The Meaning of Life, the Universe, and Everything.
Location:
Hyderabad
Join Date:
6/21/2016
Posts:
55
Member Details
Lemme get straight into this, no intro. First of all, we have new Professions!
1. Lumberjack They have the dress same as a farmer. The villages have a new farm, that is a tree farm of a biome wood type, where these guys occasionally cut trees and plant saplings. (They can only cut trees in the farm, not outside)
Trades:
Tier 1:-
(a) Buys 32-64 oak planks for 1 emerald.
(b) Sells 8-12 saplings for 1 emerald
Tier 2:-
(a) Sells Efficiency 1 to 6 (or) Unbreaking 1 to 4 Iron Axe for 4*Level of Enchant Emeralds (The chances for each level is 10%)
(b) Buys 4 to 8 (random type of wood except oak) logs for 1-2 emeralds
Tier 3:-
(a) Sells 4-8 of each sapling for 1 emerald
Tier 4:-
(a) Sells 32-64 logs (all 6 types) for 6 to 8 emeralds.
2. Doctor:- They have a small hospital building with 4-5 White beds in them, and the building is made of (some white block, give your suggestions). When a villager doesnt have 10 hearts of health, they will be taken to the hospital. The doctors have white aprons, and when the villagers sleep in bed, the regenerate at the rate of 1 heart/minute.
Trades:
Tier 1:-
(a) Buys 4 to 8 (random meat, cooked) for 1 emerald
(b) Buys 8-16 apples for 2- 3 emeralds
(c) Buys 30-60 melon slices for 1 emerald
Tier 2:-
(a) Sells 1 golden apple for 12-15 emeralds and 5-16 gold nuggets
(b) Buys 32-60 iron nuggets for 1 emerald
Tier 3:-
(a) Sells 1 splash potion of healing/potion of healing/ splash potion of regeneration/potion regeneration for 12-16 emeralds
(b) Buys 1 ghast tear for 4 emeralds.
Tier 4:-
Sells 1 enchanted golden apple for 32-64 emeralds and regular golden apple
3. Miner
There are 2 new buildings, The stair mine and the quarry. The stair mine is either a 3x3 or 5x5 circular staircase, going 20 to 60 blocks underground, while the quarry is a 6x6 to 10x10 hole, surrounded by fences, going 10 to 30 blocks down. The miner occasionally going down, and mines a few random blocks.
Tier 1:-
(a) Sells 20-40 iron nuggets for 3 emeralds
(b) Buys 10-20 gold nuggets for 1 emerald
(c) Buys 64-128 cobblestone for 1 emerald. (In 2 equal stacks)
Tier 2:-
(a) Sells 5-8 coal for 1 emerald
(b) Buys/Sells 24-48 Granite/Diorite/Andesite for 1 emerald (random, 3 trades)
(c) Sells 24-48 smooth stone for 20-40 cobblestone and 2-3 emeralds
(d) Buys 6 to 8 iron ingots and 2-3 sticks for 1 emerald
Tier 3:-
(a) Buys/Sells 32-64 redstone dust for 1 emerald (random)
(b)Buys/ Sells 32-64 Lapis Lazuli for 1 emerald (random)
(c) Sells a iron pickaxe (Enchants:- Random, upto Efficiency 7, Unbreaking 5, Silk Touch, Fortune 5, but high levels are rare) for 12-30 emeralds.
(d) Sells 30-50 rails for 2-3 emeralds
Tier 4:-
(a) Sells 3 obsidian for 1 emerald
(b) Sells a diamond pickaxe (Enchants:- Random, upto Efficiency 7, Unbreaking 5, Silk Touch, Fortune 5, but high levels are rare) for 40-64 emeralds
(c) Sells 4-6 powered rails for 1 emerald
Tier 5:-
(a) Sells 4-6 activator and dictator rails for 2-3 emeralds
(b) Sells 4 to 6 diamonds for 4 to 6 emeralds
Tier 6:-
(a) Sells fast minecart for 32 to 48 emeralds. (This minecart can go upto 50 m/s, instead of 8 m/s, but each powered rail only increases the speed by 1 to 2 m/s. And, if you dont slow down, the minecart may crash and explode , damage=nether bed)
Builder: Occasionally builds houses and farms, in only open area where there aren't any player made structures.
