Anyway, this a good suggestion. I would also suggest giving the villagers the ability to tell which house they belong to, so 5 villagers don't huddle in a dirt shack.
Rollback Post to RevisionRollBack
Pointing out fallacies to undermine an argument is also a fallacy...
i like it support but just one tidbit, i dont really see whats stopping you from farming iron blocks from them.
Because the blacksmith places blocks fast , you don't have enough time before he places the pumpkin and turn it into a golem , i'm also thinking they might not drop anything when mined to avoid abuse .
Anyway, this a good suggestion. I would also suggest giving the villagers the ability to tell which house they belong to, so 5 villagers don't huddle in a dirt shack.
That's not related to the suggestion ... but do you suggest Librarians will give certain villagers certain houses ? good idea .
Note : remember that i'm unsure about the Librarians use , but i'm open for suggestions !
Being a nerd is nothing to be ashamed of. Nerds rule the world! Who invented the internet? Nerds. Who created personal computers and smart phones? Nerds. Who made every video game you've ever played and ever will? Still nerds. Who sent probes to distant planets? Nerds, nerds and more nerds! I'm a nerd and I'm proud.
I don't call it enchanting , it's more of a " give me a sword and some emeralds , I give you a better sword " . also , I'm NOT sure about Librarians , as i'm always open for constructive criticism , and suggestions to improve it .
Being a nerd is nothing to be ashamed of. Nerds rule the world! Who invented the internet? Nerds. Who created personal computers and smart phones? Nerds. Who made every video game you've ever played and ever will? Still nerds. Who sent probes to distant planets? Nerds, nerds and more nerds! I'm a nerd and I'm proud.
Being a nerd is nothing to be ashamed of. Nerds rule the world! Who invented the internet? Nerds. Who created personal computers and smart phones? Nerds. Who made every video game you've ever played and ever will? Still nerds. Who sent probes to distant planets? Nerds, nerds and more nerds! I'm a nerd and I'm proud.
Being a nerd is nothing to be ashamed of. Nerds rule the world! Who invented the internet? Nerds. Who created personal computers and smart phones? Nerds. Who made every video game you've ever played and ever will? Still nerds. Who sent probes to distant planets? Nerds, nerds and more nerds! I'm a nerd and I'm proud.
Thank you ! Can you tell me your favorite thing in the suggestion ? Also , can you please tell me what idea is better for Librarians , idea 1 or 2 ?
I will add a poll , but remember , post to keep this thread in the first page !
Edit : I don't know how to add a poll , the new forum is hard to use , i'm embarrassed , can someone help me
Being a nerd is nothing to be ashamed of. Nerds rule the world! Who invented the internet? Nerds. Who created personal computers and smart phones? Nerds. Who made every video game you've ever played and ever will? Still nerds. Who sent probes to distant planets? Nerds, nerds and more nerds! I'm a nerd and I'm proud.
Ha! This is way too overpowered, If a villager can place iron blocks, They will make a farm for it, In the week of release, No doubt, Butchers will allow fully automatic cow, Pig and sheep farms, I can imagine a priest " Random buff " station scattered around the base, Randomly throwing buffs at you while you pass, However i think the librarian idea one is simply genius and amazing plus i would love to have more villagers as slaves, I fully support this idea, AUTOMATED FARMS AND FREE BUFFS OP!
I like a lot of the idea, but I would say that some of it can be considered unbalanced or there are technical aspects of the suggestion that you might have missed. I'll go over it in order:
Butcher: A good idea, but also has a few flaws. This first flaw being that after world generation, every single house is treated exactly the same by the game. The game does not differentiate between a regular house, a Blacksmith Forge (which isn't even actually a house as it doesn't have a door), a Butcher house (I assume you mean the house with the fenced in back yard and the 2 Stone Double Slabs inside it that look like a counter), or a temple. The game only sees it as valid door, invalid door, or nothing. Also, a village does not need to have that type of house to have that type of Villager and vice versa. A Village can have a Blacksmith without a Forge or a Forge without the Blacksmith.
Now, they *could* add support for that stuff, but it would honestly be a lot of extra work for very little benefit. I propose an alternative use that does basically the same thing, without needing it to be rooted to a specific location:
During the day, the butcher chooses one type of animal breeding item to "carry". He probably shouldn't actually hold it, as that would look weird with the folded arms. But for that day, animals that match the food he is "carrying" (Chickens with Seeds, Cows/Sheep with Wheat, etc.) will follow him around, just like they would follow you if you held it. If he ever gets 3 adults of a certain animal (excluding horses, as those need to be bred with care for good stats) following him at one time, he has a chance to breed 2 of them and kill the third. When this happens he kills the animal in one hit, and no items would be dropped (he wouldn't be much of a Butcher if he just left the items on the ground).
