

bedrock pillager farm
is that spam proofing them?
also where specifically can they spawn


is that spam proofing them?
also where specifically can they spawn
i feel like shit and my depression is back, and idk if i should cut or drink to help with release,
(i cut the side of my hand, not my wrists,)
(i was born with hypoglycemia but it seems to be gone,)
tbh i don't really wanna get back into cutting but it IS cheaper than drinking a dragon soop multiple days of the week
I want to farm a large number of wither skeleton skulls so I can summon withers whenever needed. With maximum Looting (easy for me due to my villagers), it's still only a 1/16 chance per kill for a single skull, so I'm looking into using charged creepers instead. I'm using a Channelling trident rather than a lightning rod.
I ran into something confusing though. I was in my stony shores biome when a thunderstorm started, emptied my inventory, and dashed to my Nether portal. but when i got to the portal i put in a fortress walkway and entered the jungle, it was only raining, not thundering.
From what I understand, weather is global, but I found this quote on Wikipedia:
“Thunderstorms are an uncommon temporary, global occurrence[1] that can happen randomly at any time, within the Overworld. Whether it rains, snows, or no precipitation is active during a thunderstorm varies depending on the temperature of the biome, as well as the current altitude.”
So I have a few questions:
- Does the 3–13 minute thunder timer continue counting down while I'm in the Nether?
- Do biomes have different weather or thunder frequency in any way, even if weather itself is global?
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what's the best way to do this;
- should i charge a creeper in my stony shores biome and transport it through the Nether using an ice highway.
- Would I need a second player to move it through portals safely without it exploding?
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- or keep trying to charge a creeper on the jungle side instead. (my first portal is quite close to my walkway portal, so the thunder that made me give up, would've had to have been on the short side,) I already burned a hole through the forest roof for sky access.
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I also need advice on handling the mobs:
- What's the best way to keep charged creepers and wither skeletons I'm tossing through in place without despawning?
- How do I make sure the charged creeper kills everyone instead of the skeletons killing me?
- do name tags also work on keeping hostile mobs loaded?
- or would it best to get three skulls and use the wither's spawned skeletons for skulls? I'll need the charged creeper before i spawn the wither, but how do i keep the creeper alive and not despawned,
all biomes have the same spawn rate for witches, (except for a few certain biomes like dripstone caves which have a lower spawn rate,)
why do people destroy their swamp biome so it's a huge pit down to bedrock for witch farms if they have the same chance anywhere?
does this make raid farms more effective for witches? (if so I'll have to do some research into how they work)
i don't have alot of space to do this, the slices are two blocks wide, and this can go as high as the gas prices, just as long as it doesn't interfere with slice next to it...
the images might give you some ideas,
I'm thinking something like bulbs but they don't count as binary, they stay on once turned on, and then once all lit they all turn off
i can use a standard binary toggle for the first part, then i just need to have it go off every three segments, and it then somehow does ▶️⏩↩️
SOLVED - it detected the change in redstone signal strength, basically it goes off once for every time a comparator would increase it's strength, even though comparators go from 0, 2, 4, 5... the observer does a double pulse...
In Java Edition, an observer detects changes in its target's block states, or the breaking or placing of a block (i.e. changes in its block state, but not its block entity data). This means that changes like the age of crops can be detected because they are part of the block states.
In Bedrock Edition, an observer acts as a block update detector and detects anything that causes a block update.
i've looked at the wiki for bee nests, and observers, and this all i could find...
i then looked at the wiki on block updates, but there was no mention of bee nests
i have a honey farm, and it worked on my test, which used structure blocks to refill the honey in hives randomly, it used no bees, and it worked perfectly...
i rebuilt the whole thing in my survival world, but it keeps jamming, i think it's because the observer is going off at the wrong times, which would explain things perfectly,
but how do i fix it, i can't use comparators which would've made this alot simpler, because there's something on each side of the bee nest. so i have to get my detection from above
what kind of things are triggering the observer and how can i fix it?
Note: the hopper immediately below the dispenser, is filtered and has stocks up to 10 honey bottles and drops down when it reaches 11.
I PUT ALL TEXT OUTSIDE OF BRACKETS FROM THIS POINT ON IN ALL CAPS, WHICH MAKES IT APPEAR TO BE LONGER, BUT ALSO MAKES IT QUICKER TO READ, AS YOU DON'T NEED TO READ THE BRACKETS TEXT...
