Built it in survival on my 1.18.1 server. Few comments to others, who's going to build it: 1. Storage cells are easy to brake, be careful, do not tap on note block, if the cell is set to free state, this will brake next cell and, if it's also free, the next after and all of consequent free cells in a row. Fix is a pain, you'll need to darin all broken cells, temporary remove observers that signals to upwards facing pistons at the bottom of each broken cell, then go inside, put shifted soulsand and sticky piston, that is shifted by soulsand back to theirs positions, after that put water back again and put observers back to its places. It takes a lot of efforts, especially first 4-5 times 😁 2. Zombie should be aligned to the solid block, otherwise it will block the infected willager's minecart and it will stay with a zombie till the next willager will arrive, then both of them will go to the central console together an one will stuck in scaffolding cover of the central water column. To align zombie ensure that his minecat is oriented perpendicularry to the detector rail (just drop minecart with a zombie to the hole with a fence below from a powered rail, oriented as needed), then use sticky piston with open trapdoor to slightly push zombie to the solid block, if redstone block is already in place use a lever to power a solid block, to which you're pushing a zombie, otherwise trapdoor will close and not push a zombie, will just glitch through him. Then put a glass block on top of the fence by a regular piston from top, you'll have to put 2 glass blocks, just brake the top one afterwards, then put powered rail, facing to the solid block, easiest way to do it is just try to place the rail on the side of solid block, rail will be placed to the glass block, that you put on top of fence in previous step. 3. You can move villagers between cells, if all cells are occupied, just send a villager from target cell to the central console, then send villager you want to move to the central console too, as it is already occupied the villager will be sent to first free cell. If you're going to move villager from previous cell to the next - do vice-versa, send him to the central console first, then send a villager from target cell, he vill occupy the cell of villager you want to move and free target cell. This trading hall is nice-looking and perfectly suitable for small trading amounts. If you want to do bulk trading (for example want to buy a huge amount of redstone or glazed terracota) - you should take a look at Rays Works's trading hall - if you will put his trading hall version side-by-side you'll have an access to 18 villagers from one point. Trading hall with such huge amounts of vilagers should of course be placed as far as possible from oftenly visited places, otherwise it will constantly produce a significant load to the server and cause lags.
This is all so great. The one thing I haven't figured out yet is how you were able to stack the zombie/minecart/wall with the glass block/activator rail for the conversion. Is there a video I missed somewhere? EDIT: Figured it out! Two pistons and one Redstone block to push both the glass block and powered rail into the zombie at the same time!
Wow this is so smart. The trick with non-locking villagers blown my mind, but I guess I'm too lazy to build all this so I will probably keep my villager in a corridor. Unless you make a tutorial how to not be lazy coz you explain things so well.
I'm currently building this up in my survival world... It's a lot of resources, I don't have a witch farm yet, so churning through a lot of redstone resources. Great design
quick tip for anyone trying to build this it's directional FML.... just built it (over 3 days), facing the wrong way, and the rails keep turning the wrong way.... now dismantling it to rebuild it... Also if you make a litematica schematic from the world download, probably a good idea to get rid of all the villagers first, so that each cell is in the "empty" state... i manually had to change that after building it when i realised that the composter being in the down position represented a full cell.
Have been wanting this forever! I actually started building something like this, but it was a lot less intelligent because it needed a chest minecart to go in front of the villager in the minecart. And the only part that was done was the actual villager module, not the important navigation system :/ On one hand I'm glad I've found a working system (the algorithm sent me here), but on the other hand I'm sad that someone with a lot more redstone skill had the same idea as me :/
I'm imagining villager cells all hidden below. Up top a simple small room with the 'central' station. And a lectern with written book that selects a specific villager cell. Press the button to retrieve that villager from it's cell or return it to the same cell it came from.
i still prefer 1D trading hall for mass trading (mostly getting eme, but also buying redstone or bricks), but this is nice alternative for for example Librarians or Toolsmiths
I love the trading hall, but there are a few issues I want to point out. For one, villagers have to be spaced out by 2 blocks, making it more difficult to store a large amount of villagers in a given space compared to other designs. Additionally, the tech needed to make these halls makes it a little difficult to make in the early and mid game. Apart from that, the build is great. Nothing makes me laugh like seeing a villager slowly sink through a block. I also love the convenience of deciding what to do with villagers.
The second issue shouldnt be one since this is for the late game players like those players that have farmed everything in the game and have heaps of materials to make this with ease. But i understand that making this asap is appealing to do
In 1.17.1 the world download still trade locks after teleporting 700 blocks away; I'm just going to assume this happens because it was built in the spawn chunks which stay loaded. Edit: Yes, moving the farm out of the spawn chunks solved the problem. :)
Hey Cubicmetre, great design. I wanted to warn you that at least one of your rail swappers in The End does not work in your world download. I took a look to see if I could fix it but to no avail. Somehow the compost swapper is not activating. You might want to check it. Thank you again for the design! The village got stuck on the sixth from the Stone Cutter Villager. I am on Minecraft 1.18.2
After rebuilding the module I realized there was two composters instead of one. Forgive me for commenting before going over it with a fine-tooth comb.@@cubicmetre
The execute order 66 doesn't work 100% of the time, 50% of the time it sends the villager back to it's cell and the other half it works. Sometimes sending the villager back to it's cell will yeet the villager as well, just an fyi
I figured out the problem, when you load a villager and then send it to the main part then try to yeet it it always sends it back to it's cell. You have to either send it to the main part and yeet it a second time or send it back before you try to yeet it the first time. This only happens when loading a villager, so as long as you don't load and try to immediately kill them (which I was doing) then it works as intended.
also also on the first side that the villagers get loaded in on the 2nd row the last villager place is missing a redstone dust and repeater! (in the world download in the End dimension)
Bro loved the new design and also please show us how did you generated a new end gateway and linked it to another gateway in Illmangos peace full world video.
