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    posted a message on What is the most efficent pigman farm?

    It won't work period, mainly due to the fact that pigmen do not pass on aggressiveness like they do on the java version. What I mean by that is that if you agro a group, and some die, then others spawn in, even tho some which are still agro on the player, the new ones which have spawned in are not agro. I tested this quite awhile back in creative. I could get the spawn rates fairly decent, but sadly argoo issued killed the concept of the farm.


    I did not report the issue or even check to see if it was reported, due to the fact that I have little faith left that the bedrock edition will pan out to be anything other then a block builder.

    Posted in: Discussion
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    posted a message on Can anyone tell me why my slime farm won’t work?

    You likely did nothing wrong, there are bugs or features or whatever you want to call them in the bedrock edition that limits the amount of mobs allowed to spawn in the game. The short end of it is that there are 14 mobs allowed to spawn around you, 7 of these are reserved for surface spawns. The other 7 are cave spawns. If your farm has sunlight hitting it your looking to use the mobs of surface spawns, which means your farm should work due to it unlikely that there are 7 hostile mobs on the surface, especially during the day. However, if your using cave spawns its unlikely that it will work as there are more then likely mobs in caves that can't despawn, due to the stupid despawning rules which differ greatly from that of the java version.


    So small mob density and despawning rules are likely the reason your farm is currently not working, like most other peoples farms in the game. Its why many people, myself included have stopped playing.

    Posted in: Discussion
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    posted a message on Why don't they fix this game before more updates?

    The only issue I have with the game is the lack of hostile mobs, or more precisely the broken spawn mechanics. I haven't played the game much now for the last 6 to 8 months due to this issue. I know they are working on the issue and have said that they will be implementing changes to allow scaling the number of mobs allowed to spawn, but have no time frame for when that will happen, and perhaps one day when this is implemented I will play this wonderful game once again.

    Posted in: Discussion
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    posted a message on 60 blocks between iron farms confirmed

    You should space golem farms based on the radius of the village. 60 really shouldn't work, and my guess is will fail eventually. The radius can be calculated by taking the cords of the furthest door from the village center. If the radius if less then 32, then the radius is defaulted to 32. Thus the min radius of a village is 32 blocks, if another villages radius impacts on an existing village then it will (giving the right circumstances) merge with existing village. Iron golems have very very simple spawning rules. #1 10 villagers or more, #2 21 valid houses or more, pass a 1 in 7000 check per tick. They spawn in a 16x16x16 cube centered on the village center point. When a golem should spawn it checks to see if the block it wants to spawn the golem on has or is a block with a solid surface, upwards half slabs and redstone blocks both work as they are considered by the game to have a solid surface, glass does not. Secondly it must have 3 non solid blocks above it. If the spawn fails it will attempt to spawn the golem 10 more times in random locations around the golem spawn area. Oddly enough redstone blocks work here again, as does glass, and slabs. You could build a floor of upwards slabs, covered in 3 layers of glass, and golems would spawn within the glass, or redstone blocks, ect, They do not check for transparent blocks in their spawn area.


    Normal spawn floors in snail farms uses 2 floors, with around 494 swan spaces (16x16x2 floors = 512 - 18 for 2 3x3 holes in the middle). However Panda4994's IPU design gives more then 700 spawn spaces, and pulls the golems out of the spawn area MUCH quicker. I personally don't believe its efficient in snail farms, and thus would stick to the 2 floor designs.


    Hope this helps.

    Posted in: Discussion
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    posted a message on Do iron farms not work?

    IYour setup more or less centers the spawn area over 1 floor, thus your not likely to get any additional spawns on other floors.


    Heres more or less the layout I use. First I use a 3x3 drop hole, instead of a 2x2. The first platform has a 2 high wall around it, its on top of this 2 high wall where I place my doors, 12 on only 2 sides. I usually pick either north and south or east and west. I place the doors starting 1 block from the outside wall, 6 on the right and 6 on the left. This leaves enough space for me to place 2 villagers against the wall in the center of the doors, each in the own cage so to speak, they can't move nor bump each other, but allow me access to trade with them. The other side has 2 additional villagers and more or less is mirrored. The sides with no doors each has 4 villagers each spaced out against the wall in 1x1 pens, again they can't bump or move each other, and are just village population. The 4 that are near the doors do all the work of detecting the doors and creating the village.


