Okay, so I've been experimenting with the new zombie villagers. Usually, all of my villagers are simply killed by the first night (as long as I'm on hard mode), but now they become zombie villagers by the first night, which seemed somewhat better. Apparently, there's an incredibly unintuitive method for curing villagers, so I thought that I could utilize this method to repopulate my villages. To my eternal frustration, I was wrong.
Here are the problems with the curing method for zombie villagers, as it stands now.
1) You would never guess how to cure them unless you looked at the wiki.
2) The curing method is not instantaneous. This leads to a whole plethora of issues, foremost of which is that the villagers who become cured, are soon re-infected by the zombie villagers who are in the red swirl state. Then, once THOSE villagers become cured, the zombie villagers whom they re-infected, do the same to them. It's a never-ending cycle of zombieness!
3) Related to the above. Even when the zombie villagers are in the red swirl state, I'm guessing they will burn in the daylight as long as their skin is green. They are also targeted by their own iron golems, just as if they were normal zombies. So, rather than cured villagers, we'll have dead villagers.
The easiest fix would be to have the curing process be instantaneous. You have to journey to the Nether and go through the hellish brewing process before you can even begin to cure them, so you may as well be rewarded accordingly.
Another possible fix would be to have the zombie villagers act differently while in the red swirl state. Namely, they would become neutral mobs who refrain from attacking other villagers, and are not killed by sunlight or iron golems. This fix would make a little less sense, but it's possible.
Thanks for hearing me out. I hope I don't sound too annoyed, but I'm sick of finally finding a village, and then having its citizens die off before I see the cool stuff (iron golems and villager children). I haven't seen the cool stuff for months.
I think the idea is that you trap the zombie villagers in their own separate cells before administering the cure. Although it would be good if the time it took was shortened a little bit, and/or they don't despawn while being cured.
1) The unintuitive nature of the curing process is not a problem. I know that sounds silly, but there is a good reason. Minecraft has no in game information which let's you know how to do anything at all which is not covered by the first few achievements. There is no way to work out about nether portals, or how to make an enchanting table, or even how to make a painting. So this issue with intuitively working out how to cure a zombie should be ignored until (if ever) an in game method of finding out how to do anything at all really is added.
2) would not mind if they changed the way zombies behave during the transformation process. It would be ok if they dont attack in this state or get attacked by golems. But that said, I do kinda like how it is now. Having to lock the zombies down, separate them from others and perform the procedure has a real Dr Frankenstein feel to it which is quite cool.
In my main village I made a small trap(1 wide, 2 tall, 3 deep) with iron doors on both sides. On one side you place a level which opens/closes both doors at the same time. The idea is that when not in use you leave the lever on so the doors are open and you punch a zombie villager then let him chase you to the trap. Then you run thru the room and pull the lever when the zombies in side to trap him. It's pretty simple and only requires a tiny bit of redstone. Then you just repeat this design all in a row for as many chambers as you think you will need at a time. If you want to save resources you can do the same thing using a piston instead of the iron door, or even trap doors or fence gates since they are all redstone controllable. My design has no roof so I can apply the antidote from above, but if you use any of the other door replacements you can administer the antidote at ground level.
Bingo. There's more to this process than you may think.
I designed this whole thing with one very big important point in mind; "This must not be able to be used as an offensive weapon". As such, it must be very expensive and not instant. The process is long and difficult and when you start it, they will actually become stronger until converted.
The idea is for you to lure a zombie back to a village somehow, into some kind of jail area. You convert the zombie in here and run for your life. It will convert faster when surrounded by certain blocks; experiment!
Whoa wait what?
Dude, Dinnerbone is turning this game into a puzzle within an enigma wrapped in a mystery.
Maybe... Disco sheep... DO exist...
And we just haven't found the right combination of potions and foodstuffs? How can we know?
Bingo. There's more to this process than you may think.
I designed this whole thing with one very big important point in mind; "This must not be able to be used as an offensive weapon". As such, it must be very expensive and not instant. The process is long and difficult and when you start it, they will actually become stronger until converted.
The idea is for you to lure a zombie back to a village somehow, into some kind of jail area. You convert the zombie in here and run for your life. It will convert faster when surrounded by certain blocks; experiment!
For some reason I get a sense of impending doom for all of my villages.
