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Jun 20, 2019Posted in: Survival Mode
Fighting out in the open, especially against flying enemies, seems tough to me. I'd utilize some towers, pillboxes, and other defenses to combat vexes specifically, although they would work great in general defense as well. Raids are meant to be tough! Running in swinging a sword isn't always the best.
Aug 6, 2017Posted in: Discussion
Having managed multiple servers since I bought Minecraft in '11, I'd say (from personal anecdote) that servers las anywhere from a few weeks to a few years, depending on management, player interest, and time of year. Most of my servers ran for 3-5 months over summers when my friends could play, although I ran one for over a year until I got my first job (which, not by coincidence, was running Minecraft servers!). It's really up to you, and how you interact with the community in and out of the game.
One big thing, I'll add, is that most people shy away from hosting and pay unreasonable fees for hosting their own servers just so they can say "I have a server". Don't do that. Either host yourself (use Hamachi if you're not keen on port forwarding) or find a community that already exists, and get your friends to join you there.
Mar 23, 2017Posted in: Discussion
- Poisonous Potato - Useless trash.
- Bat - Nice ambiance
- Endermite - Useless, probably aborted project
- Silverfish - Actually challenging. I've died to these.
- Polar Bear - Nice ambiance
- Llama - Would be useful if every server didn't use teleportation.
- Snow Golem - Barely useful, save for farming snow.
- Pig - Adorable.
- Ocelot/Cat - Useful if you don't like creepers or build a mob farm. Adorable.
- Wolf/Dog - Useful for PvE/PvP combat. Adorable.
- Clock - I never leave without one. I have one hanging on my wall.
Mar 15, 2017Posted in: Discussion
A unique map. Look into Worldpainter and design a map with striking mountains, winding rivers, lush forests, and land perfect for building. Custom trees recommended. Have ore concentrations be regional, i.e. the northeast forest has more iron and coal, but the southern desert has a lot of redstone and gold.
Good map choke-points (i.e. canyons, passes, and straits) are helpful for building nation defenses. All you need is a little wall and tower, and you're set! This is especially neat if you use naval transportation like Movecraft ships.
Mar 15, 2017Posted in: Survival Mode
Focus on aesthetics in your builds. You'll be happier that you did when you look back!
If you glance an enderman, run into water.
Organize your storage. I've lost a diamond pick before. Not lost, like dropped into lava, but lost, as in, my chests are too disorganized.
Don't rush the game. Enjoy all the little things like building your base, farming, mining, etc. Automate if you want, though; it's quite fun!
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Jul 29, 2021Posted in: Survival Mode
- Minecraft Username: fluffyunivers
- Platform you play on (PC/XBox/Etc.) PC; Java Edition
- Age: 17, 18 soon
- Gender: N/A
- Country/Timezone: USA, EST
- How someone should contact you: Discord! (fluffygayuniverse#1411)
- How long you've been playing Minecraft: Beta 1.8
- Some things that you like to do on the game: I'm the builder and miner mostly, I'm horrid at redstoning
- Any additional things you want to say: nah, im good
Oct 16, 2019Posted in: Survival Mode
- Minecraft Username: Fang28
- Platform: Java
- Age: 20
- Gender: Male
- Country/Timezone: PST/PDT (California)
- How someone should contact you: Discord: Fang#3939
- How long you've been playing Minecraft: 8-9 years. Never grew up i guess
- Some things that you like to do on the game: Playing survival, with or without mods. I also love livestreaming and running my public server network. I'm good at building, usually successful at redstone, and decent at pvp. I tend to progress quickly in survival worlds and build ridiculously huge bases, as friends on my server can attest to.
- Any additional things you want to say: I usually play on hard difficulty because I find it more fun. I'm inexperienced with mods but I'm a fast learner and when i try to play with them I usually more or less follow Direwolf20 vids. I'm also in college and a writer, so my time is somewhat limited between the silly number of things I'm trying to do all at once, but I would definitely like to meet some new people on here! I'd prefer to meet people close to my age, but that's not necessarily a requirement! I'd just like to meet some new people to play with and talk to!
