Hi guys and welcome gnemon here in today’s video Well, we’ll be looking into iron farms again And it’s not that I really want to talk about it since the last time back in 1.14 4 We already have talked about these things when moyang set up the new village and village rules for iron golem spawning and finally Most of the stuff that we’ve talked about didn’t change So these designs over here all should work you would think so But by the time night comes you’ll notice how broken they are and probably all other designs for iron farms pre 1.16 2 will be broken as well and by all I mean Absolutely everything but thankfully the fix is actually rather simple I’ll use that opportunity to show you also the new tool I have that you can use to design an iron farm yourself Because let’s be honest If you have the entire picture of what’s going on with the villagers golem hostiles iron farms are simple enough You can make a custom one yourself So I won’t be going into details about iron golem spawning rules distances body detection, etc. Since this all stayed the same since 1.14.4 so there is absolutely no need to rumble on these topics on and on again Just refer to my previous video if you haven’t watched it do watch it and we’ll be talking here on what has changed But before we do that i’d like to introduce you to my new tool, which we’ll be using here to build those farms So last time i’ve been using a track command which was displaying some useful information about villagers and status above their heads but this was very limited to showing information just above their heads using name tags, so Automatically naming those villagers and on top of that. It was a mod, so it wasn’t ideal It was baked in the code not something that you can adjust yourself if you don’t like what you see in terms of visuals But this time around we have ace carpet app for that. We have much better visuals. We have flexibility You can always take this code change it if you want to something else and it’s much more powerful already I will include this app with carpet going forward. It will replace a track command at some point But even at this point is much better To run it just type script load ai tracker and then we’ll be controlling it with a newly spawned command As you can see here, there’s a bunch of options We can choose from this menu will change in the future, but the functionality should stay roughly the same So some of the basic stuff we can track that’s not specific to villagers But to all mobs for example pathfinding which will show the path with costs That each mob around you is taking it’s pretty cool stuff There’s another option for example for extra boxes for item pickup ranger, that could be useful as well The velocity option right now shows the actual speeds as Coordinates as processed by the server and with all of this stuff And all this applies to all the visuals for all the options you can tweak the refresh rate. For example Of all the information that you are seeing So by default is every 10 ticks, but if you are debugging something very specific You might want to change it for example to every tick maybe not for velocity display It’s pretty useless in this case, but for iron farms related paraphernalia, definitely yes So what do we have in terms of the villagers iron golem spawning first option goes with their body detection in this mode We’ll see exactly the area where they detect other villagers to spawn iron golems and they need at least three of them to do that So the number here will be lit green when it’s three exactly as detected And above that that will turn yellow if it’s more than three It means probably there is some random dude that Just end up when it’s not supposed to because more villagers typically mean that we are grabbing probably a little too much And if that number is below three, it’ll turn red indicating that there is not enough to spawn and gone You also see the lines connecting villagers that see each other with hostile detection We have to specify the hostile that we are targeting and this will display the detection sphere for that type exactly since they vary As well as if the mob is sensed and if it’s considered a direct and primary target The red line will form only when the villager sees properly the hostile for island gonam spawning If there is nothing here it means that the villager does not sense any hostiles around them The last overlay is for iron golem spawning and this adds two more boxes The large one is for iron golem detection And the smaller one is for golem spawning area Notice how golden spawning area is aligned with the blocks and golem detection And the rest pretty much moves precisely with the villager moves because that’s how it works in the game The golem will spawn in this area I mean that will spawn on blocks that are just below it which is fine but not for example on blocks that would mean putting them above this area like so I hope this is clear If for whatever reason the overlays get little too much and that happens with multiple villagers oftentimes You can keep all the lines in labels and just get rid of the boxes and the spheres with the app option toggle boxes Which might be more