    This works out to be 24 doors, and 10 villagers. On top of the doors I fill in a roof for the bottom level, this gives 4 block gap, and this roof becomes the 2nd level spawn area, I add an additional two blocks for the walls and its good to go.


    I know it sounds a bit confusing but its so easy to build once you build it the first time. If you can't get it I'll try and post a screen shot.

    Posted in: Discussion
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    posted a message on Do iron farms not work?

    Iron golems will spawn in water, in fact they will spawn in lava, they do require at least 3 blocks of non solid blocks to spawn, and that's about all I know of the bedrock edition in respects to golem spawning.

    Posted in: Discussion
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    posted a message on Question About Passive and Hostile Spawns (Bedrock Edition)

    Well much of the community is up in roar over these new mechanics, which more or less break the game. Over half the mob count on most people games will be locked up in caves somewhere, leaving a few mobs that can spawn on the surface, provided there is somewhere for them to spawn on the surface.


    My guess is that in due time, more and more people will become angry and force them to recode the spawn mechanics, they are after all a load of crap, and as I mentioned above, I'm not entirely sure what they were thinking when they implemented it, just looking at the mechanic rules and your left scratching your head.


    When the bedrock engine was first shown to xbox they promised that there would only be a few minor changes to how minecraft worked, and so far I've seen a hell of a lot of rather huge changes to the game, somewhere along the lines we were lied to. I can live without quasi, in respects to redstone, but these mob mechanics blow chunks.

    Posted in: Discussion
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    posted a message on Question About Passive and Hostile Spawns (Bedrock Edition)

    There are some serious issues with how hostile mob spawning works within the bedrock edition.


    The first issue is that hostile mobs (from here on out just referred to as mobs) actually have 2 different spawns now, cave spawns, and surface spawns. This splits our mob cap in 2.


    Next we have an issue where if you place a layer of transparent blocks covering the chunk then no hostile mobs can spawn within that chunk, regardless of how many spawn spaces are available within that chunk. This means you can't put a half-slab or glass roof over your farms, thus you stop mobs from spawning within the farm.


    Next we have hostile mobs unable to despawn UNLESS the light level is 7 or higher.


    Next we have mob density. We all know that the game will attempt to spawn mobs, starting 24 blocks away from where we are standing, up to 5 chunks away in all directions, however mob density checks take place, which looks an additional 6 chunks in all directions from where the mob wants to spawn, so if it does try to spawn at the border of the 5 chunks away, density checks looking an additional 6 chunks, we have a total range check of 11 chunks taking place here.


    Finally mobs actually save to the chunk when the player walks more then 5 chunks from them.


    When you couple all of the above you see just how messed up this system is. I'm not sure what the devs where thinking when they created these rules but they totally broke the game. Many people just find the game no fun anymore. IMHO they should go back to java versions in that its a Keep It simple. The only rules I think it should use is that mobs can spawn from 24 blocks to 5 or 6 chunks away and will despawn instantly if they are any further away.

    Posted in: Discussion
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    posted a message on Do iron farms not work?

    I don't know a lot about what is different between bedrock and java in respects to villages, but I do know there are some differences. I have seen Iron golems attempt to make it back to a village when they are well over 100 blocks away, besides that I don't honestly know. There are so many issues with bedrock that I've honestly stopped playing for the most part until these issues are resolved.


    I can tell you that the spawn area of golems is centered on the village center. and the village center is the center point of all the doors that make up the village.

    Posted in: Discussion
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    posted a message on Do iron farms not work?

    Snail iron farms work just fine. There is a 1/7000 chance that an iron golem has a chance to spawn, and that chance can't be entirely calculated without knowing the exact amount of spawn spaces within your farm. I have seen it take more then 45 minutes to spawn an iron golem, and then again I have seen multiple iron golems spawn within the first minute.


    You only need 10 villagers to spawn an iron golem, after that they only effect the number of iron golems that are within spawn range of the farm, so with 20 villagers you could have 2 iron golems within the spawn area of the farm, but only 1 will ever try to spawn based on what I said above. All snail farms really don't require more then 10 villagers, due to the fact that they move the iron golem out of the farm fast enough for another to spawn. Its only when you start stacking many villages does one want to up the number of villagers, this is because each village could spawn a golem at the same time and if there is already 1 in the area, then any other villages which might have spawned one also would not due to the fact there is already a golem in the spawn area.