THESE TWO STRUCTURES WERE BUILT EXACTLY THE SAME, HOWEVER... ONE WORKS... AND ONE DOESN'T...
THE FIRST SET IS DYSFUNCTIONAL, THE SECOND SET WORKED (ofc not naturally producing that much)
NOW THE ONLY DIFFERENCES BETWEEN THEM, IS THAT THE WORKING ONE WAS ON MY - XBOX ONE, - HOSTED ON MY DEVICE, - HAD A GLASS/VOID FLOOR (but nowhere that
should matter), - HIVES WERE REFILLED USING STRUCTURE BLOCKS (using a 64 tick delay between random hive refills)
WHEREAS THE BROKEN ONE WAS ON MOBILE, - ALTHOUGH HOSTED BY A FAMILY MEMBER ON A COMPUTER NOT HOSTED ON MOBILE, - WAS BUILT INTO THE STONE FLOOR, - AND THESE HIVES WERE REFILLED USING BEES...
YOU MAY NOTICE THAT THE REPEATERS (there's only one per slice so i don't need to specify) HAVE A DIFFERENT DELAY, I'VE TRIED IT ON 1-TICK 2-TICK AND 4-TICK (i didn't try 3-Tick, i didn't really see the point in trying it, i don't think it'd do anything)
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HOW IT WORKS (incase you can't see)
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THERE'S A CAROUSEL OF HOPPERS ABOVE, MOVING AROUND EMPTY BOTTLES, WITH ONE OF THEM COMPLETELY FULL OF EMPTY BOTTLES AT THE REFILL POINT (the giant prismarine well, only visible on images 7 and 6, this part is functional so i won't focus on it, but if you do wish to build the honey farm i made, either to test it, or use it yourself once i figure out the issue, i have information and images of the other areas shown in the comments, i have also asked about this before, so you can go to my profile to see the other images and progression if you're into that kinda stuff)
THE BOTTLES THEN GO DOWN INTO A HOPPER AND THEN A DISPENSER; REGARDING THE TOP VISABLE HALF OF THE EXTERNAL FLAPS, AS SOON AS THERE IS JUST ONE BOTTLE ON THE DISPENSER, THE HOPPER LOCKS, I USED THE REDSTONE LAMP TO HAVE A FUSE OF JUST ONE DUST... (however, this lamp now serves a secondary purpose of alerting me to the failure of that segment) ‘WHEN IT LOCKS THERE IS ONE BOTTLE IN THE HOPPER, AND ONE BOTTLE IN THE DISPENSER,’ (the redstone lamp takes 2 ticks to turn off, and the two comparators take 1 tick each for signal to pass through adding up to 4 ticks... it also takes four ticks for an item to pass through a hopper... i didn't research this when i was building it, i was throwing science at the wall here to see what sticks, I'm only researching it so i can make a detailed post)
ONCE THE HIVE IS FILLED WITH HONEY, THE OBSERVER DETECTS IT (it doesn't interfere with the hoppers, i have tested this) AND A SECOND OBSERVER CONNECTS IT TO THE SMOOTH RIBBED AREA, THE REPEATER IS USED TO STOP THE BULB ON THE NEIGHBOURING SEGMENT FROM ACTIVATING, (i think i might have forgotten why i used it, which is why i thought screwing with the delay would be able to fix my machine) BUT THAT THEN EXPANDS OUT TWO BLOCKS TO MAKE THE RIB REDSTONE TORCH FLICKER AND TOGGLES THE BULB, HAVING IT POWERED AT ALL TIMES, ONLY CHANGING WHETHER IT'S LIT OR NOT... THIS IS THEN READ BY A COMPARATOR TO HALF THE PULSES FROM THE OBSERVERS, WHICH PREVENTS HALF OF THE BOTTLES FROM LEAKING OUT, [I'm only just realising i could've used a second repeater instead of a fifth comparator, and removed the middle sections of the ribs and instead used it to add another block to the bee chambers to isolate the bees from eachother... there was some fiddling around on this part for my starter module],
WHEN THE BULB GETS LIT, THE DISPENSER BOTTLES THE HONEY FROM THE HIVE, AND THEN DUE TO IT NOW BEING EMPTY, THE OBSERVERS GO OFF AGAIN AND TURNS THE BULB BACK OFF (when the bulb is lit, the hopper cannot take a bottle from the carousel, or put any bottles currently that are in the hopper, into the dispenser, although both of these would be an issue, the only difference is the second event would make the issue occur later), WHEN THE BOTTLES BECOME FILLED WITH HONEY, A SIDEWAYS HOPPER WITH A FILTER TAKES IT [the filter is explained at the top of the post],
