A Viewer Called Out my Iron Farm Efficiency Video ... and was right...

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  • Опубликовано: 5 ноя 2022
  • A viewer completely changes the way that I view iron farm optimization... with some pretty interesting consequences for iron farm designs.
    @EmdyMC's Video:
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    #Minecraft #Iron #Farm
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Комментарии • 470

  • @IntegralZero
    @IntegralZero Год назад +2972

    10:27, I literally "oofed" out loud. To those who are arguing that it's not worth the time to add a 4th villager, you might just be missing the point. Is it worth the time to increase efficiency at all? Probably not. Is it worth the time to build a portal-based iron farm? Probably not. Is it even worth the time to build an iron farm with more than a handful of villagers? Honestly, probably not.
    BUT (and I stress "but") in Minecraft, worth is relative. If you *want* to build a 100% efficiency iron farm, then it's worth it. If you *want* to build a 1:1 replica of the overworld in the void, the it's worth it. Worth (in Minecraft) is far more about what makes you happy.
    With that said, I believe the main takeaway here is some insight into the engineering process: chiefly, *Never* assume something is right just because it's always been done that way, and *always* be willing to reevaluate your design.
    Excellent video, Nico!

    • @jonathonyeary509
      @jonathonyeary509 Год назад +99

      Tl;Dr:
      It's YOUR game.
      Do what makes YOU happy.

    • @IntegralZero
      @IntegralZero Год назад +51

      @@jonathonyeary509 Thanks for putting my post into the correct number of words 😂

    • @jonathonyeary509
      @jonathonyeary509 Год назад +22

      @@IntegralZero 😅😂😂
      It was a great comment! I just know there are people on the interwebs who would refuse to read it lol

    • @IntegralZero
      @IntegralZero Год назад +13

      @@jonathonyeary509 100% fact right there lol

    • @alproxxy
      @alproxxy Год назад +8

      My wisdom suggest that this channel will blow up. Subbed after the iron farm video. Keep at it.

  • @Wakabatan
    @Wakabatan Год назад +2929

    Joked about how the last video felt like an academic journal, surprised to see we already got it peer-reviewed lol

    • @uis246
      @uis246 Год назад +29

      Meanwhile Matthew Bolan...

    • @Rafael47921
      @Rafael47921 10 месяцев назад +6

      Lmao

    • @mihailmilev9909
      @mihailmilev9909 10 месяцев назад +6

      Haha I saw the first half of this comment for a while and eventually guessed the second half right before opening

  • @JonnyLucca01
    @JonnyLucca01 Год назад +473

    6:00 Something I always wondered about is that most people don't hook up their farms storages to their chunkloaders. You can just use a comparator to detect when the last chest is full and then wire that to your on/off switch of the farm itself (if it has one) and the on/off switch of the chunkloader, automatically stopping and unloading the farm. If people did this, chunkloaders were much less of an issue for serveradmins. I think the coolest part about this is that you can also use it to automatically restart the farm. As soon as you empty the storage, your comparator detects that and restarts the chunkloader and farm.

    • @leoanpereira
      @leoanpereira Год назад +9

      😮

    • @RRKS_TF
      @RRKS_TF Год назад

      The comparator would be unloaded tho

    • @elmonetina9696
      @elmonetina9696 Год назад +58

      ​@@RRKS_TF comparator is loaded when you empty the farm, starting it while you collect the iron.

    • @killmeister2271
      @killmeister2271 10 месяцев назад +1

      genius!

  • @Blackrobe
    @Blackrobe Год назад +431

    If for the question why iron farm guides with more than 3 villagers aren't really popular, my take is we are going as far as collecting more than three times the amount of villagers for one iron farm cluster, to increase 5-10% efficiency towards 100%.
    Isn't it more beneficial to use those extra villagers to create more clusters instead? In my experience the villagers are the most time consuming resource to build this farm. Even with multiple breeders, you still have to wait a while before you can use adult villagers.

    • @NicoisLOST
      @NicoisLOST  Год назад +171

      Sure. I hate working with villagers too. My experiance is that when the infrastructure is set up it's not much more work to get 1-more. It's the setup that sucks. But fair point.
      My main point is that it doesn't even seem to be considered at all, not that it should be implemented into every design. More about expanding understanding ;-]

    • @yohohocow1291
      @yohohocow1291 Год назад +4

      Ill answer this question with a fact and a bonus question.
      There is such thing as a iron farm with more than 3 villagers.
      And the bonus question.
      Have you ever heard of bedrock edition?

