Compacting drawers are really good for xp, They allow you to access the nuggets but the quantity it stores is based on the blocks so you get loads more storage.
Also if you play above and beyond, you can abuse compacting drawers to turn block of quartz (made from pure nether quartz instead of regular nether quartz) into regular nether quartz
I believe that if there are blocks above the block that a raid tries to spawn on, they raid will end up spawning on the higher block. This is meant to reduce the likelihood that a raid will spawn underground or in a house. Additionally, where they spawn doesn't matter on what wave you are in. Each wave after the first will always try to spawn in the same location as the first wave. The first wave will attempt to spawn around 64 blocks away horizontally, if that fails it will try again at 32 blocks away, then if that also fails, it will try again pretty much right on the village center. The spawning location can be shifted horizontaly by a few blocks on each attempt as well, so the first attempt for example won't always be exactly 64 blocks away, but will be close. This is why you were getting they behavior that you were in your test world. Your village also happened to be on the highest level, and the spawn attempts at 64 and 32 blocks away failed, so the raid spawned at the village. If you placed a platform above the village, the raiders should spawn on that platform. In your survival world, the 64 block away spawn suceeded, but because that was underground, the spawn location was moved to the surface. This is why most raid farms are made over the ocean, as there are no valid spawnable blocks except for the ones that you specifically want raiders to spawn on. If you don't want to make it over the ocean, you have to make a 140x140 spawning platform with no other blocks above it, or make sure that that you spawn proof the surface of your world within a 70ish block radius cylinder of your village center.
I think the problem is solely the fact that he's building in a pillager outpost chunk(s). They want to spawn from the outpost instead of spawning where he's expecting them to.
It's got to be an interaction with the outpost. Something in the code probably causes them to want to spawn in a radius around that instead of the normal raid spanking mechanics. I don't have time to look at the source code right now, but I'm sure someone could figure it out pretty easily by looking at that.
Probably has to do with the outpost. A vanilla raid farm is usually built over water in the air , at least 6 chunks away from the nearest land. The outpost is only used to get Bad Omen in a vanilla raid farm afaik. Never built one myself but seen quite a few built on YT
Random thought, if the issue with caves comes up again could you, make a blueprint of a big square for the schematicannon, sink it under the floor and have it fill all the air blocks with something of your choosing. Eliminating all the spawn spaces in the caves. Rather than digging a huge hole.
Im just sitting here waiting for an Ender Dragon Farm. Dont know why someone would need that but yeah... still expecting it in the next 10-ish episodes tbh xD
It's more than likely your skylight is not big enough to cover the entire spawn area as it seems like it's acting as a standard mob farm. This is more than likely due to the fact that regardless of what height the village is, the raiders will always go to what they consider to be the "surface" if possible. This is more than likely considering they were spawning inside the caves as there was nowhere higher for them to spawn within range.
I believe that a raid typically spawns on the nearest highest area near the village, I'm not certain on that though - especially with the pillager outpost. Enjoyed the video.
1:22 You can save the whole wither killing setup as a contraption to move it one block. It’s a lot of glue, but I think you can afford it. Plus, you don’t have to actually tear it down and build it again. Might have to correct your links, but that’s so much better than the alternative.
It's fairly easy to diagnose this particular problem- yes, they're spawning on the highest blocks available, and the reason they're ONLY spawning on the platform above the ocean is because water isn't spawnable, whereas the platform above the outpost is SURROUNDED by spawnable terrain. You have to either ensure everywhere you DON'T want the raid to spawn is non-spawnable, or ensure the platform covers the ENTIRE area they can spawn, and is the highest thing in that area.
If I remember correctly, they spawn at the highest available block for each XZ coordinate. The game chooses a X and Z position, then goes to the highest block on that coordinate and checks spawning conditions. In your case they (probably) spawned on the bottom because the initial XZ was chosen outside your platform and the highest block there was on the world surface (might prefer the larger distance from the village and only attempts spawning them closer if it couldn't find a suitable location). Maybe there is a max vertical distance they can spawn in (as in don't go further down than X blocks), probably that's just the mob spawn distance. That would explain why they don't spawn on the surface if you're really high up, as every spawn attempt (after going "down" to the highest block at that XZ coordinate) fails due to being too far away from the player, thus the game attempting a closer spawn location. I could be totally wrong though.