That way, it can't be made into a passive mob farm for the player, as it will only do it with existing passive mobs and they don't drop items when killed by the Blacksmith. It also can't be used to manage a herd for you as he always breeds 1 and then kills 1, for a net change of 0. That way, no new passives are suddenly appearing and they cannot be farmed. The only other thing that needs to change is that when Villages are generated in a new world, it would have to generate a few random passive mobs as well, even in desert biomes. This also fixes the weird fact that Butchers and "Butcher Houses" show up at all in desert villages, as there are no animals.
Priests: As long as they aren't directing potions at the players, I'm fine with this. Perhaps at night they should drink Swiftness Potions and throw them at other Villagers in case they need to escape a Zombie.
Blacksmith: Has the same problem the Butcher idea had, where the game doesn't detect the house type after it is generated (and that Forges don't have doors and therefore technically don't exist as part of a Villager), and that a Village can have a Forge without a Blacksmith or the other way around. So adding a second area to a Forge would be a lot of extra work for not a lot of benefit, and any existing Villages wouldn't work. But making them detect an individual block is easy so I have an idea that fixes some of those underlying issues, balances it a bit, and adds a new function if they are close to an empty, unused Furnace:
First, modifying your idea a bit. Instead of them making one Golem for each Blacksmith in a Village and actually placing Iron Blocks over time (this opens a huge door to be exploited by players, even more so than a traditional Golem Grinder), having a Blacksmith in your Village removes the Iron Golem spawn restriction of 10 Villagers and 21 houses per 1 Golem. So if you have one Blacksmith, you can get an Iron Golem to generate even if there is only one house. However, this does not mean having 10 Blacksmiths in a Village with 1 door will give you 10 Golems. In order to have more than 1 Golem, you need to meet the housing requirements of the other Golems first. Here is an example chart:
Golem 1: 10 Villagers and 21 Houses OR 1 Blacksmith
Golem 2: 20 Villagers and 42 Houses OR 10 Villagers and 21 Houses and 1 Blacksmith
Golem 3: 30 Villagers and 63 Houses OR 20 Villagers and 42 Houses and 1 Blacksmith
Golem 4: 40 Villagers and 84 Houses OR 30 Villagers and 63 Houses and 1 Blacksmith
Golem 5: 50 Villagers and 105 Houses OR 40 Villagers and 84 Houses and 1 Blacksmith
So basically, you still need to meet housing requirements for any existing Golems before you can use a Blacksmith to spawn an extra one. It still gives small starting Villages a chance to get an Iron Golem (which was the main issue that this was addressing), but it doesn't make them easy to farm or give players free Iron Blocks.
Now for a little bit of an aesthetic change that makes Blacksmiths look more alive. If they find a Furnace that is empty and unused, they will use it to smelt something. 60% of the time they will use 2 Planks to smelt 3 Logs into Charcoal, 30% of the time they will use 2 Sticks to smelt 1 Iron Ingot, and 10% of the time they will use 2 Sticks to smelt 1 Gold Ingot. They will wait for the smelting to be done, and then they will take the finished items and leave. If a Zombie comes, they will run away of course, but try and go back when the coast is clear. If for some reason they cannot go back (They die or are moved out of the Village or are stuck somewhere for more than 5 minutes), you can claim the items for yourself. If you try and steal the items while the Villager is waiting, or you steal them when it is running from a Zombie and the items are gone when they come back, you lose reputation with the Village just like if you attacked a Villager.
That will make them stick around Blacksmith Forges if there is one in the Village, without having to change how Villagers detect houses. They can also do it at any Furnaces that you place. But they will only attempt this once in the morning and once in the afternoon, limiting how fast you can farm it unless you have a HUGE amount of Blacksmiths (like, lag causing numbers), all trapped in a huge Forge room, and they will not like you if you try and steal from them manually. You could use Hoppers to automatically suck the items they make out for no penalty, but it would be more effort and cost than it is worth.
