Ok, so we know that having a Librarian with a Low paper > Emerald trade is considered good & probably a Cleric with Low Rotten Flesh > Emerald trade may be handy to get rid of the Rotten flesh you gather but what do players think makes a villager trader BETTER than another
For example
Lets say you have a Librarian with a 26 Paper > Emerald trade, but Enchanted Books are expensive or have nearly worthless effects like 'Smite'
but Librarian 2 has a 27 paper > Emerald but has cheaper Enchanted books or better enchants like 'Mending' or 'Feather Falling II'
Or
Cleric 1 has 36 Rotten Flesh > Emerald but has 11 Emerald > Bottle of XP
but Cleric 2 has 38 Rotten > Emerald but has 5 Emeralds > Bottle of XP
Or
Toolsmith 1: 18 Coal > Emerald, 8 Iron > Emerald but 16 Emeralds > Eff II Dia Pickaxe
Toolsmith 2: 19 Coal > Emerald, 7 Iron > Emerald but 12 Emerald > Eff II Dia Pickaxe
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Ok, so we know that having a Librarian with a Low paper > Emerald trade is considered good & probably a Cleric with Low Rotten Flesh > Emerald trade may be handy to get rid of the Rotten flesh you gather but what do players think makes a villager trader BETTER than another
What trades do you think makes a good 'all-rounder' Villager trader ?
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Well, my usual trading mall design has 48 slots for traders along the walls, so I tend to try to get at least two of each subclass. What I look for:
Farmer/Farmer subtype:
Mainly, I look for 15 or 16 carrot/potato per emerald, 15 is a better deal but I build villager-based autofarms that produce so many carrots/potatoes that I don't need max efficiency here. I tend to actually prefer 16 carrots/potatoes per emerald as that lets me trade even fractions of stacks of 64 when I sell massive amounts of crops in one go, it's my main source of emeralds and XP. Good prices for wheat, melon, and pumpkins are not essential, as I use those mainly for resetting locked carrot/potato trades. But I tend to also have in the mall at least one or two farmers with 7 or 8 pumpkin/melon trades and a pretty good price on at least one of wheat/carrot/potato for resetting locked pumpkin/melon trades.
Farmer/Fisherman subtype:
I look for best price for string, 15 string per emerald, and then the lowest number of coal per emerald as a resetting trade. But I keep them around for completeness sake, don't actually trade with them much.
Farmer/Fletcher subtype:
Best price for string, 15 string per emerald, and then 2 emeralds per bow is the most important secondary trade. After that, I worry about arrows, because by the time I got trading set up, I've either got a chicken farm for feathers or a skeleton grinder for arrows, so arrows are not something I need to buy lots of. Bows, on the other hand, are often bought in large quantities for making dispensers, which may be needed in large quantities for things like a guardian grinder.
Farmer/Shepherd subtype:
16 white wool per emerald is the important trade to decide if they're worth keeping. Then I try to get 2-3 of them who, combined, have all other colors of wool available at only 1 emerald per block. I don't trade with them much either, but if I need lots of wool for a project like pixel art, sometimes it's easier to buy than shear a ton of sheep, especially since I tend to have tons of emeralds handy.
Librarian/Cartographer subtype:
Look for best price possible for paper, but only have one of them all unlocked at a time. Leave the others with their upper tier trades still unopened until you've discovered the temples/monuments in the first guy's maps, then you can discard him and move a spare cartographer up into his slot in the mall. Maybe keep an old one around if he;'s got best possible price of 7 emeralds per blank map, as those can be useful for, well, mapmaking or pixel art purposes.
Librarian/Librarian subtype:
You need so many of these to get a full set of good cheap enchanted book trades that you can't afford to be picky with secondary trades. Try to make sure you've got at least a couple of guys with both best possible paper price (24 sheets per emerald) and glass (5 blocks per emerald) or bookshelves (3 emeralds per block) trades, as sometimes you need large quantities of glass or bookshelves for a build. or just have a ton of paper lying around that you might as well sell. But for the most part, librarians are for enchanted books, and if you get those at a good price (got a guy with 10 emeralds for a mending book, woot!), you can afford to deal with him having 36 paper per emerald as a reset trade. You may want to keep a list on WordPad or something of what trades you have available at what prices and keep it up to date as you continue to breed more librarians and open up their trades, so it's easy to see at a glance if a new guy has a good enough price to take an old guy out to pasture and kill him in favor of the new one.