readable this way if you have much more villagers and you don’t care about the actual areas already Also a small detail the labels will appear above the villager But it’ll snap to the grid block and that’s for clarity oftentimes You have many villagers crammed in one spot and having text not really lined up makes it very unreadable This actually makes it much more clear So what are the three new things that changed about iron golem spawning? First is something that was actually quite verbose in the patch notes that villagers no longer need work Or have a workstation to spawn and golem, which I guess it’s nice I mean, it doesn’t change absolutely anything with iron setups These workstations were typically built as a part of the restraining mechanism anyway So I guess it’s cheaper now and also all the previous designs should work just fine with or without Workstations second change was actually quite recently made and it’s the way villagers exit their bed Moyank has ridden how entities get out of bed Probably thinking about players mostly but that affects villagers as well in the simplest cases doesn’t matter that much So if you had for example a bed only or a bed with a single spot That makes them wake up where you would expect them to be But you also probably want to avoid them to do any extra walks Like walking on the bed or walking off that spot and you can just do there by blocking their path with some block like glass And that in those simple cases should just seal the deal But when you have more bets with more villagers crammed around it We typically aim to have three stuff change and actually change quite a bit So this is for example rather typical setup that Takes a two by three area when villagers are sleeping and one by one during the day This one is a three by one that we had in some of our previous setups And this was our two by two area that takes one by one Of villagers during the day that we used a bunch of times in our quad designs over here Now let’s make it a night And let’s make it a Day, as you can see when they eject into the beds and that’s actually the change that’s gonna break tons of existing designs Thankfully the solution is actually very simple if we cover all the spots above their beds So they no longer be able to fit in there that actually makes those spots invalid for them to land on and that Actually does the job? the problem with this one though is since all the bad heads and Only the bad head portion actually counts for the villagers the bat head that’s on the diagonal From their spot that there should be standing if it’s covered is actually not considered reachable for this dude due to pathfinding issues but again This can be easily remedied by replacing these glass blocks with carpets and strings in general carpets are blocks that are considered Like air for mobs for pathfinding yet their block their motion So it’s the most straightforward solution to just cover everything with strings and carpet Another small thing that you guys gave me a lot of slack about was the use of androids In these designs, I mean androids are really awesome blocks not because of the light they give but the flexibility of placement Previously, you could technically replace them with carpets as well on strings again with little little less visibility But it wasn’t a problem in most cases, but now we have actually a perfect alternative the chain box It’s a little smaller in hitbox, but have pretty much the same functionality and the fact that they only use iron to be crafted It’s an iron farm. I don’t think it will be an issue in terms of like getting those to build a farm Also at the bottom of the designs for the golem spawn areas is pretty much Just to contain the water but in some other ventures of minecraft like spigot of paper you guys have found that villagers Actually sometimes eject onto these from beds So fix for that is very simple just replace those with fences. For example still containing the water and golems in case they aggro against the zombie but just much smaller and working with All known vanilla and some heavy modded minecraft versions with similar but not identical villager mechanics The third change that happened was actually to fix the spawning conditions checks for iron golems And now where iron guards can spawn is actually very restrictive previously golem could suddenly spawn in blocks physically going through them But not anymore and golden spawning now uses the same conditions and checks regardless where they attempt to spawn The golems need a top surface of a block that’s made out of material that blocks light For example a trapdoor that’s made of material that blocks light iron, but the block itself Which is a trapdoor isn’t but this doesn’t matter the material itself blocks light on the contrary for example tnt as a block Does block light but as a material? Is considered transparent meaning golems actually won’t be able to spawn on tnt blocks same for example leaves cacti regular ice Cobwebs or glass blocks that you may consider having a top surface And regular hostiles will be able to spawn on some of them but not golems on the contrary No other hostiles can spawn on top trapdoors