Trades:
Tier 1:-
Buys 12-16 wood logs for 1 emerald
Buys 65-128 cobblestone for 1 emerald
Sells 1 wooden door (random type) for 1 emerald
Tier 2:-
Sells 32-64 smooth stone for 2-5 emeralds and 32-64 cobblestone
Sells 32-64 nether brick (items) for 5-8 emeralds and 32-64 netherrack
Sells 32-64 granite/diorite/andesite (3 trades) for 32-64 cobblestone and 4-6 emeralds
Tier 3:- (Any 5 random trades will be taken)
Sells 10-20 moss stone for 10-20 cobblestone and 1 emerald
Sells 30-60 hardenened clay for 8-10 emeralds
Sells 30-60 random color stained clay for 12-16 emeralds
Buys 20-30 sand/gravel for 2 emeralds
Sells 40-64 concrete powder (random color) for 5-7 emeralds
Sells 32-64 concrete for 32-64 concrete powder and 3-4 emeralds
Sells 32-64 glass for 4-6 emeralds
Tier 4:-
Sells 35-45 random colored glass/glass pane (2 trades) for 5-6 emeralds
Sells 8-10 bone blocks for 1 emerald
Sells 30-40 prismarine shards for 15-18 emeralds
Sells 10-20 Purpur blocks for 10-20 emeralds
Tier 5:-
Sells 1 player head for 32-64 emeralds
Sells 1 random mob head for 32-64 emeralds
Soldier
Kills any nearby zombies and players with popularity less than -25, but damages only 1 heart for players and 4 hearts for zombies each hit. Also helps players with more than 50 popularity by killing any monsters or animals they hit. Also wears armor given by players and other villagers, if they have enough materials to make 1.
Tier 1:-
Buys stone sword for 5 emeralds
Tier 2:-
Sells random enchanted diamond sword for 25-45 emeralds
Sells random iron/diamond armor (enchanted) for 14-32 emeralds
CHANGES
Armorer: Now Sell More items in Tier 4:
Iron Horse Armor for 20-30 emeralds
Gold Horse Armor for 50-64 emeralds
Tier 5:
Diamond Horse Armor for 70-90 emeralds (2 stacks)
Fisherman:-
He can occasionally go near a water pond within 64 blocks of a village centre/ go to the village well and do fishing.
Shepherd: He occasionally dyes or shears or breeds sheep within 64 blocks of a village centre.
Butcher: Occasionally he killed pigs or chickens within 32 blocks of a village and occasionally breeds them.
LeatherWorker: Occasionally kills cows and rabbits within 32 blocks and occasionally breeds them.
Those are all the ideas for now, going to do more later.... And replies are very much appreciated about these. There are going to be a lot more changes, so be ready.
Horse farms can also spawn, but only in 15% of villages. And can only spawn in villages which is in plains/savanna is found.
Generation Changes
From now each house has a door on the ground level. And every time a road goes up, it only goes up by 1 block, rather than 2 or 3 if it goes up the cliffs. And also, any obsticles on the road will be removed, and if there is a gap between 2 roads and the gap is deeper than 3 blocks and longer than 6 blocks, a bridge is generated. (Picture coming soon)
Village Building Styles
Right now, all villages are the same pretty much. Here I got some ideas to change the generation:- for the better. Each village has an different chance, I will enter the chance for each type.
I will add pictures soon, but i will just describe for now.
Style 1:- Present Style: The normal type, which we have now.
Style 2:- The zombie village:- Already there in the present version. Now has a bit of mossy cobble and stuff in it.
Style 3:- The simple style:- All the slabs and stairs are replaced with normal full blocks, and are very simple. All the roofs are flat.
Style 4:- The expensive style:- Each house has a 20% chance of generating a chest, and the houses have stone bricks instead of cobblestone, smooth sandstone instead of sandstone, paths made of black concrete, and each house is twice as big. The blacksmith has 6 buckets of lava, and the well is 3x3. There are also pumpkin, melon and sugar cane farms in here.
Style 5:- The muddy style:- The houses look like they are made a long time ago. There are no mines, farms, and hospitals, only there are houses and wheat farms. The houses are made of mud (new block, found in swamps and created by putting dirt in water), straw block (made by crafting 9 sugar cane) and have no doors. Doesn't appear in desert villages. Bricks are also used.
