i was thinking since there are quite a few designs to us villager so farm for you why not make it so you can hire villagers for certain tasks like farming or tending to animals or maybe even just having a "trade deal" that makes it so you can bulk trade if they are at master level and you have traded with them a lot so you can give them a surplus of items and rather than give all the emeralds at once they put them in a chest whenever they have restocked but in exchange until they run through what you have given them they will not trade at all so that the villagers you trade with solely for emeralds can take more than what they can take at once so it also makes it if you want to get rid of all your extra items from farms and the like you can do so
i was thinking since there are quite a few designs to us villager so farm for you why not make it so you can hire villagers for certain tasks like farming or tending to animals or maybe even just having a "trade deal" that makes it so you can bulk trade if they are at master level and you have traded with them a lot so you can give them a surplus of items and rather than give all the emeralds at once they put them in a chest whenever they have restocked but in exchange until they run through what you have given them they will not trade at all so that the villagers you trade with solely for emeralds can take more than what they can take at once so it also makes it if you want to get rid of all your extra items from farms and the like you can do so
Dude, this text is hard to read.
It's not divided into sentences and lacks paragraphs.
I was thinking since there are quite a few designs of farms based on villagers' work, why not make it so you can hire villagers for certain tasks? For example farming or tending to animals, or maybe even just having a "trade deal" that makes it so you can bulk trade if they are at master level. The idea of bulk trade is that the player can give them a surplus of items and the villager, rather than giving all the emeralds at once puts them in a chest whenever he has restocked, and can take more than what they can take at once, being useful when you want to get rid of all your extra items from farms and the like. As a drawback, until they finish your bulk trade request they will not trade at all, and trade solely for emeralds.
Is that properly paraphrased?
If so, then I think that the limitation of trading per day per villager is here for a reason, and if you want to sell a lot of items for emeralds, you can have more high-level villagers. Villagers of the same class buy the same raw materials really, and their inside rivalry between individual villagers is mostly about enchantments of weapons and tools they sell, no need to add additional mechanic to get what you need.
As for farming animals, I think it might be problematic. If villagers just bred them, it could too easily spiral out of control. If bred and killed one of the adult ones, it could be problematic for the player, due to a fraction of animals being baby all the time.
If bred and killed after growing up, it could malfunction and lead to spiraling out of control anyway should the animal go away.
Especially since "village's" animals are in fenced pens anyway, and the villagers can't get through fence gates, so they wouldn't really have access to do either unless the animal is wildly roaming around.
I don't really think we need villagers doing that either way.
Rollback Post to RevisionRollBack
Totalitarian architecture. Angular, defensible masonry over sleek, sloped carpentry.
Taking it slow. Provoking into attack typically does better rushing.
Underground engineering. Well-lit tunnels are much safer and often cheaper than any surface construct.
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Farmability. One of primary concerns relating to any feature.
Practical mobs. No annoyances taking up space and processor power.
Generalism and simplicity. Overly complicated and specialized concepts hardly ever come into fruition.
Minecraft already has a lot of easy fixes for many things, at worst requiring only minor coding extensions to finish the concept.
For example, to address the concerns about animal husbandry we could adopt cage-spawner mechanics like the spawner mob cap (<6 mobs in a 9x9x9 area centered on the cage). If we set the "cage" to be the villager then that could prove problematic in that the villager could potentially be offset to the main body of animals and therefore would go breed more...however, if we set the "cage" to a workstation so that it works similarly to a composter for farmers, now the villager has to go to a specific spot to do work and therefore would more likely more accurately see the true number of animals (additionally we'd probably have to keep them fenced in). From there, the main concern would be glitching through fences. We could handle this in a "vanilla hacks" way by redesigning the animal pens to incorporate rails or double carpets and in theory with the cage limits we shouldn't get to a point where mobs would be squished through blocks they can't cross.
Im not going about how this and that would impact the balance of the game in this thread.
The biggest problem in making villagers "do" tasks, is the artificial intelligence thingy.
tow4rzysz stated the first problem. Right now they can not open/close fence gates.
That can be changed. But what if the villager for what ever reason does not close the gate behind him if he enters and leaves the farm?
This is only a simple example a good coder has to cover. The more complex a task, the more complex the AI.
Edit:
I am not a pro when it comes to AI or coding. I only have a basic understanding about how to create a good algorithm.
What i have seen from minecraft mobs so far is mostly based on pathfinding AI. I just observed that while playing.
Minecraft AI is more on the light side and i think it will stay on the light side.
Many builds are based on Villagers not being able to open fence gates.
And even if villagers killed also mobs in fenced areas, the risk of breeding animals running wild is still there.
And I still don't really see a reason to have automatic villager animal breeding and killing except using a hopper-based industrial system, and such systems exist already and need no villagers, just press a lever, hold right click at a bobbing cluster of animals and press the lever again.