Oct 12, 2019Posted in: Survival Mode
- Minecraft Username: xnvaser
- Platform you play on: Java PC
- Age: 25
- Gender: male
- Country/Timezone: Hungary
- How someone should contact you: here or discord: Dreadnought#7942
- How long you've been playing Minecraft: since Java 1.5
- Some things that you like to do on the game: mostly vanilla survival
- Any additional things you want to say: I have a vanilla survival realm for active, mature, dedicated players. https://www.minecraftforum.net/forums/minecraft/multiplayer/realms/2976960
Jun 8, 2019IronGolem20 posted a message on So, the forum is being closed for new messages, where do we go instead?Posted in: Forum Discussion & Info
SnapshotMC has forums and might be a satisfactory substitute.
May 21, 2019Posted in: Survival Mode
Name : thewingedshadow
Age : 30
Gender : Female
Platform : PC ( Java Edition )
Country : Germany
Contact : Discord thewingedshadow#5709 or send a PN
How long you've been playing Minecraft: my most active period was 2012-2014, have looked into the game now and then but haven't played actively for a long time.
Some things that you like to do on the game: I am a pure survival player. I love building big and elaborate things but creative mode just doesn't give me that sense of achievement. I love to dig and explore and build small villages or settlements and connect them with roads and railroads.
Any additional things you want to say: I have a realm with a couple of folks. The map is rather new, not a lot is built on there. I focus on fantasy/steampunk-ish builds, not really 'medieval' but not really modern either. Would love to have some more dedicated builders and folks who like redstone because I can't wrap my mind around redstone. Redstone is weird. I got a realm discord. https://discord.gg/uyEcSv Please no folks under 18. I might make exceptions if you're 17 and just about to turn 18, depends on how you behave.
May 20, 2019monomo posted a message on So, the forum is being closed for new messages, where do we go instead?Posted in: Forum Discussion & Info
public alpha server where we communicate with signs
Apr 20, 2019Posted in: Survival Mode
- Minecraft Username: HorseFancyMC/CatELyst
- Platform you play on (PC/XBox/Etc.): PC
- Age: 40+
- Gender: F
- Country/Timezone: USA Alaska
- How someone should contact you: Here with msg
- How long you've been playing Minecraft: since 2009
- Some things that you like to do on the game: Build, build and build! Oh, and horses!! Breeding and racing is great!
- Any additional things you want to say: My friends and I play on a Realm that is dedicated to horses! The Realm is three years old, and has road systems, a Nether highway, and lots of amazing builds by other players! We are hoping add more horse-minded players to get some races going! We have races for horses in Class 13, Class 14 and yes Class 15 (meaning they run 15 seconds fast!!).
Mar 22, 2012All seeds for minecraft 1.4.4.The seeds are green and the coordinates are always the top left of the pictures. Less words more seeds and pictures. Have fun!Posted in: Seeds
Sorry if my english is not perfect ^^
Oct 9, 2011Posted in: Suggestions
Alright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.
Full idea in spoiler:Boats Evolved; bigger, modular boats (Watch out --- huge!)
Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.
Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.
Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.
Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.
When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.
And now, the propulsion systems.
With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).
The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.
So now we move on to a bigger boat. Not too terribly big, but we're getting there.
To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.
I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.
So now, the next level: the Skiff.
The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.
Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.
To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players,
but not move them[amended].
With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.
For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.
Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.
Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.
Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something.
So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.
But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.
Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.
Okay, next one. Here we go.
(This level is optional. You guys tell me if it should be ingame.)
Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.
When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.
Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.
Amendment Post 1:
- In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.
- Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.
- I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.
Amendment Post 2:
- Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.
- Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.
- Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.
- I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.
Amendment Post 3 (Note: These are not as important as the first 2) :
- Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.
- Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.
- Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.
- A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.
- Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.