Style 6:- Concrete Style:- The houses are made of colored concrete, cobble, wood planks, the roads are of concrete, and concrete is the main part. Doesnt appear in desert villages.
Style 7:- Terracota style:- The houses are made of Terracota (ie Stained clay) and glazed terracota roads.)
Style 8:- The Ice Style:- Houses are made of Snow blocks and Ice blocks like igloos, and are smaller. All farms are indoor or underground. Only appears in snowy biomes. Polar bears can now be tamed with fish, and can be ridden which can go upto 25 m/s in ice and snow, and these villages have some polar bear farms.
Chances
Including new biomes in which villages could spawn
Plains/Savanna:- (Avg. number of villages in a 1024x1024 area, 16x16 chunks = 2.5)
Present Style:- 15%
Zombie:- 2%
Simple:- 20%
Expensive:-8%
Muddy:- 25%
Concrete:-15%
Terracota:-15%
Ice :- 0%
Taiga/Forest/Varients (Avg. No. of villages in 1024x1024 area= 1.5)
Present Style:- 25%
Zombie:- 2%
Simple:- 20%
Expensive:-8%
Muddy:- 22.5%
Concrete:-22.5%
Terracota:-0%
Ice :- 0%
Desert (Avg. No. of villages in 1024x1024 area= 1)
Present Style:- 60%
Zombie:- 2%
Simple:- 38%
Expensive:-0%
Muddy:- 0%
Concrete:-0%
Terracota:-0%
Ice :- 0%
Swamp(Avg. No. of villages in 1024x1024 area= 4)
Present Style:- 0%
Zombie:- 2% (Will be muddy)
Simple:- 0%
Expensive:-8%
Muddy:- 40% (Have clay paths)
Concrete:-25%
Terracota:-25%
Ice :- 0%
Mesa (Avg. no of villages in a 1024x1024 area=2)
Zombie:- 2%
Concrete:- 49%
Terracota:- 49%
Extreme Hills (Avg. no of Villages in a 1024x1024 area = 1)
Concrete :- 98%
Zombie :- 2%
Also cacti farms are found in Desert and mesa villages
Rails
If a village is bigger than 50x50 in size, there are 2 or more railway stations (1 station more per 50x50 area), which go around the village. If a player destroys a rail, he loses 1 popularity point. The rails have minecarts which can carry villagers. Occasionally they can go underground. However, these are extremely rare. Villagers can take the rails upto 8 m/s, just like regular players.
If 2 villages are found nearby, i.e. within a 256x256 area, a small 2-block wide pathway will be created by a builder. A player can also add rails connecting 2 villages, giving them 15 popularity points.
Versions of the thread
v0.1- Original Thread, 3/5/2017
v0.2 - With 4 more professions, 4/5/2017
v0.3 - With Villages in more biomes, 7/5/2017
v0.4 - With rails section, 13/5/2017
v0.5 - Fixed some errors, 16/5/2017
v1.0-pre1 - Added Images of some Buildings, 17/5/2017
I'm very particular about level-of-control when it comes to mobs.
I'm okay with creepers destroying large chunks of wall when you fail to kill it fast enough. I'm okay with endermen grabbing a single block of land.
I'm not actually okay with a lumberjack confusing my log cabin for a tree and then hatchet manning my house; or a builder trolling my creations by placing his house in the middle of mine.
I'd request to remove these effects from the mobs for me to support the suggestion.
I'm very particular about level-of-control when it comes to mobs.
I'm okay with creepers destroying large chunks of wall when you fail to kill it fast enough. I'm okay with endermen grabbing a single block of land.
I'm not actually okay with a lumberjack confusing my log cabin for a tree and then hatchet manning my house; or a builder trolling my creations by placing his house in the middle of mine.
I'd request to remove these effects from the mobs for me to support the suggestion.
Oh, ok i didnt think of it, Anyway im changing them.
I'm very particular about level-of-control when it comes to mobs.
I'm okay with creepers destroying large chunks of wall when you fail to kill it fast enough. I'm okay with endermen grabbing a single block of land.
I'm not actually okay with a lumberjack confusing my log cabin for a tree and then hatchet manning my house; or a builder trolling my creations by placing his house in the middle of mine.