Simply, lots of work on AI for practically no benefit.
Rollback Post to RevisionRollBack
Totalitarian architecture. Angular, defensible masonry over sleek, sloped carpentry.
Taking it slow. Provoking into attack typically does better rushing.
Underground engineering. Well-lit tunnels are much safer and often cheaper than any surface construct.
-----
Farmability. One of primary concerns relating to any feature.
Practical mobs. No annoyances taking up space and processor power.
Generalism and simplicity. Overly complicated and specialized concepts hardly ever come into fruition.
i was thinking since there are quite a few designs to us villager so farm for you why not make it so you can hire villagers for certain tasks like farming or tending to animals or maybe even just having a "trade deal" that makes it so you can bulk trade if they are at master level and you have traded with them a lot so you can give them a surplus of items and rather than give all the emeralds at once they put them in a chest whenever they have restocked but in exchange until they run through what you have given them they will not trade at all so that the villagers you trade with solely for emeralds can take more than what they can take at once so it also makes it if you want to get rid of all your extra items from farms and the like you can do so
Dude, this text is hard to read.
It's not divided into sentences and lacks paragraphs.
Is that properly paraphrased?
If so, then I think that the limitation of trading per day per villager is here for a reason, and if you want to sell a lot of items for emeralds, you can have more high-level villagers. Villagers of the same class buy the same raw materials really, and their inside rivalry between individual villagers is mostly about enchantments of weapons and tools they sell, no need to add additional mechanic to get what you need.
As for farming animals, I think it might be problematic. If villagers just bred them, it could too easily spiral out of control. If bred and killed one of the adult ones, it could be problematic for the player, due to a fraction of animals being baby all the time.
If bred and killed after growing up, it could malfunction and lead to spiraling out of control anyway should the animal go away.
Especially since "village's" animals are in fenced pens anyway, and the villagers can't get through fence gates, so they wouldn't really have access to do either unless the animal is wildly roaming around.
I don't really think we need villagers doing that either way.
Totalitarian architecture. Angular, defensible masonry over sleek, sloped carpentry.
Taking it slow. Provoking into attack typically does better rushing.
Underground engineering. Well-lit tunnels are much safer and often cheaper than any surface construct.
-----
Farmability. One of primary concerns relating to any feature.
Practical mobs. No annoyances taking up space and processor power.
Generalism and simplicity. Overly complicated and specialized concepts hardly ever come into fruition.
Minecraft already has a lot of easy fixes for many things, at worst requiring only minor coding extensions to finish the concept.
For example, to address the concerns about animal husbandry we could adopt cage-spawner mechanics like the spawner mob cap (<6 mobs in a 9x9x9 area centered on the cage). If we set the "cage" to be the villager then that could prove problematic in that the villager could potentially be offset to the main body of animals and therefore would go breed more...however, if we set the "cage" to a workstation so that it works similarly to a composter for farmers, now the villager has to go to a specific spot to do work and therefore would more likely more accurately see the true number of animals (additionally we'd probably have to keep them fenced in). From there, the main concern would be glitching through fences. We could handle this in a "vanilla hacks" way by redesigning the animal pens to incorporate rails or double carpets and in theory with the cage limits we shouldn't get to a point where mobs would be squished through blocks they can't cross.
I would like to see villagers "do" more things.
But there are many problems to consider.
Im not going about how this and that would impact the balance of the game in this thread.
The biggest problem in making villagers "do" tasks, is the artificial intelligence thingy.
tow4rzysz stated the first problem. Right now they can not open/close fence gates.
That can be changed. But what if the villager for what ever reason does not close the gate behind him if he enters and leaves the farm?
This is only a simple example a good coder has to cover. The more complex a task, the more complex the AI.
Edit:
I am not a pro when it comes to AI or coding. I only have a basic understanding about how to create a good algorithm.
What i have seen from minecraft mobs so far is mostly based on pathfinding AI. I just observed that while playing.
Minecraft AI is more on the light side and i think it will stay on the light side.
My projects:
-Illigal Structures (mod)
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/3042329-illigal-structures
Many builds are based on Villagers not being able to open fence gates.
And even if villagers killed also mobs in fenced areas, the risk of breeding animals running wild is still there.
And I still don't really see a reason to have automatic villager animal breeding and killing except using a hopper-based industrial system, and such systems exist already and need no villagers, just press a lever, hold right click at a bobbing cluster of animals and press the lever again.
Simply, lots of work on AI for practically no benefit.
Totalitarian architecture. Angular, defensible masonry over sleek, sloped carpentry.
Taking it slow. Provoking into attack typically does better rushing.
Underground engineering. Well-lit tunnels are much safer and often cheaper than any surface construct.
-----
Farmability. One of primary concerns relating to any feature.
Practical mobs. No annoyances taking up space and processor power.
Generalism and simplicity. Overly complicated and specialized concepts hardly ever come into fruition.