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

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Nico is LOST

Nico is LOST

Жыл бұрын

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

Пікірлер: 471
@IntegralZero
@IntegralZero Жыл бұрын
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 Жыл бұрын
Tl;Dr: It's YOUR game. Do what makes YOU happy.
@IntegralZero
@IntegralZero Жыл бұрын
@@jonathonyeary509 Thanks for putting my post into the correct number of words 😂
@jonathonyeary509
@jonathonyeary509 Жыл бұрын
@@IntegralZero 😅😂😂 It was a great comment! I just know there are people on the interwebs who would refuse to read it lol
@IntegralZero
@IntegralZero Жыл бұрын
@@jonathonyeary509 100% fact right there lol
@alproxxy
@alproxxy Жыл бұрын
My wisdom suggest that this channel will blow up. Subbed after the iron farm video. Keep at it.
@Wakabatan
@Wakabatan Жыл бұрын
Joked about how the last video felt like an academic journal, surprised to see we already got it peer-reviewed lol
@uis246
@uis246 11 ай бұрын
Meanwhile Matthew Bolan...
@Rafael47921
@Rafael47921 10 ай бұрын
Lmao
@mihailmilev9909
@mihailmilev9909 9 ай бұрын
Haha I saw the first half of this comment for a while and eventually guessed the second half right before opening
@JonnyLucca01
@JonnyLucca01 Жыл бұрын
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.
@fireblazerockaires
@fireblazerockaires Жыл бұрын
😮
@RRKS_TF
@RRKS_TF Жыл бұрын
The comparator would be unloaded tho
@elmonetina9696
@elmonetina9696 Жыл бұрын
​@@RRKS_TF comparator is loaded when you empty the farm, starting it while you collect the iron.
@killmeister2271
@killmeister2271 10 ай бұрын
genius!
@user-qz2ou2mm3w
@user-qz2ou2mm3w Жыл бұрын
Remember to put twisted vines in the villager cells to minimize entity cramming lag
@Blackrobe
@Blackrobe Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
@@yohohocow1291 20 villager iron farms lessgoooo
@odeo5691
@odeo5691 Жыл бұрын
@@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 Жыл бұрын
@@odeo5691 they still do in bedrock edition
@EmdyMC
@EmdyMC Жыл бұрын
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 Жыл бұрын
Thanks for the comment! The video is meant as food for thought rather than a solid recommendation for all situations :-].
@halol5265
@halol5265 Жыл бұрын
@@NicoisLOST i think then like you should consider the building in desert iron farm situation ngl
@skillfulfighter23
@skillfulfighter23 Жыл бұрын
Don't people set up a dedicated villager breeder at iron farms anyway
@defooster2757
@defooster2757 Жыл бұрын
@@skillfulfighter23 yeah I always build the breeder in the sky and air drop them by boat into their designated holes
@user-vk9sz2se5j
@user-vk9sz2se5j Жыл бұрын
🤓
@wombat6
@wombat6 Жыл бұрын
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.
@kaitiemarie9572
@kaitiemarie9572 11 ай бұрын
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.
@Daveir
@Daveir Жыл бұрын
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 :)
@GrahamJenkinsmrgrahamnet
@GrahamJenkinsmrgrahamnet Жыл бұрын
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.
@drizzle8309
@drizzle8309 Жыл бұрын
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.
@Binsolot
@Binsolot 9 ай бұрын
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!
@ianreeves06
@ianreeves06 Жыл бұрын
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.
@davidoh1886
@davidoh1886 Жыл бұрын
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 Жыл бұрын
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.
@pablocastilla1176
@pablocastilla1176 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
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.
@CobaltSpace
@CobaltSpace Жыл бұрын
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 3 ай бұрын
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.
@iIO_OIi
@iIO_OIi Жыл бұрын
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.
@Future-lx9ns
@Future-lx9ns Жыл бұрын
I love your farm it is really good, keep it up!
@pisquid9309
@pisquid9309 9 ай бұрын
Thank you for making these videos, I really appreciate your methodology
@screamer22222
@screamer22222 Жыл бұрын
Great video, the best iron farm just became even better!!
@FaffyWaffles
@FaffyWaffles 10 ай бұрын
I just found your channel, an I'm excited to see your growth.
@apolloisnotashirt
@apolloisnotashirt Жыл бұрын
14:40 saving this for myself, seems like a simple enough yet very efficient farm.
@reinzzzy
@reinzzzy Жыл бұрын
Monstrous work was put into this video! It is great. But I have one question: will there be worldmap with tripwire scaring system?
