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    posted a message on Game utterly Broken

    I forgot to mention that the devs are working on adding an option to 'scale up/down' the number of hostile mobs allowed (possibly a scale to mob density). They, however, mentioned this quite a while ago, and it has yet to be implemented. It, in theory, would greatly help, but even with a higher mob density will overtime surcome to the same issues that we currently are experiencing. Mobs just don't despawn due to the stupid rule that they can't despawn if they are in a dark location.


    The main reason for the low density right now is due to some devices not able to handle the additional load. This is and always will be an issue when using apps that are designed to run on many different types of platforms, in essence, those of us with more powerful platforms suffer to the whims of those using weaker platforms.


    Anyhow said my peace, best of luck.

    Posted in: Discussion
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    posted a message on Game utterly Broken

    It's not just you, everyone is experiencing this issue, and if they say they aren't they are lying. Its due to the differences between the java version and the way bedrock handles mobs, the way it groups them into 2 different types, the way it handles despawning, and the density type checks. The only way to have a half decent mob system is basically to play on a superflat world or be prepared to do a lot of digging so that you can farm both types of mobs 'surface and cave' spawns.


    In both cases avoid using mob farms that allow the mob to 'linger' around, ie farms that work on a timer, or flush mobs down some type of central shute for killing. Due to the low-density cap, it's highly advantageous to kill the mobs asap so that new ones can spawn right away. Your farm also should be able to spawn both cave and surface mobs, and again kill them asap.


    I chose to do a lot of digging, my base is 2 chunks by 3 chunks, and I'm digging out 6 chunks in all directions around my base, with my mob farm located high above my base. When I first started, I'd only get a handful of spawns during the day, about 20 per day. Now that I'm about half done the digging the spawn rates have increased greatly, with around 4 to 5 per minute, and increasing with each new chunk I finish digging out, as well it spawns mobs both during the day and night cycles.


    The longest and most difficult part was gathering the wither skulls to create beacons, which was necessary for haste 2, as well as breeding villagers so that the necessary enchanted books could be acquired via trading. I have 32 enchanted pickaxes enough to dig out almost 16 chunks, then I head to the neither where I have a blaze farm to repair them, takes about 2 hours.


    Its a lot of work but it will be worth it in the end.

    Posted in: Discussion
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    posted a message on Wither Farming

    have you tried using the end portal thingies that you throw ender pearls into to teleport to other islands, the ones that spawn after you kill the dragon. I know there was a tutorial for this on bedrock before, and it worked, not sure if it works still, but I think it still does. The only disadvantage to it is that it takes time to kill the wither, as you can't hit him, you must let him suffocate.

    Posted in: Discussion
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    posted a message on MC Bedrock Edition Mob Farms

    Due to the differences in how bedrock both spawns and despawns mobs, your fighting a losing battle.


    There are a few that are based on surface spawns that do 'somewhat' work, but require you to light up the entire surface area of around 128x128 blocks which isn't unreasonable, however, the drops aren't much better than a double chest for a 10 to 12-hour afk session.


    For an ideal mob farm, you have to build a mob far that a) spawns and kills the mobs asap, B) can handle both cave and surface spawns, and c) eliminate all possible spawnable areas for both cave and surface around the farm within the density check, which is no easy feat.

    Posted in: Discussion
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    posted a message on Redstone help

    I would say that a self-resetting latch would do a much better job here.

    Posted in: Redstone, Commands and Mechanisms
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    posted a message on Finding chunk boarders

    Its pretty easy to figure them out by yourself, providing you have cords turned on, just divided your x and z position by 16 and adjust your movements till it works out evenly, at that point your standing on a chunk boundary.

    Posted in: Discussion
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    posted a message on Things you can do in java you wish you could do in better together.

    IMHO nothing should be 'banned' from the game, that's being closed minded, and minecraft is supposed to be a sandbox game, thus played how you want to play it not how someone wants you to play it


    Bedrock edition is slowly moving away from its java counterpart, in that more and more things are being changed to how the devs want us to play, rather than how we want to play. I find the bedrock edition no fun, lacking in ways to accomplish things. It was supposed to be a clone of java, with the exception that redstone quasi would be removed as it was considered the biggest bug in minecraft. I could live with that, but much much more has been changed since then.


    Personally, I view bedrock as a failure now, sure its got potential but they keep moving in the wrong direction and making it worse.

    Posted in: Discussion
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    posted a message on Why does this golem farm not spawn golems?


    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.


    make since?

    Posted in: Discussion
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    posted a message on Why does this golem farm not spawn golems?

    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.

    Posted in: Discussion
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    posted a message on Why does this golem farm not spawn golems?
    Quote from Prowl84»

    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.

    Posted in: Discussion
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    posted a message on Why does this golem farm not spawn golems?

    It takes 8 seconds for villagers to detect doors, and or register a new village. It takes 45 seconds for a villager to time out a door, that belongs to a village that is no longer a valid village door. I used 15 and 60-second counters when constructing my villages.


    I pretty much have a fully functional self-rebuilding staked iron golem farm, with the exception of attaching villagers to the villages. Unfortunately, villagers are not shared between villages. I read somewhere that this is a bug and will be fixed eventually, but well who knows when that will be. I tested my farm under the bedrock engine on the PC version, and all villages do end up centered on the same location. Currently, its configured for 16 villages, however, I'm sure the engine would handle more.


    When merging takes place, the game does not create 1 massive village, but rather just reassigns all villagers to 1 village.


    Anyhow as I said I have a farm that creates and stacks villages, the issue that's been plaguing me for a while is how to attach the villagers for each village. With 16 villages there are 160 villagers to move into place.


    IMHO bedrock programmers really like to ruin the fun.

    Posted in: Discussion
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    posted a message on Getting Bored

    Personally, for me, I love the game, played it since early beta on PC, migrated to console. 4J did a pretty decent job, but seriously lacked when it came to keeping passive mobs compared to java, along came bedrock and made great promises, almost unlimited passive mobs, unlimited map size, and so on, only to find out the game is boring as hell with their hostile mob mechanics, which are utterly broken and destroying the game. They have promised a fix quite some time ago, but still nothing.


    The game starts and runs decently at first, but over time, mobs simply stop showing up, trapped in some dark cave somewhere, that can't despawn because the light level is 7 or lower. It took me over a month playing 3 to 8 hours a day to gather enough wither skulls to summon one wither. Most farms are a complete and utter joke in respects to the output, which makes doing anything worthwhile not really doable.


    To me, the game is no longer fun, and I'm really hoping one day that the game mechanics in respects to mob spawning are fixed. I would be neat if someone created a mod that actually simulated java's mob spawning mechanics.

    Posted in: Discussion
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    posted a message on Stop mining with TNT is the biggest mistake ever???

    I use a couple of efficiency 5 and unbreaking 3 pickaxes with a haste 2 becon with TNT your argument is unconvincing sorry


    I hate trolls.

    Posted in: Discussion
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    posted a message on Stop mining with TNT is the biggest mistake ever???

    His argument is very convincing. A couple of efficiency 5 and unbreaking 3 pickaxes with a haste 2 becon can very very easily match the speed of tnt, if you take into effect the time it takes to place the tnt over multiple placements, as well as the time it takes to gather the resources to make the tnt in the first place. You will also be guaranteed to collect everything in said chunk, where TNT will blow a lot of those resources up.


    IMHO TNT is not as fast, and certainly a lot less cleaner than doing it by hand, especially if one has becons.

    Posted in: Discussion
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    posted a message on What is the most efficent pigman farm?

    I thought you were looking to farm them for the xp as well, my bad.

    Posted in: Discussion
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