This new npc could be used for single player adventure mode maps, as well as multiplayer servers. The primary intended function would be for SMP, though. I often find myself with large excess quantities of certain resources and want to trade them for other resources I need, but it's either really late and no one's on, or no one needs what I offer at the time. Some players set up their own shops, but can only run them while they're online. This will solve those problems.
The Merchant can only be found by breeding villagers, and has an equal chance to spawn as any other class. When born, they function like any other baby villager, but when they grow up, they become Merchants.
A Merchant will start with a few mediocre trades, but really shines when a player names them with a nametag, effectively taming them (or "hiring" them, as it were). A hired merchant will discard all of the trade offers they had before, and will follow the player around, unless the player shift right clicks on them. This will enable "Shop Mode", causing them to stand still. A visual cue may help (they could put on a hat or something) to tell the difference between a hired merchant and a regular one.
When the "boss" (the player who "hired" them) right clicks their hired merchant, they gain access to an exclusive UI only they can access that allows them to set up trade offers and claim their merchandise. When another player right clicks the Merchant, they access a UI very similar to a normal villager's trading UI, except the deals are what the boss player set up.
A Merchant will happily trade the offers he is given until he either runs out of stock, or his profit inventory is full. He will then refuse all trades until the existing condition is resolved. A Merchant's "Boss" UI would have spaces for 1.) Items being offered. 2.) Items being accepted for the offer. 3.) Inventory Space for their offered items. 4.) Inventory Space for their accepted items. Each separate inventory would be somewhere around 9 spaces each.
To set-up a Merchant as the "Boss" player, the player would first disable "Shop Mode" if its enabled, by shift right-clicking the Merchant, then access the "Boss" UI, by right clicking, and place the item and quantity of that item in the offer box, and the item and quantity of item they want in the accept box. If a merchant is not in "Shop Mode", he will not offer his trades to other players. The Boss would then fill the Merchant's Stock inventory with the item he is offering for trade.
(For example, if you wanted 1 Emerald for 64 cobblestone, you would put 64 cobblestone in the Offer box, and 1 Emerald in the Accept box, and then fill the Merchant's Stock Inventory with cobblestone.) If the Merchant is killed in any way, he will drop all the items he has, much like what happens when a chest full of items is broken.
Naturally spawning Iron Golems and player-created Iron Golems will defend Merchants if the player who hired the merchant and created the golem are the same player. This is to help discourage griefing and theft.
If you read the suggestion this is very different from the way other villagers are, at least once they are hired. (This would be something that only benefits multiplayer though)
If you read the suggestion this is very different from the way other villagers are, at least once they are hired. (This would be something that only benefits multiplayer though)
I think that the currant villager is fine. I mean, whether they're different or not, the are merchants, because they sell stuff. So why add a new villager to do something a different way then the way it is already getting done. It's just complicated.
So, you can make your own offers and he'll always accept?
Not quite. You set what he will accept, and fill his inventory with what he is offering in exchange. Then other players trade with him and you get the stuff they game him.
Not quite. You set what he will accept, and fill his inventory with what he is offering in exchange. Then other players trade with him and you get the stuff they game him.
So you can set what trades he'll accept? What if you set it up so he'll accept a trade of 1 dirt block for 64 diamonds?
Ah, well you could set that up, but the 64 diamonds still come from you. And then he would have a dirt block for you in his inventory
This idea works for multiplayer, and is useless in singleplayer. Just remember, this villager never creates items once he is hired. You have to give him what he is offering for him to be able to offer it.
Ah, well you could set that up, but the 64 diamonds still come from you. And then he would have a dirt block for you in his inventory
This idea works for multiplayer, and is useless in singleplayer. Just remember, this villager never creates items once he is hired. You have to give him what he is offering for him to be able to offer it.
Oh. I must have misunderstood. I thought the villager had his own personal stock. Never mind, then.
Rollback Post to RevisionRollBack
"And so I go fast. Not because I want to, because no one else will."
Why drop the items? If he dies by chance and nobody notice, the items are gone. If is killed by another player, your items are stolen.
Also if a zombie bite him, your items are gone.
If he didn't drop the items, you wouldn't even have the opportunity to pick them up- they'd just be deleted.
Partial support. This idea is completely useless in single-player; I would support the idea more if they had some sort of purpose pre-taming, such as a unique set of trades.
Um, isn't every villager a merchant? I mean, really.
Yeah, I know, I was going to say the same thing. You also said it would be useful with adventure map makers and servers, when they could just use regular villagers.
Yeah, I know, I was going to say the same thing. You also said it would be useful with adventure map makers and servers, when they could just use regular villagers.
It's useful in adventure maps because you can customize their offers yourself, offering things no regular villager can. That is what makes them useful in single player maps. Unless, there's something in adventure mode that allows you to do that already. Sure, in regular survival singleplayer, this idea is mostly useless, but remember, if you don't tame them, they still make their own offers like regular villagers.
Also, people are getting hung up on the word 'Merchant'. Yes, all villagers are technically Merchants, but I'm talking about a Merchant class, like how Blacksmith is a class.
To be more specific since some people don't understand, this npc can make trade offers you normally would to other players, only he can do it while you're offline, so you don't have to wait around for someone who wants to trade. They can drop by your shop and trade with your merchant at any time.
Also, players can't kill your merchant and steal his (your) stuff if you set it up properly. Putting him behind a counter with a hopper underneath him will help prevent item loss, and if the player has to break through the counter or some other block to get to the items, they will leave that trace in logblock, and then you can find out who did it and ban them.