but golems actually do so It’s a little bit different and inconsistent with the hostile mobs, but hey, what can you do? Another set of conditions apply to the block that they immediately spawn in and for golems It has to be either air water or lava anything else Redstone rails carpets but also things like signs grass even string Will prevent them from spawning and that’s a little bit weird to be honest The old meme that string prevents mobs from spawning and actually prevents golems from spawning But this also means that it’s now super easy to control where golems can and cannot spawn Things against like path blocks or soul sand are no good for them. Even though other mobs can spawn on soul sound now Goddess will also not spawn inside other entities so they do collision checks with the entities So that would prevent from spawning for example here but on the contrary they don’t actually check block collisions So assuming those three spots above their spawning spaces are actually good to go. That’s good enough They can actually spawn for example next to this wall. Just fine In terms of allowed blocks above it Any blocks that have attack prevent mobs spawning inside which you can manipulate with data packs which in vanilla contains only rails Actually prevent them from spawning the same goes with liquids or redstone components on the second and a third Block above the spawning space will also block the spawns so you can for example have a spawning floor with Suspended lava to kill them in place. We have to move them around These conditions for iron golem spawning are rather weird, but hey, it is what it is There’s actually a fourth change That was an expo that actually haven’t used which relied on forgetting by villagers their golem spawn timeouts when earlier I was unloaded and loaded again But the thing is using portals or gateways to do that was an exploit as well as a super bad way of designing a farm I mean chunks being saved and loaded again all the time would generate really unnecessary lag and it’s actually really good that this got Fixed for the same reason using portals just to move golems outside to the other dimension outside of the villager detection zone Is also a really bad idea. Yes, the main challenge with iron farms to move golems efficiently away And yes golems may not be able to spawn in portals But you can spawn them right next to them and that will remove them instantly But you are not gaining much you’re getting a few seconds at best Meaning that your farm will be like like 10 to 20 percent faster But not like a couple times faster and despite fixes to portal lag We still need to constantly load and unload the entire area in the other dimension with this farm So you might be better off with just an overall setup I mean if you want to make a farm that produces five time or six times more jobs because of that that’s perfectly fine But in this case The benefits are really small another side effects of using portals with iron golem farms or any farms of that matter is that if you are not playing on a test world or if you are just playing with other players a junkie portal setup may Mess up a portal linkage for up to 128 blocks in the nether and up to thousand blocks in the overworld if you’ve done it the other way around so I would say Only use portals when they give you a clear Benefit of using them and not just when it makes stuff a little bit easier to build or a little bit more effective Let’s start with something super basic which is a single cell farm that I wouldn’t biddle myself But I noticed that people seems to like these super simple setups What we have here is three villagers directly on beds on the fourth block of the ground And that’s enough for them not to jump voluntarily I just blocked their bad feet area So they’ll stay in place and we have here a cold run with a zombie in the middle capped So zombie cannot get out. Also, we have a single trapdoor on the side So that makes so that zombie occasionally will attempt to pathfind out of this place which would cause them to bob and we have here three chests around The role of the chest is to allow villagers to lose their occasional contact with the zombie when it’s bobbing allowing them to sleep Which is required for the iron golem spawning in the middle We just have a small pit with lava and trap doors traditional tool to make mobs think that they can still Keep walking and golems when they spawn will just follow the zombie and path to the center All in all a very simple design clean produces not that much really like 400 drops per hour and has its problems First is actually we have little too many spawning spaces for the golems so they can actually spawn quite far from the center And in the points that they may not even be able to see the zombie but the main problem is that the golem always remains In the reach of the villagers, even if it’s enough So the golem timers gets reset for quite some time since homes take a significant time to die Another problem with this simple design in the zombie path finds only because we are around if you let this farm be For example within a day villagers would just reset their sleep timers and won’t