The raider prefer the closest platform if the ground is spawn proof or it's all water, they spawn elsewhere because the ground is not spawn proof. I hope this helps
Fox, have you considered a grappling whisk? It'd solve your problems with jetpack range and speed, an should be in the same mod (create stuff and addons)
This video makes me wish there was a minecraft create mod where you could just take all of the excessive extra resources from create machines and have them be bulk buyed by villagers for emeralds.
I recommend just adding a mod like apotheosis (spawner module) which let you change the mob of a spawner and depends on the mod even more about the spawner. It would make some builds not that time consuming for you to Figure out some farms
@foxynotail All raid farms are built in an ocean biome for the sole reason that ocean chunks cannot be outpost chunks - outposts are a village in of itself / destroying the physical blocks don't remove the fact that it is a pilliger outpost chunk region - and these structures go by regions not chunks regions are 32x32 of (16x16 chunks)
Yeah imma have to call you out on that one because that is a lie :D just tested it and its the exact same as with an efficiency pickaxe. Plus with shears you dont get back the glas back if you are using vanilla glas because shears cant be enchanted with silk touch (or fortune)
you can enchant shears but nothing in the game will make glass breaking faster lol, and thats because there is no tool assigned to breaking it. same as glowstone. you can silk touch glass or glowstone to get the block with any tool with silk, but they dont have a specific tool assigned to breaking them. this is why efficiency axes will not speed up the break time of stone.
i think that the pillager outpost is interfering with the spawning of the raids. its the only thing that i can see thats different between the 2 scenarios. pillagers spawn in a specified area around the outpost in specific sections of the world, the outpost building just represents the area its just a structure, its not determines the spawning of the pillagers. perhaps theres something in the code that keeps pillagers from spawning inside the radius of a pillager outpost?
You can use this not used Warp dust to teleport other mops to the Bad omen farm so that the mops would teleport to the "falldamag glass thing" and than you can still be ther and also kill other mops !
the pillagers dont prefer the closer platform its the higher platform if in the test world you had put a platform above the village they would have spawned there. Only reason i think they could have spawned on the cliff is that they also preffer the further platforms (the max range they can spawn might be further than you think 128 could be the radius of the sphere they can spawn in so 70 blocks of spawn proofing would still leave them places to spawn on)
Maybe you could have a chat with someone like impulse who’s done raid farms before. I remember him saying they prefer the highest point in x amount of blocks. Could be good to check his video on it.
I wonder if it’s similar to bedrock. Raids like to spawn in a 128x128 radius around the center of the village. So, the raid wont reliably spawn in your platform unless that radius is air/void/water/lava. That could explain why it works in your creative world, since the test is in the air
They also start choosing where to spawn at the farest location first so that they are less likely to spawn inside the village. this is why they are usually built above oceans.
Do magma blocks still harm pillagers? If so and you can somehow continue to get bad omen on your character, that might be a simple way to automate at least some of the damage. Some mods have things like poison traps (darkutils I believe) to take down practically every mob on top of it to a half heart. There are other simple add on mods for better mob manipulation, they would even look like create items to not tarnish the overall aesthetic.
I wonder if it has something to do with the village bounding box. You removed the physical village but the bounding box doesn't go away. My thought is that they're still spawning near the bounding box of the village. If you moved away from the village it may work. It may also have additional issues. Like the spawn area of a raid is 128x32x128 from village center. I think you have two options. You can move the whole thing away from any existing villages OR dig around the village center 128 blocks from center and move the platform within 32 blocks vertically.
