How is getting a compass and giving it to a Villager more work than going to the Nether, killing Blazes, making two Splash Potions of Weakness (Includes killing at least two Spiders and two Creepers), acquiring two Golden Apples, going to where you want the village, waiting for the zombie villagers, then curing and protecting them until they are cured?
I have never actually done that, so I didn't realize that it was that much work, thanks for the support.
But that's already in the game. If a Villager who is not a part of a Village (outside X blocks from the center of the closest Village) and it comes across a player made house (technically speaking, a door with a ceiling on one side and direct access to sky on the other), it will turn that into a Village, with a minimum Village Radius of 16 Blocks. If another player made house is within those 16 blocks, the Village gets bigger. You can already do that (it's a large part of what I enjoy doing so I know quite a bit about it).
No, sorry, you're misinterperating it. One idea literally involves the villagers collecting resources and building huts.
No, sorry, you're misinterperating it. One idea literally involves the villagers collecting resources and building huts.
Did you add the second idea after the fact? I haven't gone back and read it since the first time I did, and I didn't recall seeing that. Unless I missed it entirely lol.
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Did you add the second idea after the fact? I haven't gone back and read it since the first time I did, and I didn't recall seeing that. Unless I missed it entirely lol.
This would be intresting, but I think that it would be cool if a village reaches a certain size, it could send pioneer, or colonist villagers to start a new village from scratch. The villages could have a name, and the rival villages would compete for resources and space.
epic idea villages could go to war to.oh yea frogot to add this
You have a point, but I figured it would give the player more of a sense of leadership and make expansion seem more natural.
Those points are both true, it would feel more natural and it would make the player feel like a leader. Don't get me wrong, I actually do like the idea and I also use to imagine such a mechanic, before the curing of infected villagers was added.
I also can't help but disagree, I don't see how it seems like "too much work", it's no more work than what you said, and it makes the villagers easier to organize. Unless you mean for the creators, then your point is taken.
How is getting a compass and giving it to a Villager more work than going to the Nether, killing Blazes, making two Splash Potions of Weakness (Includes killing at least two Spiders and two Creepers), acquiring two Golden Apples, going to where you want the village, waiting for the zombie villagers, then curing and protecting them until they are cured?
It seems i've been misunderstood when I said it would be "too much work". I didn't mean it would be too much work for the player to do, I meant it's too much work for Mojang to bother to code, considering this feature is already available in so far as the player can make a village where ever they want without transporting villagers.
Now i'm not saying this would be an epic task to code, nor am I saying Mojang are lazy. What I am saying is, there is so much that could be added to this game and so much that needs to be tweaked or fixed up that, to expect Mojang to code something just so we have an alternate way to achieve something that can already be done, might be asking too much.
Although the adventure of starting a new village might be greater done as suggested in the OP, I think Mojang's way is better. That's because curing infected villagers means the player doesn't need to have any of their own villagers to begin with, thus a village can be founded even if the player hasn't found any other villages yet. It also makes repopulating wiped out villages possible too.
So it's not that I don't like your idea, it's just that we already have a superior mechanic for achieving the same end.
Those points are both true, it would feel more natural and it would make the player feel like a leader. Don't get me wrong, I actually do like the idea and I also use to imagine such a mechanic, before the curing of infected villagers was added.
It seems i've been misunderstood when I said it would be "too much work". I didn't mean it would be too much work for the player to do, I meant it's too much work for Mojang to bother to code, considering this feature is already available in so far as the player can make a village where ever they want without transporting villagers.
Now i'm not saying this would be an epic task to code, nor am I saying Mojang are lazy. What I am saying is, there is so much that could be added to this game and so much that needs to be tweaked or fixed up that, to expect Mojang to code something just so we have an alternate way to achieve something that can already be done, might be asking too much.
Although the adventure of starting a new village might be greater done as suggested in the OP, I think Mojang's way is better. That's because curing infected villagers means the player doesn't need to have any of their own villagers to begin with, thus a village can be founded even if the player hasn't found any other villages yet. It also makes repopulating wiped out villages possible too.
So it's not that I don't like your idea, it's just that we already have a superior mechanic for achieving the same end.
I wouldn't call it superior, like badprenup said, it's a load of work.
I wouldn't call it superior, like badprenup said, it's a load of work.
Well I think the work required is pretty balanced considering the player gets an entire village if done right. The reason I think it's a superior mechanic is it allows the player more freedom than the one suggested in the OP. Because, as i said, it means a village can be founded any where, even if there isn't another one for miles and wiped out villages can be repopulated with out the prerequisite of other villagers.
Well I think the work required is pretty balanced considering the player gets an entire village if done right. The reason I think it's a superior mechanic is it allows the player more freedom than the one suggested in the OP. Because, as i said, it means a village can be founded any where, even if there isn't another one for miles and wiped out villages can be repopulated with out the prerequisite of other villagers.
It wouldn't replace it, it would just mean that it would be easier if the player already has access to villagers. If not, then they can use that.
Well, if you went to just the basic parts of this idea, this would be incredibly easy to code.
Have mob react when given a specific item? Check.
Have mob follow the player as long as specific criteria is met? Check.
Have mob do something else after criteria changes? Check.
90% of this idea could be done by essentially cut and pasting code from passive mobs or wolves, if you don't go the "self expanding village" route. Which I don't think Mojang would ever do because it would force players to keep villages in check or require lengthy coding and like RebD said, Mojang can be kind of lazy sometimes, although since Jeb took over things seem to be better.
