After a while of brainstorming, I have finally decided to finalize this suggestion. One of these ideas/suggestions is one of mine, but the other one is by the minecraft community. I'll start with the community idea, because i'll save my one for last. The community idea is a Nether update. With the over-world and its many possibilities and the new end cities, the Nether ins't really that important and, well... fun. The over-world and the end have MANY things you can do, whilst the Nether, there isn't to much things. So there could be things like, Nether Villages, a new mob, and maybe even some new and amazing kind of builds. If you guys are interested here's a video by Antvenom:
Here is my idea. I personally love villages. It makes me feel AWESOME when I find one in my survival world. But the villagers are just still the same. It is boring to see the exact same villager types (blacksmith, butcher etc) so I come up with a brand new villager, the explorer. It lives in a small hut in ANY biome and its clothing color is cream (much like the explorer colors in the real world). Its trades depend on the biome it lives in, for example if it lived in the jungle it would trade jungle related items (like coco beans, and jungle leaves and other jungle items) and if one lives on a beach biome it can sell nautilus shells, fish, and sponges. The explorer can also live in his little explorer hut with a cartographer, which will have a new jungle temple map and the other cartographer trades. If anyone has further suggestion to any of these ideas please inform me as i would like to make this idea perfect and will like to see it come true. Thanks for your time, and spread the word to make this come true (P.S Do the poll so I know which one I could work on more).
Anyways, the nether idea needs to be explained more if you want to work on it, but I think the explorer villager is actually rather creative, and the cartographer maps leading to other structures (maybe jungle temples, and desert temples).
Whether or not this constitues a wish list for rules purposes, splitting the Nether village idea (which seems to be essentially a citiation to an AntVenom video proposing this) from sezook's Explorer villager type would probably encourage clarity.
Limiting comments to the Explorer:
Biome specific trades make logical sense, but not necessarily game sense.
If these are things easily obtained from the biome, why trade for them? Conversely, why would the explorer buy jungle leaves in a jungle? …although this aspect is common to many villager trades (eg. farmers buying rather than selling crops).
Care in picking the trades is needed as the sponges trade mentioned would greatly change the availability of the item. The jungle leaves is better by this criterion because these have use (either as blocks or a source of saplings), but can be obtained only with some dificulty (requiring shears or Silk Touch).
Nautilus shells may also be problematic (too little known about 1.13/14).
A full list of potential trades by biome (with prices) would be useful-necessary for discussion (but would be quite the undertaking).
The required work might be reduced by initially limiting it to those biomes in which the Explorer is most likely to be found with expansion if the idea proves to have traction.
Why the Explorer would need a Cartographer (rather than encompasing some of that types trades) should be explained.
Finding two villagers near each other effectively means the player has found a village which brings up…
If Explorer/Cartographer pairs generate in addition to villages, the availability of effective villages will be increased.
Assuming the pair can breed, player action could easily turn the find into the equivalent of a village lacking only the resources of Library, Smithy, and crops.
If Explorer/Cartographer pairs generate instead of villages, the average utility of an effective village will be decreased.
Because Explorer huts would lack the resources of Library, Smithy, and crops, the "full village" would be made rarer and those resources more scarce.
Should Explorers be unable to breed, generating Huts in addition to villages would only marginally increase the effective village count. [The Cartographers could still be transported, but the advantage of finding two villagers in proximity would be removed.]
This also raises the issue of whether Explorer ought be considered an additional villager carreer obtainable by breeding. [The alternative being generation only with new terrain as Vindicators.]
If Exploreers generate through normal breeding, the behavior – both leaving the home village (possibly with a Cartographer) and the rules for Hut establishment – need to be worked out.
The value/utility/potential exploitability of Explorer trades also becomes more important if they can be easily generated.
Whichever generation method is choosen, what happens is an Explorer is moved to a new biome by the player should be clarified.
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WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I like the explorer idea, it would give a greater reason to travel around biomes and give more uses to emeralds. Support.
This thread is a wishlist, as it suggests two separate ideas (a nether update which you put no detail into and the explorer idea). Since these two ideas are unrelated, the thread will be locked. I urge you to delete the above portion which is really suggesting nothing and change the title to just explorers. Your idea for a community nether update deserves it's own thread, and it sounds like a collaborative suggestion- which would be better suited on the discussion forums.
Isn't this kind of a wishlist.
Anyways, the nether idea needs to be explained more if you want to work on it, but I think the explorer villager is actually rather creative, and the cartographer maps leading to other structures (maybe jungle temples, and desert temples).
Hello
Whether or not this constitues a wish list for rules purposes, splitting the Nether village idea (which seems to be essentially a citiation to an AntVenom video proposing this) from sezook's Explorer villager type would probably encourage clarity.
Limiting comments to the Explorer:
Biome specific trades make logical sense, but not necessarily game sense.
If these are things easily obtained from the biome, why trade for them? Conversely, why would the explorer buy jungle leaves in a jungle? …although this aspect is common to many villager trades (eg. farmers buying rather than selling crops).
Care in picking the trades is needed as the sponges trade mentioned would greatly change the availability of the item. The jungle leaves is better by this criterion because these have use (either as blocks or a source of saplings), but can be obtained only with some dificulty (requiring shears or Silk Touch).
Nautilus shells may also be problematic (too little known about 1.13/14).
A full list of potential trades by biome (with prices) would be useful-necessary for discussion (but would be quite the undertaking).
The required work might be reduced by initially limiting it to those biomes in which the Explorer is most likely to be found with expansion if the idea proves to have traction.
Why the Explorer would need a Cartographer (rather than encompasing some of that types trades) should be explained.
Finding two villagers near each other effectively means the player has found a village which brings up…
If Explorer/Cartographer pairs generate in addition to villages, the availability of effective villages will be increased.
If Explorer/Cartographer pairs generate instead of villages, the average utility of an effective village will be decreased.
Should Explorers be unable to breed, generating Huts in addition to villages would only marginally increase the effective village count. [The Cartographers could still be transported, but the advantage of finding two villagers in proximity would be removed.]
This also raises the issue of whether Explorer ought be considered an additional villager carreer obtainable by breeding. [The alternative being generation only with new terrain as Vindicators.]
If Exploreers generate through normal breeding, the behavior – both leaving the home village (possibly with a Cartographer) and the rules for Hut establishment – need to be worked out.
The value/utility/potential exploitability of Explorer trades also becomes more important if they can be easily generated.
Whichever generation method is choosen, what happens is an Explorer is moved to a new biome by the player should be clarified.
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I like the explorer idea, it would give a greater reason to travel around biomes and give more uses to emeralds. Support.
This thread is a wishlist, as it suggests two separate ideas (a nether update which you put no detail into and the explorer idea). Since these two ideas are unrelated, the thread will be locked. I urge you to delete the above portion which is really suggesting nothing and change the title to just explorers. Your idea for a community nether update deserves it's own thread, and it sounds like a collaborative suggestion- which would be better suited on the discussion forums.
Nether Progression, Elephants, Creative Inventory, Chorans, more