They recently added a framed collapsible Copycat cube. Using a framed hammer, left click to remove a 1 pixel layer, shift left click to add back. This is like your layers, but better. You can even remove layers from other sides.
well seems as the pillagers spawned in the most north west part of the raid spawning area at the highest elevation. java seems to do things left to right and top to bottom. not sure if this will help any
I’m not familiar with raid mechanics, but to me it seems like the distance they spawn from the center of the village only applies to horizontal distance, and that they spawn on the highest block that distance away. Also, you were testing the spawning with grass blocks (apart from the last test where it wasn’t working how you wanted) and in the survival world the spawning area is stone. Does the block used matter? Maybe the raid can only spawn on surface blocks like grass or sand?
well it seems the only common theme is the outpost. if they spawn fine at other places but get screwed up at the outpost, then that means there's something in the code for outposts that messes up their spawning. but this is only a guess as that stuff is way beyond me. i can only guess based on what you've shown and figure out what's the common denominator.
odd question but in all ur test on creative your village was at the top of your farm , but in survival it is below .... wouldn’t adjusting the village location solve most everything?
reson of your first test farm is working but second test is not working because your first test farm is build on sea so only can spawn point is on platform so technaclly. fil all over range of neal raid farm with water, tham second farm also work.
Compacting drawers are really good for xp, They allow you to access the nuggets but the quantity it stores is based on the blocks so you get loads more storage.
There’s a rumor that Create:Enchantment Industry will be adding recipes for nuggets of hyperxp, which will also make storage more efficient
@@iamsushi1056smart about those drawers, did not know that they compacted into blocks, hope that they add hyper nuggets!
Also if you play above and beyond, you can abuse compacting drawers to turn block of quartz (made from pure nether quartz instead of regular nether quartz) into regular nether quartz
I believe that if there are blocks above the block that a raid tries to spawn on, they raid will end up spawning on the higher block. This is meant to reduce the likelihood that a raid will spawn underground or in a house. Additionally, where they spawn doesn't matter on what wave you are in. Each wave after the first will always try to spawn in the same location as the first wave. The first wave will attempt to spawn around 64 blocks away horizontally, if that fails it will try again at 32 blocks away, then if that also fails, it will try again pretty much right on the village center. The spawning location can be shifted horizontaly by a few blocks on each attempt as well, so the first attempt for example won't always be exactly 64 blocks away, but will be close.
This is why you were getting they behavior that you were in your test world. Your village also happened to be on the highest level, and the spawn attempts at 64 and 32 blocks away failed, so the raid spawned at the village. If you placed a platform above the village, the raiders should spawn on that platform. In your survival world, the 64 block away spawn suceeded, but because that was underground, the spawn location was moved to the surface.
This is why most raid farms are made over the ocean, as there are no valid spawnable blocks except for the ones that you specifically want raiders to spawn on. If you don't want to make it over the ocean, you have to make a 140x140 spawning platform with no other blocks above it, or make sure that that you spawn proof the surface of your world within a 70ish block radius cylinder of your village center.
I think there's a mod that lets you view village boundary boxes, that might help debug it
minihud allows you to see many technical hidden things that goes on in the background of minecraft
I think the problem is solely the fact that he's building in a pillager outpost chunk(s). They want to spawn from the outpost instead of spawning where he's expecting them to.
It's got to be an interaction with the outpost. Something in the code probably causes them to want to spawn in a radius around that instead of the normal raid spanking mechanics. I don't have time to look at the source code right now, but I'm sure someone could figure it out pretty easily by looking at that.
I'm thinking the same
you check if the mods change raid spawning?@@foxynotail
Probably has to do with the outpost. A vanilla raid farm is usually built over water in the air , at least 6 chunks away from the nearest land. The outpost is only used to get Bad Omen in a vanilla raid farm afaik. Never built one myself but seen quite a few built on YT
Random thought, if the issue with caves comes up again could you, make a blueprint of a big square for the schematicannon, sink it under the floor and have it fill all the air blocks with something of your choosing. Eliminating all the spawn spaces in the caves. Rather than digging a huge hole.