Smokeydog made a video explaining the process in detail, he was actually the person who discovered it. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xo7QT3cH2k4.html That link will take you straight to the part where he explains the gateway shifting. It's quite complex so bear with him. I believe the only thing that changes for 1.13+ is that the chunk population requires blocks to be present. So you can toggle the population on/off by placing/removing blocks like we did in peaceful.
@@cubicmetre Thanks for your response❤️I saw in the illmangos that you placed a chest , in the location of chest the getway appears. You are talking about that chest right?
Its cool, but its really disappointed that no one has made a fast villager curing system on YT, basically you lock the trade of a lot of villager then thy automatically get converted and hit with a weakness arrow and re transferred to you and then you can just use a golden apple and stuff and repeat
Maybe this is a very trivial question but I'm asking myself what is the purpose of the bottom obsidian inside the individual modules the upper obsidian seems more intuitively needed but I'm also not quite sure so here a explanation of its function would also be greatly appreatiated.
Very interesting video the only fact I miss is why so many villagers when the trades are infinite, like why would you have 5 farmers when u can trade all in 1 without locking it, anyways very good video
Different villagers offer different trades, so often you need multiple villagers of the same type to ensure you have access to every trade, in fact, the capacity of this villager matrix is the minimum amount of villagers you would need to have every trade.
I loved your design for the 2d villager matrix, but found it had a problem if the cell was in the accepting state for new villagers and the note block is hit, it breaks the cell and the next cell over. I have since redesigned the contraption to remove this problem. Lmk if you want to see this new design
This is really awesome. My only issue with it is that zombifying villagers seems to be a rather lengthy process. With more traditional trading setups you can easily cure 3 villagers with 1 splash potion all at once, and can be repeated as many times as needed. With your setup, it would take quite awhile to do this for all villagers.
Im not familiar with the usefulness of target blocks, why are they being used for the rail switching for each row? Do they provide block updates when powered or something?
Hello. Sorry for my English. Are you can make video with steps for build this mechanism? I am played on bedrock with geyser (java+bedrock on one server). I am don't make this farm without schematick.
If I don't want all the portals and trade locking, I just need from the villagers and below, right? I won't need the stuff on the roof or those long corridors?
Is there any way to get rid of that XP? I could think of a second account, but that would be annoying. Tried lava around the portal block, didn't really work. Any suggestions?
Hey, since villagers don't save the cell they were in, they might go back to a cell that doesn't have their workstation if it's empty and earlier in the cell indexing, right? Love the setup, btw. It looks more like a market place and less like a shopping mall =D
Well you should only be calling villagers one at a time meaning they will always retake their cell. However you can swap villagers by calling a cell with a higher priority, leaving them in the middle, calling a cell with a lower priority. Then sending the one in the middle back to storage. This will make them switch cells.
I made a schematic of this rotated 180 degrees to suit the entrance of my room which was coming in from the other direction now none of the tracks turn in the correct Direction when activated I'm assuming I've screwed myself and need to tear it down and build in the original orientation. Would love to get some feedback if it's to do with tracks only wanted to turn certain Direction first and if there's an easy fix. Any help would be massively appreciated
For me the villager won't go back to their cell instead going to the execute way,does that happen to you guys with the world download?playing on 1.17.1
Does it happen all the time? I believe you need to wait like 5 seconds before doing the trade to let the chunks unload. There is also a problem where if the villager is within the specific chunk region a bit further out of render distance then performing the trade can force load the chunks. Make sure the villager is well outside render distance. Like 500 blocks away.
@@cubicmetre When I wait 6 seconds (Yeah I left a second so I'm sure I waited at least 5) There's like a 10% chance of it stopping resetting trades, I guess this is a 1.17 issue or just on my end, I tried it on 2 chunks and the stasis chamber method doesn't work for me... Also, I tried doing an schematic of the End version of this build so I can build it in survival, but when I try to fill the matrix with villagers the 7th cell doesn't detect it has a villager in it and doesn't flip the rail so the next minecart goes to the 8th cell, I tried fixing this and couldn't figure it out cause I suck at redstone, but I think the 7th cell has an extra composter, I guess it broke when you pasted it with worldedit or something...
@@cubicmetre By the way I was thinking, if the matrix is built on the spawn chunks that may be the reason the overworld trade reset doesn't work? edit: It works now, I think it was a conflict with the Lithium mod but can't confirm.
That was because I was lazy and summoned the villager in with a command to give it the trade I wanted to show in the video. In survival you would need to level up fletchers until you get the trade which can be kind of tedious. But once you have it things would be a breeze.