    • @poketrainerrandy5960
      @poketrainerrandy5960 Год назад +11

      @@yohohocow1291 20 villager iron farms lessgoooo

    • @odeo5691
      @odeo5691 Год назад +4

      @@poketrainerrandy5960 I used to do that way back when the iron farms were very similar to the mob farms at the time (Giant square with 4 water sources pushing towards the center) Man I hated making those

    • @poketrainerrandy5960
      @poketrainerrandy5960 Год назад +4

      @@odeo5691 they still do in bedrock edition

  • @user-qz2ou2mm3w
    @user-qz2ou2mm3w Год назад +136

    Remember to put twisted vines in the villager cells to minimize entity cramming lag

  • @EmdyMC
    @EmdyMC Год назад +1299

    Couple of things I'll point out, while yes making small scale iron farms more efficient per cell it kind of misses the point of practicality. Iron farms are (mostly) designed with a practical use in mind where things like ease of building is a big concern. Getting one extra or even 7 extra villagers just to push the rates per cell to its limit while fun as an idea will never be used as it is much more effective to build multiple less efficient farms with the same lag impact while getting more rates. I'm sure you know this already but I don't think writing the comment is a bad idea. Thanks for the shoutout!

    • @NicoisLOST
      @NicoisLOST  Год назад +275

      Thanks for the comment! The video is meant as food for thought rather than a solid recommendation for all situations :-].

    • @halol5265
      @halol5265 Год назад +8

      @@NicoisLOST i think then like you should consider the building in desert iron farm situation ngl

    • @skillfulfighter23
      @skillfulfighter23 Год назад +17

      Don't people set up a dedicated villager breeder at iron farms anyway

    • @defooster2757
      @defooster2757 Год назад +4

      @@skillfulfighter23 yeah I always build the breeder in the sky and air drop them by boat into their designated holes

    • @user-vk9sz2se5j
      @user-vk9sz2se5j Год назад

      🤓

  • @wombat6
    @wombat6 Год назад +90

    Breeding more villagers and moving them into the farm honestly doesn't take THAT long, adding a 4th villager (or more) is most likely going to be overkill for most people, especially those playing in singleplayer, but on servers where efficiency is key and they build huge mechanisms it's definitely worth it to consider adding more villagers to reduce AFK time to get the required large quantities of iron. Great content.

  • @Daveir
    @Daveir Год назад +32

    Daylight sensor changes on the same tick if the signal is changing from 0 to 1, which we can use for world tick syncing to sync spawning.
    Which, I'm using in my iron farm (DFRIF soon tm) that cylces villager groups of 3 down a tube, through nether after spawning a golem, let them sleep in the nether, and back to the overworld. It uses the portals so that the villagers lose authorities for their bed and more villagers can sleep, while having a small amount of beds placed.
    After I watched this video, I was surpirsed that I haven't even thought about using villager groups of 4. Well, for DFRIF, it may be better to aim for lag friendliness. However, it is fascinating to see the efficiency when used groups of 4 instead of 3. How could I not think of tha-
    Anyways, as far as I know, after 1.16 update the lag from villager panicking significantly reduced. But there are still a considerable amount of lag in the game, so in my design it only lets the villagers to see the scare source (pillager) right before when an attempt happens. Also, one cycle is 100gt, making the farm itself a chunkloader. So villagers constantly entering and leaving nether wont affect that much mspt. Also, I couldn't find a better way to push the villagers out of the portals, so I used Cow-Boats. Any simmilar sized animal would do it, but Cow-Boats push villagers out of the portal using its hitbox, the boats would not let the villagers to go back in again resetting their cooldown for portal traveling (300gt). 3 villager groups in overworld, 3 in the nether. The farm just looks like a tube. Sadly, I don't think I can protect our computers from villager and Cow-Boats hitbox touching each other.. just laggg Tho the estimated rate for this farm is 17280 iron/h and the total size (over and nether) is still smaller that VUAIF so I consider taking the title of Densest.. Just joking...
    AnyAnyways this video was very interesting to watch. Keep this up I hope you revive the iron farm field :)

  • @drizzle8309
    @drizzle8309 Год назад +27

    You know, I'm glad I watched both these videos. I initially thought it was silly, cause I thought it was just going to be a tutorial for something no one would need. But the way you did these videos and the goal you had is really interesting.
    I also learned I could pretty easily modify my farm to make it much better. I'm still using an old gossip-based farm. I think it's basically still Amatulic's design? Just with a drop to get the golems out of the detection box. Not sure if I'll end up doing it, cause I already have more iron than I know what to do with, but who knows.

  • @davidoh1886
    @davidoh1886 Год назад +7

    As an student studying engineering, I was honestly excited when I also realized how the 4th villager would effect the probability calculation. I was genuinely thinking “omg he gonna multiply the probability - yes let’s see that significantly smaller percentage 😤”.
    Btw I really like how you present this and the previous video because it’s more than just a Minecraft video. You present it like a experimental design. As someone who doesn’t play Minecraft anymore, I still find entertainment in the way you communicated it so you earned a sub from me! Keep up the good work!

    • @HoodedAthlete6
      @HoodedAthlete6 Год назад +2

      The probability calculation is wrong though. If the probability that each villager doesn’t detect the iron golem is (1-1/200) then the probability that at least 2 out of 4 detect is equal to 1 - (1-1/200)^4 - 4*(1-1/200)^3*(1/200) = 0.000149. These are Bernoulli trials.
      If you use coin flipping and calculate the probability that at least 2/4 coin flips are heads you should get 11/16 (there are 16 possible outcomes and you can list them all out) but his method is saying take the probability you get at least 1 heads out of four tosses multiplied by the probability that you get at least 1 heads out of three independent flips which is 15/16*7/8=105/128.