I'd request to remove these effects from the mobs for me to support the suggestion.
Not sure if this is a recent update on the post, but it seems to me that it is explained that a lumberjack can only cut down trees in a designated area. And I would suggest that a builder can ONLY build structures within the village radius, and can only build if the village does not exceed x amount of doors. This would in turn disallow builders to infinitely increase the village size and therefore radius, as well as still allow them to build the occasional building if there is space.
Not sure if this is a recent update on the post, but it seems to me that it is explained that a lumberjack can only cut down trees in a designated area. And I would suggest that a builder can ONLY build structures within the village radius, and can only build if the village does not exceed x amount of doors. This would in turn disallow builders to infinitely increase the village size and therefore radius, as well as still allow them to build the occasional building if there is space.
He made a concession afterward. And here's how I will say it:
if there is a prebuilt plot of land called "the arborium" or "nursery" to hold trees; then I absolutely do not mind a forester and lumberjack planting and chopping down wood there. It's limited and focus built.
In terms of exceeding X number of doors; I'd say that building any expansion to a town at all should be left to the player.
He made a concession afterward. And here's how I will say it:
if there is a prebuilt plot of land called "the arborium" or "nursery" to hold trees; then I absolutely do not mind a forester and lumberjack planting and chopping down wood there. It's limited and focus built.
In terms of exceeding X number of doors; I'd say that building any expansion to a town at all should be left to the player.
A builder can only build very occasionally, like one house for every baby villager, as baby villagers being born are quite rare without the player
Nice ideas 👍 I've always felt like there should be a lumberjack villager! Just seems like a no-brained, you know? 🌳🌲
Enveloped ideas are all copycat mindset Medichlorions brother.
Doctor Husks come on unthinkable mind blowin' just like snow in the sahara.
Doctors are a fine addition to our village SEEDs brother real fine lady Doctors.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/18/2017
Posts:
42
Member Details
I know very little about computers, but who would a miner be technologically feasible? How would it know where to mine? If a villager is constantly checking for nearby ore, that's definitely going to cause some lag.
I know very little about computers, but who would a miner be technologically feasible? How would it know where to mine? If a villager is constantly checking for nearby ore, that's definitely going to cause some lag.
A lot of mods have things like this where something is getting checked for. They get around lag by having the entity check every [insert number] ticks, meaning that the entity isn't always checking, thus reducing lag. The delay would also help so that the miner doesn't burn a hole straight to bedrock in the first five minutes of world generation.
Rollback Post to RevisionRollBack
To this day, my signature remains unsigned.
These eggs don't need anything - they're just farming views. Thanks for your time!
So it goes back to what I was saying before: IMHO, the only entity that should have any (ANY, period, at all) control of the world post-generation is exclusively and irrevocably the player. (or the direct result of an (in)ability of the player (creeper going splodey can be attributed to player inability.))
Any mob that mines or crafts removes agency from the player; and in a game where you gain agency by mining and crafting (the two titular mechanics of the game) the removal of them by an NPC creates a lot of problems; the least of which is NPC-griefing.
The OP has made a concession by attempting to limit the effectiveness of this new suggestion; but wishes to maintain that villagers should build, mine, and craft. He is allowed to think so, but I do not support.
Lemme get straight into this, no intro. First of all, we have new Professions!
1. Lumberjack They have the dress same as a farmer. The villages have a new farm, that is a tree farm of a biome wood type, where these guys occasionally cut trees and plant saplings. (They can only cut trees in the farm, not outside)
Trades:
Tier 1:-
(a) Buys 32-64 oak planks for 1 emerald.
(b) Sells 8-12 saplings for 1 emerald
Tier 2:-
(a) Sells Efficiency 1 to 6 (or) Unbreaking 1 to 4 Iron Axe for 4*Level of Enchant Emeralds (The chances for each level is 10%)
(b) Buys 4 to 8 (random type of wood except oak) logs for 1-2 emeralds
Tier 3:-
(a) Sells 4-8 of each sapling for 1 emerald
Tier 4:-
(a) Sells 32-64 logs (all 6 types) for 6 to 8 emeralds.