Logically yes
That's what I was thinking too; this may have been the issue.
build your emerald farm over water away from land, it works by forcing the spawns to the platform you create.
is that me, or is that fox's catch phrase's "let's find out, what could go wrong?"
omg the fustercluck had me rolling. it's like your world is cursed 😅
thanks for the awesome vid Foxy ❤
I swear with every new upload his farms get more crazy
Im just sitting here waiting for an Ender Dragon Farm. Dont know why someone would need that but yeah... still expecting it in the next 10-ish episodes tbh xD
A true "digging out a huge amount of space to build an emerald farm" moment
Fun fact, you can imput stress power into a Speed controler form the large cog side too :)
If you have too much items in one storage box you can just use a void upgrade and it will delete any excess items preventing it from overflowing
It's more than likely your skylight is not big enough to cover the entire spawn area as it seems like it's acting as a standard mob farm. This is more than likely due to the fact that regardless of what height the village is, the raiders will always go to what they consider to be the "surface" if possible. This is more than likely considering they were spawning inside the caves as there was nowhere higher for them to spawn within range.
I believe that a raid typically spawns on the nearest highest area near the village, I'm not certain on that though - especially with the pillager outpost. Enjoyed the video.
1:22
You can save the whole wither killing setup as a contraption to move it one block. It’s a lot of glue, but I think you can afford it. Plus, you don’t have to actually tear it down and build it again. Might have to correct your links, but that’s so much better than the alternative.
It's fairly easy to diagnose this particular problem- yes, they're spawning on the highest blocks available, and the reason they're ONLY spawning on the platform above the ocean is because water isn't spawnable, whereas the platform above the outpost is SURROUNDED by spawnable terrain. You have to either ensure everywhere you DON'T want the raid to spawn is non-spawnable, or ensure the platform covers the ENTIRE area they can spawn, and is the highest thing in that area.
If I remember correctly, they spawn at the highest available block for each XZ coordinate. The game chooses a X and Z position, then goes to the highest block on that coordinate and checks spawning conditions. In your case they (probably) spawned on the bottom because the initial XZ was chosen outside your platform and the highest block there was on the world surface (might prefer the larger distance from the village and only attempts spawning them closer if it couldn't find a suitable location). Maybe there is a max vertical distance they can spawn in (as in don't go further down than X blocks), probably that's just the mob spawn distance. That would explain why they don't spawn on the surface if you're really high up, as every spawn attempt (after going "down" to the highest block at that XZ coordinate) fails due to being too far away from the player, thus the game attempting a closer spawn location.
I could be totally wrong though.
The raider prefer the closest platform if the ground is spawn proof or it's all water, they spawn elsewhere because the ground is not spawn proof. I hope this helps
The pillager getting hit by the train! 😂
Fox, have you considered a grappling whisk? It'd solve your problems with jetpack range and speed, an should be in the same mod (create stuff and addons)
I have, but it's just another tool to clog up your inventory. It's not often I'm unable to get where I need to
This is why most raid farms are over water, lol. This was a fun video to watch though.
Love the series can't wait for the next episode of this and create astral
He should ditch Waystones and get Create:Teleporters
This video makes me wish there was a minecraft create mod where you could just take all of the excessive extra resources from create machines and have them be bulk buyed by villagers for emeralds.
Perhaps the problem is that they won't spawn a raid at an outpost so hence they spawn around it rather than in it.
only a few minutes after I finish beardstones you give me more sleeptube.
So much progress per episode makes me expect much much more then other RUclipsrs. No shade but sb737 could learn a lot from watching you.
