1: Have villagers associate themselves with homes. Every time it becomes dark or starts to rain, they would retreat to their house instead of which ever is closest.
Villagers associated to player made homes would be a regular villager, while villagers associated with generated buildings would be whatever profession associated with that building. If a villager died, then another villager could replace that villagers spot in that home. Generated homes could have varying capacity depending on the buildings associated profession while player made homes would have a set capacity.
Edit: Homes could be determined by bed/space ratio and linked to a qualified door. Villagers would be associated not with the home, but the bed. Each bed would require a number of air blocks within the home to constitute a new villager. (For example if beds required 25 air blocks / bed, then a home with 105 air blocks and 15 beds would only increase the population by 5)
Edit: Another idea I have is that if you place an item frame in your house, then MC would detect it and recognize it as your house. This way it doesn't factor your bed into the population. Zukaro also brought up an idea that profession buildings could be determined by a specific item or item set. For example a library could be recognized by having 10 bookshelves, while a blacksmith shop could be recognized by having 2 furnaces and 2 lava blocks (all within a certain area and of course not in your designated home). This way you could control the professions of your village.
2: Make their professions more functional, have their trades associated directly with their profession, and make them have daily activities and only trade on "trading" days.
Edit: The trading days isn't seeming very popular. Maybe rather have them able to trade all the time, but they would still go through the motions of doing their jobs.
Farmers would live in farm houses, containing a chest for their harvested crops, in close proximity to a farm. They would alternate their daily activity between planting crops, trading what crops they have in their inventory and farm house chest, then harvesting crops.
Librarians and Priests would live in regular homes, but be associated with a library or church. They would wander their library or church and make trades everyday. Librarians would trade book related items and Priests would trade brewing related items.
Butchers and Blacksmiths would live in homes with store fronts. They would alternate days between trading and working. Butchers would trade meats, while blacksmiths would trade tools, weapons, and armor.
Regular villagers wander and trade with villagers with other professions. Their trades to players would be relatively random. They could go to churches and libraries and read occasionally too.
If this is codable, then yes. I believe it may be hard to code, but it would definitely make it better. I don't think the farmers can actually be coded to be farming, but if they can, then great.
Support
I could live without the professions functioning, but I'm really getting annoyed with there being a dozen homes in a village and all the villagers going to one or two homes.
As far as the coding... if anybody could do it Mojang could.
*cough*bump*cough*
If my idea seems at all "out there"... I was really tired from playing MC all night.
I am still interested if more people support this idea or have suggestions.
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Support. Not sure there should be a chest of harvested crops, that would make trading with the farmer redundant as they would just steal for no cost. And (sorry if this is already going to be/is implemented) there should be more crops in villages, like carrots or potatoes. Edit Already implemented
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2.Trading days: Nah. The "trading days" thing would get kind of annoying and tedious. If I collect enough of something that I want to trade, I want to get it done and over with and not have to wait for these "trading days" to come.
Houses: Makes sense. I like it.
The Villagers already trade things that match their profession. So I support it all minus the trading days.
Support. Not sure there should be a chest of harvested crops, that would make trading with the farmer redundant as they would just steal for no cost. And (sorry if this is already going to be/is implemented) there should be more crops in villages, like carrots or potatoes. Edit Already implemented
Oh I meant to mention that the chests would be inaccessible to players. Also thought it would be a good idea if villager chests didn't have a limit or maybe had a massive limit to how much could be put in it.
2.Trading days: Nah. The "trading days" thing would get kind of annoying and tedious. If I collect enough of something that I want to trade, I want to get it done and over with and not have to wait for these "trading days" to come.
Houses: Makes sense. I like it.
The Villagers already trade things that match their profession. So I support it all minus the trading days.
Yeah I get how trading days would get annoying.
The main thing is I'd like to see the villagers actually doing their profession. This would also put a natural limit on trades, because if the villager can't keep up with the demand then his supply would deplete.
I guess they could trade while their working too, it just seemed more realistic to me that they would trade only after preparing and harvesting.
rant/ How are you going to make the chests inaccessible? If it includes bedrock then it would look bad, but if it doesn't, there's going to be a way to get around it. A new chest type maybe? In fact, this could tie up with password coded keys and such, where you do a quest and get to obtain the password. /rant
Also, the different house idea is great. In creative mode (too much of a coward to play on above peaceful in survival) I have seen a lot of villages die out because of one broken door. This could cause problems though. Have you ever seen a door 6 blocks above the ground? -.-
rant/ How are you going to make the chests inaccessible? If it includes bedrock then it would look bad, but if it doesn't, there's going to be a way to get around it. A new chest type maybe? In fact, this could tie up with password coded keys and such, where you do a quest and get to obtain the password. /rant
Also, the different house idea is great. In creative mode (too much of a coward to play on above peaceful in survival) I have seen a lot of villages die out because of one broken door. This could cause problems though. Have you ever seen a door 6 blocks above the ground? -.-
There was a mod I played around with once that had npc's with chest and you couldn't open them. They were regular chest, but were unopenable.
As far as the door 6 blocks high, if the door didn't meet the coding's criteria for an eligible door, then it wouldn't be recognized as a house. The highest a door can be from the block in front of it is 1 for the villagers to recognize it as an eligible door I believe.
I prefer the idea of being able to access all chests in the game. Maybe make the villager chests Ender Chests? As you can only access your own Ender Chest inventory from any other Ender Chest.
As for the idea, it's okay. I kinda don't like the idea of them choosing a profession based on the building but at the same time I do as then you'd have much more control over their professions and how many villagers had that profession. There shouldn't be specific trading days though you should be able to trade whenever you want. It'd also be nice if the villagers actually harvested their own crops and such and then put it into their own Ender Chest or if an Ender Chest wasn't provided just a regular chest (that way the player could use the villagers to farm for them if they wanted (which wouldn't be OP or anything as we can aready make automatic farms)).