It's useful in adventure maps because you can customize their offers yourself, offering things no regular villager can. That is what makes them useful in single player maps. Unless, there's something in adventure mode that allows you to do that already. Sure, in regular survival singleplayer, this idea is mostly useless, but remember, if you don't tame them, they still make their own offers like regular villagers.
Also, people are getting hung up on the word 'Merchant'. Yes, all villagers are technically Merchants, but I'm talking about a Merchant class, like how Blacksmith is a class.
To be more specific since some people don't understand, this npc can make trade offers you normally would to other players, only he can do it while you're offline, so you don't have to wait around for someone who wants to trade. They can drop by your shop and trade with your merchant at any time.
Also, players can't kill your merchant and steal his (your) stuff if you set it up properly. Putting him behind a counter with a hopper underneath him will help prevent item loss, and if the player has to break through the counter or some other block to get to the items, they will leave that trace in logblock, and then you can find out who did it and ban them.
You can already customize trades in Minecraft. It's called MCEdit. This is pointless, no support.
I often find myself with large excess quantities of certain resources and want to trade them for other resources I need, but it's either really late and no one's on, or no one needs what I offer at the time. Some players set up their own shops, but can only run them while they're online. This will solve those problems.
The Merchant can only be found by breeding villagers, and has an equal chance to spawn as any other class. When born, they function like any other baby villager, but when they grow up, they become Merchants.
A Merchant will start with a few mediocre trades, but really shines when a player names them with a nametag, effectively taming them (or "hiring" them, as it were).
A hired merchant will discard all of the trade offers they had before, and will follow the player around, unless the player shift right clicks on them. This will enable "Shop Mode", causing them to stand still. A visual cue may help (they could put on a hat or something) to tell the difference between a hired merchant and a regular one.
When the "boss" (the player who "hired" them) right clicks their hired merchant, they gain access to an exclusive UI only they can access that allows them to set up trade offers and claim their merchandise.
When another player right clicks the Merchant, they access a UI very similar to a normal villager's trading UI, except the deals are what the boss player set up.
A Merchant will happily trade the offers he is given until he either runs out of stock, or his profit inventory is full. He will then refuse all trades until the existing condition is resolved.
A Merchant's "Boss" UI would have spaces for 1.) Items being offered. 2.) Items being accepted for the offer. 3.) Inventory Space for their offered items. 4.) Inventory Space for their accepted items.
Each separate inventory would be somewhere around 9 spaces each.
To set-up a Merchant as the "Boss" player, the player would first disable "Shop Mode" if its enabled, by shift right-clicking the Merchant, then access the "Boss" UI, by right clicking, and place the item and quantity of that item in the offer box, and the item and quantity of item they want in the accept box. If a merchant is not in "Shop Mode", he will not offer his trades to other players. The Boss would then fill the Merchant's Stock inventory with the item he is offering for trade.
(For example, if you wanted 1 Emerald for 64 cobblestone, you would put 64 cobblestone in the Offer box, and 1 Emerald in the Accept box, and then fill the Merchant's Stock Inventory with cobblestone.)
If the Merchant is killed in any way, he will drop all the items he has, much like what happens when a chest full of items is broken.
Naturally spawning Iron Golems and player-created Iron Golems will defend Merchants if the player who hired the merchant and created the golem are the same player. This is to help discourage griefing and theft.
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
I think that the currant villager is fine. I mean, whether they're different or not, the are merchants, because they sell stuff. So why add a new villager to do something a different way then the way it is already getting done. It's just complicated.
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
"And so I go fast. Not because I want to, because no one else will."
-Sanic Hegehog
So you can set what trades he'll accept? What if you set it up so he'll accept a trade of 1 dirt block for 64 diamonds?
EDIT: I meant 64 diamonds for 1 dirt block.
"And so I go fast. Not because I want to, because no one else will."
-Sanic Hegehog
I meant that he'd buy a dirt block and give you 64 diamonds in return.
"And so I go fast. Not because I want to, because no one else will."
-Sanic Hegehog
This idea works for multiplayer, and is useless in singleplayer. Just remember, this villager never creates items once he is hired. You have to give him what he is offering for him to be able to offer it.
Oh. I must have misunderstood. I thought the villager had his own personal stock. Never mind, then.
"And so I go fast. Not because I want to, because no one else will."
-Sanic Hegehog
You could set him up behind a counter 2 blocks away from players, with a hopper underneath to a chest.
Partial support. This idea is completely useless in single-player; I would support the idea more if they had some sort of purpose pre-taming, such as a unique set of trades.
Yeah, I know, I was going to say the same thing. You also said it would be useful with adventure map makers and servers, when they could just use regular villagers.
It's useful in adventure maps because you can customize their offers yourself, offering things no regular villager can. That is what makes them useful in single player maps. Unless, there's something in adventure mode that allows you to do that already. Sure, in regular survival singleplayer, this idea is mostly useless, but remember, if you don't tame them, they still make their own offers like regular villagers.
Also, people are getting hung up on the word 'Merchant'. Yes, all villagers are technically Merchants, but I'm talking about a Merchant class, like how Blacksmith is a class.
To be more specific since some people don't understand, this npc can make trade offers you normally would to other players, only he can do it while you're offline, so you don't have to wait around for someone who wants to trade. They can drop by your shop and trade with your merchant at any time.
Also, players can't kill your merchant and steal his (your) stuff if you set it up properly. Putting him behind a counter with a hopper underneath him will help prevent item loss, and if the player has to break through the counter or some other block to get to the items, they will leave that trace in logblock, and then you can find out who did it and ban them.
You can already customize trades in Minecraft. It's called MCEdit. This is pointless, no support.
If only I could aim.
Want to create your own resource pack? Well this program is for you then:
http://www.minecraft...e-pack-creator/