  • @kaitiemarie9572
    @kaitiemarie9572 11 месяцев назад +2

    These videos are so refreshing. I have watched so many iron farm videos and just couldn't find one that fit my situation. Built one and couldn't figure out why it didn't work. The video only gave step by step instructions on how to build but didn't explain anything at all. I kept saying I wish I could find a video that explains the mechanics so I can build my own farm. Than your first video popped up in my recommendations. Thank you. Well done.

  • @Binsolot
    @Binsolot 10 месяцев назад +7

    Hey Nico, thank you for making these videos. They’re truly a great dive into the mechanics of this game. I don’t know if you’d be willing but I’d love to see similar videos for different types of farms.
    That being said the probabilities here 9:52 are a little bit off. The probabilities you’re talking about are the probability that anything besides “all four villagers don’t detect the golem” happens and the probability that anything besides “three villagers don’t detect the golem” happens. These events have opportunity for overlap and therefore aren’t independent. I’ve done the calculations myself, if anyone cares to see them just ask.
    I’m happy to say, assuming the events of individual villagers detecting a golem are independent, that the actual probability here is closer to .015% this being the probability that 0 or 1 villagers detect a golem. The same statistic for 2 ticks comes out to .059%
    Again, wonderful videos and I’m happy to see you addressing any questions to your assumptions. Keep up the good work!

  • @GrahamJenkinsmrgrahamnet
    @GrahamJenkinsmrgrahamnet Год назад +12

    Great explanation! I really appreciate the scientific approach to understanding and applying the game mechanics. Plus bonus points for following up when you realized that you made a mistake.

  • @CobaltSpace
    @CobaltSpace Год назад +8

    This may have been touched on in earlier videos, but there are multiple ways to measure efficiency. Space efficiency, lag efficiency, & supplies efficiency. These 3 need to be balanced based on what kind of farm is being made. Supplies efficiency is important for early game. Lag and space efficency is the other optimization point. Space efficiency can be measured in full 3d space or in 2d footprint. How many items do you get per increase in mspt? How many items do you get per block (footprint or 3d)? How does lag efficiency change with different physical hardware and java versions and launch parameters?

    • @jkfdsjlkdvccx
      @jkfdsjlkdvccx 4 месяца назад +1

      This is the comment I was looking for. In computer science we evaluate the space (memory) and time (speed) complexity of different algorithms. For iron farms, I think the ultimate late-game iron farm optimizes for low lag over everything else.

  • @pablocastilla1176
    @pablocastilla1176 Год назад +23

    Awesome video! I'm so glad redstoners make follow up videos like this, it shows that learning is more important than being right :_
    That being said, I wanted to ask about the math at 9:00, because I'm getting different numbers for the 4-villager scenario.
    You multiplied (probability at least 1/4 vills detect)*(probability at least 1/3 vills detect), which I suspect is double-counting some scenarios but I can't put my finger on how.
    I calculated it this way: the probability of not spawning a golem is the sum of the probabilities of 2, 3, and 4 villagers detecting the golem.
    When exactly 2 villagers detect the golem, there are (4 choose 2) = 6 ways of selecting which villagers detected the golem.
    Similarly, there are 4 ways exactly three villagers detect the golem and there is one way all villagers detect the golem.
    For each villager that detects the golem I multiply by (1/200) and for each villager that doesn't detect the golem I multiply by (199/200).
    This produces 6 * (199/200)^2 (1/200)^2 + 4 * (199/200)^1 (1/200)^3 + 6 * (1/200)^4 = 0.000149001875 = 0.015%, which is about half of the 0.03% you calculated.
    If you find a mistake in my calculations please let me know!

    • @NicoisLOST
      @NicoisLOST  Год назад +4

      Can you join the discord, I would love to go through this with you!
      I think you're better at this topic than me so it would be nice, discord is better though I believe :-]

    • @ricardodeblas9047
      @ricardodeblas9047 Год назад

      O shit, I remember I got wrong a question on a math olimpic because of double counting some escenarios that represent the same event. Bro, you got me like “Shit, I am having the same mistakes as in the past” I didn’t realized that.

  • @ianreeves06
    @ianreeves06 Год назад +1

    Really nice video. What an insane guy this slly, I read the first part of his answer and it hit me immediately, but coming up with this... Also I really enjoy the way you make your vids, keep it up. Can't wait to add this new updated version to my server.

  • @bru2al1tyusa82
    @bru2al1tyusa82 Год назад

    Great video, good on you for testing and not assuming.

  • @apolloisnotashirt
    @apolloisnotashirt Год назад +1

    14:40 saving this for myself, seems like a simple enough yet very efficient farm.

  • @screamer22222
    @screamer22222 Год назад +1

    Great video, the best iron farm just became even better!!

