Aren't we tired of the tedious process of moving villagers to our farm and watching them suffer? Well, fear not! We have a solution that not only lightens our workload but also maintains ethical standards.
Introducing the new "Villager Employment System"! We could now offer villagers the opportunity to work for us in exchange for emeralds. It's a win-win situation: they get paid, and we get our farm work done without any guilt trips.
Gone are the days of enslaving villagers against their will. With this new system, we can assign them roles and make them a part of our thriving society. Who knows, we might even end up with a population of villagers each working at their designated tasks, all receiving a form of payment in emeralds.
This opens up limitless potential for building empires, cities, and societies in Minecraft. We could be the land-lord, emperor, president, or whatever we want to be. With this system, we could expand the trading system by enhancing the relationship between players and villagers.
So, let's get building! We could create mega builds like medieval cities or agglomerates of buildings with serious single-game utility. And the best part? We could do it all while maintaining a good relationship with our employed villagers. No more guilt, no more hassle.
Why not starting with a simple in-game feature like offering 1 emerald a week to work the land and farm some wheat?
Thanks. What do you mean by independent? I honestly don't follow that much Mojang's adventures. It seems to me that villagers are everything but independent nowadays! People are using them for every kind of farming. But the problem is, only those who want to push the game are both able and eager to do it. Most players don't want to go after complex processes, they just want to enjoy the game as it presents itself. The result is that most players stop playing pretty soon in their worlds, despite how much the game can theoretically offer. The only thing that keeps an average player playing their world seems the freedom to build things, rather than in-game mechanics and progress.
A system of employment for villagers could initiate a whole new additional trajectory for Minecraft, where players could finally give in-game utility to their builds, like giving villagers shelter and workplaces, and also some actual vitality to their world.
They could even create multiple cities and regions! Based on possibly various cultures of villagers, thus different styles of villages and civilizations. For example, starting by giving villagers different skins based on their biomes.
Thanks. What do you mean by independent? I honestly don't follow that much Mojang's adventures. It seems to me that villagers are everything but independent nowadays! People are using them for every kind of farming. But the problem is, only those who want to push the game are both able and eager to do it. Most players don't want to go after complex processes, they just want to enjoy the game as it presents itself. The result is that most players stop playing pretty soon in their worlds, despite how much the game can theoretically offer. The only thing that keeps an average player playing their world seems the freedom to build things, rather than in-game mechanics and progress.
A system of employment for villagers could initiate a whole new additional trajectory for Minecraft, where players could finally give in-game utility to their builds, like giving villagers shelter and workplaces, and also some actual vitality to their world.
They could even create multiple cities and regions! Based on possibly various cultures of villagers, thus different styles of villages and civilizations. For example, starting by giving villagers different skins based on their biomes.
It's mostly "villagers do what they want not what you want, and you can't bribe them". Same goes for piglin.
*Yes you can use blocks to cheat this, but you can use blocks to cheat anything in the game if you're handy enough.*
The problem is we cannot stop raids from being triggered by other players on the server in these villages, accidental or otherwise, we don't really have good motivation to do this with the villagers because there is no way to set up a system that prevents this, not without peaceful difficulty or cheats.
Mojang shot themselves in the foot the moment they introduced these awful mechanics with Pillagers which are not even affected by light level, which should have been reserved for a separate game mode, grief mode or whatever, because that's basically what they do, they grief players and their ravagers have enough destructive power to ruin crop fields.
I'd love to build a thriving society with the Villagers in our survival worlds, it would increase creativity and productivity on player worlds for sure, but until an annoying mechanic is removed or nerfed, I do see how this could become a problem for many players who might not want this.
There should certainly be perks for building Villagers decent homes, as opposed to enslaving them though, it is unbalanced that Villager slavery could practically get players unlimited resources without having to put much thought into city design and for their homes. If they only had these unlimited farmable perks while they had good and secure houses and safe streets to roam around in, then players have incentive to do better with their builds.
It's mostly "villagers do what they want not what you want, and you can't bribe them". Same goes for piglin.
*Yes you can use blocks to cheat this, but you can use blocks to cheat anything in the game if you're handy enough.*
Yes but then they shouldn't say "Villagers only want to live and let live". This thing's going on like prohibition. Developers and game-makers can have whatever ideal, but in the end, is the collective that decides, especially the players.
Players are going to exploit these npcs forever. The idea that villagers are independent creatures is foolish, again, because the players in the end do whatever they want. They just don't get in a village and think "Oh wait a sec, developers said that villager wants to live peacefully on their own". Most likely, they think "Let's enslave this dude".