Originally villagers were supposed to get angry at you if you stole from their chest, so if you took items from their chest they could get angry at you and take away some trade options/increase prices etc, maybe even send the iron golem after you if they really hated you.
It'd also be nice for the generic villager to be used (I'm assuming they'd be what happens after curing a zombie villager who didn't previously have a profession/a baby villager being born, and then they'd change professions if the appropriate building was built and not already occupied).
I think a bed being a requirement of villager houses would be nice as well as then you could decide how many villagers would use one house, and it'd also be nice if villagers slept at night (maybe they can't be traded with while asleep but can be woken up at the cost of reputation (as in, waking them up at 1am would anger them)). The need for it to be day when trading with villagers would give some use to a clock if your entire base is underground as normally if you've gotten completely setup underground (as in, have farm for everything that can be farmed) you don't pay attention to time at all and have no need to. It's fine to not need to pay attention to time, but for villages it'd be interesting.
If houses required a bed and it was only one villager to a bed this would stop them from crowding into one house. If they always went back to the same houses and same beds that'd be nice too (or at the very least the same house).
I prefer the idea of being able to access all chests in the game. Maybe make the villager chests Ender Chests? As you can only access your own Ender Chest inventory from any other Ender Chest.
umm... in Millinare mod the villagers have a locked chest were you can open and look but can't take anything
As for the idea, it's okay. I kinda don't like the idea of them choosing a profession based on the building but at the same time I do as then you'd have much more control over their professions and how many villagers had that profession. There shouldn't be specific trading days though you should be able to trade whenever you want. It'd also be nice if the villagers actually harvested their own crops and such and then put it into their own Ender Chest or if an Ender Chest wasn't provided just a regular chest (that way the player could use the villagers to farm for them if they wanted (which wouldn't be OP or anything as we can aready make automatic farms)).
what? you say I don't want them to have professions based on buildings. they already spawn in their own buildings... BASED ON PROFESSION! also the priest could go up the ladder and sleep in a bed there while the black smith could sleep in the little "Room" off of his forge. The Butcher would need a little Room off of his shop, though.
Originally villagers were supposed to get angry at you if you stole from their chest, so if you took items from their chest they could get angry at you and take away some trade options/increase prices etc, maybe even send the iron golem after you if they really hated you.
I kinda like this, but going on the Idea above if could say
WARNING YOU ARE STEALING FROM THE VILLAGERS BEWEAR THE IRON GOLEM!
It'd also be nice for the generic villager to be used (I'm assuming they'd be what happens after curing a zombie villager who didn't previously have a profession/a baby villager being born, and then they'd change professions if the appropriate building was built and not already occupied).
Yup I like this
I think a bed being a requirement of villager houses would be nice as well as then you could decide how many villagers would use one house, and it'd also be nice if villagers slept at night (maybe they can't be traded with while asleep but can be woken up at the cost of reputation (as in, waking them up at 1am would anger them)). The need for it to be day when trading with villagers would give some use to a clock if your entire base is underground as normally if you've gotten completely setup underground (as in, have farm for everything that can be farmed) you don't pay attention to time at all and have no need to. It's fine to not need to pay attention to time, but for villages it'd be interesting
that would be easier then placing 3 doors down...
If houses required a bed and it was only one villager to a bed this would stop them from crowding into one house. If they always went back to the same houses and same beds that'd be nice too (or at the very least the same house).
yes please :3
all in all Your suggestion to this suggestion was a nice one :3 (I might be over using that face :3)
OT: I really like the Ideas with the above Idea
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I prefer the idea of being able to access all chests in the game. Maybe make the villager chests Ender Chests? As you can only access your own Ender Chest inventory from any other Ender Chest.
As for the idea, it's okay. I kinda don't like the idea of them choosing a profession based on the building but at the same time I do as then you'd have much more control over their professions and how many villagers had that profession. There shouldn't be specific trading days though you should be able to trade whenever you want. It'd also be nice if the villagers actually harvested their own crops and such and then put it into their own Ender Chest or if an Ender Chest wasn't provided just a regular chest (that way the player could use the villagers to farm for them if they wanted (which wouldn't be OP or anything as we can aready make automatic farms)).
Originally villagers were supposed to get angry at you if you stole from their chest, so if you took items from their chest they could get angry at you and take away some trade options/increase prices etc, maybe even send the iron golem after you if they really hated you.
It'd also be nice for the generic villager to be used (I'm assuming they'd be what happens after curing a zombie villager who didn't previously have a profession/a baby villager being born, and then they'd change professions if the appropriate building was built and not already occupied).
I think a bed being a requirement of villager houses would be nice as well as then you could decide how many villagers would use one house, and it'd also be nice if villagers slept at night (maybe they can't be traded with while asleep but can be woken up at the cost of reputation (as in, waking them up at 1am would anger them)). The need for it to be day when trading with villagers would give some use to a clock if your entire base is underground as normally if you've gotten completely setup underground (as in, have farm for everything that can be farmed) you don't pay attention to time at all and have no need to. It's fine to not need to pay attention to time, but for villages it'd be interesting.
If houses required a bed and it was only one villager to a bed this would stop them from crowding into one house. If they always went back to the same houses and same beds that'd be nice too (or at the very least the same house).
I personally would rather have it like the Millinare mod were you just can't access npc's chests, but being able to access with the risk of angering them and eventually having the iron golems get involved seems interesting. Have it were if you do too much wrong in a town, then the town (more importantly the golems) become hostile towards you either for a long time or permanently.
I really like the idea of there being bed requirements, but rather than anger them by waking them early they just won't wake up unless attacked. I was thinking the capacity for each house would be set automatically. Rather than have it like it is now (every qualified door counts 35% toward a new villager) have it were each qualified house (as opposed to door) houses X amount of people based on what type of house it is. Player made homes would have a set capacity or possibly have a varying capacity based on which house criteria MC detects the house fits. Also villager professions being designated based on buildings (its already like that anyways) would automatically recreate a villager of that profession if that villagers dies. It would detect that the town has space for another villager, then detect what professions are available (if none it would make a generic villager), have two villagers procreate, then repeat until the capacity is full.