@The3gg
@The3gg Жыл бұрын
Such a simple idea for boosting rates. Your iron farm vids continue to push the meta forward
@xaracen7207
@xaracen7207 8 ай бұрын
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.
@bru2al1tyusa82
@bru2al1tyusa82 Жыл бұрын
Great video, good on you for testing and not assuming.
@user-nf7jh3ym3z
@user-nf7jh3ym3z Жыл бұрын
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.
@slygley
@slygley Жыл бұрын
LOL I'm just imagining if this information was in the wiki. good video :)
@justflippingwork8049
@justflippingwork8049 Жыл бұрын
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.
@RWF51411
@RWF51411 9 ай бұрын
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
@justinnamilee
@justinnamilee 9 ай бұрын
That's a great follow up video right there, I tell you what.
@blakebuitenwerf7842
@blakebuitenwerf7842 Жыл бұрын
Very amazing community and very amazing video, good job.
@chrisluke7786
@chrisluke7786 Жыл бұрын
I really love the detail in explaining how and why rather than "Just do it like this."
@0x0404
@0x0404 11 ай бұрын
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.
@moritzvaneimern299
@moritzvaneimern299 Жыл бұрын
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.
@tharnr4839
@tharnr4839 Жыл бұрын
well presented , great vid . thx
@filthychurch
@filthychurch Жыл бұрын
now i would love to see a collab with you and Mumbo Jumbo
@shou_phd_thighs
@shou_phd_thighs 8 ай бұрын
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!
@dididothat6220
@dididothat6220 10 ай бұрын
Not boring and very very very very informative.
@jeromeouioui9972
@jeromeouioui9972 Жыл бұрын
Great vid again👌🏽
@trillionbones89
@trillionbones89 8 ай бұрын
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.
@kelsyerscluster7936
@kelsyerscluster7936 Жыл бұрын
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.
@ballebio4341
@ballebio4341 Жыл бұрын
Just built the 99% efficiency farm and it works really great, although it was kinda hard to build
@awarmmilkandcookies
@awarmmilkandcookies Жыл бұрын
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 Жыл бұрын
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.
@gamertime1994
@gamertime1994 10 ай бұрын
got here trying to get some iron for my hardcore server, but now i’ve grown incredibly invested in the iron farm lore.
@ryan_raus
@ryan_raus Жыл бұрын
This channel will definitely blow up if he keeps this up.
@nexusgamer1746
@nexusgamer1746 Жыл бұрын
Incredible video!
@tbush6657
@tbush6657 10 ай бұрын
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
@dareokoski8158
@dareokoski8158 Жыл бұрын
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.
@Gin-toki
@Gin-toki Жыл бұрын
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 Жыл бұрын
What if you used shulkers to get snow golems to shoot at the villagers?
@Gin-toki
@Gin-toki Жыл бұрын
@@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.
@mixofreak
@mixofreak 9 ай бұрын
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.
@lamastasiod2001
@lamastasiod2001 Жыл бұрын
Bro straight up said, “rookie numbers”
@JackW9240
@JackW9240 6 ай бұрын
Great video. I think it would have been better with a reduced introduction at the beginning, however. Nice work though!
@callumcross4068
@callumcross4068 Жыл бұрын
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 Жыл бұрын
I just uploaded the WDL for 1.18 (with how to modify it for 1.19 on discord.
@bowack194
@bowack194 10 ай бұрын
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 :)
@492copper
@492copper 10 ай бұрын
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.
@jorvp
@jorvp 10 ай бұрын
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 10 ай бұрын
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.
@Taren451
@Taren451 10 ай бұрын
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
@RockWolfHD
@RockWolfHD Жыл бұрын
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?
@thexavier666
@thexavier666 Жыл бұрын
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?
@mywither7878
@mywither7878 10 ай бұрын
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.
@ev4n.f_s
@ev4n.f_s Жыл бұрын
Wow so interesting how just a few minor tweakes can change the percentage by miles
@nighteule
@nighteule 9 ай бұрын
10:15 aka survivorship bias :P
@gamathroy
@gamathroy 10 ай бұрын
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 :) )
@yeetyboygaming2597
@yeetyboygaming2597 10 ай бұрын
This and the 100% eficincy video were amazing
@Shovel________________
@Shovel________________ 10 ай бұрын
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.
@elliejohnson2786
@elliejohnson2786 10 ай бұрын
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.