And honestly, such a system would improve Minecraft thousand fold, giving it countless new trajectories and solving numerous problems and inconsistencies in the game, such as builds with zero vitality and zero purposes.
The problem is we cannot stop raids from being triggered by other players on the server in these villages, accidental or otherwise, we don't really have good motivation to do this with the villagers because there is no way to set up a system that prevents this, not without peaceful difficulty or cheats.
Mojang shot themselves in the foot the moment they introduced these awful mechanics with Pillagers which are not even affected by light level, which should have been reserved for a separate game mode, grief mode or whatever, because that's basically what they do, they grief players and their ravagers have enough destructive power to ruin crop fields.
I'd love to build a thriving society with the Villagers in our survival worlds, it would increase creativity and productivity on player worlds for sure, but until an annoying mechanic is removed or nerfed, I do see how this could become a problem for many players who might not want this.
There should certainly be perks for building Villagers decent homes, as opposed to enslaving them though, it is unbalanced that Villager slavery could practically get players unlimited resources without having to put much thought into city design and for their homes. If they only had these unlimited farmable perks while they had good and secure houses and safe streets to roam around in, then players have incentive to do better with their builds.
Maybe I'm not that knowledgeable about the game, but I don't see how pillagers could be that much of a problem. In fact, I see this as a way for players to study and brainstorm ways of defending villagers and the whole society with particular defensive builds, actually giving redstone builds a true vanilla utility, that is not just exploiting the game to get unlimited resources.
Secondly, please consider that this idea is firstly directed to single-player survival worlds, or anyway playing with friends.
Yes but then they shouldn't say "Villagers only want to live and let live". This thing's going on like prohibition. Developers and game-makers can have whatever ideal, but in the end, is the collective that decides, especially the players.
Players are going to exploit these npcs forever. The idea that villagers are independent creatures is foolish, again, because the players in the end do whatever they want. They just don't get in a village and think "Oh wait a sec, developers said that villager wants to live peacefully on their own". Most likely, they think "Let's enslave this dude".
And honestly, such a system would improve Minecraft thousand fold, giving it countless new trajectories and solving numerous problems and inconsistencies in the game, such as builds with zero vitality and zero purposes.
I do agree with you, even though I've exploited this mechanic where Villager NPC's can be boxed in small 1 block wide cubicles in trading halls, think Villager trades would be much more balanced if we were required by in-game design, to build a thriving and secure village.
It doesn't have to be something that is hazardous to the Villagers, such as having water where Drowned Zombies can spawn nearby, it could be a village that is thoroughly walled off if that is the player's choice. But if there were benefits for Villagers having more space to move around in and weren't imprisoned, it would encourage more creativity with villages, towns or cities.
We still have gates and iron doors to prevent Villagers from foolishly going into the Wilderness without our protection,
but supposing even this would count as slavery, Villagers could then be coded to be able to open iron doors and gates,
but then the way to prevent them from doing this would be to put up signs up to 8 blocks away, and if any of the text lines has these phrases: "danger" "caution" or "keep out", Villagers would then refuse to open those gates or iron doors, as they would be warned of a threat outside their territory.
Maybe I'm not that knowledgeable about the game, but I don't see how pillagers could be that much of a problem. In fact, I see this as a way for players to study and brainstorm ways of defending villagers and the whole society with particular defensive builds, actually giving redstone builds a true vanilla utility, that is not just exploiting the game to get unlimited resources.
Secondly, please consider that this idea is firstly directed to single-player survival worlds, or anyway playing with friends.
Not really, because it does not matter how much you "brainstorm" your builds, Pillagers could still potentially spawn in your territory as a result of somebody who brought a Bad Omen to your area. They don't fit the game, because contrary to most other hostile mobs, players do not have a choice in the matter.
They're bad design, always have been, but why this has to be explained to Mojang even in 2023 I don't know.
What we need is a way to turn this off without cheats or peaceful, even if it's something like a world option, or a separate game mode, or be limited to something that only occurs in hardcore, either way I'd be fine with those changes.
But the Pillagers are a problem and depending on the player, they do discourage building complex structures that involve Villagers in them.
Rail lines are the best way to move villagers around long distance.
Correct, they are, but they are going against the point of what OP was suggesting, which was to remove the reliance on villager slavery, and instead promote thriving communities.
It would presumably still be possible to keep them safe, but some things need to change about the game first which was the point of my earlier comments.
If Villagers cannot be kept safe whilst having their freedom, then it's going to result in some complaints without a doubt, and not just from me. You've seen how leangreen76 in a different thread likes using Villager trades to provide him or her the resources for his or her amazing builds. What's the point in setting up a trading area if they could just be so easily killed off by Pillagers that just happened to spawn in the town? in addition to this problem, Vexes can go through solid blocks when spawned in by Evokers, which is another reason I don't like raids.