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The first idea is okay, but I think you should be able to just lure them with emeralds, and make villagers like that.
Now, as for idea 2...
The idea of minecraft is for the player to do all or, as of the redstone update most of the work, and, still, they have to spend ages building their complex systems to automate things. Idea 2 would make villagers build their own houses - no way.
Actually, I was kind of thinking that the the map or compass idea worked well. I do think Villagers should follow you if you have an Emerald, But I think that should only be in their Village. Then the map would get them to follow you outside the Village, until you come to the first acceptable house.
I do agree that Villages should never expand on their own, even if there is a Village Chest of some sort that players must fill to give them materials. Making a Village is something that the player should need to spend the time and resources making themselves if that is their goal.
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this sound good but were in the villager inventory would the option to do this be and why would a villager follow u do know they stair at u because u dont fit in with the villagers and they dont trust u
this sound good but were in the villager inventory would the option to do this be and why would a villager follow u do know they stair at u because u dont fit in with the villagers and they dont trust u
I actually have no idea what you're trying to say.Alright, I see all of your points, let's focus on the first version.
I agree with this, though in my opinion before we start pushing for these types of features with villagers and villages, I'd really love to see villagers that try to expand their own villages first. :L It's boring walking up to the same village a hundred times to see nothings changed.
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I agree with this, though in my opinion before we start pushing for these types of features with villagers and villages, I'd really love to see villagers that try to expand their own villages first. :L It's boring walking up to the same village a hundred times to see nothings changed.
I do agree with the majority here in saying that the expansion of villages is the responsibility of the player. though you have given me another idea. Post, on the way.
I don't really care one way or the other about a new villager type, but why not make it so that if you build a village of 5 huts, at some point villagers will start spawning? Regardless of the method, I like the idea of being able to create and populate a village (without the song and dance of minecarts and rails), so I support the general idea.
As it is, I tend to make my villages larger than the villagers are willing to go. By that logic it might be possible to spread my population around by defining severally villages in close proximity. Besides that it might be worth making a GUI for your pioneers. Less trouble with your villagers prematurely moving into one of your bases.
Good idea, though maps and compasses are not exactly that hard to obtain. Maybe having the requirement be that the villager needs several items, like a map AND a compass plus say a watch and other supplies, would be an idea?
I have never actually done that, so I didn't realize that it was that much work, thanks for the support.
No, sorry, you're misinterperating it. One idea literally involves the villagers collecting resources and building huts.
Did you add the second idea after the fact? I haven't gone back and read it since the first time I did, and I didn't recall seeing that. Unless I missed it entirely lol.
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You must've missed it, my friend!
SUPPORT
Either way I support this.
Those points are both true, it would feel more natural and it would make the player feel like a leader. Don't get me wrong, I actually do like the idea and I also use to imagine such a mechanic, before the curing of infected villagers was added.
It seems i've been misunderstood when I said it would be "too much work". I didn't mean it would be too much work for the player to do, I meant it's too much work for Mojang to bother to code, considering this feature is already available in so far as the player can make a village where ever they want without transporting villagers.
Now i'm not saying this would be an epic task to code, nor am I saying Mojang are lazy. What I am saying is, there is so much that could be added to this game and so much that needs to be tweaked or fixed up that, to expect Mojang to code something just so we have an alternate way to achieve something that can already be done, might be asking too much.
Although the adventure of starting a new village might be greater done as suggested in the OP, I think Mojang's way is better. That's because curing infected villagers means the player doesn't need to have any of their own villagers to begin with, thus a village can be founded even if the player hasn't found any other villages yet. It also makes repopulating wiped out villages possible too.
So it's not that I don't like your idea, it's just that we already have a superior mechanic for achieving the same end.
I wouldn't call it superior, like badprenup said, it's a load of work.
Well I think the work required is pretty balanced considering the player gets an entire village if done right. The reason I think it's a superior mechanic is it allows the player more freedom than the one suggested in the OP. Because, as i said, it means a village can be founded any where, even if there isn't another one for miles and wiped out villages can be repopulated with out the prerequisite of other villagers.
It wouldn't replace it, it would just mean that it would be easier if the player already has access to villagers. If not, then they can use that.
Have mob react when given a specific item? Check.
Have mob follow the player as long as specific criteria is met? Check.
Have mob do something else after criteria changes? Check.
90% of this idea could be done by essentially cut and pasting code from passive mobs or wolves, if you don't go the "self expanding village" route. Which I don't think Mojang would ever do because it would force players to keep villages in check or require lengthy coding and like RebD said, Mojang can be kind of lazy sometimes, although since Jeb took over things seem to be better.
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Actually, I was kind of thinking that the the map or compass idea worked well. I do think Villagers should follow you if you have an Emerald, But I think that should only be in their Village. Then the map would get them to follow you outside the Village, until you come to the first acceptable house.
I do agree that Villages should never expand on their own, even if there is a Village Chest of some sort that players must fill to give them materials. Making a Village is something that the player should need to spend the time and resources making themselves if that is their goal.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
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I actually have no idea what you're trying to say.Alright, I see all of your points, let's focus on the first version.
I do agree with the majority here in saying that the expansion of villages is the responsibility of the player. though you have given me another idea. Post, on the way.
That was the Idea