be able to sleep anymore though causing the farm to stop Until we show up again and the zombie starts bobbing again. So this 400 items per hour is with us being around So now let’s check how we can improve this design As you can see the hole is deeper this allows for the golems to fall out of the radar for the villagers allowing the countdown On the villagers to go down and allowing new golems to spawn much quicker I’ve also elicited the help of a snow golem to whack the zombie from time to time making it jump and allowing villagers to lose Eye contact with them, even if we are away or we are in spectator mode But technically we don’t need to use a snowman here Placing zombie for example in water or a bubble column block should work as well allowing to bob up and down But this will just make the entire setup a little bit bulkier than just a cauldron In general, this is mostly for fun But with the improvements we’ve made this setup actually produces 600 items per hour which is half better comparing to previous one Oh And one thing that we actually have done is covered all the areas where we don’t want goers to spawn with grass and flowers So wherever golem spawns it should always have a clear view to the zombie and then to the hull All of this contributed to much better results compared to the previous setup and not being too much complex So here’s another concept that could have worked fine But actually didn’t and that’s the setup where we send hostile mob in between villager cells Vertically allowing them to scare the villagers that it passes by virgils are separated in this case by 20 blocks vertical clearance So their spawn areas are totally disjoint, but because golem spawning area is much smaller than going detection We can only move the golems a little bit allowing them to drop on the ground Instead of a zombie which only has an 8 box scare radius We actually have pacified villager which has much greater scale range while being entirely passive To get those is relatively easy. We just need to block this way some random patrol guys And then let them shoot you the way that the arrow won’t reach you and just let them run out of the crossbow durability Unlike skeletons with balls those actually do use up their crossbows turning peaceful making a great scarecrow material for iron farms in this configuration You can actually see that the pillagers allow to scare up to eight independent villager groves when positioned properly but the problem with this concept is that when the golden fall they actually fall inside of the detection boxes of the groups below them meaning that while The quads at the very top will pretty much always be able to spawn all four of their golems Everything below them has a decent chance of spotting a goal and falling down And if it just so happens to pass by them when they’re in the golem detection scan This will disable spawns for the entire group making this concept very inefficient Obviously you can get the golems to spawn in portals and be moved to the nether, but as I explained earlier It’s a total overshot and not really worth the effort and the complications and the extra lag from loading and unloading the nether So all in all it’s a cool idea, but I think the entire concept is busted because of all of that So here’s a quick look through the previous designs that are fixed here for 1.162 I won’t be spending too much time with them It’s mostly just removal of workstations and just using stringent carpets to block their wake up spots as well as using chains to Contain them In this one I changed the mob for a pacified villager having much bigger range than before with a vindicator And it’s much easier to find and this one also has a handy on off switch similarly to how zuma adapted his version And here we have our quad zombie setup with a very basic design with really cool water pattern all of those are now fixed with for 1.16.2 changes These all are not much more complex comparing to a single cell farm with just a few Extra blocks bringing up up to 4 times more iron, so it’s definitely worth it And here’s our 10 core version from the previous run using a zombie or a zombie variant in this case as a scare The reason we wanted to cycle the zombie around the first place is that when villagers are not scared their brains Use much less compute meaning that our farm can be both super effective as well as resource friendly So you don’t need to be concerned about the lag it’s causing but actually we can do better And that’s by marrying the quad pillager concept with the visitor design pattern It’s actually makes an effective 20x or 20 villager core system This is pretty cool and actually pretty dense for the amount of golems. We can spawn in here The thing is each of those pods is distant enough So there’s no chance for villagers from one quad to see golem spawned in another one Even when they sleep which scatters them around by one more extra block But we also hear using the fact that the pillager’s scale range is far enough We don’t need to send it over very center of itself to scare all villagers at the same time We can just stop almost at the corner of each quad so making that the rail arrangement