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EVERYTHING FROM THIS POINT ONWARDS WAS FULLY FUNCTIONAL, UNLESS THERE WAS AN ISSUE WITH THE BOTTLES IN THE RECALL AREA, AS I WAS LOSING BOTTLES SOMEWHERE, HOWEVER I DO BELIEVE THAT THE ONLY LEAK WAS FROM THE DISPENSERS, AND I JUST HADN'T MANAGED TO GATHER THEM ALL, (but let's focus on the current issue, rather than an area that probably doesn't even have an issue as i don't think they are being thrown out the dispenser and immediately being despawned)
CONTINUED INFO ON HOW IT WORKS ON MY COMMENT, ALONG WITH HOW TO BUILD IT, AND TROUBLESHOOTING... THERE ARE MORE IMAGES ON MY PROFILE TOO, AS THIS ISN'T THE FIRST TIME I'VE ASKED ABOUT THIS MACHINE...
Please DM me if you have ANY ideas, and are good with hive/hopper mechanics
so the beehive fills with honey (output of 4 redstone on a comparator, or just an observer with a copper bulb to half it's outputs),
i need the dispenser to always have empty bottles in it, but not too much as to either have no free slots or use up all the bottles
[1 side - measuring it]
i need a carousel of bottles above it i have one hopper between this and my dispenser,
[1 side - above]
i need to have the filled bottles come out the bottom
[1 side - below]
i need the hive in front of the dispenser's hole obviously
[1 side]
they're stacked sideways so i can't use the sides, not that it'd matter because most i can move it would be a block separating it, and the comparators need two to be useful and not interfere, so only useful for the carousel inserter, which would then have the actual carousel still above the dispenser
and i need to put something to read when the hive has honey and make it power the dispenser once when it is full, WHERE TF DO I SLAM THE ACTIVATOR INTO IT
i have been slamming my head against the wall for a while on this, i then took a break, and went into a creative world on my xbox to fully test it,
image notes
first draft (ignore the left part)
how to stop too many bottles entering the dispenser [note the dispenser's output sorter]
a modified version of 2 where i can't use all below spaces [look at the lamp]
a fixed version of 3
module 4 attached to the main device
contemplating how to trigger the dispenser once the hive is full
attempt to get power from the hive [note that all 4 dispenser inputs are in use]
an idea of moving the piston
an attempt to have a pre-powered hive moved into the dispenser when full [just a test and wouldn't work as of the grass and flower position needed on the hive] ??? might be a way here
the ability to put a torch on a barrel rather than a chest [note that the torch would then be powering the output hopper, disabling it]
my chicken farm wasn't working very efficiently, and my friend realised that as the chicks spawn, they don't move, and are hit with the proceeding egg, receiving knockback, and burning too early, (i was going to fix it with more chickens in the first chamber lol), anyways i could rotate the dispenser but i decided to change the slab for a shulker box with a hopper minecart under it, that way i can choose when i make them half a block from the lava, and disable the eggs at this time, i know hopper minecarts can take things through a block, but i'm not sure if they can take things a block and a half away, and there's quite a few chickes there currently that i want the loot from, so i wanted to check before i did it and lost the stuff, it should do one of three things...
would it; have the loot stay on the top of the shulker - burn the loot - or absorb the loot through the open shulker?
i have obtained a few villagers with some trades i really like,
Mending, Fortune I, Silk Touch... and they are selling them for quite a few emeralds,
i know that when a villager is cured it makes their trades be only a book and an emerald or two,
could i allow them to be killed by a zombie and then cure them to get their prices as low as my relationship standards...
i will need this to be a guaranteed thing, I don't want to lose these villagers so i have two main questions
• on hard mode or other difficulty, what is the chance of them turning instead of dying... can i increase the chance of turning to 100%
• after being turned and cured would the villager keep it's trade (they have been traded with atleast once, so they aren't needed to stay near their workstation to keep their job)