As far as having villagers farm for you not being OP, I believe that is wrong. There is currently no possible way of having a fully automated farm without mods and even semi automated farms require resources, design, and force you to have to replant the crops every time. Villagers being fully automated farms without having to design or mine for resources is way OP.
I believe the villagers should plant the crops, then harvest them for use in trades so their trades aren't just random. You could go through and harvest them yourself, but that would probably anger them and get the golems involved.
I personally would rather have it like the Millinare mod were you just can't access npc's chests, but being able to access with the risk of angering them and eventually having the iron golems get involved seems interesting. Have it were if you do too much wrong in a town, then the town (more importantly the golems) become hostile towards you either for a long time or permanently.
I really like the idea of there being bed requirements, but rather than anger them by waking them early they just won't wake up unless attacked. I was thinking the capacity for each house would be set automatically. Rather than have it like it is now (every qualified door counts 35% toward a new villager) have it were each qualified house (as opposed to door) houses X amount of people based on what type of house it is. Player made homes would have a set capacity or possibly have a varying capacity based on which house criteria MC detects the house fits. Also villager professions being designated based on buildings (its already like that anyways) would automatically recreate a villager of that profession if that villagers dies. It would detect that the town has space for another villager, then detect what professions are available (if none it would make a generic villager), have two villagers procreate, then repeat until the capacity is full.
As far as having villagers farm for you not being OP, I believe that is wrong. There is currently no possible way of having a fully automated farm without mods and even semi automated farms require resources, design, and force you to have to replant the crops every time. Villagers being fully automated farms without having to design or mine for resources is way OP.
I believe the villagers should plant the crops, then harvest them for use in trades so their trades aren't just random. You could go through and harvest them yourself, but that would probably anger them and get the golems involved.
I think rather than a set size for the house it should be how many beds you can fit in there (as beds take up space, so you wouldn't be able to fit 500 beds in one tiny house). Or maybe make it so beds need to have a certain distance of space on one side for villagers to use them (so you can have double beds but not triple beds (as in, each bed needs room at atleast one side but not the ends of the bed)).
As for villagers procreating, I think the child villager should be a generic villager and then when it grows it looks for an empty building with the proper requirements for a profession. Something that'd be interesting is have the villagers look for buildings with a certain item (such as a furnace) and then go to that building and choose a profession based on the item (if you had multiple different items in there then they'd choose the one with the highest "weight"; for example, one furnace would "weigh" more than a bookshelf and so if you had one furnace and 5 bookshelves the villager to enter the building would become a blacksmith, whereas if you had 20 bookshelves and one furnace they'd be come a librarian). Something like that, not really sure how to explain it. Then at the end of the day rather than sleep in that building they work at they can go back home (unless home is part of that building). In order for the furnace to count as a valid block for their profession it should be a certain distance from a bed/in another room (this way you can have furnaces and other items in a villagers house to decorate it without worrying about any child villager taking a profession in that building when you were trying to get them to get another one).
I guess villagers farming for you would be OP, but I still like the idea of being able to access their chests and steal from them (but at the cost of reputation and risking angering the golem and villagers and no longer being able to trade). As for harvesting their crops, I think if you were to harvest their crops then place them in a village own chest it should increase your reputation (as you're helping them farm), but if you just run off with the crops it decreases your reputation. Same with smelting materials found in a blacksmiths chest, if you make it into armor or just smelt it then put it back into the chest you gain reputation whereas you'd otherwise lose it for just taking the item. Reputation should be used for trading purposes (as in, help you get stuff cheaper and possibly even free stuff once in awhile). Reputation should effect the entire village but effect the villager you help out the most (so if you only help the blacksmith he'll consider you a friend and offer you some free items once in awhile along with lower prices, whereas the rest of the village will offer slightly lower prices but not nearly as much and no free items).
As for priests I think an enchanting table should be a requirement to get a villager of that profession (partially because priests offer very good trades such as bottles of enchanting, and also because it makes sense to use that item for them).
If you built a golem for a village I think that should also increase reputation quite a bit (but only for the first one) as it's their only defence against zombies (and the player if the player decides he/she wants to steal from villagers or hurt them).
I'm not sure about housing though, as something that's common on multiplayer servers is villages getting destroyed for their resources with no negative impact on villagers (for example, you can break all the bookshelves and trade those to a librarian and the librarian wont get angry). The problem with losing reputation for destroying blocks in the area however is that if it's a player made village you may be making some modifications to make it better, or even accidentally placed a block. However, if there was a way to incorporate this into the game without negativly affecting your reputation by placing and destroying blocks I think it would work very well.
(basically my idea was you break their homes and lose reputation but by fixing homes/making them better you gain reputation)
I'm not sure how all of that would work, but it'd certainly make villages feel a lot more alive.
I think rather than a set size for the house it should be how many beds you can fit in there (as beds take up space, so you wouldn't be able to fit 500 beds in one tiny house). Or maybe make it so beds need to have a certain distance of space on one side for villagers to use them (so you can have double beds but not triple beds (as in, each bed needs room at atleast one side but not the ends of the bed)).
As for villagers procreating, I think the child villager should be a generic villager and then when it grows it looks for an empty building with the proper requirements for a profession. Something that'd be interesting is have the villagers look for buildings with a certain item (such as a furnace) and then go to that building and choose a profession based on the item (if you had multiple different items in there then they'd choose the one with the highest "weight"; for example, one furnace would "weigh" more than a bookshelf and so if you had one furnace and 5 bookshelves the villager to enter the building would become a blacksmith, whereas if you had 20 bookshelves and one furnace they'd be come a librarian). Something like that, not really sure how to explain it. Then at the end of the day rather than sleep in that building they work at they can go back home (unless home is part of that building). In order for the furnace to count as a valid block for their profession it should be a certain distance from a bed/in another room (this way you can have furnaces and other items in a villagers house to decorate it without worrying about any child villager taking a profession in that building when you were trying to get them to get another one).