I recommend just adding a mod like apotheosis (spawner module) which let you change the mob of a spawner and depends on the mod even more about the spawner. It would make some builds not that time consuming for you to Figure out some farms
@foxynotail All raid farms are built in an ocean biome for the sole reason that ocean chunks cannot be outpost chunks - outposts are a village in of itself / destroying the physical blocks don't remove the fact that it is a pilliger outpost chunk region - and these structures go by regions not chunks regions are 32x32 of (16x16 chunks)
Thank you for your video. I’m excited every time I see your upload!
sheers with efficiency will break glass QUICK
Yeah imma have to call you out on that one because that is a lie :D just tested it and its the exact same as with an efficiency pickaxe. Plus with shears you dont get back the glas back if you are using vanilla glas because shears cant be enchanted with silk touch (or fortune)
@@vlogerrista6285 not even if you put books on them?
you can enchant shears but nothing in the game will make glass breaking faster lol, and thats because there is no tool assigned to breaking it. same as glowstone. you can silk touch glass or glowstone to get the block with any tool with silk, but they dont have a specific tool assigned to breaking them. this is why efficiency axes will not speed up the break time of stone.
@@roslylaura i tried enchanting them with a command so why should books work when a command doesnt?
@@vlogerrista6285I think they must have confused "glass" with "grass" somehow
Meanwhile, those two striders are still up on the nether roof, freezing 🥶
i think that the pillager outpost is interfering with the spawning of the raids. its the only thing that i can see thats different between the 2 scenarios. pillagers spawn in a specified area around the outpost in specific sections of the world, the outpost building just represents the area its just a structure, its not determines the spawning of the pillagers. perhaps theres something in the code that keeps pillagers from spawning inside the radius of a pillager outpost?
Foxy, I got a fox for your emerald farm problem, the raid counts where the village was and it’s center point, that’s why they are spawning at the top
Fix *
You can use this not used Warp dust to teleport other mops to the Bad omen farm so that the mops would teleport to the "falldamag glass thing" and than you can still be ther and also kill other mops !
foxynotail titles be like i built an ENDER DRAGON FARM
god foxy this video hurts so much this wouldve made me freakin miserable 😭 you are insane
You can use drip stone to reduce hight for fall damage
I love you and mr,breadstone create video. Thank you
could line the cliff on top with trap doors so even if they do spawn up there they will/may move towards the villager and will fall off
the pillagers dont prefer the closer platform its the higher platform if in the test world you had put a platform above the village they would have spawned there. Only reason i think they could have spawned on the cliff is that they also preffer the further platforms (the max range they can spawn might be further than you think 128 could be the radius of the sphere they can spawn in so 70 blocks of spawn proofing would still leave them places to spawn on)
Maybe you could have a chat with someone like impulse who’s done raid farms before. I remember him saying they prefer the highest point in x amount of blocks. Could be good to check his video on it.
I wonder if it’s similar to bedrock. Raids like to spawn in a 128x128 radius around the center of the village. So, the raid wont reliably spawn in your platform unless that radius is air/void/water/lava. That could explain why it works in your creative world, since the test is in the air
maybe blocks from create are counting as village workstations
Create:Sifter addon adds the ability to sift gravel for diamond and emerald.
Sky. The raid needs sky above it.
They also start choosing where to spawn at the farest location first so that they are less likely to spawn inside the village. this is why they are usually built above oceans.
Do magma blocks still harm pillagers? If so and you can somehow continue to get bad omen on your character, that might be a simple way to automate at least some of the damage. Some mods have things like poison traps (darkutils I believe) to take down practically every mob on top of it to a half heart. There are other simple add on mods for better mob manipulation, they would even look like create items to not tarnish the overall aesthetic.
Raid farms are pain at times
the monkey tower got me ngl
You should collect every single backpack in create
And this is why everyone says to do raid farms over the ocean huh.
OSHA really doesn't like the lack of railings around the lava in your Netherite factory
welcome to Minecraft, where nothing makes sense,
there is a reazon why raidfarms in vanila are almost always above water
I wonder if it has something to do with the village bounding box. You removed the physical village but the bounding box doesn't go away. My thought is that they're still spawning near the bounding box of the village. If you moved away from the village it may work. It may also have additional issues. Like the spawn area of a raid is 128x32x128 from village center. I think you have two options. You can move the whole thing away from any existing villages OR dig around the village center 128 blocks from center and move the platform within 32 blocks vertically.