2. Doctor:- They have a small hospital building with 4-5 White beds in them, and the building is made of (some white block, give your suggestions). When a villager doesnt have 10 hearts of health, they will be taken to the hospital. The doctors have white aprons, and when the villagers sleep in bed, the regenerate at the rate of 1 heart/minute.
Trades:
Tier 1:-
(a) Buys 4 to 8 (random meat, cooked) for 1 emerald
(b) Buys 8-16 apples for 2- 3 emeralds
(c) Buys 30-60 melon slices for 1 emerald
Tier 2:-
(a) Sells 1 golden apple for 12-15 emeralds and 5-16 gold nuggets
(b) Buys 32-60 iron nuggets for 1 emerald
Tier 3:-
(a) Sells 1 splash potion of healing/potion of healing/ splash potion of regeneration/potion regeneration for 12-16 emeralds
(b) Buys 1 ghast tear for 4 emeralds.
Tier 4:-
Sells 1 enchanted golden apple for 32-64 emeralds and regular golden apple
3. Miner
There are 2 new buildings, The stair mine and the quarry. The stair mine is either a 3x3 or 5x5 circular staircase, going 20 to 60 blocks underground, while the quarry is a 6x6 to 10x10 hole, surrounded by fences, going 10 to 30 blocks down. The miner occasionally going down, and mines a few random blocks.
Tier 1:-
(a) Sells 20-40 iron nuggets for 3 emeralds
(b) Buys 10-20 gold nuggets for 1 emerald
(c) Buys 64-128 cobblestone for 1 emerald. (In 2 equal stacks)
Tier 2:-
(a) Sells 5-8 coal for 1 emerald
(b) Buys/Sells 24-48 Granite/Diorite/Andesite for 1 emerald (random, 3 trades)
(c) Sells 24-48 smooth stone for 20-40 cobblestone and 2-3 emeralds
(d) Buys 6 to 8 iron ingots and 2-3 sticks for 1 emerald
Tier 3:-
(a) Buys/Sells 32-64 redstone dust for 1 emerald (random)
(b)Buys/ Sells 32-64 Lapis Lazuli for 1 emerald (random)
(c) Sells a iron pickaxe (Enchants:- Random, upto Efficiency 7, Unbreaking 5, Silk Touch, Fortune 5, but high levels are rare) for 12-30 emeralds.
(d) Sells 30-50 rails for 2-3 emeralds
Tier 4:-
(a) Sells 3 obsidian for 1 emerald
(b) Sells a diamond pickaxe (Enchants:- Random, upto Efficiency 7, Unbreaking 5, Silk Touch, Fortune 5, but high levels are rare) for 40-64 emeralds
(c) Sells 4-6 powered rails for 1 emerald
Tier 5:-
(a) Sells 4-6 activator and dictator rails for 2-3 emeralds
(b) Sells 4 to 6 diamonds for 4 to 6 emeralds
Tier 6:-
(a) Sells fast minecart for 32 to 48 emeralds. (This minecart can go upto 50 m/s, instead of 8 m/s, but each powered rail only increases the speed by 1 to 2 m/s. And, if you dont slow down, the minecart may crash and explode , damage=nether bed)
Trades:
Tier 1:-
Tier 2:-
Tier 3:- (Any 5 random trades will be taken)
Tier 4:-
Tier 5:-
Kills any nearby zombies and players with popularity less than -25, but damages only 1 heart for players and 4 hearts for zombies each hit. Also helps players with more than 50 popularity by killing any monsters or animals they hit. Also wears armor given by players and other villagers, if they have enough materials to make 1.
Tier 1:-
Tier 2:-
(b) Sells flint and steel for 1 emerald
© Sells 8 TNT for 6-8 emeralds
Tier 3:-
CHANGES
Iron Horse Armor for 20-30 emeralds
Gold Horse Armor for 50-64 emeralds
Tier 5:
Diamond Horse Armor for 70-90 emeralds (2 stacks)
He can occasionally go near a water pond within 64 blocks of a village centre/ go to the village well and do fishing.
LeatherWorker: Occasionally kills cows and rabbits within 32 blocks and occasionally breeds them.
Those are all the ideas for now, going to do more later.... And replies are very much appreciated about these. There are going to be a lot more changes, so be ready.
Horse farms can also spawn, but only in 15% of villages. And can only spawn in villages which is in plains/savanna is found.
