This is zombie-siege-proof villager compound and iron farm. The crops here are potatoes, which provide both food for villagers to breed and items to trade for mass quantities of emeralds. Carrots would work well too, but I recommend against wheat since the seeds can wind up clogging villager inventories. Lighting of the fields is provided via jack-o-lanterns, and irrigation by water pools under the wood blocks under some of the jacks.
The village radius is expanded from the usual 32 to 61 blocks by outbuildings (one can be seen on the right, and one is behind the hill in the back) to allow room for crops within the fence while still having all sieges spawning outside of it. Without the outbuildings, there wouldn’t even be room for the whole building inside the fence.
The compound itself looks like it was built in the brutalist architectural style, which works well with cobblestone as the main block used in the construction. As for the use of oak doors, I like to be able to see inside and I didn’t have jungle or acacia wood available at the time.
In this world, both the villagers and the potatoes came from farming a zombie spawner that’s underground more or less directly underneath the village.
The building has two layers, corresponding to the two layers of potential golem spawning that can be fit into a single village (without taking advantage of golems’ ability to spawn inside slabs, anyway). The village has 172 doors total (72 in the upper layer, 96 in the lower, and 4 in the outbuildings) which supports a population of 60 villagers.
The village center is carefully calculated so iron golems spawn only in the water and are pushed into the center where a lava blade will kill them and hoppers will collect the drops. The full golem spawning range is available for golem spawning.
The ring of cobble in the air just above the doors here is to ensure they count as village doors, although I believe the water itself will already do that. As a bonus, if you build this in a cold biome it should also prevent the water from freezing. The decorative arches are there because in an earlier version of this design golems would occasionally wind up outside the building somehow, so I’d have to haul them back in with leads and their height needs the extra clearance.
Here’s a close-up of the water flow on one of the corners. Each side has 15 water source blocks, then two empty blocks, then a source block in the very corner. This provides a water flow that covers the whole area with the needed flow pattern without collapsing into a static pool.
The lower pool is a bit below ground level. This also gives another good view of the water layout, you can see the “dip” in the water level where the two non-water-source blocks are.
The hole in the wall closed with a fence gate is for disposing of villagers with bad trades, just shove them through for a swim in the indoor pool. The ladder is for getting back up if I accidentally fall in, or if I have to jump in to resolve a golem traffic jam.
Village doors need to be periodically “seen” by a villager to ensure that they remain loaded as part of the village. I have a villager trapped in each of the four corners to ensure there’s always at least one near enough to all the doors, otherwise the villagers tend to congregate in the northwest corner and the eastern side can wind up not included.
This has the side effect that the villagers tend to congregate in the corners of the building, due to “villager interact” AI routine they have: one interacts with the trapped villager, then another comes to interact with one of those two, and eventually we have a whole crowd interacting with each other.
This is one of the outbuildings, with a single villager trapped inside to keep those doors loaded. In this case, since the doors are on the side of the outbuilding that faces the compound, the edge of the village should be right at the doors and therefore no siege zombies can spawn inside. But for good measure, he’s protected anyway (details on that later).
I’m playing this world on Normal difficulty, so there’s no need to worry about zombies breaking these doors.
Trivia: In my world, this is outbuilding contains the first cured zombie villager who helped found the village. I moved him here after he had a few offspring; I like to pretend his grandchildren exiled him to this prison due to his unsavory past.
Here’s the entrance to the other outbuilding. Due to the landscape here, this one winds up with the doors facing away from the center, so it does need indoor spawn prevention.
The vertical offset doesn’t make much difference to the village center since the delta is low and the huge number of doors in the center overwhelms the influence of these doors, but the large horizontal distance does manage to shift the village center by a block horizontally. The shift is necessary to the design: an outbuilding to the east/south is needed if the village is built at positive X/Z coordinates. If you happen to have your village in Quadrant III (X and Z are both negative), you’ll still need an outbuilding to expand the radius, so you’ll probably have to build two on opposite sides (north+south or east+west) to counterbalance each other.
Trivia: Yes, this one has the other cured zombie villager.
Spectator-mode view of the inside of the outbuilding. Siege zombies can spawn regardless of light level, and (like golems) they can spawn *inside* non-solid blocks like bottom-half slabs that normally prevent spawning. But (unlike golems) siege zombies will not spawn in liquids.
So here we have the villager well lit and standing on top of bottom-half slabs to prevent normal mob spawning, with water underneath the slabs to prevent siege zombie spawning inside the slabs.
Deep underground (where it’s safe from potential lightning strikes) is the other purpose to this village: the trading center, mostly filled with Librarians from whom I can buy useful enchanted books.
Right now they just have torches above their heads to provide lighting. Eventually I plan on giving them sea lantern overhead lighting, but I haven’t gotten to that yet.
This is where the golems end up when they fall down the central hole: lava held up by signs at golem head level, and a water pool to immediately put me out if I happen to fall in myself. Hoppers under the water collect the drops and funnel them into chests.
Villagers who fall in here will try to swim in the water, which puts their heads into the lava and kills them. And it’s far enough below the village that they usually don’t trigger the “no one mates for 3 minutes if a villager dies of natural causes while a player is nearby” deal.
Since the signs are there anyway, I decided to write something interesting on them.
In case anyone is curious, this was the landscape before I flattened it out to build the compound. Unfortunately, you missed seeing the tiny house I initially built while gathering resources to build the compound (it was about where the upper-left corner of the upper water pool is now; it, along with the small rise it was on top of, eventually got removed in the name of progress).
I wound up with over a double-chest full of dirt from flattening the landscape for this build. Someday I may post pictures of what I did with all that dirt.
Created and written by anomiex. Thanks for sharing!