I guess villagers farming for you would be OP, but I still like the idea of being able to access their chests and steal from them (but at the cost of reputation and risking angering the golem and villagers and no longer being able to trade). As for harvesting their crops, I think if you were to harvest their crops then place them in a village own chest it should increase your reputation (as you're helping them farm), but if you just run off with the crops it decreases your reputation. Same with smelting materials found in a blacksmiths chest, if you make it into armor or just smelt it then put it back into the chest you gain reputation whereas you'd otherwise lose it for just taking the item. Reputation should be used for trading purposes (as in, help you get stuff cheaper and possibly even free stuff once in awhile). Reputation should effect the entire village but effect the villager you help out the most (so if you only help the blacksmith he'll consider you a friend and offer you some free items once in awhile along with lower prices, whereas the rest of the village will offer slightly lower prices but not nearly as much and no free items).
As for priests I think an enchanting table should be a requirement to get a villager of that profession (partially because priests offer very good trades such as bottles of enchanting, and also because it makes sense to use that item for them).
If you built a golem for a village I think that should also increase reputation quite a bit (but only for the first one) as it's their only defence against zombies (and the player if the player decides he/she wants to steal from villagers or hurt them).
I'm not sure about housing though, as something that's common on multiplayer servers is villages getting destroyed for their resources with no negative impact on villagers (for example, you can break all the bookshelves and trade those to a librarian and the librarian wont get angry). The problem with losing reputation for destroying blocks in the area however is that if it's a player made village you may be making some modifications to make it better, or even accidentally placed a block. However, if there was a way to incorporate this into the game without negativly affecting your reputation by placing and destroying blocks I think it would work very well.
(basically my idea was you break their homes and lose reputation but by fixing homes/making them better you gain reputation)
I'm not sure how all of that would work, but it'd certainly make villages feel a lot more alive.
Maybe homes capacity could be influenced solely by numbers of beds, but require a certain amount of air blocks withing the structure per bed. For example if you filled a room 15W x 3L x 3H with 15 beds, then there would only be 105 air blocks assuming there are no decorations. Now if MC required that there be say 25 airblocks within the house per bed, then it would only register that house as having a capacity of 5 villagers despite having 15 beds.
I somewhat like the idea of villager babies being generic then finding their profession based on what is available, but I think it would be much more complicated to code than have it automatically determine what their profession is at birth based on what is available.
I do like the idea of having profession buildings being associated with certain items, but what if you make a house (or just claim one) and MC registers it as a profession house because of items you have in it? I think maybe make it were if a house has a specific item in it (I'm thinking any framed item) then MC will recognize it as your home and not factor it into population or profession availability.
My first idea was to be able to expand populations by adding regular buildings, but leaving profession availability based on what buildings the village was generated with. Associating professions with items though would be great way of being able to control what professions are available. It could even look for multiple items (i.e. X bookshelves for library, 2 lava and 2 furnace for blacksmith, etc) and size requirements so players couldn't just spam small apartment like buildings with items.
I'm still on the fence on the reputation concept. I can see the benefits of having it and the consequences for abusing villagers.
I think it gets a little over complicated though when trying to determine what constitutes a bad or good action. For example if a farm is owned by a farmer then taking crops from it would be stealing and make them mad, but what if the farms weren't associated with the farmers? What if farmers were associated with the farmhouses only and the farms themselves were actually like community farms? The taking crops would not be bad at all because that's the point in a community farm.
Could make it were planting/harvesting doesn't influence reputation at all, but taking items (specifically items placed in the chest by the villagers) from villagers chests affects it negatively and placing items they need (seeds, carrots, potatoes, etc.) increases your reputation.
Could also make it were breaking items in profession buildings doesn't affect reputation if there are still enough of that item to meet the profession building's minimum requirements, but if it takes it lower than the minimum requirement it would affect reputation negatively.
Adding items would not increase reputation, but creating profession buildings would. This way if you destroy the blocks that made that profession building, then you are only brought down to the reputation level you were before creating that building.
I do like the idea of reputation influencing the village overall, but effecting the individual villager more.
Overall what I'm striving for is not a reputation system. I'm just suggesting a better association of villagers and homes and having the villagers actually do their job.
In villages, a door means a house, adding more doors will make more villagers spawn and baby villagers will be born.
So, you can't tell them to have their own house without risking to mess up the game, if you place a few doors just to make them breed they would walk around those doors all the time, which wouldn't be very good.
Maybe then change doors for beds?
I like the idea.
The idea isn't that they'd stay near their house, but rather they would return to only their house when its night or raining.
Maybe homes capacity could be influenced solely by numbers of beds, but require a certain amount of air blocks withing the structure per bed. For example if you filled a room 15W x 3L x 3H with 15 beds, then there would only be 105 air blocks assuming there are no decorations. Now if MC required that there be say 25 airblocks within the house per bed, then it would only register that house as having a capacity of 5 villagers despite having 15 beds.
I somewhat like the idea of villager babies being generic then finding their profession based on what is available, but I think it would be much more complicated to code than have it automatically determine what their profession is at birth based on what is available.
I do like the idea of having profession buildings being associated with certain items, but what if you make a house (or just claim one) and MC registers it as a profession house because of items you have in it? I think maybe make it were if a house has a specific item in it (I'm thinking any framed item) then MC will recognize it as your home and not factor it into population or profession availability.
My first idea was to be able to expand populations by adding regular buildings, but leaving profession availability based on what buildings the village was generated with. Associating professions with items though would be great way of being able to control what professions are available. It could even look for multiple items (i.e. X bookshelves for library, 2 lava and 2 furnace for blacksmith, etc) and size requirements so players couldn't just spam small apartment like buildings with items.
I'm still on the fence on the reputation concept. I can see the benefits of having it and the consequences for abusing villagers.