After some experimenting, it seems that emerald, diamond, lapis, and iron blocks all speed up the process, in my experiments it seems that gold block do not work (likely because you are already using a golden apple) it also seemed to me that emerald did is faster then the others, but it seemed to me that the others ended up about the same, but I didn't test them against each other, only against default speed
After some experimenting, it seems that emerald, diamond, lapis, and iron blocks all speed up the process, in my experiments it seems that gold block do not work (likely because you are already using a golden apple) it also seemed to me that emerald did is faster then the others, but it seemed to me that the others ended up about the same, but I didn't test them against each other, only against default speed
Well, I just tested with emerald blocks, and my control subject became cured even before my emerald subject. So, that does not seem likely.
Well, I just tested with emerald blocks, and my control subject became cured even before my emerald subject. So, that does not seem likely.
I just did a test and my control subject transformed about about 2 seconds slower than one surrounded by emerald. I remember a tweet from Dinnerbone saying something about locking them up with iron bars. I will have to test with iron bars near the zombies.
Yeah, he did mention using iron bars at some point. I imagine that would be the most effective. I'll try it out myself.
EDIT: I tried out 6 different cages, made of sandstone (regular), iron bars with an iron bar floor, iron bars with a stone floor, gold blocks, diamond blocks, and oak planks. Each cage was as small as I could make it with an open roof.
The zombie in the iron bars with stone was first to be cured, followed a split second later by the one in the wooden planks, followed shortly after by the one in the diamond cage. After a bit, the one in the gold cage was cured. After another wait, the one in the iron bar with iron bar floor was cured and the one in the sandstone cage not long after.
Obviously more tests would need to be conducted, as there is a certain amount of randomness involved.
Why not just use MCP, decompile it, and take a looksie into the villager code for which is most effective etc?
This may sound stupid, but surely would be the most effective and speedy method?
Why not just use MCP, decompile it, and take a looksie into the villager code for which is most effective etc?
This may sound stupid, but surely would be the most effective and speedy method?
Because this is science! What's the fun of just looking up the answer when there's experiments to run?
Rollback Post to RevisionRollBack
"Redstone is a powerful thing. By itself, it does a lot of crazy stuff. When you add lots of it together, it does even more crazier stuff." -Dinnerbone
Bingo. There's more to this process than you may think.
I designed this whole thing with one very big important point in mind; "This must not be able to be used as an offensive weapon". As such, it must be very expensive and not instant. The process is long and difficult and when you start it, they will actually become stronger until converted.
The idea is for you to lure a zombie back to a village somehow, into some kind of jail area. You convert the zombie in here and run for your life. It will convert faster when surrounded by certain blocks; experiment!
Does anyone else get a fuzzy feeling when they find a Dinnerbone post?
Okay, so I've been experimenting with the new zombie villagers. Usually, all of my villagers are simply killed by the first night (as long as I'm on hard mode), but now they become zombie villagers by the first night, which seemed somewhat better. Apparently, there's an incredibly unintuitive method for curing villagers, so I thought that I could utilize this method to repopulate my villages. To my eternal frustration, I was wrong.
Here are the problems with the curing method for zombie villagers, as it stands now.
1) You would never guess how to cure them unless you looked at the wiki.
2) The curing method is not instantaneous. This leads to a whole plethora of issues, foremost of which is that the villagers who become cured, are soon re-infected by the zombie villagers who are in the red swirl state. Then, once THOSE villagers become cured, the zombie villagers whom they re-infected, do the same to them. It's a never-ending cycle of zombieness!
3) Related to the above. Even when the zombie villagers are in the red swirl state, I'm guessing they will burn in the daylight as long as their skin is green. They are also targeted by their own iron golems, just as if they were normal zombies. So, rather than cured villagers, we'll have dead villagers.
The easiest fix would be to have the curing process be instantaneous. You have to journey to the Nether and go through the hellish brewing process before you can even begin to cure them, so you may as well be rewarded accordingly.
Another possible fix would be to have the zombie villagers act differently while in the red swirl state. Namely, they would become neutral mobs who refrain from attacking other villagers, and are not killed by sunlight or iron golems. This fix would make a little less sense, but it's possible.
Thanks for hearing me out. I hope I don't sound too annoyed, but I'm sick of finally finding a village, and then having its citizens die off before I see the cool stuff (iron golems and villager children). I haven't seen the cool stuff for months.
"It's impossible to guess how to cure them if you didn't look at the wiki"
Guess how we discovered how to cure them.
Testing. Ingame.
Weakness potions and unenchanted golden apples. We did it an hour after Dinnerbone told us there was even a secret. We weren't even sure if it was curing.
All you need to know is that they HAVE a secret.