  • @Future-lx9ns
    @Future-lx9ns Год назад

    I love your farm it is really good, keep it up!

  • @pisquid9309
    @pisquid9309 10 месяцев назад

    Thank you for making these videos, I really appreciate your methodology

  • @RWF51411
    @RWF51411 10 месяцев назад +2

    the reason that three villager farms became the standard after 1.14 is because of cat and their spawning mechanics, for a good while as developers were working out bugs and technical mine crafters were figuring out what was need to create efficient iron farm, trading halls, and village breeders that had to deal with cat spawning. it was hover quickly found that you needed at least 4 villagers to enable cat spawning and only three to spawn an iron golem, so three villagers became the norm
    as far as I can figure out as of 1.18+, you need to have five villagers with both job sites and beds you create a cat spawning village

  • @blakebuitenwerf7842
    @blakebuitenwerf7842 Год назад

    Very amazing community and very amazing video, good job.

  • @iIO_OIi
    @iIO_OIi Год назад +3

    Current bee farms are debatably also underdeveloped, it would (hypothetically) be better (for hive rates, not hopper use or simplicity) to have 4 hives (or nests?) around a single flowering azalea leaf block, and have 3 extra bees per such unit (15 bees per 4 hives), this prevents bees from being pushed off their flowers, from choosing a flower further away, and most of all ensures that hives are always making honey (instead of idling) in addition to a few other benefits/differences. Although there may be a few drawbacks admittedly, such as bees needing to move into whatever nest (err, hive) is empty at the end of pollen gathering instead of the nest that they last came out of. Construction is also complicated, mostly because of the final 3 bees, timing the bee shifts might also be an issue.

  • @The3gg
    @The3gg Год назад

    Such a simple idea for boosting rates. Your iron farm vids continue to push the meta forward

  • @chrisluke7786
    @chrisluke7786 Год назад +2

    I really love the detail in explaining how and why rather than "Just do it like this."

  • @FaffyWaffles
    @FaffyWaffles 11 месяцев назад

    I just found your channel, an I'm excited to see your growth.

  • @slygley
    @slygley Год назад

    LOL I'm just imagining if this information was in the wiki. good video :)

  • @user-nf7jh3ym3z
    @user-nf7jh3ym3z Год назад

    Great video, I think would be great have a video that recopiles this methods, and use the next metric, iron generated/time needed to construct the farm. In some way, that would maximize the iron we get in the time.

  • @justflippingwork8049
    @justflippingwork8049 Год назад +6

    Odd, I have been using a modified 3 villager generator by adding in a 4th because I was having problems getting them to sleep. When I added in a slight change, at night, one can sleep while the others were panicked and could not fully sleep. I really had not checked to see if the iron rates had improved, I only make them so I have enough iron to keep doing things that consume my iron. I usually have more than enough. I do like to see what others come up with for these super dropper farms that make insane levels of loot.

  • @justinnamilee
    @justinnamilee 9 месяцев назад

    That's a great follow up video right there, I tell you what.

  • @gamertime1994
    @gamertime1994 11 месяцев назад +1

    got here trying to get some iron for my hardcore server, but now i’ve grown incredibly invested in the iron farm lore.

  • @tharnr4839
    @tharnr4839 Год назад

    well presented , great vid . thx

  • @ballebio4341
    @ballebio4341 Год назад +7

    Just built the 99% efficiency farm and it works really great, although it was kinda hard to build

  • @dididothat6220
    @dididothat6220 11 месяцев назад +1

    Not boring and very very very very informative.

  • @xaracen7207
    @xaracen7207 9 месяцев назад +1

    the thing id like to see is a farm that has the least amount of lag for the most amount of iron produced per hour offset by the difficulty of building the farm and its size, so if adding a 4th villager increases the iron output more per lag metric than other design choices, like nether loading, then that is the design choice made, whichever one wins out.

  • @reinzzzy
    @reinzzzy Год назад +8

    Monstrous work was put into this video! It is great. But I have one question: will there be worldmap with tripwire scaring system?

  • @ryan_raus
    @ryan_raus Год назад

    This channel will definitely blow up if he keeps this up.

  • @filthychurch
    @filthychurch Год назад

    now i would love to see a collab with you and Mumbo Jumbo

  • @nexusgamer1746
    @nexusgamer1746 Год назад

    Incredible video!

  • @0x0404
    @0x0404 11 месяцев назад +1

    Very nice. Though I think the reason you only see 3's is because most of those designs, like the gnembon rollercoaster one i'm fond of, have each group separated enough that they only see the golem they spawn, so there won't be that issue you are dealing with.

  • @lamastasiod2001
    @lamastasiod2001 Год назад +2

    Bro straight up said, “rookie numbers”

  • @ev4n.f_s
    @ev4n.f_s Год назад +1

    Wow so interesting how just a few minor tweakes can change the percentage by miles

  • @shou_phd_thighs
    @shou_phd_thighs 8 месяцев назад

    I built the design on 12:20 on MC 1.20.1, but for whatever reason, sometimes villagers would fail to sleep if I used a bed too early at night in the vicinity of the farm(which was pretty often). To solve this I added an observer observing an inverted daylight sensor, connected to the triphooks' redstone, so it would hide the zombie exactly at sunset, giving the villagers a chance for a quick nap. A repeater was also needed since the observer signal was too short to trigger the circuit. I know that daylight sensors are affected by weather too, but so far it has solved my problem!