And the Reddit post is here:
Due to popular demand, I give you this:
Add this to your signature if you like it!
<a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>
Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):
- This is NOT A MOD. The illustrations may look convincing (for a bunch of photoshopped models made in Sketchup :p) but I have repeatedly, in this suggestion, mentioned it as an idea and rarely even mentioned the word 'mod'. Please stop asking how to install this. Plus, we're in the Suggestions forum. That tell you anything?
- Yes, I have SEEN the Zeppelin Mod. You're just about the 508th person to show me this. Yes, I've seen it. YES, I think it's a great mod, but in my opinion it's best to leave it at that, and this idea is about the vanilla Minecraft ships made of predefined modules, not blocks, as that seems to be more congruent with the current game mechanics. Saying "There's a mod for that" is a warnable offense, in any case.
- You see that little link up there? Yeah, the idea is in the link (or the spoiler). I've explained rather thoroughly how the boats work. While I would really like it for you to give me your two cents, this thread is not for people to make up entirely their own ideas on how the boats work. That part's already here, mostly
- "This would be great, but the oceans need to be bigger!" <-- Say this and you're gonna get a smack. >=(
Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl
--- See Also: ---
Feb 21, 2018Posted in: SuggestionsVillages have always had a special place in my heart. Little outposts of civilization in the Overworld, besieged by darkness, where little stands between prosperity and destruction.
But they've never been very interesting or large. For a long time, villages have just been little trading posts or iron farms to be for most people, places to block villagers into their houses and then fleecing them for all they're worth.
Villages deserve better.
As the latest in my line of constant enhancements, updates, and revisions to my concepts of village improvements, I'm proud to present:
The role of this suggestion is to make villages better. That means intelligence improvements, aesthetic improvements, item improvements- heck, revamp everything. And it's not just villages themselves, too- the entire Testificate race will see updates, including their dark cousins the Illagers. This would probably warrant an entire 1.1x update on its own by my reckoning- but you can never have too much content, can you?
1.0 (2/21/18): "Initial Release".
2.0 (2/23/18): "The Hired Help Update". Added hiring bonuses. Added global popularity. Added Rusted Golems and Wilted Poppies. Added popularity interactions and hiring to Illagers. Modified the Arquebusier's portrait to look less "hardened" and more "militia" esque.
3.0 (2/25/18): "The Flags and Fashion Update". Changed the name of Arquebusiers to Guardsmen. Tweaked village golems. Added villager and illager banners. Added The_Last_Dovahkiin's mob models. Added StickyPistonPig's popularity system. Added Villager Robes and Feathered Caps. Added Illager Sieges.
4.0 (3/6/18): "The City Update". Added Engineer tinkering. Added cities, forts, ports, and professional villages. Added Illager and Zombie invasions. Added Princes. Added quests. Added bells. Added a church-bell system for villages.
Current Version: v4.0- "The City Update"
Village Generation Changes
Affecting how villages generate and their buildings.
Villages now “flatten” the terrain around them slightly instead of exactly conforming to terrain for generation.
Villages will not generate on the sides of mountains or other inhospitable places. A village will be more likely to spawn on flat land, ideally with water nearby.
Buildings no longer spawn if they have water under a part of their foundation.
Villages generate larger on average with more varied buildings.
Doors will spawn with one cobblestone stair. If there is space under this cobblestone and a ladder will spawn, so houses will no longer be inaccessible.
All village houses now have doors, either cobblestone or wood flooring, and are well lit.
Villages now have random names (Tarnhill, Redport, etc.) that are automatically generated upon first encountering them, and which pop up when you enter or leave a village. This both flavors things and helps you know exactly where a village starts and ends when creating ones.
Villages now have a distinct "flag". This is a red banner with a stylized Testificate head on it in gold. Illagers additionally have their own, which is purple-backed and carries a simple crest with a black dragon on it (presumably the Ender Dragon). The Villager and Illager banners periodically pop up in their establishments; Villages have them on garrisons and larger buildings, while Illagers have them periodically spaced throughout Woodland Mansions and other sites.
