I'm confused but this post little bit. Here's what I understand:
You can craft robes and put them on your villager, then it changes professions. Then you can edit its trades?
I'm not a huge fan of the new professions. The carpenter seems okay, then again, wood isn't to hard to come by. And the farmer already sells a lot of baked goods, so I don't think we need a baker. And as for the witches professions, we'll probably be getting real witches in the next update (Hopefully they'll spawn anywhere) and they''ll drop potions and supplies.
And you also want to add pizza? I don't really think that ties into the game, and we also have plenty of other foods too.
I do t think npc trading should be that easy to set up. If you want new trades, just breed new villagers.
Sorry, but I don't support. We can already controll trading (somewhat) in creative already.
I'm confused but this post little bit. Here's what I understand:You can craft robes and put them on your villager, then it changes professions. Then you can edit its trades?I'm not a huge fan of the new professions. The carpenter seems okay, then again, wood isn't to hard to come by. And the farmer already sells a lot of baked goods, so I don't think we need a baker. And as for the witches professions, we'll probably be getting real witches in the next update (Hopefully they'll spawn anywhere) and they''ll drop potions and supplies.And you also want to add pizza? I don't really think that ties into the game, and we also have plenty of other foods too.I do t think npc trading should be that easy to set up. If you want new trades, just breed new villagers.Sorry, but I don't support. We can already controll trading (somewhat) in creative already.
You really dont get it......Its No for survival its for creative and mostly for RPG maps and city maps.etc The concept of the idea is to make get the certain item and give the NPC the item for the profession and pick what they sell for what completely......Also I added pizza and robes as you call it and a rolling pin a use other than for the profession.. And anyway farmers shouldnt give finished foods..... Ask Your self do farmers do that in real life....No they dont they give a manufacturing company the crops...... Ex. where i live sugarcane is widely grown.... the cycle is the farmer grows the sugarcane.then sells it to a manufacturing company to produce sugar.then sells it to a place (Walmart) to sell...Then your back to the farmer to grow more.What im trying to say is one farmers dont sell finished products.Two you get two witches the good witch that doesnt try to kill you and the bad witch who if you tun your back she will try to kill but will sell you things.Three yeah you can control it to a point but you cant get to sell what you want for a certain amount.What your saying is to breed to get a certain profession but then what you hope the dont sell a certain item. What happens ifthey do you kill him or breed again till he doesnt give a certain item ... or sells everything you want.Thats were the idea comes from to make it easyier on a person instead having to go trhough all that trouble to get him to sell certain items.......Think about it. The way i suggested is way easyier and adds a few new stuff in... The Robes are just dyed leather chestplates so you already have them in the game to this point.
The extra stuff the things that you use to set the profession can be used for new survival items....,Thats the only things I even said about suvival is how you would make it....
So I would have to exit the map I'm making, reload in survival to create the apron, exit and reload in Creative to change the profession.... Argh. My head exploded and my spinal cord fell out of my as.
I get what you want to do but this is not the way to do it.
Personally, I would wait for trapped chests and hoppers to come out (honestly, probably a shorter wait than this idea coming to light).
-Have seperate trapped chests for each in-shop item. Opening any of the chests would set-off pistons that block access to the other chests. Hence, the player can only "buy" one item at a time from the store.
-Placing an emerald or three in a different chest hooked up to a hopper-filter can reset the pistons, allowing the player to "buy" another item.
-Repeat ad nauseam.
No You donthave to go back into survival you have the apron in your creative menu already and you can just give it to them and you can use them in survival for like a player merchant...Like 1 player Merchant and 1 npc merchant next to each other.....You wouldnt have to go to surviva to make and then back to creative....Its in your creative menu already.
So the aprons / clothes are a Creative-only item? And the recipe is only a formality? That makes sense to me. But can you also craft the apron in Survival? If not, why even have the apron? Why not just manually set the NPC profession through the GUI you already have in place?
And that raises another issue... the Creative GUI and Survival GUI on the NPC must be different, right? One allows you to set its perimeters and the other is just a trade interface. This is a massive coding issue because the game at its core doesn't make a distinction between Creative and Survival. It only alters the user functionality. The code for the NPC-MOB would need to recognize the game mode. A task I'm not sure 4J would like to tackle for a "optional" feature.
Your idea is interesting, but it's clumsy. Perhaps you should consider a revaluation and come back with a more streamlined suggestion.
Now the second way they could make it were you can Customize it in survival BUT you have to have Host Privleges on....And be allowed to even custmize them.
Does that fix the issue that you said would happen...
What do you mean by "fix it"? I think the entire apron-giving mechanic is flawed. Unless you have it so that activating the NPC with the apron will open the "management" GUI and activating the NPC with any other item opens the trade interface. In that case the Apron should be a Creative-only item that cannot be crafted.
So here is what happens instead:
1. We skip the apron idea. You can't craft it, its not even a thing. There are only 5 different types of villagers, so just keep spawning them until you get the right profession.
2. Open up the trading interface, and use the left trigger again to edit the trades (Only an option in creative mode) Then just take items from your hotbar and drag them into the slots.