  • @jeromeouioui9972
    @jeromeouioui9972 Год назад

    Great vid again👌🏽

  • @dareokoski8158
    @dareokoski8158 Год назад +2

    I think it depends on scale, the small amount of efficiency u get from adding a forth villagers is nothing compared to just making another module.

  • @callumcross4068
    @callumcross4068 Год назад

    I built the iron farm in your tutorial in 1.19.2 and it’s getting 4,688 iron per hour on average, personally I won’t be putting in a 4th villager, as I afked once and received 24 double chests of iron, very impressive farm. But I am extremely interested in the smaller farm, the one at the end of the video looks very promising! Keep up the good work and the great videos!

    • @NicoisLOST
      @NicoisLOST  Год назад +1

      I just uploaded the WDL for 1.18 (with how to modify it for 1.19 on discord.

  • @RockWolfHD
    @RockWolfHD Год назад

    Really great series :)
    What mod did you use to display the areas (e.g. where the villagers can see the golem & which villagers belong to their cluster) of the villagers?

  • @moritzvaneimern299
    @moritzvaneimern299 Год назад

    Great analysis btw. Here are my thought on the most optimal farm:
    Firstly i have to take note that your so called farm efficiency refers to iron production rate per villager cluster. And thats an interesting topic, since (as I will later talk about, this contributes to maximizing space efficiency), but there is other factors to consider:
    In my opinion theres no reason for more than 3 villagers in real scenario application since there is most often no need for high efficiency. Heres why I think so:
    Consider your farm a black box, then only three things matter:
    -Work to build (cost to build is probably neglectable)
    -Space Efficiency (Iron production rate / space)
    -Lag Efficiency (Iron production rate / produced lag)
    Work to build:
    considering a fixed villager count (that means constant work), lets take the convenient example of 12 villagers, you can build 4 three-villager clusters or 3 four-villager clusters.
    Relative to one max farm, 4 three villager clusters produce 4 * threeVillagerEfficiency, which is greater than 3 * fourVillagerEfficiency. This is true because the efficiency per villager in one cluster is flattening as shown in your graph at 13:20
    Therefore I follow up, that production per villager is most efficient for lower villager per cluster ratio, therefore 3 villager clusters are the most efficient to build.
    Space Efficiency:
    This has to be calculated explicitly, it mostly favors more villagers per cluster. But since there is quite a lot of space in the world, space efficiency probably unimportant. There could be special cases tho.
    Lag Efficiency:
    In case your not using portals, the lag is approximately proportional to villager count. That means that lag efficiency is maximized by using three-villager clusters (as shown earlier).
    Lag efficiency is probably the most important aspect in here, since if you are willing to build big farms, lag is all you care about.
    concluding, 3 villager clusters are more efficient when talking about general purposes.

  • @awarmmilkandcookies
    @awarmmilkandcookies Год назад

    This is such a great discussion about essentially one of the biggest conflicts in creating technology. Pushing the tech to its absolute limit, fine tuning every last detail for optimization vs. "Yeah, but what for?" These were two fun videos showing the mechanics behind iron farming, figuring out what is theoretically possible and how to get as close as possible to it. Some people are gonna have a blast using these designs just to show off. For 99% of other players just chilling in a normal survival world? Eh, throw three villagers in a hole, more than good enough. And that's what sells in the end. Great content

    • @NicoisLOST
      @NicoisLOST  Год назад

      Context is key too, in like MC, it's not usually worth it, but for instance, in large engineering applications IRL, 1%, or even 0.1% can equate to millions of dollars, so efficency gains are usually very important and more interesting also IMHO ;-], but like you mentioned, fun is subjective.

  • @tbush6657
    @tbush6657 10 месяцев назад

    My ultimate farm is a village with 20 villagers, and a fence a few blocks above a + shaped berry bush. I call it the Iron Gallows and use a lead to hang the golems from the fence at just the right height that they float in the bush

  • @Taren451
    @Taren451 11 месяцев назад

    Someone should make a list that rates the farms based on various factors like one segment for no restrictions, chunk loading constant, time to build from scratch, and so forth

  • @jhudson_tiedye
    @jhudson_tiedye Год назад

    good one

  • @yeetyboygaming2597
    @yeetyboygaming2597 11 месяцев назад

    This and the 100% eficincy video were amazing

  • @kelsyerscluster7936
    @kelsyerscluster7936 Год назад +1

    I have been using 4 villager farms for a long time. Actually when it comes to small builds with 1 set 3 worked better. When it comes to larger builds it works far far better to have 4. You did cover why, but also on the server I played through it was important to keep lag down but I was the iron supply for the entire server. My base was the super farm of the server with all the farms that where lag intensive. Because I was on the most they could be small, tiny even, and run huge collection systems and not lag the server out. I had the creeper farm, exp farm, zombie skelly farm, the spider farm, iron farm, prismarine farm, sugar cane and bamboo with bamboo split in half to feed my blast furnaces in the prismarine farm.