You can edit the name of a village with the command /editvillagename [Name of village] [New name], which is not considered a cheat.
General Village Changes
Affecting villagers themselves.
Villagers are divided into “low” and “high” class depending on their profession (e.g. a farmer will be low class, but a librarian will be high class). This doesn’t really mean anything but what kind of hats they can wear and how embellished their robes are.
Low-class villagers can have leather hoods, simple caps, or be bare-headed. High-class villagers tend to wear hats more often, and can have more elaborate hats, including feathered caps.
High-class villagers can sometimes read a book, opening and holding it in their arms for a while. Cartographers can sometimes read maps.
Villagers now have a highly-improved movement AI. They avoid long falls (unless there is water), damaging things like lava or cacti, and pathfind more effectively. They can also climb ladders now if they want to reach a place above or below them.
Villagers now check to see if there’s villagers in a house they’re going to at night. If there is 1 villager in a small house or shop already they will go to another house. If there is at least 3 villagers in a large house or church already they will do similarly. The sole exception is when running from mobs, in which case they will go to the nearest house regardless of how many are inside.
Villagers can barricade doors now. They will quickly run up and make a hammering noise, then a few boards will appear over the door texture. A barricaded door takes twice as long for a zombie to break, but a villager can only barricade the door once. They will only do this when they are cornered (i.e. have no second door or ladder with which they can escape).
Villagers now run from all threats, including players punching them. If they are running from a mob, they will go into their house, but will simply keep running if the player is chasing them. If they're on fire, they'll run for water.
Skeletons now attack villagers, and villagers run from skeletons and creepers. To avoid villages becoming Somme battlefield-esque crater fields, creepers won’t attack villagers.
Villagers have some places (like Taverns) that are considered socialization spots. These are not preferred as houses to shelter from the night, but Villagers like to go inside them during the day.
Villagers now have needs. Just like players, they must eat periodically and if they are hurt they will seek healing. They emit hunger particles if they are hungry.
All villagers now engage in active trading or crafting to achieve their needs (for instance, a Farmer will throw wheat to a Baker for bread, and the Baker will throw emeralds to the Farmer). These items will prioritize going into a Villager’s inventory over yours, but if you still take them you will lose popularity for theft.
Trading is now based on stock, much like in Skyrim or Fallout. You can see the inventory of the villager in the trading GUI as well as yours, and two boxes in the center of the GUI in which you can drag what you want from them and what you’re willing to offer. A trade can go as many times as you have emeralds/something to trade for emeralds or they have what you want. All items will net a certain amount of emeralds, but villagers generally only trade for what they want (so you can’t trade a villager 3 stacks of dirt for 20 emeralds).
Villagers will try to acquire a certain “stock” of items depending on profession (so a Baker will trade with a Farmer for wheat, and then craft that into Bread) via trading.
All villagers have a starting stock of emeralds with which they can conduct certain trades. How much they have depends on class- a nitwit has none, a low-class has a moderate amount, and a high class villager can have more. If a villager runs out of emeralds others will throw food as they need it, but less than if they traded. This is how Nitwits can survive.
Villagers now do their jobs more. Farmers still harvest and replant crops, Blacksmiths will take ore from Miners and smelt it into ingots or weapons/armor/tools, and Butchers will periodically feed their animals and butcher one for meat. If a villager has no way to acquire what it needs for a job (such as a Blacksmith never getting any ores, because there are no Miners) just enough will pop up in their inventory for the task. This ensures that all working villagers can do their jobs and have a stock to trade with you or others.
All villagers can be “hired” with a button on their GUI. This cost depends on the profession- a Nitwit can be hired for just a few emeralds, while a Cartographer costs a lot more. Hired villagers will follow you much like Wolves and respond to stay here/follow me orders, allowing you to transfer them easily or build an “adventuring party” if you wish. Hiring sometimes unlocks special abilities or behaviors- for instance, a Cartographer can map out an area as he goes (in that same old black-and-white style) if you give him an empty map. Farmers, for another example, will increase the yield of crops you get from harvesting if they're close by, because of their agricultural knowledge.