Generation Changes
From now each house has a door on the ground level. And every time a road goes up, it only goes up by 1 block, rather than 2 or 3 if it goes up the cliffs. And also, any obsticles on the road will be removed, and if there is a gap between 2 roads and the gap is deeper than 3 blocks and longer than 6 blocks, a bridge is generated. (Picture coming soon)
Village Building Styles
Right now, all villages are the same pretty much. Here I got some ideas to change the generation:- for the better. Each village has an different chance, I will enter the chance for each type.
I will add pictures soon, but i will just describe for now.
Style 1:- Present Style: The normal type, which we have now.
Style 2:- The zombie village:- Already there in the present version. Now has a bit of mossy cobble and stuff in it.
Style 3:- The simple style:- All the slabs and stairs are replaced with normal full blocks, and are very simple. All the roofs are flat.
Style 4:- The expensive style:- Each house has a 20% chance of generating a chest, and the houses have stone bricks instead of cobblestone, smooth sandstone instead of sandstone, paths made of black concrete, and each house is twice as big. The blacksmith has 6 buckets of lava, and the well is 3x3. There are also pumpkin, melon and sugar cane farms in here.
Style 5:- The muddy style:- The houses look like they are made a long time ago. There are no mines, farms, and hospitals, only there are houses and wheat farms. The houses are made of mud (new block, found in swamps and created by putting dirt in water), straw block (made by crafting 9 sugar cane) and have no doors. Doesn't appear in desert villages. Bricks are also used.
Style 6:- Concrete Style:- The houses are made of colored concrete, cobble, wood planks, the roads are of concrete, and concrete is the main part. Doesnt appear in desert villages.
Style 7:- Terracota style:- The houses are made of Terracota (ie Stained clay) and glazed terracota roads.)
Style 8:- The Ice Style:- Houses are made of Snow blocks and Ice blocks like igloos, and are smaller. All farms are indoor or underground. Only appears in snowy biomes. Polar bears can now be tamed with fish, and can be ridden which can go upto 25 m/s in ice and snow, and these villages have some polar bear farms.
Chances
Including new biomes in which villages could spawn
Plains/Savanna:- (Avg. number of villages in a 1024x1024 area, 16x16 chunks = 2.5)
Present Style:- 15%
Zombie:- 2%
Simple:- 20%
Expensive:-8%
Muddy:- 25%
Concrete:-15%
Terracota:-15%
Ice :- 0%
Taiga/Forest/Varients (Avg. No. of villages in 1024x1024 area= 1.5)
Present Style:- 25%
Zombie:- 2%
Simple:- 20%
Expensive:-8%
Muddy:- 22.5%
Concrete:-22.5%
Terracota:-0%
Ice :- 0%
Desert (Avg. No. of villages in 1024x1024 area= 1)
Present Style:- 60%
Zombie:- 2%
Simple:- 38%
Expensive:-0%
Muddy:- 0%
Concrete:-0%
Terracota:-0%
Ice :- 0%
Swamp(Avg. No. of villages in 1024x1024 area= 4)
Present Style:- 0%
Zombie:- 2% (Will be muddy)
Simple:- 0%
Expensive:-8%
Muddy:- 40% (Have clay paths)
Concrete:-25%
Terracota:-25%
Ice :- 0%
Mesa (Avg. no of villages in a 1024x1024 area=2)
Zombie:- 2%
Concrete:- 49%
Terracota:- 49%
Extreme Hills (Avg. no of Villages in a 1024x1024 area = 1)
Concrete :- 98%
Zombie :- 2%
Also cacti farms are found in Desert and mesa villages
Rails
If a village is bigger than 50x50 in size, there are 2 or more railway stations (1 station more per 50x50 area), which go around the village. If a player destroys a rail, he loses 1 popularity point. The rails have minecarts which can carry villagers. Occasionally they can go underground. However, these are extremely rare. Villagers can take the rails upto 8 m/s, just like regular players.
If 2 villages are found nearby, i.e. within a 256x256 area, a small 2-block wide pathway will be created by a builder. A player can also add rails connecting 2 villages, giving them 15 popularity points.
