As a perspective adventure map designer, I'm curious if there is a way to modify the villager's trade parameters without forcing people using the map to use a mod. Specifically I'm asking about the jack of all trades tool that is NBTedit.
So I'd like to know if anyone has figured out where in the world save files a villager's trade data is stored, and if it can be modified so the villager can trade items they otherwise would not. This would be invaluable for adventure maps since you could make a totally functional trading and currency system. With the new books, the stacking dropped items (see one of Sethbling's videos for how this helps), and villager traders 1.3 is going to be a MASSIVE boon for adventure map design.
So I would be hugely thankful to anyone if the find and share a way to modify a villager's trade data in the world save.
I've been using it to get villagers to trade specific items and it works great.
First create a new world and spawn a villager. Open the map in MCEdit and select the chunks with the villager(s) and prune it. This deletes all other chunk data making it easier to find your villager(s) in NBTExplorer. Open NBTExplorer and navigate to the 'region' folder in your map. Then you have to find the chunk that has your villager in it. In my map I navigate to 'r.0.1.mca' -&--#62; 'Chunk [8,14]' -&--#62; 'Level: 9 Entries' -&--#62; 'Entities: 1 entry' and find one that has 16 entries. By expanding that I see it has 'id:Villager' as one of those entries and at the bottom it has 'Offers'. This is where you edit the trades that the villager makes, which should be pretty simple to work out.
One thing to note, it appears that the villager will automatically add a new trade 'recipe' if a player successfully trades the last recipe listed (in game and in NBTExplorer), so you can prevent villagers adding new trade recipes by making the last one impossible to do (i.e. the player has to trade a spawner or some other impossible to get item).
I'm not entirely sure if that's how it works, so if anyone can confirm or prove me wrong, please let me know.
It's a nice process, but deleting all other chunks isn't a valid strategy when making adventure maps. I guess you could just do it the hard way weeding through every available entity.
Okay, I got the snapshot working since Jeb released it in a format that doesn't require SP to run the same way of multiplayer, and I got this locked down.
If you go into regions, as long as you have turned off structure generation you can easily find spawned testificates using the find function searching "id" and for value "Villager" case sensitive. This is awesome. I can start working now.
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I'm the bard. Always will be. And no one EVER respects the bard.
CAN someone please make a NPC with a trade with (5 Gold Nuggets for a power 2 Bow) and then another NPC with (15 gold nuggets for 1 lever). Then put them in a container in mcedit and please send me the file with both NPC's im making a adventure map. Please !!!! i need this soon as possible Thanks My email is: [email protected]
So I'd like to know if anyone has figured out where in the world save files a villager's trade data is stored, and if it can be modified so the villager can trade items they otherwise would not. This would be invaluable for adventure maps since you could make a totally functional trading and currency system. With the new books, the stacking dropped items (see one of Sethbling's videos for how this helps), and villager traders 1.3 is going to be a MASSIVE boon for adventure map design.
So I would be hugely thankful to anyone if the find and share a way to modify a villager's trade data in the world save.
Cheers.
Thanks. I unfortunately can't play with any of the most recent updates since the server-client fusion. I get a weird connection issue.
I personally haven't screwed with anything in NBT edit that isn't directly tied to the player. So sadly, I can't help you much.
It's a nice process, but deleting all other chunks isn't a valid strategy when making adventure maps. I guess you could just do it the hard way weeding through every available entity.
If you go into regions, as long as you have turned off structure generation you can easily find spawned testificates using the find function searching "id" and for value "Villager" case sensitive. This is awesome. I can start working now.