Blacksmith/Armorer subtype:
Important thing here is the diamond chestplate trade. You want something that's either good on its own (Got one who sells Projectile Protection IV/Unbreaking 3 plates) or is a good thing to merge or add a book to (Protection III/UnbreakingII, for example, just buy two and merge em on an anvil for a great chestplate). Having it at a good price is a bonus, but really good armor trades are rare enough that you put up with a crappy coal or iron price if you have to. Get two or three of them and you can combine them for getting all chain armor pieces for decent prices too, but plain iron armor is easy enough to get in mass quantities and enchant with books that chain is only really worth it for aesthetic/bragging rights purposes.
Blacksmith/Toolsmith subtype:
Important thing here is a good price for a good diamond pick. Two best I've yet seen are Silk Touch (perhaps with a level or two of efficiency or unbreaking) or a good digging pick, UnbreakingIII/EfficiencyIII is the best I've seen yet. But don't turn your nose up at a good cheap 12 emerald price for Unbreaking 2 and Efficiency 2 on a pick, I've dug out enormous underground facilities with those. You can when done with them either merge them on an anvil to get an even better digging pick, or merge them without an anvil to get a blank pick for enchanting and get a great pick.
Blacksmith/Weaponsmith subtype:
You'll want one of these with a good cheap diamond sword for sale, I've never seen one really worth using on its own for sale, but get two cheap ones and merge them without an anvil and you've got a good blank diamond pick for enchanting. You can also look for one with a good cheap diamond axe, with again Unbreaking III/EfficiencyIII as the best I've seen, maybe another with Silk Touch in there someplace for harvesting melons. Someplace among your blacksmiths you should have a guy with best 7 iron per emerald AND best 16 coal per emerald trades, as a guy to sell excess iron to once you've got an iron grinder pumping out more than you can use.
Butcher/Butcher subtype:
You want one guy with best 14 raw pork per emerald and one guy with best 14 raw chicken per emerald. I've got two with both, at which point you start to care about their coal prices too as a reset trade. But these guys are mainly for completeness' sake, there are far better emerald/xp sources.
Butcher/Leatherworker subtype:
This guy you want with both best possible 9 leather per emerald trade and 8 emerald per saddle trade, mainly as a source of extra saddles, but you don't want to waste too many leather on resetting him. A cheap 2 emeralds per leather pants trade can be of SOME use as a source of blank items to enchant when there are no other good enchants available to reset the table rolls, but that's about it.
Cleric/Cleric subtype:
Don't bother with these unless they've got 36 or MAYBE 37 rotten flesh per emerald even though the rotten flesh trade is pretty much just a reset trade, you may find yourself trading with these guys enough for it to matter. You want at least two best possible trades from within the triad of 4 redstone, 2 lapis, or 3 glowstone per trade. Buying lapis for enchanting and glowstone for decor and potion-making, plus redstone for all its many uses, will keep these guys pretty busy and you want to not have to resort to the clumsy and bothersome rotten flesh trade for resets, even IF you've got a good zombie or zombie pigman grinder keeping your rotten flesh stocks high. XP potions are not really worth it unless you're giving them out as prizes in an obstacle course or something.
Hope this helps.
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"I think I'm starting to like this `programming' thing. It's about four times as fun as shaving." -- Notch, June 12, 2011
The price is the most valuable aspect. Having Unbreaking III and the cheapest possible price would be perfect. The only thing I want is the diamond axe and sword trade, coal and iron is worth too much to trade away.
Armor smith:
The price of the chestplate is really the only thing that matters here. I will always combine two of the in the crafting grid to make an unenchanted version and enchant that.
Toolsmith:
The best pickaxe possible has Unbreaking III, Efficiency III and Silk Touch. This is nice because it can instant mine ice and packed ice, which is great for industrial ice farms.
Librarians:
This is why trading halls take so much time to set up. The ideal trading hall will have a librarian for every single trade. This book should be in the first slot, at the highest level, and for the lowest possible emerald cost.
The first slot requirement is optional, but quite convenient once you have it done. They did that on the SciCraft server, but they're insane.
Cartographers:
This one is easy. You just want to have one of each map type. Cost isn't too important because realistically you won't buy too many of them unless you really like totems of undying or sponges.