So players need more tools at their disposal so they can prevent hostile mobs from causing chaos in their thriving towns.
If we don't deal with this problem then most players are not going to like the fact that they can no longer farm unlimited resources from imprisoned Villagers.
Players are going to exploit these npcs forever. The idea that villagers are independent creatures is foolish, again, because the players in the end do whatever they want. They just don't get in a village and think "Oh wait a sec, developers said that villager wants to live peacefully on their own". Most likely, they think "Let's enslave this dude".
I must be an odd guy out for wanting to mostly leave them as is except when it's unsafe.
It would presumably still be possible to keep them safe, but some things need to change about the game first which was the point of my earlier comments.
Villagers being non-violent and relying on clumsy iron golems is a big part of the 'independence' gag.
I must be an odd guy out for wanting to mostly leave them as is except when it's unsafe.
Villagers being non-violent and relying on clumsy iron golems is a big part of the 'independence' gag.
I see your point. Although I am resistant to some nerf suggestions I have to say, as a builder style player and casual gamer, I cannot find disagreement in what OP was suggesting with Villager independence.
If anybody is good at building anything at all in the game they should have zero problems with a mechanic that encourages building Villagers better structures, costly on resources? be that as it may, it works and fits the intended vision of the game. Building is the core reason why some of us including myself got into Minecraft to start with.
Lightning rods were a godsend for people who like protecting wooden structures and Villagers from potential oblivion during a thunderstorm, it only costs 3 copper ingots, which can be obtained either from killed Drowned Zombies or copper ore. I would think a lightning rod would be one of the requirements that need to be met in accordance with OP's suggestion, to make a Village safe while Villagers are not imprisoned in enslavement cubicles.
However there are kinks that need working out and it isn't just the Pillager issue I brought up earlier
Sometimes Villagers themselves can become a nuisance if they get in your way while you are trying to do something, and if you accidentally hit a Villager while doing this, Iron Golems will begin to attack you regardless and only doing trades sets them back to normal. To rectify this I'd propose a forgiveness counter be added, but only if none were killed or if a Baby Villager wasn't hit, because seriously who forgives child abuse? if an adult Villager had been accidentally hit, there should be a 3 strikes rule, to give players a chance to remove Villagers from an area they're working on without wasting time dealing with their pet Golems in the event bad AI slows their workflow down.
Mojang won't make this happen. .exe should be changed a lot. It's too hard to move villagers far away from the village bell, also prevent moving iron golem away from the village. Only in multiplayer can someone mine or harvest for you, use your chest etc. Mojang isn't smart enough to do that. Even placing slabs vertically is too hard for mojang. New versions are giving only new decoration blocks and new mobs.
You create a game like minecraft with more freedom for villagers and freedom for placing slabs, even 2 different slabs together on y 60 and y 60.5 and i will play your game.
If you are not opposed to playing modded Minecraft, I suggest trying one of these: Minecraft comes Alive, MineColonies, TekTopia, Millénaire, Ancient Warfare 2, or CivNOW.
They are not precisely what you are suggesting, but all of them improve villagers in different ways.
I suspect TekTopia will be closest to what you want, but that's just a guess, so you should play with each of them.
Aren't we tired of the tedious process of moving villagers to our farm and watching them suffer? Well, fear not! We have a solution that not only lightens our workload but also maintains ethical standards.
Introducing the new "Villager Employment System"! We could now offer villagers the opportunity to work for us in exchange for emeralds. It's a win-win situation: they get paid, and we get our farm work done without any guilt trips.
Gone are the days of enslaving villagers against their will. With this new system, we can assign them roles and make them a part of our thriving society. Who knows, we might even end up with a population of villagers each working at their designated tasks, all receiving a form of payment in emeralds.
This opens up limitless potential for building empires, cities, and societies in Minecraft. We could be the land-lord, emperor, president, or whatever we want to be. With this system, we could expand the trading system by enhancing the relationship between players and villagers.
So, let's get building! We could create mega builds like medieval cities or agglomerates of buildings with serious single-game utility. And the best part? We could do it all while maintaining a good relationship with our employed villagers. No more guilt, no more hassle.
Why not starting with a simple in-game feature like offering 1 emerald a week to work the land and farm some wheat?
It's not needed, the average player can harvest a field of wheat in no time.
Aren't we tired of the tedious process of moving villagers to our farm and watching them suffer? Well, fear not! We have a solution that not only lightens our workload but also maintains ethical standards.
