. There will be 10 iron farms all filtering into the center. The 2 lower farms produce fine. The 2 top farms produced a golem or 2 in the beginning, then for the last hour and a half, nothing for either top farm. Those are a little over 64 blocks from center of lower farm, to bottom of the top farm, and like I said, they both produced atleast 1 golem each. It's very perplexing why this happens. I'm gonna keep tinkering with them, maybe try raising them an extra 10 blocks or so...
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413
Holy moly, dude I'm not arguing with you and neither do I think you are a liar! Good grief, this was my comment:
You found a very useful fix in 1.6 and I am suggesting that between you and I we get an update onto that bug report! What the heck is your problem? Whatever, man, I'm updating that bug report and pointing them to this thread so they can see your findings. You did a good thing even if you're going to blast anyone who mentions it.
That's going to be an impressive setup when you get it working, Prowl. For what it is worth, I had the same result as you on iOS. There were 70 blocks between the spawn floors (also village centers, since doors were flush with spawn floor) of my two villages. 28 doors and 20 villagers in both villages. The top one produced for a while and then stopped, while the bottom one kept producing. All of the doors' "inside" was towards the pool, so the upper village should not have impacted roof calculation at all.
So I raised them both another 10 using the clone command. The lower of the 2, over my center farm, is in the y=90 range, the higher one is in the y=120 range. The lower one is producing golems (seems like at a lower rate but not setup to neasured right now) and the higher one won't spawn a single golem.
Leads me to believe golem spawning has some relation to y level. It either cuts the rate down some at higher levels, and maybe at a certain level won't spawn them at all.
Fln could you do some more testing on your end to see if you get similar results? Maybe try y=20, 60, 100, and 140??
Find me on YouTube Prowl8413
Find me on Twitter @Prowl8413