Rollback Post to RevisionRollBack
Allocators are no longer the future, we have Hoppers now. I still like them, though.
Here are the problems with the curing method for zombie villagers, as it stands now.
1) You would never guess how to cure them unless you looked at the wiki.
2) The curing method is not instantaneous. This leads to a whole plethora of issues, foremost of which is that the villagers who become cured, are soon re-infected by the zombie villagers who are in the red swirl state. Then, once THOSE villagers become cured, the zombie villagers whom they re-infected, do the same to them. It's a never-ending cycle of zombieness!
3) Related to the above. Even when the zombie villagers are in the red swirl state, I'm guessing they will burn in the daylight as long as their skin is green. They are also targeted by their own iron golems, just as if they were normal zombies. So, rather than cured villagers, we'll have dead villagers.
The easiest fix would be to have the curing process be instantaneous. You have to journey to the Nether and go through the hellish brewing process before you can even begin to cure them, so you may as well be rewarded accordingly.
Another possible fix would be to have the zombie villagers act differently while in the red swirl state. Namely, they would become neutral mobs who refrain from attacking other villagers, and are not killed by sunlight or iron golems. This fix would make a little less sense, but it's possible.
Thanks for hearing me out. I hope I don't sound too annoyed, but I'm sick of finally finding a village, and then having its citizens die off before I see the cool stuff (iron golems and villager children). I haven't seen the cool stuff for months.
1) The unintuitive nature of the curing process is not a problem. I know that sounds silly, but there is a good reason. Minecraft has no in game information which let's you know how to do anything at all which is not covered by the first few achievements. There is no way to work out about nether portals, or how to make an enchanting table, or even how to make a painting. So this issue with intuitively working out how to cure a zombie should be ignored until (if ever) an in game method of finding out how to do anything at all really is added.
2) would not mind if they changed the way zombies behave during the transformation process. It would be ok if they dont attack in this state or get attacked by golems. But that said, I do kinda like how it is now. Having to lock the zombies down, separate them from others and perform the procedure has a real Dr Frankenstein feel to it which is quite cool.
In my main village I made a small trap(1 wide, 2 tall, 3 deep) with iron doors on both sides. On one side you place a level which opens/closes both doors at the same time. The idea is that when not in use you leave the lever on so the doors are open and you punch a zombie villager then let him chase you to the trap. Then you run thru the room and pull the lever when the zombies in side to trap him. It's pretty simple and only requires a tiny bit of redstone. Then you just repeat this design all in a row for as many chambers as you think you will need at a time. If you want to save resources you can do the same thing using a piston instead of the iron door, or even trap doors or fence gates since they are all redstone controllable. My design has no roof so I can apply the antidote from above, but if you use any of the other door replacements you can administer the antidote at ground level.
Whoa wait what?
Dude, Dinnerbone is turning this game into a puzzle within an enigma wrapped in a mystery.
Maybe... Disco sheep... DO exist...
And we just haven't found the right combination of potions and foodstuffs? How can we know?
For some reason I get a sense of impending doom for all of my villages.
Well, I just tested with emerald blocks, and my control subject became cured even before my emerald subject. So, that does not seem likely.
I just did a test and my control subject transformed about about 2 seconds slower than one surrounded by emerald. I remember a tweet from Dinnerbone saying something about locking them up with iron bars. I will have to test with iron bars near the zombies.
I am ninja'd far too often.
EDIT: I tried out 6 different cages, made of sandstone (regular), iron bars with an iron bar floor, iron bars with a stone floor, gold blocks, diamond blocks, and oak planks. Each cage was as small as I could make it with an open roof.
The zombie in the iron bars with stone was first to be cured, followed a split second later by the one in the wooden planks, followed shortly after by the one in the diamond cage. After a bit, the one in the gold cage was cured. After another wait, the one in the iron bar with iron bar floor was cured and the one in the sandstone cage not long after.
Obviously more tests would need to be conducted, as there is a certain amount of randomness involved.
MCP is not updated to this version, that's why.
Because this is science! What's the fun of just looking up the answer when there's experiments to run?
Does anyone else get a fuzzy feeling when they find a Dinnerbone post?
or reddit. c:
WHAT?!
Danger zone.
"It's impossible to guess how to cure them if you didn't look at the wiki"
Guess how we discovered how to cure them.
Testing. Ingame.
Weakness potions and unenchanted golden apples. We did it an hour after Dinnerbone told us there was even a secret. We weren't even sure if it was curing.
All you need to know is that they HAVE a secret.