I think it gets a little over complicated though when trying to determine what constitutes a bad or good action. For example if a farm is owned by a farmer then taking crops from it would be stealing and make them mad, but what if the farms weren't associated with the farmers? What if farmers were associated with the farmhouses only and the farms themselves were actually like community farms? The taking crops would not be bad at all because that's the point in a community farm.
Could make it were planting/harvesting doesn't influence reputation at all, but taking items (specifically items placed in the chest by the villagers) from villagers chests affects it negatively and placing items they need (seeds, carrots, potatoes, etc.) increases your reputation.
Could also make it were breaking items in profession buildings doesn't affect reputation if there are still enough of that item to meet the profession building's minimum requirements, but if it takes it lower than the minimum requirement it would affect reputation negatively.
Adding items would not increase reputation, but creating profession buildings would. This way if you destroy the blocks that made that profession building, then you are only brought down to the reputation level you were before creating that building.
I do like the idea of reputation influencing the village overall, but effecting the individual villager more.
Overall what I'm striving for is not a reputation system. I'm just suggesting a better association of villagers and homes and having the villagers actually do their job.
Most of what I'm suggesting is likely going to be pretty complicated to code, but I think it'd add so much more to villages; it'd make them seem more alive and allow the player to influence them more.
Another idea I had for the whole generic villager thing is if you destroy the item they need to be that profession they go back to a generic villager until you put the block back or a new position opens up (such as a libary is nearby which is unoccupied/has enough books that two villagers could do the job). This would also allow the player to change the profession of a villager (but rather than have them keep their old trades they lose those once they take a new profession; but not lose them once the block is broken as you may just be moving the block slightly).
As for the house, I'd already explained that bit (not sure how well I explained though). Basically what would happen is if the bed is within a certain range (or in the same room) of a block used to determine profession the block isn't considered valid (kinda like how if you have doors in the building they wont be considered valid because there's no sunlight within a few blocks of the door on either side). If the house was really big you might start to have problems however (maybe make it so it requires it's own valid door and if a bed is sharing the same valid door the block is marked as invalid).
I think farms would count as beloinging to the farmer as farmland would be the block to determine if a villager became a farmer or not. So if you harvest the crops then go a certain distance away from the village you lose some reputation whereas if you stay in the village a few hours then put it in the chest you lose no reputation unless you use some of it (placeing the majority of the crops in the chest would balance out the using of some and add reputation as well as you'd be placing the amount you used in the chest plus more).
If it was going to be a community farm then the replanting of crops would be what determines reputation. Taking crops away wouldn't decrease reputation and replanting them would only increase it by a very small amount; but if you were to not replant the crops then leave the village your reputation would decrease quite a bit more than you would have gained if you were to replant the crops.
I know you're suggesting better association of villagers and homes and having them actually do jobs, but reputation currently is actually a part of the game; it's just not done very well (you only negativily affect your reputation currently by attacking villagers). And as far as I know there's no downside to losing reputation currently (the iron golem will attack you for attacking villagers but pretty quickly becomes pasive again as far as I know). So I thought I'd add some of my ideas to this cuz villagers could use quite a bit of work to make them feel more alive and make villages more interesting.
Most of what I'm suggesting is likely going to be pretty complicated to code, but I think it'd add so much more to villages; it'd make them seem more alive and allow the player to influence them more.
Another idea I had for the whole generic villager thing is if you destroy the item they need to be that profession they go back to a generic villager until you put the block back or a new position opens up (such as a libary is nearby which is unoccupied/has enough books that two villagers could do the job). This would also allow the player to change the profession of a villager (but rather than have them keep their old trades they lose those once they take a new profession; but not lose them once the block is broken as you may just be moving the block slightly).
As for the house, I'd already explained that bit (not sure how well I explained though). Basically what would happen is if the bed is within a certain range (or in the same room) of a block used to determine profession the block isn't considered valid (kinda like how if you have doors in the building they wont be considered valid because there's no sunlight within a few blocks of the door on either side). If the house was really big you might start to have problems however (maybe make it so it requires it's own valid door and if a bed is sharing the same valid door the block is marked as invalid).
I think farms would count as beloinging to the farmer as farmland would be the block to determine if a villager became a farmer or not. So if you harvest the crops then go a certain distance away from the village you lose some reputation whereas if you stay in the village a few hours then put it in the chest you lose no reputation unless you use some of it (placeing the majority of the crops in the chest would balance out the using of some and add reputation as well as you'd be placing the amount you used in the chest plus more).
If it was going to be a community farm then the replanting of crops would be what determines reputation. Taking crops away wouldn't decrease reputation and replanting them would only increase it by a very small amount; but if you were to not replant the crops then leave the village your reputation would decrease quite a bit more than you would have gained if you were to replant the crops.
I know you're suggesting better association of villagers and homes and having them actually do jobs, but reputation currently is actually a part of the game; it's just not done very well (you only negativily affect your reputation currently by attacking villagers). And as far as I know there's no downside to losing reputation currently (the iron golem will attack you for attacking villagers but pretty quickly becomes pasive again as far as I know). So I thought I'd add some of my ideas to this cuz villagers could use quite a bit of work to make them feel more alive and make villages more interesting.
What I was suggesting in regards to the bed/space ratio is actually not what you're saying. I'm not saying have a minimum distance between, but rather have a specific ratio of air blocks to beds to determine how many beds increase population. They could be right next to each other, but if there were enough indoor air blocks within the home they could still be eligible. Like if you had a small bedroom in a large home, but the beds were only one or two blocks from each other.
I do like the idea of villagers losing there professions if MC no longer recognizes their building as a profession building, but I think it should take like 7 consecutive days for them to lose their profession.
I personally think it would be better to have the farmers associated with their farmhouses rather than the farms themselves. They would actively search for farm plots (within the village of course) to plant or harvest. This way you could have one large farmland, but several farmhouses. They would work both generated and player made farmlands because its only searching for the tilled land, as opposed to the whole farm. Like you had suggested, if the profession buildings were determined by items (maybe the stone slab counter for farmhouses), then it'd be easier to manage occupations. If all the other occupations are determined by a profession building, then it would make since that farmers would also. What if you planted a farm for your own personal use within the village? If MC recognized it as a profession building, then every time you used it it would affect your reputation.