  • @t.3452
    @t.3452 Год назад +9

    I love a good iron farm

  • @cryptical420
    @cryptical420 Год назад +1

    Underrated

  • @bowack194
    @bowack194 10 месяцев назад

    I know a lot of this video wasn't using clocks and just using tripwires but,
    for the problem with players sleeping messing with the clocks, assuming there's no difference between what a bed and a daylight sensor consider day and night, you could have a daylight sensor connected to a clock that counts a minecraft day.
    If the daylight sensor detects day when it should be night, it resets. if it's night when it would be day it is ignored. This allows the timer to ignore weather false nights and recognise when the player sleeps and creates an accelerated reset to day.
    This would be done with having the sensor only reset the timer when it turns on and ONLY when its night according to the timer. This avoids weather clearing up midday breaking the timer. I think by ensuring the piston is triggered at the same set of numbers after every rest (e.g 2, 4, 6, 8 ticks or something like that. Never 2, 5, 7, 8) you can get it to work.
    Please let me know if theres something wrong with my idea I'd like to hear feedback :)

  • @shocknaw4146
    @shocknaw4146 Год назад

    Awesome!!

  • @JackW9240
    @JackW9240 6 месяцев назад +1

    Great video. I think it would have been better with a reduced introduction at the beginning, however. Nice work though!

  • @jaycrisp272
    @jaycrisp272 Год назад

    Interesting, I’ve always used 5 villagers. No zombie either. Looking at this has given me some ideas

  • @Gin-toki
    @Gin-toki Год назад +1

    Many low-end iron farms (the super simple ones that does not optimise anything at all and are rather common amongst non-technical minecrafters) often use more than 3 villagers. Typically 4 or 5. So they do indeed exist but not in the area you frequent :)
    Something a bit different: I've had some thoughts on making Iron Farms in Peaceful Gamemode and would like to hear your feedback on this.
    Most peaceful ironfarms rely on random/gossiping spawning of iron golems and are thus rather inefficient and slow. But it is possible to make villagers panic in peacful and thus make more reliable iron golem spawning.
    When villagers take any form of damage they will panic, even if the damage is 0, such as from a snowball or egg thrown at them.
    This of course requires a bit more elaborate setups to accomplish this.
    For dealing 0 damage to the villagers I can think of 3 methods, snowballs or eggs shot from dispensers or snowballs shot by snowmen. (I don't know if there are other methods of dealing 0 damage than these?)
    The two first ones will require a source of these items and both have their advantages and disadvantages. The snowballs will require manual farming from a player and loading the snowballs into the farm. The egg method can be automated but has a problem with requireing both a lot of chickens but also the eggs shot at the villagers will sometimes produce a baby chicken which needs to be dealt with somehow to not cause problems. The baby chicken could perhaps be lured away by having an adult chicken nearby it will try and pathfind to and then fall down and away.
    For the third method, using a snowgolem that shoots the villagers might be better in terms of not requiring an external source of snowballs/eggs since it produces these itself. I do however not know if it's possible to make a snowgolem shoot at a villager in peaceful, also I would imainge it's more difficult to get the timings correct with a snowgolem shooting at villagers rather than using redstone controlled dispensers to do so.
    So there are definetly advantages and disadvantages to all three methods.
    One thing I have found from playing around with this is that when hitting the villagers with snowballs/eggs while they sleep, they need to be hit twice in a row to ensure they actually panic correctly and don't just wake up and goes back to sleep without panicking. (Granted, it's been a couple of versions since I've last tested this so it might have changed since then.)

    • @godlyplatypus7762
      @godlyplatypus7762 Год назад

      What if you used shulkers to get snow golems to shoot at the villagers?

    • @Gin-toki
      @Gin-toki Год назад

      @@godlyplatypus7762 Hmm that might be a possibillity.
      But the downside of the snowgolems will be timing which would be difficult to make without some overtly convoluted setup.

  • @Shovel________________
    @Shovel________________ 10 месяцев назад

    for a type of farm like this, i think an off switch of some kind would likely be a good idea just in case, since it would probably produce more iron than you likely would ever need depending on how big it is.

  • @deananderson8186
    @deananderson8186 Год назад +1

    While I do think in your last example of a 4 cluster iron farm, you would get better rates if you take the bonus villager in each cluster to make another cluster. I still prefer the 4 villager version because it’s technically more efficient, and 4 clusters will produce more than enough iron anyways. So this way I will know I made a really good farm, and not a lot of farms where I can easily identify a flaw. It satisfies the perfectionist in me.

    • @NicoisLOST
      @NicoisLOST  Год назад +1

      Yeah I don't think that 4-villager iron farms will be the META or anything, it's more about understanding the underlying dynamics IMO that is more important.