@GuardianCloudy
@GuardianCloudy 5 ай бұрын
The actual question the video is based around starts at 7:35
@x7.
@x7. Жыл бұрын
2 am. videos getting better and better, lol.
@thomashealy5990
@thomashealy5990 Жыл бұрын
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
@shocknaw4146
@shocknaw4146 Жыл бұрын
Awesome!!
@cryptical420
@cryptical420 Жыл бұрын
Underrated
@deananderson8186
@deananderson8186 Жыл бұрын
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 Жыл бұрын
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.
@Riokaii
@Riokaii 9 ай бұрын
I think the issue with a 4 villager setup is that if you have 3 pods going from 3 to 4 villagers, you'd be better off and result in higher iron rates of instead of going to 3 pods of 4 villagers, just going to 4 pods of 3 villagers. So if your goal is iron rate per lag, adding more pods increases the rate for basically the same lag impact
@t.3452
@t.3452 Жыл бұрын
I love a good iron farm
@joshuachawngthu5391
@joshuachawngthu5391 Жыл бұрын
Same here
@theuchihagod1
@theuchihagod1 Жыл бұрын
*The video starts at* 7:37
@thewolfstu
@thewolfstu 10 ай бұрын
How badly I'd love to min-max my minecraft efficiency by getting really good with Full-house modpacks mods like all the technical, scientific, and magical mods and applying the deep understanding of redstone, Minecraft spawning, Minecraft mob farms, and general Minecraft architecture together to make a massive super factory world that produces insane quantities of basically infinite everything to obtain effectively creative mode ins survival.
@jaycrisp272
@jaycrisp272 Жыл бұрын
Interesting, I’ve always used 5 villagers. No zombie either. Looking at this has given me some ideas
@mitzapper2
@mitzapper2 10 ай бұрын
hey I may be wrong here, but I think your formula at 9:36 is wrong What the formula you showed represents is the chance that in two groups (one with 4 villagers and one with 3), at least one villager sees the golem from each group The correct way to get the chance you were trying to find is to add the chances for every combination of villager seeing vs not seeing the iron golem which results in a failed spawn. Or, what I did is add all the combinations which result in a successful spawn and subtract it from 1. i.e. 1: 1 - (Chance that everything is well) 2: = 1 - [(Chance that all 4 villagers did not see the iron golem) + (Chance that only one villager saw the iron golem, and the rest did not)] 3: = 1 - [ (199/200)^4 + 4 * ( 199/200 )^3 * 1/200] 4: = 0.000149... 5: = 0.0149...% In step 3, the reason the `chance that one villager saw the iron golem` term has a factor of 4 applied to it is because any of the four villagers can be the one which sees the iron golem; it doesnt matter which one. Funnily enough, this actually makes the farm even more efficient than you claimed; the chance for failure is half of what you said in the video, making it even less significant than it already was lol For anyone curious, the appropriate term to look up to understand the madness I'm talking about is "binomial distribution". More specifically, its a binomial distribution with p=199/200, q=1/200, n=4, and x=3 or 4 (for looking at the chance of the villagers not seeing the iron golem). If you don't know what that means, you have not googled yet lolol
@jhudson_tiedye
@jhudson_tiedye Жыл бұрын
good one
@pvt319
@pvt319 Жыл бұрын
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
@harrisonrawlinson5650
@harrisonrawlinson5650 Жыл бұрын
You’re beginning to make me fall back in love with maths
@OkayAlright
@OkayAlright 8 ай бұрын
It be like that sometimes
@KerbalRocketry
@KerbalRocketry 9 ай бұрын
Most Efficient Per Pod is an interesting concept, though on large scale it is definately the case of iron per lag
@WilcoVerhoef
@WilcoVerhoef Жыл бұрын
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 Жыл бұрын
My dad always said better to cut too long than too short ;-). Someone else noticed this too. Thanks! Appreciate it.
@alexiavya722
@alexiavya722 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
@@NicoisLOST very cool, just some thoughts that could potentially change things!