Versions of the thread
v0.1- Original Thread, 3/5/2017
v0.2 - With 4 more professions, 4/5/2017
v0.3 - With Villages in more biomes, 7/5/2017
v0.4 - With rails section, 13/5/2017
v0.5 - Fixed some errors, 16/5/2017
v1.0-pre1 - Added Images of some Buildings, 17/5/2017
Check out my suggestions!
Improved mine carts speed: http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2847927-improvement-in-minecart-speed
Edit: Added Miner Profession
Check out my suggestions!
Improved mine carts speed: http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2847927-improvement-in-minecart-speed
Nice ideas 👍 I've always felt like there should be a lumberjack villager! Just seems like a no-brained, you know? 🌳🌲
Now that its moved, i am adding new professions!
EDIT: Sorry my post got messed up, i copied and pasted from word, im gonna fix it soon
Check out my suggestions!
Improved mine carts speed: http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2847927-improvement-in-minecart-speed
I'm very particular about level-of-control when it comes to mobs.
I'm okay with creepers destroying large chunks of wall when you fail to kill it fast enough. I'm okay with endermen grabbing a single block of land.
I'm not actually okay with a lumberjack confusing my log cabin for a tree and then hatchet manning my house; or a builder trolling my creations by placing his house in the middle of mine.
I'd request to remove these effects from the mobs for me to support the suggestion.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
Oh, ok i didnt think of it, Anyway im changing them.
Check out my suggestions!
Improved mine carts speed: http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2847927-improvement-in-minecart-speed
Edit: Added section 'rails'!
Check out my suggestions!
Improved mine carts speed: http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2847927-improvement-in-minecart-speed
Not sure if this is a recent update on the post, but it seems to me that it is explained that a lumberjack can only cut down trees in a designated area. And I would suggest that a builder can ONLY build structures within the village radius, and can only build if the village does not exceed x amount of doors. This would in turn disallow builders to infinitely increase the village size and therefore radius, as well as still allow them to build the occasional building if there is space.
He made a concession afterward. And here's how I will say it:
if there is a prebuilt plot of land called "the arborium" or "nursery" to hold trees; then I absolutely do not mind a forester and lumberjack planting and chopping down wood there. It's limited and focus built.
In terms of exceeding X number of doors; I'd say that building any expansion to a town at all should be left to the player.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
A builder can only build very occasionally, like one house for every baby villager, as baby villagers being born are quite rare without the player
Check out my suggestions!
Improved mine carts speed: http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2847927-improvement-in-minecart-speed
Enveloped ideas are all copycat mindset Medichlorions brother.
Doctor Husks come on unthinkable mind blowin' just like snow in the sahara.
Doctors are a fine addition to our village SEEDs brother real fine lady Doctors.
pretty nice idea, i especially like that some more villagers will actually do stuff.
I'm a Whovian squid who likes drawing.
I'm also quite nerdy with an interest in game developing and the concept of a fourth spatial dimension.
All hail chickens.
I love this post! this should happen... maybe theres a mod out there like this.
Thanks! I am going to add pictures very soon, once we get to town, as we are in vacation
Check out my suggestions!
Improved mine carts speed: http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2847927-improvement-in-minecart-speed
I know very little about computers, but who would a miner be technologically feasible? How would it know where to mine? If a villager is constantly checking for nearby ore, that's definitely going to cause some lag.
Join the revolution, comrade.
A lot of mods have things like this where something is getting checked for. They get around lag by having the entity check every [insert number] ticks, meaning that the entity isn't always checking, thus reducing lag. The delay would also help so that the miner doesn't burn a hole straight to bedrock in the first five minutes of world generation.
To this day, my signature remains unsigned.
These eggs don't need anything - they're just farming views. Thanks for your time!
So it goes back to what I was saying before: IMHO, the only entity that should have any (ANY, period, at all) control of the world post-generation is exclusively and irrevocably the player. (or the direct result of an (in)ability of the player (creeper going splodey can be attributed to player inability.))
Any mob that mines or crafts removes agency from the player; and in a game where you gain agency by mining and crafting (the two titular mechanics of the game) the removal of them by an NPC creates a lot of problems; the least of which is NPC-griefing.
The OP has made a concession by attempting to limit the effectiveness of this new suggestion; but wishes to maintain that villagers should build, mine, and craft. He is allowed to think so, but I do not support.
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