    The average spawn time is not 5 minutes as you suggest, but more like a little over 7 minutes; again this is an average, it really depends on the spawnable spaces, and also lady luck.

    Posted in: Discussion
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    posted a message on Villager trading nerfed to oblivion (compared to Xbox One version)

    Well all I can say is try digging out a huge perimeter, and thus needing lots of repairs. I have no problem with equipment, and or trades, I just liked it when I could repair half my tools using trades, as to now where the trading system is pretty much moot, in that I don't need anything, other then more tools, which I don't really need.


    Repairing badly damaged gear in better together is a pure pain in the Kester. At least mob spawners aren't broke, in fact they work way better then 4J's version, in that they will spawn over 100 mobs before slowing down, but it still takes a good hour to two to repair badly damaged gear.


    It takes me roughly 30 minutes to dig out half a chunk, in which my pick, and shovel are at a state that they must be repaired. Repairing both takes roughly 2 hours, and I'm not using a crappy blaze farm either. I'm using a efficient design similar to impluses ultimate blaze farm. I did of course have to do quite a bit of redstone work to get it to work with the better together engine.


    P.S. I never wait around for crops to grow, and I certainly don't harvest them myself, I'm all about automation, and not just automation, triggered automation, from potions, to all types of farms.

    Posted in: Discussion
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    posted a message on Villager trading nerfed to oblivion (compared to Xbox One version)
    Quote from ConArt70»

    Oh, you mean they've made the game harder and more challenging?


    Bravo


    I would hardly consider it more challenging, with mob spawning system totally broke, it don't leave many other ways to get things repaired. I used to use villager trading to do most of my repairs on my tools, but now that's totally pretty much destroyed, due to the fact that most of the farmers traded don't give any xp anymore.

    The only way I've found and that seems to be the fastest way to repair stuff now is to sit at a blaze spawner for around 2 hours or so per piece of equipment that you want to repair if its in bad shape.

    I agree with the op, in that trading needs to be returned to its original java/4J version, it pretty much takes just as long waiting for crops to grow as it does at spawners and or mob farms for the exact same amount of xp.
    Posted in: Discussion
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    posted a message on HELP

    You don't need to use enderpearls in creative to have the endermen agro on it, spawning him with a endermite spawn egg will work just fine, however remember to hit him up with a nametag.


    I also had the same issue when attempting to put him in a minecart. He seemed to live so long as their was a rail under the cart, but the cart moved around a lot on me, so I ended up using a bunch of open fence gates, and closing them as he moved around, eventually I had him where I wanted him and removed all the unused fence gates. The closed fence gates still allows the endermen to see him, and work well in preventing him from taking any damage.


    Try using this option instead of the minecart. If you still insist on placing him inside something, try using a boat instead.


    P.S. Better together end farms, suck, the mob cap of 9 endermen makes the farm hardly useable.

    Posted in: Discussion
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    posted a message on Is minecraft single player single threaded or dual threaded?

    There are areas that it will help, but the core logic is a total waste of time in respects to turning it into a multi-threaded application. The thing with multi-threaded applications is that 2 threads can't work with a global variable at the same time. This is why mutex's and similar thread locking code exists, to prevent just such things from occurring. There are a few areas where it will help, rendering is one, disc op's are another, but the core game really won't help much, and if it was turned into multithreaded then it's going to be so chulk full of thread locks that it really won't make much of a difference.


    What I'm saying is that multi-threaded applications are very complicated, 1 wrong touch of a normally ok to mess around with variable can bring about a very painful debugging session. Granted I have not done any programming in several years now, so things may have changed somewhat. Hell todays programmer's don't realize how well they got it. Back in my day, if you allocated it, you free'ed it! Todays garbage collection with managed code really makes me scratch my head at times, creating some awfully lazy programmers, that don't clean up after themselves, much like my kids!

    Posted in: Discussion
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    posted a message on Is minecraft single player single threaded or dual threaded?

    Just because a game is multi-player does not mean that the game has to be multi-threaded, and in the case of Minecraft really the game would not benefit much even if it was multi-threaded. Many users think that if the game was multi-threaded and took advantage of using multiple cores at once that it would run much faster and be a more smooth experience and this simply is a load of crap.


    Yes there are areas that it would help such as disc ops, but for the most part we really won't see much of a difference.

    Posted in: Discussion
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