Farmer:
This one really needs to be cheap. The best way to get large amounts of emeralds is to trade wheat, potatoes, carrots, and pumpkins in crazy amounts. I usually go through a few double chests of crops in a trading session.
Leatherworker:
Saddles are the only thing I care about here, but I usually get plenty from AFK fishing. This one is optional.
Cleric:
Cheap trades for glowstone, lapis and redstone are actually pretty convenient if you don't like mining or don't have a witch farm. XP bottles are also quite nice, since you can use them to repair mending tools on the fly.
Butcher:
Some people apparently use these as their food source. A cheap cooked porkchop is useful if you do that, otherwise burn them on sight.
Fisherman, Fletcher, Nitwit, Fletcher:
These don't exist. Burn them on sight. Nitwits especially.
These don't exist. Burn them on sight. Nitwits especially.
Eh, while you're still building autofarms, the Fishermen, Fletchers, and Shepherds make good crop-pickers to work for you. That's how you get tons of carrots, potatoes, and wheat to sell the the actual Farmer subtypes in the trading mall, after all. And they're also useful, nitwits included in Iron grinders, as warm bodies to keep the population of a village pod high enough to spawn golems. I'm currently building a new trading mall and iron grinder at our new spawn complex, and soon will start on a new autofarm tower, but yeah, once those are all fully staffed and I've got a couple of spare autofarmers squirrelled away someplace in case of problems at the autofarm tower, excess villagers can start being dumped into the golem grinder's lava blade.
Trading with emeralds is never a problem to me. In extreme hills there is an abundance of emeralds. Even without fortune, just a mining trip gets me around 30-40 emeralds (without searching for them) The only trades I find useful are those that ask for 10-15 emeralds for diamond tools.
Trading with emeralds is never a problem to me. In extreme hills there is an abundance of emeralds. Even without fortune, just a mining trip gets me around 30-40 emeralds (without searching for them) The only trades I find useful are those that ask for 10-15 emeralds for diamond tools.
It sounds like you haven't done any serious trading.
A few months ago I spent almost 8 hours trading with villagers for emeralds. I purchased almost a double chest of diamond gear, and enough enchanted books to max enchant them. I had 27 picks with mending, unbreaking 3, efficiency 5, and either fortune 3 or silk touch.
If I went mining it would probably take me days. I bet I went through a double chest of emeralds.
Ok, so we know that having a Librarian with a Low paper > Emerald trade is considered good & probably a Cleric with Low Rotten Flesh > Emerald trade may be handy to get rid of the Rotten flesh you gather but what do players think makes a villager trader BETTER than another
For example
Lets say you have a Librarian with a 26 Paper > Emerald trade, but Enchanted Books are expensive or have nearly worthless effects like 'Smite'
but Librarian 2 has a 27 paper > Emerald but has cheaper Enchanted books or better enchants like 'Mending' or 'Feather Falling II'
Or
Cleric 1 has 36 Rotten Flesh > Emerald but has 11 Emerald > Bottle of XP
but Cleric 2 has 38 Rotten > Emerald but has 5 Emeralds > Bottle of XP
Or
Toolsmith 1: 18 Coal > Emerald, 8 Iron > Emerald but 16 Emeralds > Eff II Dia Pickaxe
Toolsmith 2: 19 Coal > Emerald, 7 Iron > Emerald but 12 Emerald > Eff II Dia Pickaxe
Or
Farmer 1: 7 Melon / 8 Pumpkin / 18 Potato / 19 Carrot > 1 Emerald
Farmer 2: 10 Melon / 9 Pumpkin / 15 Potato /15 Carror > 1 Emerald
I personally think a good all-rounder should have as many low items for 1 Emerald trades and 1 Emerald > Highest Items back trades,
but it's not always possible, occasionally you may get low items but one or two is ridiculously high.. for example I've had a farmer that had
Which I think is pretty good.. but what if he had a 12 Melon/13 Pumpkin trade instead... would YOU keep him ??
What trades do you think makes a good 'all-rounder' Villager trader ?
Farmer/Farmer subtype:
Mainly, I look for 15 or 16 carrot/potato per emerald, 15 is a better deal but I build villager-based autofarms that produce so many carrots/potatoes that I don't need max efficiency here. I tend to actually prefer 16 carrots/potatoes per emerald as that lets me trade even fractions of stacks of 64 when I sell massive amounts of crops in one go, it's my main source of emeralds and XP. Good prices for wheat, melon, and pumpkins are not essential, as I use those mainly for resetting locked carrot/potato trades. But I tend to also have in the mall at least one or two farmers with 7 or 8 pumpkin/melon trades and a pretty good price on at least one of wheat/carrot/potato for resetting locked pumpkin/melon trades.