Librarian: I like the idea of them making random books about stats of creatures and whatnot, but not the map trades or needing Butchers for Leather. I would rather they just occasionally drop the books when they detect that they are inside a house. Not really a fan of them storing XP in idea 2.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
I like a lot of the idea, but I would say that some of it can be considered unbalanced or there are technical aspects of the suggestion that you might have missed. I'll go over it in order:
Butcher: A good idea, but also has a few flaws. This first flaw being that after world generation, every single house is treated exactly the same by the game. The game does not differentiate between a regular house, a Blacksmith Forge (which isn't even actually a house as it doesn't have a door), a Butcher house (I assume you mean the house with the fenced in back yard and the 2 Stone Double Slabs inside it that look like a counter), or a temple. The game only sees it as valid door, invalid door, or nothing. Also, a village does not need to have that type of house to have that type of Villager and vice versa. A Village can have a Blacksmith without a Forge or a Forge without the Blacksmith.
Now, they *could* add support for that stuff, but it would honestly be a lot of extra work for very little benefit. I propose an alternative use that does basically the same thing, without needing it to be rooted to a specific location:
During the day, the butcher chooses one type of animal breeding item to "carry". He probably shouldn't actually hold it, as that would look weird with the folded arms. But for that day, animals that match the food he is "carrying" (Chickens with Seeds, Cows/Sheep with Wheat, etc.) will follow him around, just like they would follow you if you held it. If he ever gets 3 adults of a certain animal (excluding horses, as those need to be bred with care for good stats) following him at one time, he has a chance to breed 2 of them and kill the third. When this happens he kills the animal in one hit, and no items would be dropped (he wouldn't be much of a Butcher if he just left the items on the ground).
That way, it can't be made into a passive mob farm for the player, as it will only do it with existing passive mobs and they don't drop items when killed by the Blacksmith. It also can't be used to manage a herd for you as he always breeds 1 and then kills 1, for a net change of 0. That way, no new passives are suddenly appearing and they cannot be farmed. The only other thing that needs to change is that when Villages are generated in a new world, it would have to generate a few random passive mobs as well, even in desert biomes. This also fixes the weird fact that Butchers and "Butcher Houses" show up at all in desert villages, as there are no animals.
Priests: As long as they aren't directing potions at the players, I'm fine with this. Perhaps at night they should drink Swiftness Potions and throw them at other Villagers in case they need to escape a Zombie.
Blacksmith: Has the same problem the Butcher idea had, where the game doesn't detect the house type after it is generated (and that Forges don't have doors and therefore technically don't exist as part of a Villager), and that a Village can have a Forge without a Blacksmith or the other way around. So adding a second area to a Forge would be a lot of extra work for not a lot of benefit, and any existing Villages wouldn't work. But making them detect an individual block is easy so I have an idea that fixes some of those underlying issues, balances it a bit, and adds a new function if they are close to an empty, unused Furnace:
First, modifying your idea a bit. Instead of them making one Golem for each Blacksmith in a Village and actually placing Iron Blocks over time (this opens a huge door to be exploited by players, even more so than a traditional Golem Grinder), having a Blacksmith in your Village removes the Iron Golem spawn restriction of 10 Villagers and 21 houses per 1 Golem. So if you have one Blacksmith, you can get an Iron Golem to generate even if there is only one house. However, this does not mean having 10 Blacksmiths in a Village with 1 door will give you 10 Golems. In order to have more than 1 Golem, you need to meet the housing requirements of the other Golems first. Here is an example chart:
Golem 1: 10 Villagers and 21 Houses OR 1 Blacksmith
Golem 2: 20 Villagers and 42 Houses OR 10 Villagers and 21 Houses and 1 Blacksmith
Golem 3: 30 Villagers and 63 Houses OR 20 Villagers and 42 Houses and 1 Blacksmith
Golem 4: 40 Villagers and 84 Houses OR 30 Villagers and 63 Houses and 1 Blacksmith
Golem 5: 50 Villagers and 105 Houses OR 40 Villagers and 84 Houses and 1 Blacksmith
So basically, you still need to meet housing requirements for any existing Golems before you can use a Blacksmith to spawn an extra one. It still gives small starting Villages a chance to get an Iron Golem (which was the main issue that this was addressing), but it doesn't make them easy to farm or give players free Iron Blocks.
Now for a little bit of an aesthetic change that makes Blacksmiths look more alive. If they find a Furnace that is empty and unused, they will use it to smelt something. 60% of the time they will use 2 Planks to smelt 3 Logs into Charcoal, 30% of the time they will use 2 Sticks to smelt 1 Iron Ingot, and 10% of the time they will use 2 Sticks to smelt 1 Gold Ingot. They will wait for the smelting to be done, and then they will take the finished items and leave. If a Zombie comes, they will run away of course, but try and go back when the coast is clear. If for some reason they cannot go back (They die or are moved out of the Village or are stuck somewhere for more than 5 minutes), you can claim the items for yourself. If you try and steal the items while the Villager is waiting, or you steal them when it is running from a Zombie and the items are gone when they come back, you lose reputation with the Village just like if you attacked a Villager.