Every village now has a church bell system. Churches are modified to include a bell, which rings depending on certain events.
Things that can happen day to day.
All villagers in a village go to the nearest Church (or just Priest if one’s not present) at high noon, indicated by the church bell ringing three times slowly. The Priest will pull out a book and start mumbling for around a minute while the other villagers watch. After this they will disperse and go back to what they’re doing. Attacking a villager during this “sermon” will anger the defensive mobs at once, but staying near it while it goes on will net you some popularity.
Zombie sieges are modified. They will now spawn farther away from villages and try to move inside before targeting villagers, so walls are more effective at stopping them. There are now larger "giant" zombies (around 3-4 blocks in height, not like the unused Giant mob) that can break down blocks in front of them that spawn rarely during waves, so walls won't be totally effective at stopping sieges, but merely an effective delaying tool instead of being totally useless. Zombie sieges now come in distinct "waves" of spawning. The amount of waves is random, but never more than 5, and generally more if the village has survived sieges before. Zombie sieges are always indicated by the church bell of a village ringing rapidly similar to how an old fire engine's bell would sound. At this call all defensive mobs milling around will immediately enter an "active" mode and attack the zombies swarming into the village.
Rarer than zombie sieges, and only occurring after the village has survived at least one zombie siege, Illager sieges occur in much the same way: there are successive "waves" of Illagers that will try to attack the village. If they reach a wall, they will start placing Ladders to climb over it (the only time Illagers do so). Illager sieges are indicated by the blowing of a loud, deep horn, presumably from an Illager signalling the start of the attack.
Sieges on cities are referred to as "invasions" due to their scales. They are effectively massively increased sieges in effect. Since all cities have the same four gatehouses on their exterior walls, spawning areas are predetermined; individual mobs of zombies will periodically generate at each gatehouse, try to break down the door, and enter the city. Once they have done so, they will attack villagers inside in typical siege fashion. Generation of zombie mobs is conducted by wave; mob sizes will get progressively larger (controlled by difficulty level) until by the final wave the city is practically under a zombie apocalypse, with skeletons moving in as well. Zombie invasions are signaled by a bar on top of the screen (similar to a boss fight) detailing a rough estimate of how long until the invasion is over, as well as the usual alarm bells.
Illager invasions work much like lesser village sieges, including the Illagers' ability to climb the walls by placing ladders ahead of them, but are now far larger. Invasions use all types of Illager except for Evokers; on earlier waves, Vindicators and Guard Dogs will arrive, on middle waves Brigands and Apprentice Evokers, and on the last waves Aces and Stainless Golems. Illager invasions are signaled by a bar on top of the screen (similar to a boss fight) detailing a rough estimate of how long until the invasion is over, as well as the usual war-horn's blowing.
How Villagers think of you.
Villagers are far less tolerant of violent players. It only takes two killed villagers to anger defensive mobs now, and killing a baby villager automatically angers them.
Villagers do not like players who steal. At first, items in village chests will be marked with red boxes and a text warning will come up telling you that you are stealing the item. If you place it in your inventory you will lose popularity points. However, at higher popularity, you will be allowed to take things from the village chests without problem.
Testificates (both Villagers and Illagers) now have "global popularity". This works at 1/5 the rate of normal popularity per village and is persistent. It affects how your popularity slider starts at each village. For instance, you always start with 0 global popularity. If you're a good samaritan, your popularity village-to-village will rise, until it reaches the maximum of +10 starting popularity (so if you enter a new village, you start with 10 popularity already; you can of course be received with hostility there if you destroy things and kill Villagers. Alternatively, if you start at -10 popularity, the village will barely even tolerate you, but you can claw your way back to some degree of acceptance, preventing you from just being hated at every village you go to).
