Let me start off by saying I love the new villager skins. It makes exploring villages so much more interesting. However, adventure maps and my own personal creative world will be wrecked by the changes. I’ve got a lot of NoAI villagers standing around for props, and they’ll look out of place with welding helmets and straw hats.
So my question is this: is there a way to enable the old villager skins by using the Profession NBT data? Are the old textures preserved in the new update?
Rollback Post to RevisionRollBack
Most people out something interesting down here. I don't, so don't bother looking here.
Profession: The ID of the texture used for this villager.
CareerLevel: The current level of this villager's trading options.
Added the following NBT information:
VillagerData: Information about the villager's profession.
level: The current level of this villager's trading options ( 1... ) and at the same time its displayed badge ( capped at 5 )
profession: Namespaced ID value.
type: Namespaced ID value.
However ATM when trying the command with either numbers & words (like 'Fletcher' - since Wiki states these should be 'Namespaced ID value' & not ID value) all I'm getting is random professions
I've tried looking into the JAR file & I see folders for 'profession','profession_level' & 'type'
> 'profession' seems to have graphic for the 2nd layer of a villager (headband/aprons),
> 'profession_level' seems to contain small graphics of 'stone, iron,diamond etc
> 'type' seems to contain the main clothing of a villager (jacket/trousers etc)
And finally there's seems to be 1 graphic called 'villager' that seems to contain mainly the skin (head etc)
I just can't seem to figure out exactly the command format .... yet.
You will need to go through all the different 'skins' to see which one you think matches as close as possible to a vanilla 1.13 villager that you need
EDIT #2: well - I had some time spare so I've created a world showing all possible villagers skins in the latest snapshot & it also has each of the command blocks I used to get them
Obviously the commands are a WIP, and hopefully they’ll give us a better way to preserve our old villager skins. I wish we could have a texture pack on just one world like you can in Bedrock. That way on my creative world I could have their old textures while on my others worlds they’d stay the same.
@opsylon23452: I've posted you a PM back about your little problem - but I thought I'll post my test result here for others
For the others, opsylon was having trouble with custom trade villager in 1.14 (See post 4 above)
Here's what I've managed to figure out to create a custom trade villager of a specific skin/biome type, that sells item with custom name/lore
Let me start off by saying I love the new villager skins. It makes exploring villages so much more interesting. However, adventure maps and my own personal creative world will be wrecked by the changes. I’ve got a lot of NoAI villagers standing around for props, and they’ll look out of place with welding helmets and straw hats.
So my question is this: is there a way to enable the old villager skins by using the Profession NBT data? Are the old textures preserved in the new update?
Most people out something interesting down here. I don't, so don't bother looking here.
ikr, however, the command to spawn them in the old 1.14 snapshots doesn't work anymore. so i would have a similar question on how to get it to work.
ccording to 1.14 wiki page
So in theory instead of
it should be something like
However ATM when trying the command with either numbers & words (like 'Fletcher' - since Wiki states these should be 'Namespaced ID value' & not ID value) all I'm getting is random professions
I've tried looking into the JAR file & I see folders for 'profession','profession_level' & 'type'
> 'profession' seems to have graphic for the 2nd layer of a villager (headband/aprons),
> 'profession_level' seems to contain small graphics of 'stone, iron,diamond etc
> 'type' seems to contain the main clothing of a villager (jacket/trousers etc)
And finally there's seems to be 1 graphic called 'villager' that seems to contain mainly the skin (head etc)
I just can't seem to figure out exactly the command format .... yet.
EDIT: think I've sussed it
You will need to go through all the different 'skins' to see which one you think matches as close as possible to a vanilla 1.13 villager that you need
EDIT #2: well - I had some time spare so I've created a world showing all possible villagers skins in the latest snapshot & it also has each of the command blocks I used to get them
Link to 1.14 villger skins world
just a test, but is there any order that these variables need to go in?
Thanks so much for your help!
Obviously the commands are a WIP, and hopefully they’ll give us a better way to preserve our old villager skins. I wish we could have a texture pack on just one world like you can in Bedrock. That way on my creative world I could have their old textures while on my others worlds they’d stay the same.
Most people out something interesting down here. I don't, so don't bother looking here.
@opsylon23452: I've posted you a PM back about your little problem - but I thought I'll post my test result here for others
For the others, opsylon was having trouble with custom trade villager in 1.14 (See post 4 above)
Here's what I've managed to figure out to create a custom trade villager of a specific skin/biome type, that sells item with custom name/lore
Hope it helps