Farmer/Fisherman subtype:
I look for best price for string, 15 string per emerald, and then the lowest number of coal per emerald as a resetting trade. But I keep them around for completeness sake, don't actually trade with them much.
Farmer/Fletcher subtype:
Best price for string, 15 string per emerald, and then 2 emeralds per bow is the most important secondary trade. After that, I worry about arrows, because by the time I got trading set up, I've either got a chicken farm for feathers or a skeleton grinder for arrows, so arrows are not something I need to buy lots of. Bows, on the other hand, are often bought in large quantities for making dispensers, which may be needed in large quantities for things like a guardian grinder.
Farmer/Shepherd subtype:
16 white wool per emerald is the important trade to decide if they're worth keeping. Then I try to get 2-3 of them who, combined, have all other colors of wool available at only 1 emerald per block. I don't trade with them much either, but if I need lots of wool for a project like pixel art, sometimes it's easier to buy than shear a ton of sheep, especially since I tend to have tons of emeralds handy.
Librarian/Cartographer subtype:
Look for best price possible for paper, but only have one of them all unlocked at a time. Leave the others with their upper tier trades still unopened until you've discovered the temples/monuments in the first guy's maps, then you can discard him and move a spare cartographer up into his slot in the mall. Maybe keep an old one around if he;'s got best possible price of 7 emeralds per blank map, as those can be useful for, well, mapmaking or pixel art purposes.
Librarian/Librarian subtype:
You need so many of these to get a full set of good cheap enchanted book trades that you can't afford to be picky with secondary trades. Try to make sure you've got at least a couple of guys with both best possible paper price (24 sheets per emerald) and glass (5 blocks per emerald) or bookshelves (3 emeralds per block) trades, as sometimes you need large quantities of glass or bookshelves for a build. or just have a ton of paper lying around that you might as well sell. But for the most part, librarians are for enchanted books, and if you get those at a good price (got a guy with 10 emeralds for a mending book, woot!), you can afford to deal with him having 36 paper per emerald as a reset trade. You may want to keep a list on WordPad or something of what trades you have available at what prices and keep it up to date as you continue to breed more librarians and open up their trades, so it's easy to see at a glance if a new guy has a good enough price to take an old guy out to pasture and kill him in favor of the new one.
Blacksmith/Armorer subtype:
Important thing here is the diamond chestplate trade. You want something that's either good on its own (Got one who sells Projectile Protection IV/Unbreaking 3 plates) or is a good thing to merge or add a book to (Protection III/UnbreakingII, for example, just buy two and merge em on an anvil for a great chestplate). Having it at a good price is a bonus, but really good armor trades are rare enough that you put up with a crappy coal or iron price if you have to. Get two or three of them and you can combine them for getting all chain armor pieces for decent prices too, but plain iron armor is easy enough to get in mass quantities and enchant with books that chain is only really worth it for aesthetic/bragging rights purposes.
Blacksmith/Toolsmith subtype:
Important thing here is a good price for a good diamond pick. Two best I've yet seen are Silk Touch (perhaps with a level or two of efficiency or unbreaking) or a good digging pick, UnbreakingIII/EfficiencyIII is the best I've seen yet. But don't turn your nose up at a good cheap 12 emerald price for Unbreaking 2 and Efficiency 2 on a pick, I've dug out enormous underground facilities with those. You can when done with them either merge them on an anvil to get an even better digging pick, or merge them without an anvil to get a blank pick for enchanting and get a great pick.
Blacksmith/Weaponsmith subtype:
You'll want one of these with a good cheap diamond sword for sale, I've never seen one really worth using on its own for sale, but get two cheap ones and merge them without an anvil and you've got a good blank diamond pick for enchanting. You can also look for one with a good cheap diamond axe, with again Unbreaking III/EfficiencyIII as the best I've seen, maybe another with Silk Touch in there someplace for harvesting melons. Someplace among your blacksmiths you should have a guy with best 7 iron per emerald AND best 16 coal per emerald trades, as a guy to sell excess iron to once you've got an iron grinder pumping out more than you can use.