3.Lets say you want him to trade a dragon egg and obsidian for a special diamond chestplate. Just take the dragon egg and obsidian from your hotbar and place it in the give slots. Then take the chestplate and put it into the receive slot.
4. You can also edit the villagers name. Its name will appear when you open the interface (Replacing the words 'Villager offers item'. In tu17, the name will also appear above its head.
4. Press B and then your trade is saved. You can edit a villagers trades as many times as you want.
5. Then go into survival, and you can trade with that villager as many times as you want. Unlike normal trades, the villager won't remove the custom trades from the interface.
Aprons, new npc eggs, and then having to regulate between different objects it can trade would take longer to code, and changing an npc wouldn't create that many bugs. All your doing is just changing two objects in his trade list. My idea would take maybe an hour to code. New objects and mechanics can take over a day
Really.... why make this more complicated than it needs to be.
The Aprons are unnecessary and make things too convoluted anyway, so just ditch the idea of having special 'items' whose only purpose at all is to 'allow you to set something in creative mode' all together.
Just allow the player while in creative mode to be able to change the profession and set trades within the trade interface itself when interacting with the villager. The apron worn by the villager would change automatically as you toggle through the available professions.
You could even add the ability to allow for customized trade options that are unique for your creative world with this scheme, and maybe allow some control over color of robes and apron (if on at all) for the fully customized trade options.
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You can craft robes and put them on your villager, then it changes professions. Then you can edit its trades?
I'm not a huge fan of the new professions. The carpenter seems okay, then again, wood isn't to hard to come by. And the farmer already sells a lot of baked goods, so I don't think we need a baker. And as for the witches professions, we'll probably be getting real witches in the next update (Hopefully they'll spawn anywhere) and they''ll drop potions and supplies.
And you also want to add pizza? I don't really think that ties into the game, and we also have plenty of other foods too.
I do t think npc trading should be that easy to set up. If you want new trades, just breed new villagers.
Sorry, but I don't support. We can already controll trading (somewhat) in creative already.
You've lost me.
From what I think I understand, we really don't need a pile of new villagers, nor a way to manipulate them to get what we want.
Stay fluffy~
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So I would have to exit the map I'm making, reload in survival to create the apron, exit and reload in Creative to change the profession.... Argh. My head exploded and my spinal cord fell out of my as.
I get what you want to do but this is not the way to do it.
Personally, I would wait for trapped chests and hoppers to come out (honestly, probably a shorter wait than this idea coming to light).
-Have seperate trapped chests for each in-shop item. Opening any of the chests would set-off pistons that block access to the other chests. Hence, the player can only "buy" one item at a time from the store.
-Placing an emerald or three in a different chest hooked up to a hopper-filter can reset the pistons, allowing the player to "buy" another item.
-Repeat ad nauseam.
.
So the aprons / clothes are a Creative-only item? And the recipe is only a formality? That makes sense to me. But can you also craft the apron in Survival? If not, why even have the apron? Why not just manually set the NPC profession through the GUI you already have in place?
And that raises another issue... the Creative GUI and Survival GUI on the NPC must be different, right? One allows you to set its perimeters and the other is just a trade interface. This is a massive coding issue because the game at its core doesn't make a distinction between Creative and Survival. It only alters the user functionality. The code for the NPC-MOB would need to recognize the game mode. A task I'm not sure 4J would like to tackle for a "optional" feature.
Your idea is interesting, but it's clumsy. Perhaps you should consider a revaluation and come back with a more streamlined suggestion.
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What do you mean by "fix it"? I think the entire apron-giving mechanic is flawed. Unless you have it so that activating the NPC with the apron will open the "management" GUI and activating the NPC with any other item opens the trade interface. In that case the Apron should be a Creative-only item that cannot be crafted.
1. We skip the apron idea. You can't craft it, its not even a thing. There are only 5 different types of villagers, so just keep spawning them until you get the right profession.
2. Open up the trading interface, and use the left trigger again to edit the trades (Only an option in creative mode) Then just take items from your hotbar and drag them into the slots.
3.Lets say you want him to trade a dragon egg and obsidian for a special diamond chestplate. Just take the dragon egg and obsidian from your hotbar and place it in the give slots. Then take the chestplate and put it into the receive slot.
4. You can also edit the villagers name. Its name will appear when you open the interface (Replacing the words 'Villager offers item'. In tu17, the name will also appear above its head.
4. Press B and then your trade is saved. You can edit a villagers trades as many times as you want.
5. Then go into survival, and you can trade with that villager as many times as you want. Unlike normal trades, the villager won't remove the custom trades from the interface.
There you go. Custom villagers trades that work.
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The Aprons are unnecessary and make things too convoluted anyway, so just ditch the idea of having special 'items' whose only purpose at all is to 'allow you to set something in creative mode' all together.
Just allow the player while in creative mode to be able to change the profession and set trades within the trade interface itself when interacting with the villager. The apron worn by the villager would change automatically as you toggle through the available professions.
You could even add the ability to allow for customized trade options that are unique for your creative world with this scheme, and maybe allow some control over color of robes and apron (if on at all) for the fully customized trade options.