Introducing the new "Villager Employment System"! We could now offer villagers the opportunity to work for us in exchange for emeralds. It's a win-win situation: they get paid, and we get our farm work done without any guilt trips.
Gone are the days of enslaving villagers against their will. With this new system, we can assign them roles and make them a part of our thriving society. Who knows, we might even end up with a population of villagers each working at their designated tasks, all receiving a form of payment in emeralds.
This opens up limitless potential for building empires, cities, and societies in Minecraft. We could be the land-lord, emperor, president, or whatever we want to be. With this system, we could expand the trading system by enhancing the relationship between players and villagers.
So, let's get building! We could create mega builds like medieval cities or agglomerates of buildings with serious single-game utility. And the best part? We could do it all while maintaining a good relationship with our employed villagers. No more guilt, no more hassle.
Why not starting with a simple in-game feature like offering 1 emerald a week to work the land and farm some wheat?
I love the idea, but Mojang is pressed on this 'villagers are independent' thing and probably won't do it.
Thanks. What do you mean by independent? I honestly don't follow that much Mojang's adventures. It seems to me that villagers are everything but independent nowadays! People are using them for every kind of farming. But the problem is, only those who want to push the game are both able and eager to do it. Most players don't want to go after complex processes, they just want to enjoy the game as it presents itself. The result is that most players stop playing pretty soon in their worlds, despite how much the game can theoretically offer. The only thing that keeps an average player playing their world seems the freedom to build things, rather than in-game mechanics and progress.
A system of employment for villagers could initiate a whole new additional trajectory for Minecraft, where players could finally give in-game utility to their builds, like giving villagers shelter and workplaces, and also some actual vitality to their world.
They could even create multiple cities and regions! Based on possibly various cultures of villagers, thus different styles of villages and civilizations. For example, starting by giving villagers different skins based on their biomes.
Honestly, I'm for anything that makes villagers feel more like proper NPCs and less like annoyingly mobile vending machines.
It's mostly "villagers do what they want not what you want, and you can't bribe them". Same goes for piglin.
*Yes you can use blocks to cheat this, but you can use blocks to cheat anything in the game if you're handy enough.*
why do i have to pay them ugh i like slavery
hey is everything alright
The problem is we cannot stop raids from being triggered by other players on the server in these villages, accidental or otherwise, we don't really have good motivation to do this with the villagers because there is no way to set up a system that prevents this, not without peaceful difficulty or cheats.
Mojang shot themselves in the foot the moment they introduced these awful mechanics with Pillagers which are not even affected by light level, which should have been reserved for a separate game mode, grief mode or whatever, because that's basically what they do, they grief players and their ravagers have enough destructive power to ruin crop fields.
I'd love to build a thriving society with the Villagers in our survival worlds, it would increase creativity and productivity on player worlds for sure, but until an annoying mechanic is removed or nerfed, I do see how this could become a problem for many players who might not want this.
There should certainly be perks for building Villagers decent homes, as opposed to enslaving them though, it is unbalanced that Villager slavery could practically get players unlimited resources without having to put much thought into city design and for their homes. If they only had these unlimited farmable perks while they had good and secure houses and safe streets to roam around in, then players have incentive to do better with their builds.
Yes but then they shouldn't say "Villagers only want to live and let live". This thing's going on like prohibition. Developers and game-makers can have whatever ideal, but in the end, is the collective that decides, especially the players.
Players are going to exploit these npcs forever. The idea that villagers are independent creatures is foolish, again, because the players in the end do whatever they want. They just don't get in a village and think "Oh wait a sec, developers said that villager wants to live peacefully on their own". Most likely, they think "Let's enslave this dude".
And honestly, such a system would improve Minecraft thousand fold, giving it countless new trajectories and solving numerous problems and inconsistencies in the game, such as builds with zero vitality and zero purposes.
Because then there's no point doing this system. You pay the villager in exchange for solving the workload of moving them by force.
Maybe I'm not that knowledgeable about the game, but I don't see how pillagers could be that much of a problem. In fact, I see this as a way for players to study and brainstorm ways of defending villagers and the whole society with particular defensive builds, actually giving redstone builds a true vanilla utility, that is not just exploiting the game to get unlimited resources.
Secondly, please consider that this idea is firstly directed to single-player survival worlds, or anyway playing with friends.
I do agree with you, even though I've exploited this mechanic where Villager NPC's can be boxed in small 1 block wide cubicles in trading halls, think Villager trades would be much more balanced if we were required by in-game design, to build a thriving and secure village.