That will make them stick around Blacksmith Forges if there is one in the Village, without having to change how Villagers detect houses. They can also do it at any Furnaces that you place. But they will only attempt this once in the morning and once in the afternoon, limiting how fast you can farm it unless you have a HUGE amount of Blacksmiths (like, lag causing numbers), all trapped in a huge Forge room, and they will not like you if you try and steal from them manually. You could use Hoppers to automatically suck the items they make out for no penalty, but it would be more effort and cost than it is worth.
Librarian: I like the idea of them making random books about stats of creatures and whatnot, but not the map trades or needing Butchers for Leather. I would rather they just occasionally drop the books when they detect that they are inside a house. Not really a fan of them storing XP in idea 2.
Wow, You killed some of the best farms that i though of if this ever gets implemented, We want automatic farms, More automation and just more automation
/kill Badprenup
Well , no priests WON'T throw potions at you , they will only throw it at villagers and iron golems , and for you're idea about blacksmiths and how they can't detect their houses ( since they don't have any ) and farming iron blocks . How about they just spawn in the center of the village like you said ? but no to farming coal / iron / gold . and for butchers : How about they only breed and kill animals of the same type that spawned ( Spawned not walked ) within 5 blocks ( the size of the backyard ) of a door ( the door that leads into the butcher house ) . that way they don't need to detect blocks , just some entities .
Being a nerd is nothing to be ashamed of. Nerds rule the world! Who invented the internet? Nerds. Who created personal computers and smart phones? Nerds. Who made every video game you've ever played and ever will? Still nerds. Who sent probes to distant planets? Nerds, nerds and more nerds! I'm a nerd and I'm proud.
They shouldn't despawn away from a village. I want proof.
<div style="width:100%;height:0;padding-bottom:100%;position:relative;"><iframe src="https://giphy.com/embed/smwSn7S9RYIoM" width="100%" height="100%" style="position:absolute" frameBorder="0" class="giphy-embed" allowFullScreen></iframe></div><p><a href="https://giphy.com/gifs/smwSn7S9RYIoM">via GIPHY</a></p>
What is this, a bad running joke?
Anyway, this a good suggestion. I would also suggest giving the villagers the ability to tell which house they belong to, so 5 villagers don't huddle in a dirt shack.
Because the blacksmith places blocks fast , you don't have enough time before he places the pumpkin and turn it into a golem , i'm also thinking they might not drop anything when mined to avoid abuse .
Taken from the wiki , search for Villager , then the last sentence in Spawning .
That's not related to the suggestion ... but do you suggest Librarians will give certain villagers certain houses ? good idea .
Note : remember that i'm unsure about the Librarians use , but i'm open for suggestions !
Congrats dude!
I don't call it enchanting , it's more of a " give me a sword and some emeralds , I give you a better sword " . also , I'm NOT sure about Librarians , as i'm always open for constructive criticism , and suggestions to improve it .
*1 month later*
All villagers: Yaaay we can do things
(I hope this really exists! I'll support you!)
Leave a diamond if you enjoyed my stuff.
Oh wait, this isn't Planet Minecraft...
Villager farmer number 2 is very angry .
I looked that up, where did they get that information? This has never happened to me. Never.
PROUD USER OF THE STEVE SKIN
Thank you ! Can you tell me your favorite thing in the suggestion ? Also , can you please tell me what idea is better for Librarians , idea 1 or 2 ?
I will add a poll , but remember , post to keep this thread in the first page !
Edit : I don't know how to add a poll , the new forum is hard to use , i'm embarrassed , can someone help me
Same but, Even if it was true, For hell's sake, Just place a door next to them with a block ontop of it, Village done
but i still want SIDEWAYS Slabs || (slabs up and down instead of sideways like this > == )
or sideways stairs ^ so they fit into corners at and angle we can have more detailed corners and areas.
Glass panes place able as --- for ceiling tiles would be nice..
but besides that i really dont want anything new,
villagers having more features is nice but i would prefer they finish adding new block orientations before that.
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Yes. cause I totally spread gold bars on my toast...
Butcher: A good idea, but also has a few flaws. This first flaw being that after world generation, every single house is treated exactly the same by the game. The game does not differentiate between a regular house, a Blacksmith Forge (which isn't even actually a house as it doesn't have a door), a Butcher house (I assume you mean the house with the fenced in back yard and the 2 Stone Double Slabs inside it that look like a counter), or a temple. The game only sees it as valid door, invalid door, or nothing. Also, a village does not need to have that type of house to have that type of Villager and vice versa. A Village can have a Blacksmith without a Forge or a Forge without the Blacksmith.