They recently added a framed collapsible Copycat cube. Using a framed hammer, left click to remove a 1 pixel layer, shift left click to add back. This is like your layers, but better. You can even remove layers from other sides.
I looked for that. It's not in any of that mods I have
@@foxynotail It's in framed blocks and it might need an update.
Plus it's actually called Framed Collapsible Copycat Block, not cube.
Would a super torch around the hole force the spawns down to the pit, or just delete the raid?
16:04 is that ho-oh at the top of the mountain
earliest Ive been love create
well seems as the pillagers spawned in the most north west part of the raid spawning area at the highest elevation. java seems to do things left to right and top to bottom. not sure if this will help any
I’m not familiar with raid mechanics, but to me it seems like the distance they spawn from the center of the village only applies to horizontal distance, and that they spawn on the highest block that distance away. Also, you were testing the spawning with grass blocks (apart from the last test where it wasn’t working how you wanted) and in the survival world the spawning area is stone. Does the block used matter? Maybe the raid can only spawn on surface blocks like grass or sand?
well it seems the only common theme is the outpost. if they spawn fine at other places but get screwed up at the outpost, then that means there's something in the code for outposts that messes up their spawning. but this is only a guess as that stuff is way beyond me. i can only guess based on what you've shown and figure out what's the common denominator.
There's void upgrades also
You should add an cow to milk behind trap door behind you while you kill the mobs.
Name a piglin QWERTY
add create teleporters it has item teleportation and I believe even fluid teleportation.
What happens in create mode doesn't always work the same in survival mode. It's been like this for as long as I've been playing minecraft
You might aswell load a backup and try again
If you used packed ice for the platforms, would they be unable to resist the fans?
Make a giant train yard with a lot of trains cars and trucks
Try useing grass instead of stone, it could be the pillaged only spawn on grass
question Mr.Foxy was is the item your using that lets you place a entire row of blocks?
@Foxynotail
When are you going to release your next patch on curseforge? I really like the new mods you added!!
I like deez emeralds
You know you just could’ve built the raid farm in the ocean, then nothing could’ve spawned
Coming UPP
odd question but in all ur test on creative your village was at the top of your farm , but in survival it is below .... wouldn’t adjusting the village location solve most everything?
TL:DR, he 'built a "raid farm" and an occasional pillager farm
The only thing to say is... hahahahahah...
I reckon its the illager post spawn.
I hope the area didn't get corrupted by the crashes... Last Resort: Regenerating the chunks and try again.
I think he should test that before changing anything to the wither farm.
reson of your first test farm is working but second test is not working because your first test farm is build on sea so only can spawn point is on platform
so technaclly. fil all over range of neal raid farm with water, tham second farm also work.
i think he dig a huge amount of space trying to build a emerald farm
I think he wants us to know he was building a emerald farm
You should name one of your emeralds Geoff
Which mod adds the warp plates?
Just use void upgrades on the xp and that fixes everything.
That just deletes your items when they overflow. I only put on void upgrades when I'm at the maximum upgrade level
@@foxynotail yeah fair enough, i just use them so that i dont have to worry about overflow clogging up the system.
It feels criminal to be this early.
Yes it does feel a little illegal
Can have a wither Rose farm also.
becouse of when you are on a ;ake they dont have asurface to stay but the mobs are focused to stay in earth level(hight of the mounten )
raid spawns on the highest elevation within the spawn area so making it inside the ground would not spawn the raid down inside tha hole
opinion on bread? 🍞
do the draws count as workstations?
Does this world use natural generation or is that modded as well?
is that a ho-oh in the background? i'm assuming as part of alex's mobs rather than pokemon/cobblemon
Hi can someone tell me how does he has so many emeralds by pillager ? Please, thanks in advance.
I just stick to ianxo4's farm lol, trying to design your own raid farm seems like such a pain
but yeah i think its just the pillager outposts bounding box interfering with the raid spawning
Episode idea new villager trading hall
What could go wrong, will
Put blocks instead of lights or glass ?