@tom940
@tom940 Жыл бұрын
Im not sure if its because im on bedrock edition or not but i didnt have any lucky getting them to spawn in the water with my makeshift farm. I did however make a ring around the water where they spawn, and a bunch of pistons to push them in lol its not at all efficient but the pistons certainly sped things up, think my other issue is i only dropped them down 20 blocks something i think i will have to try adjusting
@klofaiom9297
@klofaiom9297 Жыл бұрын
MY take on why designs almost never take into account the possibility of using more than 3 villagers per chamber: community is divided between different "levels" (not meaning on a scale from best to worst. Just on a scale of technical playstyle) of technical players. The "top" ones seek perfection and aim to achieve maximum rates at 20tps. They know the implications of adding more villagers and scrap the idea because it's a big performance impact (i'd say around 20%, but that's a pure guess) for a small bonus efficiency (1,5-2%, as you mentioned). The ones right "below", like you, enjoy the research, are able to figure out the same stuff, or even more, and donate the results to the community with different approaches. Then come the ones which don't fully understand the mechanics and just take what they see for granted, spreading that information. This cathegory is the largest, then comes the first, then the second. So, only a small percentage of the technical players is interested in perfecting small designs, and they often get ignored by the mass, either because they go into too much detail or because youtube doesn't bless them. Regardless of all this, great video, just like the previous one!
@sarchlalaith8836
@sarchlalaith8836 Жыл бұрын
I think you can compensate for the lag by doing away with redstone dust and using leaves instead
@ccsleepy8342
@ccsleepy8342 Жыл бұрын
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 Жыл бұрын
어떻게 효율적으로 배치할지 잘 상상이 안가네요
@sakurikunikai7564
@sakurikunikai7564 6 ай бұрын
you just made a switch that turns off spawns if you dont need iron anymore and thats awesome
@DJ-Art-Morris
@DJ-Art-Morris 9 ай бұрын
0:01 reminds me of that Elon video where the dude asks him but only for the boosters right? lol
@Jotap_fotografias
@Jotap_fotografias 7 ай бұрын
Yeah. Here in brazil, Vinicius13 channel always did with 4 villagers
@itsyaboidaniel2919
@itsyaboidaniel2919 Жыл бұрын
Something you missed, and should investigate that's very important for larger scale iron farms is system capacity to load the iron farms. In your 1 million iron per hour farm, I think the ticks per second went down to 2, which I'd assume means 10% design efficiency is in use, which would then make said farm technically 100 thousand iron per hour on said system. You should do some testing on the number of iron farm clusters before the sheer number actually decreases efficiency.
@NicoisLOST
@NicoisLOST Жыл бұрын
I comment on this on the build tutorial for the stackable farm :-]. Any evaluation of the number of farms would only be applicable to my PC and therefore not so useful to others. Plus the point of the 1M farm was never to be a viable farm in the first place. :-]
@itsyaboidaniel2919
@itsyaboidaniel2919 Жыл бұрын
@@NicoisLOST You did comment on it, but I don't recall much detail beyond there eventually being lag. The lag being specific to your PC would definitely be a problem for further investigation though. But maybe a hosting service's capacity could be looked into, which could apply to anyone online. I know the 1M farm wasn't meant to be viable, but with a 100k farm in the same video, it made me wonder when that point of optimal item generation efficiency eventually reaching its limit actually is. Although I can imagine it might be a waste of time to make such a video, as that answer would depend on each person's computer, and different servers. Either way, thanks for the response. I know plenty of KZfaqrs don't care to check the comments, but you do, which is great.
@mogaming163
@mogaming163 Жыл бұрын
Bro waited until 7:35 to ask the question, my man is a full fledged KZfaqr now :)
@user-bv5sk4xk1k
@user-bv5sk4xk1k 10 ай бұрын
what if we add more villagers, my idea is if we have 3 villagers the chances for an iron golem to spawn are less then 4 villagers as there is a problem with spawnings that fail, and so we can reduce the chance of that happening with adding more villagers and so the changes of spawning an iron golem are higher, even if it has a small impact its okay because lets say 3 villagers have the chance of 87 percent of spawning a villager, we can say that 4 villagers have the chance of 89, and by adding 10 villagers the chances will be so much better
@Squiidgy
@Squiidgy Жыл бұрын
for the 99.7% iron farm one with 100% efficiency.. could you make it so the block below them drops down onto beds- then when it’s time for them to wake up- trigger it and push all the villagers with pistons to the center then up to the spawn spot again
@ergondrak2164
@ergondrak2164 11 ай бұрын
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
@buddyplayz4208
@buddyplayz4208 Жыл бұрын
I have to respect you for hearing criticism from a viewer, and actually acknowledging it. Most people don't do that. I am subscribing right now
@Jbot123
@Jbot123 7 ай бұрын
For anybody that doesn't like the idea of wrangling extra villagers, remember that you only need to get 2 and give them food. If you put the villagers in near the beginning of your build, you'll easily be up to 4 by the time you finish it.
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