Conversely, if you do terrible things, word will spread, and you might be greeted at each village with hostility by defensive mobs. Villages you start yourself will have 0 popularity regardless of global pop, so you can gradually regain favors even if you've done some bad things. You can use the cheat command /setglobalpopularity [name] [number] to affect things for yourself or someone else.
Popularity caps at -20/+20. Here is a basic table of actions which raise and lower popularity points.
Chest Robbery: -2
Pocket Theft (take items thrown while villagers are trading): -2
Assault (hurt a villager): -1
Heresy (kill a priest-class villager): -15
Baby murder: -20
Hire an Illager: -2
Destruction (books, building): -0.1 per block
Attend church service: +1
Kill a zombie in territory:+0.5
Kill a skeleton in territory: +1
Kill a creeper in territory: +0.5
Kill an Illager in territory: +1
Build a house: +1
Familiarization (wear Villager Robes or Feathered Cap): +1 (while wearing, stacks for both)
Complete a quest: +1-3 (depending on difficulty rating)
Hire a villager: +2
Professions and careers- more noses around the place in general.
Please excuse my terrible MS Paint skills.
Bakers are low class villagers with white aprons and brown robes. They live in Bakeries. They will trade for wheat, milk, eggs, and other required resources from other villagers and then craft bread, cake, and other prepared foods to trade with.
Miners are low class villagers with dark gray robes. They will periodically go into Village Mines and will mine out any exposed ores. If there are no exposed ores they will simply stay there, representing mining. They will trade their ores with blacksmiths.
Lumberjacks are low class villagers with dark gray robes. They will cut down trees for wood, collect any saplings they see, and replant trees after cutting them down. They will trade wood with Builders.
Builders are low-class villagers with dark gray robes. They will buy wood from Lumberjacks. They only need wood to build; after a certain amount it will be deleted from their inventory when they start to build, and they will temporarily have infinite resources. Builders will construct a new village building (more often smaller) if there has been at least 3 days since the last construction and they have the resources. If the gamerule “villagerBuilding” is disabled they will not build, though they will still buy wood and "use" it occasionally (deleting it from their inventory). A hired Builder can be instructed on what building to build next and where, as well as tell you how much wood they need for it.
Traders look like Farmers, with their brown robes, but these roving merchants had an adventurous spark that the provincial life just didn’t satisfy. They rove about with small chests on their back and have a nice, diverse selection of trade items as well as quite a few emeralds. They can be all over the Overworld, and aren’t tied to a village. A hired Trader following you can reduce the costs of trades you make with his mercantile skill.
Guardsmen are a low class defensive villager present in all villages. With a blue coat and cap, brown pants, and their arms by their sides instead of folded in their sleeves, they are effectively “guards” who are a ranged complement to Iron Golems’ melee tank role. Though there can be as little as one Guardsman in the smallest of villages, they are always there, unlike Iron Golems, though each Guardsman is substantially weaker.
Guardsmen are equipped with the arquebus, a matchlock musket (see the Items section for more information). They have a range of 24 blocks (letting them defeat Skeletons 1 on 1) and have to reload after each shot just like you. Because their arquebus lets them ignore 50% of enemy armor, they can be challenging to fight, forcing you to plan if you want to raze a village, but themselves only have 10 hearts (20 health) and no armor. They fight like Skeletons, strafing around, and try to keep their distance, but if an enemy gets too close in melee they will hit them with the arquebus, dealing 2 hearts of damage and knocking the enemy back a moderate distance. They cannot do this attack quickly.
A hired Guardsman will attack on your command like a Wolf, as well as be told whether or not to attack other players not on a “whitelist”. In other words, you can order a hired Guardsman to attack all players that they see except for you and your friends (who you select on a scoreboard list) or to ignore other players. This lets you use them as guards for your house or just to keep your village safe. If an enemy has their own Guardsmen they will fight them too. You can dye a hired Guardsman’s coat various colors like a Sheep, to tell yours from someone else’s.