  • @thexavier666
    @thexavier666 Год назад

    I think we can find a sweet spot where for a certain number of villagers (a range maybe) more villagers per cluster is better than more clusters. For example with n=12, do you want 3 clusters of 4 or 4 clusters of 3 villagers for higher throughput?

  • @jorvp
    @jorvp 11 месяцев назад +1

    Technical minecrafter here: In Scicraft, we have built recently a 100k/h iron farm. We did consider the possibility of adding a fourth villager to increase the efficiency exactly as you're mentioning here. We also ran several different ways to place the villagers to find the most optimal pattern. We went with a 3 villager setup instead of a 4. The efficiency? 99.97%. Why 3 and not 4? As you can see, the efficiency it's already at almost 100%. There' simply NO need for it. There are different ways to achieve this. Of course we're talking about TMC farms, pushing the limits. This farm runs at 30ms in a 7950x. This means we have 20ms to spare to not start lagging the game. The moment we run 1-2 more farms, we get to lag issues. If we ran it with 4 villagers, the lag would increase to around 35 to 40ms. That's just not ideal. We would not be able to run a single farm with this on.
    Conclusion: The 4th villager is only viable for small farms. Those that are less than 1k/h.

    • @NicoisLOST
      @NicoisLOST  11 месяцев назад +3

      Yeah I mean I would tend to agree. I slightly regret how I communicated this point in this video, as it was too strong. It's more of a "Hey wait, I didn't realize a 4th villager would have an impact - that's interesting!!" and got a little too excited about it ;-).
      But my current thinking and recommendation when people ask is the same as you mention here: A 4th villager isn't generally worth it due to lag and build difficulty issues. Unless someone thinks it's fun -- then it's always worth it.

  • @thomashealy5990
    @thomashealy5990 Год назад

    Instead of water try slime block piston pushers and tripwires
    A slime block hitting a mob sends them flying so push them at a fence post centered above the hole that falls farther than the vilifies detection range

  • @mywither7878
    @mywither7878 11 месяцев назад

    I love your humility here, you realize you're not perfect, that there's the chance for improvement and you tested the idea to increase reliability resulting in a better design. You didn't fall to your pride and instead you learned and published it for all to see that you had made a mistake. Bravo, not sure I could do the same in all honesty, but I hope that I could.

  • @fancen
    @fancen 11 месяцев назад

    makes sense

  • @x7.
    @x7. Год назад

    2 am. videos getting better and better, lol.

  • @theuchihagod1
    @theuchihagod1 Год назад +4

    *The video starts at* 7:37

  • @AdventureSubs
    @AdventureSubs Год назад

    Can you make it with a pillager in the middle instead of 2 zombies on the side if so does the crossbow need to be broken or can I add slabs around the sides of him

  • @492copper
    @492copper 10 месяцев назад

    Looking at the design at 14:40, there are some interesting calcs you can do. For example, for a 3 pod design, you need 9 villagers for an effective 273% spawn rate (compared to a single pod) if you add a villager to each pod. You use 12 villagers and go up to a spawn rate of 285%. Alternatively for the same number of villagers you could instead increase it to 4 3-man pods, increasing your generation to 364%.
    Id go as far as saying. With villagers being the primary souce of lag in these farms, that 3 man pods having a higher villager to iron ratio would likely be the main reason 3 man farms are most common.

  • @nighteule
    @nighteule 10 месяцев назад +1

    10:15 aka survivorship bias :P

  • @mixofreak
    @mixofreak 10 месяцев назад

    Even if the sound and particles don't appear, the weather still affects the daylight sensor, because it is a global thing. How it is displayed is biome-specific, sure, but not the redstone functionality.

  • @gamathroy
    @gamathroy 10 месяцев назад +1

    The man made a full fledged video about the best possible way to make a iron farm.. Knew 100% it was right.. get's challenged in discord and admitted he was not.. That's worth a sub to me because I know the information is well thought out. (I'm 8 months late but still wanted to say this :) )

  • @trillionbones89
    @trillionbones89 9 месяцев назад

    In my village I build an accidental iron golem farm. There is just plenty of them running around and I'm now going to investigate why that happens and how it can be abused.
    It's on the hill part of my coast village with only two houses(one empty) and a farm (that were 2 farmers, which I regrettably reduced to 1). There is a fence keeping mobs out, but visible. My guess is they see mobs and go to sleep , wishing for golems. Or the farmers reported something to the village down under which has fewer iron golems around.

  • @sarchlalaith8836
    @sarchlalaith8836 Год назад

    I think you can compensate for the lag by doing away with redstone dust and using leaves instead

  • @KerbalRocketry
    @KerbalRocketry 10 месяцев назад

    Most Efficient Per Pod is an interesting concept, though on large scale it is definately the case of iron per lag

  • @ronaldabbott4118
    @ronaldabbott4118 7 месяцев назад

    Dont know why but near top left at 4:27 looks like there is just a distant golem chilling

  • @jchoneandonly
    @jchoneandonly Год назад +1

    So I'm trying to build a simple iron farm that uses slabs and a trap door to scare the villagers and some angles to get them to sleep and it just quit on me completely. The villagers are spooked but for some reason they don't make golems.