Butcher/Butcher subtype:
You want one guy with best 14 raw pork per emerald and one guy with best 14 raw chicken per emerald. I've got two with both, at which point you start to care about their coal prices too as a reset trade. But these guys are mainly for completeness' sake, there are far better emerald/xp sources.
Butcher/Leatherworker subtype:
This guy you want with both best possible 9 leather per emerald trade and 8 emerald per saddle trade, mainly as a source of extra saddles, but you don't want to waste too many leather on resetting him. A cheap 2 emeralds per leather pants trade can be of SOME use as a source of blank items to enchant when there are no other good enchants available to reset the table rolls, but that's about it.
Cleric/Cleric subtype:
Don't bother with these unless they've got 36 or MAYBE 37 rotten flesh per emerald even though the rotten flesh trade is pretty much just a reset trade, you may find yourself trading with these guys enough for it to matter. You want at least two best possible trades from within the triad of 4 redstone, 2 lapis, or 3 glowstone per trade. Buying lapis for enchanting and glowstone for decor and potion-making, plus redstone for all its many uses, will keep these guys pretty busy and you want to not have to resort to the clumsy and bothersome rotten flesh trade for resets, even IF you've got a good zombie or zombie pigman grinder keeping your rotten flesh stocks high. XP potions are not really worth it unless you're giving them out as prizes in an obstacle course or something.
Hope this helps.
Weaponsmith:
The price is the most valuable aspect. Having Unbreaking III and the cheapest possible price would be perfect. The only thing I want is the diamond axe and sword trade, coal and iron is worth too much to trade away.
Armor smith:
The price of the chestplate is really the only thing that matters here. I will always combine two of the in the crafting grid to make an unenchanted version and enchant that.
Toolsmith:
The best pickaxe possible has Unbreaking III, Efficiency III and Silk Touch. This is nice because it can instant mine ice and packed ice, which is great for industrial ice farms.
Librarians:
This is why trading halls take so much time to set up. The ideal trading hall will have a librarian for every single trade. This book should be in the first slot, at the highest level, and for the lowest possible emerald cost.
The first slot requirement is optional, but quite convenient once you have it done. They did that on the SciCraft server, but they're insane.
Cartographers:
This one is easy. You just want to have one of each map type. Cost isn't too important because realistically you won't buy too many of them unless you really like totems of undying or sponges.
Farmer:
This one really needs to be cheap. The best way to get large amounts of emeralds is to trade wheat, potatoes, carrots, and pumpkins in crazy amounts. I usually go through a few double chests of crops in a trading session.
Leatherworker:
Saddles are the only thing I care about here, but I usually get plenty from AFK fishing. This one is optional.
Cleric:
Cheap trades for glowstone, lapis and redstone are actually pretty convenient if you don't like mining or don't have a witch farm. XP bottles are also quite nice, since you can use them to repair mending tools on the fly.
Butcher:
Some people apparently use these as their food source. A cheap cooked porkchop is useful if you do that, otherwise burn them on sight.
Fisherman, Fletcher, Nitwit, Fletcher:
These don't exist. Burn them on sight. Nitwits especially.
Eh, while you're still building autofarms, the Fishermen, Fletchers, and Shepherds make good crop-pickers to work for you. That's how you get tons of carrots, potatoes, and wheat to sell the the actual Farmer subtypes in the trading mall, after all. And they're also useful, nitwits included in Iron grinders, as warm bodies to keep the population of a village pod high enough to spawn golems. I'm currently building a new trading mall and iron grinder at our new spawn complex, and soon will start on a new autofarm tower, but yeah, once those are all fully staffed and I've got a couple of spare autofarmers squirrelled away someplace in case of problems at the autofarm tower, excess villagers can start being dumped into the golem grinder's lava blade.
Who's using non-vanilla amounts?
Trading with emeralds is never a problem to me. In extreme hills there is an abundance of emeralds. Even without fortune, just a mining trip gets me around 30-40 emeralds (without searching for them) The only trades I find useful are those that ask for 10-15 emeralds for diamond tools.
please, do not click this link.... for your own safety...
It sounds like you haven't done any serious trading.
A few months ago I spent almost 8 hours trading with villagers for emeralds. I purchased almost a double chest of diamond gear, and enough enchanted books to max enchant them. I had 27 picks with mending, unbreaking 3, efficiency 5, and either fortune 3 or silk touch.
If I went mining it would probably take me days. I bet I went through a double chest of emeralds.