Now, they *could* add support for that stuff, but it would honestly be a lot of extra work for very little benefit. I propose an alternative use that does basically the same thing, without needing it to be rooted to a specific location:
During the day, the butcher chooses one type of animal breeding item to "carry". He probably shouldn't actually hold it, as that would look weird with the folded arms. But for that day, animals that match the food he is "carrying" (Chickens with Seeds, Cows/Sheep with Wheat, etc.) will follow him around, just like they would follow you if you held it. If he ever gets 3 adults of a certain animal (excluding horses, as those need to be bred with care for good stats) following him at one time, he has a chance to breed 2 of them and kill the third. When this happens he kills the animal in one hit, and no items would be dropped (he wouldn't be much of a Butcher if he just left the items on the ground).
That way, it can't be made into a passive mob farm for the player, as it will only do it with existing passive mobs and they don't drop items when killed by the Blacksmith. It also can't be used to manage a herd for you as he always breeds 1 and then kills 1, for a net change of 0. That way, no new passives are suddenly appearing and they cannot be farmed. The only other thing that needs to change is that when Villages are generated in a new world, it would have to generate a few random passive mobs as well, even in desert biomes. This also fixes the weird fact that Butchers and "Butcher Houses" show up at all in desert villages, as there are no animals.
Priests: As long as they aren't directing potions at the players, I'm fine with this. Perhaps at night they should drink Swiftness Potions and throw them at other Villagers in case they need to escape a Zombie.
Blacksmith: Has the same problem the Butcher idea had, where the game doesn't detect the house type after it is generated (and that Forges don't have doors and therefore technically don't exist as part of a Villager), and that a Village can have a Forge without a Blacksmith or the other way around. So adding a second area to a Forge would be a lot of extra work for not a lot of benefit, and any existing Villages wouldn't work. But making them detect an individual block is easy so I have an idea that fixes some of those underlying issues, balances it a bit, and adds a new function if they are close to an empty, unused Furnace:
First, modifying your idea a bit. Instead of them making one Golem for each Blacksmith in a Village and actually placing Iron Blocks over time (this opens a huge door to be exploited by players, even more so than a traditional Golem Grinder), having a Blacksmith in your Village removes the Iron Golem spawn restriction of 10 Villagers and 21 houses per 1 Golem. So if you have one Blacksmith, you can get an Iron Golem to generate even if there is only one house. However, this does not mean having 10 Blacksmiths in a Village with 1 door will give you 10 Golems. In order to have more than 1 Golem, you need to meet the housing requirements of the other Golems first. Here is an example chart:
Now for a little bit of an aesthetic change that makes Blacksmiths look more alive. If they find a Furnace that is empty and unused, they will use it to smelt something. 60% of the time they will use 2 Planks to smelt 3 Logs into Charcoal, 30% of the time they will use 2 Sticks to smelt 1 Iron Ingot, and 10% of the time they will use 2 Sticks to smelt 1 Gold Ingot. They will wait for the smelting to be done, and then they will take the finished items and leave. If a Zombie comes, they will run away of course, but try and go back when the coast is clear. If for some reason they cannot go back (They die or are moved out of the Village or are stuck somewhere for more than 5 minutes), you can claim the items for yourself. If you try and steal the items while the Villager is waiting, or you steal them when it is running from a Zombie and the items are gone when they come back, you lose reputation with the Village just like if you attacked a Villager.
That will make them stick around Blacksmith Forges if there is one in the Village, without having to change how Villagers detect houses. They can also do it at any Furnaces that you place. But they will only attempt this once in the morning and once in the afternoon, limiting how fast you can farm it unless you have a HUGE amount of Blacksmiths (like, lag causing numbers), all trapped in a huge Forge room, and they will not like you if you try and steal from them manually. You could use Hoppers to automatically suck the items they make out for no penalty, but it would be more effort and cost than it is worth.
Librarian: I like the idea of them making random books about stats of creatures and whatnot, but not the map trades or needing Butchers for Leather. I would rather they just occasionally drop the books when they detect that they are inside a house. Not really a fan of them storing XP in idea 2.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Wow, You killed some of the best farms that i though of if this ever gets implemented, We want automatic farms, More automation and just more automation
/kill Badprenup
Yes, I lied on the servay. No, I do not feel bad. Check out my blog at [email protected]!