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Techman88 | Concept iron farm 1.14.4? "Iron Magnet" @techman8817 | Uploaded 5 years ago | Updated 2 hours ago
This looked like a good idea on paper, getting up to theoretically 7 "villages" in the place of one. Whether it's worth building, that's another question, since it takes up the space of 9 villages and uses more villagers than it needs for redundancy/simplicity. If the 35 second golem spawner timer is increased (which may have happened in 1.14.4 pre3), this sort of idea will be worthwhile. It is called "iron magnet" because some prototypes looked like strong magnets.

DL
mega.nz/#!Y8plWKrQ!jzk_cr7UUEzIX5WjHy9Ng9IQv0frVsmA31oJ4H32p2w

Villager Stats 1.14.3 datapack by FACS01: http://www.mediafire.com/file/itzj45egqkydxvk/Villager+Stats+1.14.3.zip
(included with download but if downloading to your own world put this in saves/worldname/datapacks .. use for instance "/function villagerstats:cmds/tag.time.worked.slept.add.all" to turn stats on)
Concept iron farm 1.14.4? Iron Magnet1.14 wither skeleton farm fixes, and fully auto versions using wolvesCategory sorting system based on 0xs superdense storage

Concept iron farm 1.14.4? "Iron Magnet" @techman8817

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