I'm for reputation systems, but I honestly think your idea of it being reduced after harvesting and using too much or traveling too far is... well to be nice over complicated and tedious.
What if you put the crops all in your chests and several days later use it all? It would then negatively effect your reputation and you'd have forgotten why. Just because you've put the crops in a chest doesn't mean you've essentially given them back to the community. You're still claiming them for yourself. Having MC trying to determine the motive for your actions based on how you react afterwards (i.e. using items or walking so far) is messy and unappealing in my opinion.
I think MC could use a better reputation system, but it would need to be organized and definite.
I like the idea of changing to a bed+air blocks requirement for villagers. I also like the idea of villagers sleeping at night instead of all hanging out in the same over crowded house. Having some kind of item requirement to professions might be nice, but I really don't know about having butchers sleep in a meat shop. Although, having an item that would deactivate a bed from villagers, for personal use, would be needed. This would really help getting player made villages to have a reasonable population.
I like the idea of changing to a bed+air blocks requirement for villagers. I also like the idea of villagers sleeping at night instead of all hanging out in the same over crowded house. Having some kind of item requirement to professions might be nice, but I really don't know about having butchers sleep in a meat shop. Although, having an item that would deactivate a bed from villagers, for personal use, would be needed. This would really help getting player made villages to have a reasonable population.
As far as dedicating your bed for personal use, I had an idea that if you place an item frame in a house that MC would recognize it as your house. Therefore your bed inside that house wouldn't be used by villagers because it is none of their beds.
Villagers associated to player made homes would be a regular villager, while villagers associated with generated buildings would be whatever profession associated with that building. If a villager died, then another villager could replace that villagers spot in that home. Generated homes could have varying capacity depending on the buildings associated profession while player made homes would have a set capacity.
Edit: Homes could be determined by bed/space ratio and linked to a qualified door. Villagers would be associated not with the home, but the bed. Each bed would require a number of air blocks within the home to constitute a new villager. (For example if beds required 25 air blocks / bed, then a home with 105 air blocks and 15 beds would only increase the population by 5)
Edit: Another idea I have is that if you place an item frame in your house, then MC would detect it and recognize it as your house. This way it doesn't factor your bed into the population. Zukaro also brought up an idea that profession buildings could be determined by a specific item or item set. For example a library could be recognized by having 10 bookshelves, while a blacksmith shop could be recognized by having 2 furnaces and 2 lava blocks (all within a certain area and of course not in your designated home). This way you could control the professions of your village.
2: Make their professions more functional, have their trades associated directly with their profession, and make them have daily activities and only trade on "trading" days.
Edit: The trading days isn't seeming very popular. Maybe rather have them able to trade all the time, but they would still go through the motions of doing their jobs.
Farmers would live in farm houses, containing a chest for their harvested crops, in close proximity to a farm. They would alternate their daily activity between planting crops, trading what crops they have in their inventory and farm house chest, then harvesting crops.
Librarians and Priests would live in regular homes, but be associated with a library or church. They would wander their library or church and make trades everyday. Librarians would trade book related items and Priests would trade brewing related items.
Butchers and Blacksmiths would live in homes with store fronts. They would alternate days between trading and working. Butchers would trade meats, while blacksmiths would trade tools, weapons, and armor.
Regular villagers wander and trade with villagers with other professions. Their trades to players would be relatively random. They could go to churches and libraries and read occasionally too.
I could live without the professions functioning, but I'm really getting annoyed with there being a dozen homes in a village and all the villagers going to one or two homes.
As far as the coding... if anybody could do it Mojang could.
If my idea seems at all "out there"... I was really tired from playing MC all night.
I am still interested if more people support this idea or have suggestions.
(sorry if this is already going to be/is implemented) there should be more crops in villages, like carrots or potatoes.Edit Already implemented
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2. Trading days: Nah. The "trading days" thing would get kind of annoying and tedious. If I collect enough of something that I want to trade, I want to get it done and over with and not have to wait for these "trading days" to come.
Houses: Makes sense. I like it.
The Villagers already trade things that match their profession. So I support it all minus the trading days.
Oh I meant to mention that the chests would be inaccessible to players. Also thought it would be a good idea if villager chests didn't have a limit or maybe had a massive limit to how much could be put in it.
Yeah I get how trading days would get annoying.
The main thing is I'd like to see the villagers actually doing their profession. This would also put a natural limit on trades, because if the villager can't keep up with the demand then his supply would deplete.
I guess they could trade while their working too, it just seemed more realistic to me that they would trade only after preparing and harvesting.
Also, the different house idea is great. In creative mode (too much of a coward to play on above peaceful in survival) I have seen a lot of villages die out because of one broken door. This could cause problems though. Have you ever seen a door 6 blocks above the ground? -.-
There was a mod I played around with once that had npc's with chest and you couldn't open them. They were regular chest, but were unopenable.
As far as the door 6 blocks high, if the door didn't meet the coding's criteria for an eligible door, then it wouldn't be recognized as a house. The highest a door can be from the block in front of it is 1 for the villagers to recognize it as an eligible door I believe.
As for the idea, it's okay. I kinda don't like the idea of them choosing a profession based on the building but at the same time I do as then you'd have much more control over their professions and how many villagers had that profession. There shouldn't be specific trading days though you should be able to trade whenever you want. It'd also be nice if the villagers actually harvested their own crops and such and then put it into their own Ender Chest or if an Ender Chest wasn't provided just a regular chest (that way the player could use the villagers to farm for them if they wanted (which wouldn't be OP or anything as we can aready make automatic farms)).
Originally villagers were supposed to get angry at you if you stole from their chest, so if you took items from their chest they could get angry at you and take away some trade options/increase prices etc, maybe even send the iron golem after you if they really hated you.