that we have here. It takes a pillager 37.5 seconds to go around it, which is perfect timing allowing them to stop five times for five seconds This gives the villagers extra seven seconds on top of their 30 second cooldown allowing the golems to move away So now we we’ve seen the geometry without the villagers. Let me fill it this one with villagers and then see how it works And voila we can notice that The pillager remains undetected up until it shows off to all villagers and villagers will attack them roughly at the same time It’s not ideal That’s something that you actually can’t control villagers do scan mobs every 20 ticks exactly But their individual offsets are selected randomly when they’re loaded So no matter what designs you use you always get them scared at slightly different times So if this just happens to coincides with the gollum spawn clock to tick at zero And the pillager just happened to show up just before this time It is possible that only a few villagers will make their golem attempt but for the most part We have a very good chance for the all four golems to spawn And because we just use one hostile one pillager for the entire farm and it shows for a minimum required time This gives the best overall performance you can get out of an iron farm making double the yield in a quite compact layout for not that much extra work and design wise and last time you have complained about the Lopsided shape of that 10 core setup that i’ve shown before. So I made this one a little bit more symmetrical Honestly with a tracking app, it’s actually honestly quite easy to come up with something viable as well as knowing exactly What’s going on with the mobs under the ai detection timers and ranges? Please let me know in the comments what other types of functions you would like to see in such an ai tracker app Because in most cases it’s not the problem of adding things in it’s just a problem of coming up with ideas What could be useful as usual all the new designs as well? All the old stuff that I fixed here for 1.16 2 Are in the links below there is nothing tricky about these designs in terms of how to build it So following the world download just counting blocks should be simple enough Most of these designs have built in the air but to answer some of your previous questions. Can I build them underground? You can and can I build these some of those on the surface? Yes as well You just need to make sure that golems won’t be able to spawn outside of the designated areas which is now super easy to do with grass flowers and all this random stuff that you can put Have fun come with something unique with the visitor design pattern with the help of the a tracker app You can quite easily come up with a custom design that you could fit in your aesthetic build As I said air tracker app will eventually replace track modded command The same as cam app replaced the previous gamemode switcher since monk stepped up their game switching game modes and proposed something That’s actually really useful Also great thanks for all the support guys from all of you I have recently after couple months of waiting received finally the 100k youtube award plug and great Thanks to one of you and you know exactly who I am talking about for prodding the youtube machine and making it happen So thanks a lot, since it probably wouldn’t happen on its own It’s a really busy time of the year and especially now with the pandemic So thanks for your continued support and patience as usual If you enjoyed the video Don’t forget to leave a like leave a comment in comment section below subscribe if you haven’t subscribed already and see in the next one Bye. Bye Video Information
This video, titled ‘Iron Farm Changes, new Farm Design App, and a new 9000/hr Farm for Minecraft 1.16.2 [Fun Farms 34]’, was uploaded by gnembon on 2020-08-15 13:00:07. It has garnered 524167 views and 16726 likes. The duration of the video is 00:23:50 or 1430 seconds.
Today we have 34th Episode of Fun Farms, where I discuss changes to Iron Farms in 1.16.2, update our previous designs to 1.16.2 and provide a new 20X design capable of producing 9000 items/hr with minimal compute requirements
I also introduced a new AI Tracker app that can be used to design and debug your own farms. AI tracker app is bundled with carpet 1.4.9 for Minecraft 1.16.2
To load the app, type `/script load ai_tracker`
then use it with the `/ai_tracker` command.
Downloads for updated 1.16.2 designs (single cell, updated quad setups, updated 10x setup, and a new 20x, 9000/hr design):
https://bit.ly/ff34_iron_farms
Previous talk on iron farms in 1.14.4: https://www.youtube.com/watch?v=vMSiholH_lc
————– Recorded with Minecraft 1.16.2 Carpet Mod 1.4.9
Carpet Mod with Scarpet API: https://github.com/gnembon/fabric-carpet https://github.com/gnembon/carpet-extra https://github.com/gnembon/quick-carpet https://github.com/gnembon/scarpet
Carpet Mod for 1.12: https://github.com/gnembon/carpetmod112
Minecraft IGN: gnembon
Find me on Twitter: http://twitter.com/gnembon_mc
Intros/Outros by Reye and TDL
Music: Edvard Grieg – Holberg Suite. https://musopen.org/music/2658/edvard-grieg/holberg-suite-op-40-string-orchestra-arr/