It doesn't have to be something that is hazardous to the Villagers, such as having water where Drowned Zombies can spawn nearby, it could be a village that is thoroughly walled off if that is the player's choice. But if there were benefits for Villagers having more space to move around in and weren't imprisoned, it would encourage more creativity with villages, towns or cities.
We still have gates and iron doors to prevent Villagers from foolishly going into the Wilderness without our protection,
but supposing even this would count as slavery, Villagers could then be coded to be able to open iron doors and gates,
but then the way to prevent them from doing this would be to put up signs up to 8 blocks away, and if any of the text lines has these phrases: "danger" "caution" or "keep out", Villagers would then refuse to open those gates or iron doors, as they would be warned of a threat outside their territory.
Not really, because it does not matter how much you "brainstorm" your builds, Pillagers could still potentially spawn in your territory as a result of somebody who brought a Bad Omen to your area. They don't fit the game, because contrary to most other hostile mobs, players do not have a choice in the matter.
They're bad design, always have been, but why this has to be explained to Mojang even in 2023 I don't know.
What we need is a way to turn this off without cheats or peaceful, even if it's something like a world option, or a separate game mode, or be limited to something that only occurs in hardcore, either way I'd be fine with those changes.
But the Pillagers are a problem and depending on the player, they do discourage building complex structures that involve Villagers in them.
Rail lines are the best way to move villagers around long distance.
Correct, they are, but they are going against the point of what OP was suggesting, which was to remove the reliance on villager slavery, and instead promote thriving communities.
It would presumably still be possible to keep them safe, but some things need to change about the game first which was the point of my earlier comments.
If Villagers cannot be kept safe whilst having their freedom, then it's going to result in some complaints without a doubt, and not just from me. You've seen how leangreen76 in a different thread likes using Villager trades to provide him or her the resources for his or her amazing builds. What's the point in setting up a trading area if they could just be so easily killed off by Pillagers that just happened to spawn in the town? in addition to this problem, Vexes can go through solid blocks when spawned in by Evokers, which is another reason I don't like raids.
So players need more tools at their disposal so they can prevent hostile mobs from causing chaos in their thriving towns.
If we don't deal with this problem then most players are not going to like the fact that they can no longer farm unlimited resources from imprisoned Villagers.
I must be an odd guy out for wanting to mostly leave them as is except when it's unsafe.
Villagers being non-violent and relying on clumsy iron golems is a big part of the 'independence' gag.
I see your point. Although I am resistant to some nerf suggestions I have to say, as a builder style player and casual gamer, I cannot find disagreement in what OP was suggesting with Villager independence.
If anybody is good at building anything at all in the game they should have zero problems with a mechanic that encourages building Villagers better structures, costly on resources? be that as it may, it works and fits the intended vision of the game. Building is the core reason why some of us including myself got into Minecraft to start with.
Lightning rods were a godsend for people who like protecting wooden structures and Villagers from potential oblivion during a thunderstorm, it only costs 3 copper ingots, which can be obtained either from killed Drowned Zombies or copper ore. I would think a lightning rod would be one of the requirements that need to be met in accordance with OP's suggestion, to make a Village safe while Villagers are not imprisoned in enslavement cubicles.
However there are kinks that need working out and it isn't just the Pillager issue I brought up earlier
Sometimes Villagers themselves can become a nuisance if they get in your way while you are trying to do something, and if you accidentally hit a Villager while doing this, Iron Golems will begin to attack you regardless and only doing trades sets them back to normal. To rectify this I'd propose a forgiveness counter be added, but only if none were killed or if a Baby Villager wasn't hit, because seriously who forgives child abuse? if an adult Villager had been accidentally hit, there should be a 3 strikes rule, to give players a chance to remove Villagers from an area they're working on without wasting time dealing with their pet Golems in the event bad AI slows their workflow down.
Agreed
Mojang won't make this happen. .exe should be changed a lot. It's too hard to move villagers far away from the village bell, also prevent moving iron golem away from the village. Only in multiplayer can someone mine or harvest for you, use your chest etc. Mojang isn't smart enough to do that. Even placing slabs vertically is too hard for mojang. New versions are giving only new decoration blocks and new mobs.
You create a game like minecraft with more freedom for villagers and freedom for placing slabs, even 2 different slabs together on y 60 and y 60.5 and i will play your game.
If you are not opposed to playing modded Minecraft, I suggest trying one of these: Minecraft comes Alive, MineColonies, TekTopia, Millénaire, Ancient Warfare 2, or CivNOW.
They are not precisely what you are suggesting, but all of them improve villagers in different ways.
I suspect TekTopia will be closest to what you want, but that's just a guess, so you should play with each of them.
It's not needed, the average player can harvest a field of wheat in no time.