It'd also be nice for the generic villager to be used (I'm assuming they'd be what happens after curing a zombie villager who didn't previously have a profession/a baby villager being born, and then they'd change professions if the appropriate building was built and not already occupied).
I think a bed being a requirement of villager houses would be nice as well as then you could decide how many villagers would use one house, and it'd also be nice if villagers slept at night (maybe they can't be traded with while asleep but can be woken up at the cost of reputation (as in, waking them up at 1am would anger them)). The need for it to be day when trading with villagers would give some use to a clock if your entire base is underground as normally if you've gotten completely setup underground (as in, have farm for everything that can be farmed) you don't pay attention to time at all and have no need to. It's fine to not need to pay attention to time, but for villages it'd be interesting.
If houses required a bed and it was only one villager to a bed this would stop them from crowding into one house. If they always went back to the same houses and same beds that'd be nice too (or at the very least the same house).
all in all Your suggestion to this suggestion was a nice one :3 (I might be over using that face :3)
OT: I really like the Ideas with the above Idea
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btw, what is a "regular" villager?
I would love it if you checked out my "about me" page on my profile and looked at my threads I'm always happy to see new posters.
I personally would rather have it like the Millinare mod were you just can't access npc's chests, but being able to access with the risk of angering them and eventually having the iron golems get involved seems interesting. Have it were if you do too much wrong in a town, then the town (more importantly the golems) become hostile towards you either for a long time or permanently.
I really like the idea of there being bed requirements, but rather than anger them by waking them early they just won't wake up unless attacked. I was thinking the capacity for each house would be set automatically. Rather than have it like it is now (every qualified door counts 35% toward a new villager) have it were each qualified house (as opposed to door) houses X amount of people based on what type of house it is. Player made homes would have a set capacity or possibly have a varying capacity based on which house criteria MC detects the house fits. Also villager professions being designated based on buildings (its already like that anyways) would automatically recreate a villager of that profession if that villagers dies. It would detect that the town has space for another villager, then detect what professions are available (if none it would make a generic villager), have two villagers procreate, then repeat until the capacity is full.
As far as having villagers farm for you not being OP, I believe that is wrong. There is currently no possible way of having a fully automated farm without mods and even semi automated farms require resources, design, and force you to have to replant the crops every time. Villagers being fully automated farms without having to design or mine for resources is way OP.
I believe the villagers should plant the crops, then harvest them for use in trades so their trades aren't just random. You could go through and harvest them yourself, but that would probably anger them and get the golems involved.
Regular villagers exist right now, but aren't used. Basically a villager without a job.
I think rather than a set size for the house it should be how many beds you can fit in there (as beds take up space, so you wouldn't be able to fit 500 beds in one tiny house). Or maybe make it so beds need to have a certain distance of space on one side for villagers to use them (so you can have double beds but not triple beds (as in, each bed needs room at atleast one side but not the ends of the bed)).
As for villagers procreating, I think the child villager should be a generic villager and then when it grows it looks for an empty building with the proper requirements for a profession. Something that'd be interesting is have the villagers look for buildings with a certain item (such as a furnace) and then go to that building and choose a profession based on the item (if you had multiple different items in there then they'd choose the one with the highest "weight"; for example, one furnace would "weigh" more than a bookshelf and so if you had one furnace and 5 bookshelves the villager to enter the building would become a blacksmith, whereas if you had 20 bookshelves and one furnace they'd be come a librarian). Something like that, not really sure how to explain it. Then at the end of the day rather than sleep in that building they work at they can go back home (unless home is part of that building). In order for the furnace to count as a valid block for their profession it should be a certain distance from a bed/in another room (this way you can have furnaces and other items in a villagers house to decorate it without worrying about any child villager taking a profession in that building when you were trying to get them to get another one).
I guess villagers farming for you would be OP, but I still like the idea of being able to access their chests and steal from them (but at the cost of reputation and risking angering the golem and villagers and no longer being able to trade). As for harvesting their crops, I think if you were to harvest their crops then place them in a village own chest it should increase your reputation (as you're helping them farm), but if you just run off with the crops it decreases your reputation. Same with smelting materials found in a blacksmiths chest, if you make it into armor or just smelt it then put it back into the chest you gain reputation whereas you'd otherwise lose it for just taking the item. Reputation should be used for trading purposes (as in, help you get stuff cheaper and possibly even free stuff once in awhile). Reputation should effect the entire village but effect the villager you help out the most (so if you only help the blacksmith he'll consider you a friend and offer you some free items once in awhile along with lower prices, whereas the rest of the village will offer slightly lower prices but not nearly as much and no free items).
As for priests I think an enchanting table should be a requirement to get a villager of that profession (partially because priests offer very good trades such as bottles of enchanting, and also because it makes sense to use that item for them).
If you built a golem for a village I think that should also increase reputation quite a bit (but only for the first one) as it's their only defence against zombies (and the player if the player decides he/she wants to steal from villagers or hurt them).
I'm not sure about housing though, as something that's common on multiplayer servers is villages getting destroyed for their resources with no negative impact on villagers (for example, you can break all the bookshelves and trade those to a librarian and the librarian wont get angry). The problem with losing reputation for destroying blocks in the area however is that if it's a player made village you may be making some modifications to make it better, or even accidentally placed a block. However, if there was a way to incorporate this into the game without negativly affecting your reputation by placing and destroying blocks I think it would work very well.
(basically my idea was you break their homes and lose reputation but by fixing homes/making them better you gain reputation)
I'm not sure how all of that would work, but it'd certainly make villages feel a lot more alive.
Maybe homes capacity could be influenced solely by numbers of beds, but require a certain amount of air blocks withing the structure per bed. For example if you filled a room 15W x 3L x 3H with 15 beds, then there would only be 105 air blocks assuming there are no decorations. Now if MC required that there be say 25 airblocks within the house per bed, then it would only register that house as having a capacity of 5 villagers despite having 15 beds.