    • @NicoisLOST
      @NicoisLOST  Год назад

      Join the discord for help :-]

  • @pvt319
    @pvt319 Год назад

    I always just build my iron farm with 60 to 100 villagers put them in a ring around the spawn area and use it as the trading hall typically spawns 4 to 6 a minute

  • @quintenbijlsma8891
    @quintenbijlsma8891 Год назад

    question will the iron farm design now get a remake with the tripwires or is there gonne be a update video on how to make it function with the tripwires?

  • @Fej1Fun
    @Fej1Fun Год назад

    great video

  • @azorath1427
    @azorath1427 11 месяцев назад

    I like the idea of making a huge perimeter just to put some dumb farm in the middle, like a chicken farm

  • @AscendingAdventures
    @AscendingAdventures 11 месяцев назад

    I’ve been using a 4 villager for a long time. It’s great.

  • @sakurikunikai7564
    @sakurikunikai7564 7 месяцев назад

    you just made a switch that turns off spawns if you dont need iron anymore and thats awesome

  • @bacrima6382
    @bacrima6382 Год назад

    Hello 👋.
    I have a question : if i don't want to use nether portal, is it possible to use boat instead ?
    If a golem appears right next to a boat, it will instantly run into it.
    I think he won't even be detectable by the villagers once in the boat.
    What do you think about this idea ?

  • @seeketsd-8976
    @seeketsd-8976 Год назад

    Really need the last farm build instructions

  • @harrisonrawlinson5650
    @harrisonrawlinson5650 Год назад

    You’re beginning to make me fall back in love with maths

  • @hanchen267
    @hanchen267 10 месяцев назад

    so what is *the* best iron farm now that this video is released? is it still the farm you proposed from the previous video? or does it need some tweaking?

  • @Jotap_fotografias
    @Jotap_fotografias 8 месяцев назад

    Yeah. Here in brazil, Vinicius13 channel always did with 4 villagers

  • @ccsleepy8342
    @ccsleepy8342 Год назад +3

    It seems the efficiency increase starts to taper off before not working, and villager 4 and 5 give the biggest increase. One might try to add 2 more villagers to each module.

    • @user-bg4ei7de1y
      @user-bg4ei7de1y Год назад

      어떻게 효율적으로 배치할지 잘 상상이 안가네요

  • @GameCyborgCh
    @GameCyborgCh Год назад

    Classic example of "Betriebsblindheit" (German for operational blindness)

  • @Jamlord2061
    @Jamlord2061 10 месяцев назад

    i usually get pretty big desert near spawn

  • @ergondrak2164
    @ergondrak2164 11 месяцев назад

    I do remember times when 4 viligers were used in old farm before some changes were made an i did not realy understand why after that ewryone used 3 viligers per cell

  • @CasperKersten
    @CasperKersten 18 дней назад

    Is there a build tutorial for the design shown at 12:10 ?

  • @elliejohnson2786
    @elliejohnson2786 11 месяцев назад

    10:00 "Question, prod, and push back"
    I love doing this but people really do find it annoying when you question every assumption and underlying concept. It makes sense to do so, though.

  • @alexiavya722
    @alexiavya722 Год назад +1

    so I know making the Iron golem run isn’t the most efficient, but could there be a way to add a hostile mob in the center of the iron farm? Maybe combine the golem chasing with the water ways. Can we use Ice as a spawn platform so the golems move faster off of the platforms? Would ice be only useful with chasing or does it effect mobs like it effects items?
    Other questions for general farm use could be, where is the optimal hight placement of these farms? Does placing it where other mobs can spawn matter? Should I build it high above ground or is it okay to build it under ground? What’s the most optimal below ground farm when you can’t account for mob caps (due to an unknowable amount of unexplored caves if it effected by other mob counts?

    • @NicoisLOST
      @NicoisLOST  Год назад +1

      Height doesn't matter with iron farms as it's a forced spawn not a natural spawn. Running can work, I have an example in the world download actually.
      Ice will only make it more slippery, which can help, but you need a trapdoor anyways to get them to walk off so it won't likely have a huge impact, but worth a try!

    • @alexiavya722
      @alexiavya722 Год назад

      @@NicoisLOST very cool, just some thoughts that could potentially change things!

  • @WilcoVerhoef
    @WilcoVerhoef Год назад +3

    Wrong math at 9:25. Probability is hard :D
    Chance for 0 or 1 out of 4 villagers to detect is (199÷200)⁴ + 4×(199÷200)³×(1÷200) ≈ 99.985%.
    Because probability is hard, I verified it by simulating it 10 million times. It checks out.

    • @NicoisLOST
      @NicoisLOST  Год назад +1

      My dad always said better to cut too long than too short ;-).
      Someone else noticed this too. Thanks! Appreciate it.