I somewhat like the idea of villager babies being generic then finding their profession based on what is available, but I think it would be much more complicated to code than have it automatically determine what their profession is at birth based on what is available.
I do like the idea of having profession buildings being associated with certain items, but what if you make a house (or just claim one) and MC registers it as a profession house because of items you have in it? I think maybe make it were if a house has a specific item in it (I'm thinking any framed item) then MC will recognize it as your home and not factor it into population or profession availability.
My first idea was to be able to expand populations by adding regular buildings, but leaving profession availability based on what buildings the village was generated with. Associating professions with items though would be great way of being able to control what professions are available. It could even look for multiple items (i.e. X bookshelves for library, 2 lava and 2 furnace for blacksmith, etc) and size requirements so players couldn't just spam small apartment like buildings with items.
I'm still on the fence on the reputation concept. I can see the benefits of having it and the consequences for abusing villagers.
I think it gets a little over complicated though when trying to determine what constitutes a bad or good action. For example if a farm is owned by a farmer then taking crops from it would be stealing and make them mad, but what if the farms weren't associated with the farmers? What if farmers were associated with the farmhouses only and the farms themselves were actually like community farms? The taking crops would not be bad at all because that's the point in a community farm.
Could make it were planting/harvesting doesn't influence reputation at all, but taking items (specifically items placed in the chest by the villagers) from villagers chests affects it negatively and placing items they need (seeds, carrots, potatoes, etc.) increases your reputation.
Could also make it were breaking items in profession buildings doesn't affect reputation if there are still enough of that item to meet the profession building's minimum requirements, but if it takes it lower than the minimum requirement it would affect reputation negatively.
Adding items would not increase reputation, but creating profession buildings would. This way if you destroy the blocks that made that profession building, then you are only brought down to the reputation level you were before creating that building.
I do like the idea of reputation influencing the village overall, but effecting the individual villager more.
Overall what I'm striving for is not a reputation system. I'm just suggesting a better association of villagers and homes and having the villagers actually do their job.
The idea isn't that they'd stay near their house, but rather they would return to only their house when its night or raining.
Most of what I'm suggesting is likely going to be pretty complicated to code, but I think it'd add so much more to villages; it'd make them seem more alive and allow the player to influence them more.
Another idea I had for the whole generic villager thing is if you destroy the item they need to be that profession they go back to a generic villager until you put the block back or a new position opens up (such as a libary is nearby which is unoccupied/has enough books that two villagers could do the job). This would also allow the player to change the profession of a villager (but rather than have them keep their old trades they lose those once they take a new profession; but not lose them once the block is broken as you may just be moving the block slightly).
As for the house, I'd already explained that bit (not sure how well I explained though). Basically what would happen is if the bed is within a certain range (or in the same room) of a block used to determine profession the block isn't considered valid (kinda like how if you have doors in the building they wont be considered valid because there's no sunlight within a few blocks of the door on either side). If the house was really big you might start to have problems however (maybe make it so it requires it's own valid door and if a bed is sharing the same valid door the block is marked as invalid).
I think farms would count as beloinging to the farmer as farmland would be the block to determine if a villager became a farmer or not. So if you harvest the crops then go a certain distance away from the village you lose some reputation whereas if you stay in the village a few hours then put it in the chest you lose no reputation unless you use some of it (placeing the majority of the crops in the chest would balance out the using of some and add reputation as well as you'd be placing the amount you used in the chest plus more).
If it was going to be a community farm then the replanting of crops would be what determines reputation. Taking crops away wouldn't decrease reputation and replanting them would only increase it by a very small amount; but if you were to not replant the crops then leave the village your reputation would decrease quite a bit more than you would have gained if you were to replant the crops.
I know you're suggesting better association of villagers and homes and having them actually do jobs, but reputation currently is actually a part of the game; it's just not done very well (you only negativily affect your reputation currently by attacking villagers). And as far as I know there's no downside to losing reputation currently (the iron golem will attack you for attacking villagers but pretty quickly becomes pasive again as far as I know). So I thought I'd add some of my ideas to this cuz villagers could use quite a bit of work to make them feel more alive and make villages more interesting.
What I was suggesting in regards to the bed/space ratio is actually not what you're saying. I'm not saying have a minimum distance between, but rather have a specific ratio of air blocks to beds to determine how many beds increase population. They could be right next to each other, but if there were enough indoor air blocks within the home they could still be eligible. Like if you had a small bedroom in a large home, but the beds were only one or two blocks from each other.
I do like the idea of villagers losing there professions if MC no longer recognizes their building as a profession building, but I think it should take like 7 consecutive days for them to lose their profession.
I personally think it would be better to have the farmers associated with their farmhouses rather than the farms themselves. They would actively search for farm plots (within the village of course) to plant or harvest. This way you could have one large farmland, but several farmhouses. They would work both generated and player made farmlands because its only searching for the tilled land, as opposed to the whole farm. Like you had suggested, if the profession buildings were determined by items (maybe the stone slab counter for farmhouses), then it'd be easier to manage occupations. If all the other occupations are determined by a profession building, then it would make since that farmers would also. What if you planted a farm for your own personal use within the village? If MC recognized it as a profession building, then every time you used it it would affect your reputation.
I'm for reputation systems, but I honestly think your idea of it being reduced after harvesting and using too much or traveling too far is... well to be nice over complicated and tedious.
What if you put the crops all in your chests and several days later use it all? It would then negatively effect your reputation and you'd have forgotten why. Just because you've put the crops in a chest doesn't mean you've essentially given them back to the community. You're still claiming them for yourself. Having MC trying to determine the motive for your actions based on how you react afterwards (i.e. using items or walking so far) is messy and unappealing in my opinion.
I think MC could use a better reputation system, but it would need to be organized and definite.
As far as dedicating your bed for personal use, I had an idea that if you place an item frame in a house that MC would recognize it as your house. Therefore your bed inside that house wouldn't be used by villagers because it is none of their beds.