The Alchemist is a high class Priest villager just like the Clerics, but instead of trading for various magical items they buy and sell potions as well as potion supplies. They live in an Alchemist Shop, where they formulate potions and splash potions. If there are heavily wounded villagers nearby, they will throw a splash potion of healing. If hired, they will prioritize you for potions of healing, and can attack monsters with both potions of healing and harming.
Printers are high class villagers part of the librarian profession. They work in Print Shops, where they will use a printing press to create random books. These books are either humorous fiction (filled in a Mad Libs style, e.g. “Jeb the Creeper was feeling glad”) or small pre-written/semi-random informative pieces, signed with a randomly-generated name. Below are some examples:
- The Soldier’s Comrade (a small, basic book describing combat tactics like sword cooldown and shield blocking, framed as a basic book for soldiers)
- The Enchanter’s Weekly (featuring a random selection of partially decoded enchantment names and effects, framed as a sort of magazine for enchanters)
- The Terrors of the Night (featuring basic information on some monsters, framed as a sort of safety book for lost villagers)
- The Miner’s Handbook (featuring information on where ores best generate and tips for mining, framed as a guide for miners by an expert)
- The Outcasts (a book detailing the Illagers and their weird beliefs, framed as a historical writing of sorts- because this is just the conjecture of a Villager, it isn't necessarily true regarding exactly what the Illagers are up to)
There are some villagers that have more emeralds than others; and then there’s Financiers. These high-class, wealthy Testificates flaunt it with gold-colored, embellished robes and fine hats. Trade-wise, they come with a lot of various valuables- gold, emeralds, and even a few diamonds- and can be a way of exchanging the valuables at a set rate (since they’ll accept gold for so many Emeralds, or vice versa, for instance). If hired, they will provide a slight discount on their value exchanges.
High class Leonardo da Vinci types of the Villages, Engineers wear glasses, have orange robes, and concern themselves with redstone. They live in Engineer Houses where they have a few different basic Redstone doodads (dispensers, pistons, etc.) that work as very basic “tutorials” for players on Redstone. At night they can be seen looking up at the Moon with a Telescope from the top of their Engineer House. They also trade various things such as Gears, Telescopes, and Redstone. Hired Engineers can identify redstone items with an outline on your screen, letting you anticipate things like tripwire traps.
Princes are the leaders of villager cities. They spend their time wandering in the city keep; there can only be one of these high-class villagers in any one city, and another random villager will get "promoted" to his spot if he dies after a day has passed. He doesn't offer trade, but rather "quests"; these are randomly-generated tasks for the player to conduct, in the form of map-like papers known as "quest sheets". When you try to trade with him, his GUI will include a small selection of quests with one to three stars to their side indicating difficulty.
Quest sheets have a simple description written on them for the random quest the player must undertake (e.g. "The city needs horses. Bring one into its limits". Upon completing a step or the whole task, it will be crossed off of the quest sheet. When everything is crossed off of a quest sheet, the player can return it to the same Prince that gave it to them. This will net you a nice popularity bonus, as well as a random reward from the Prince (such as some emeralds, gold, an enchantment book, or another nice valuable item) depending on the difficulty of a quest.
Accepted quests can also trigger events in the world, similar to how skeleton horse traps work. As long as it's not within render distance of any player, mobs or even structures can generate nearby; higher-difficulty quests often involve things like defeating a camp of Illagers that has set up nearby, which will generate an Outlaw Camp when accepted.
Not technically a villager of its own, village-spawned Iron Golems now have a slightly rusted texture indicating their rather infrequent maintenance and generally old status. They have had an updated AI; Golems now detect when Villagers are hurt anywhere in the village, just like Guardsmen, and target mobs that attack them, including Skeletons. If a mob is unable to be reached (e.g. a Skeleton on a rooftop) they will try to put blocks between them and the mob, or simply move on to nearby, reachable mobs.
All Villagers now have some kind of special ability or "perk" when hired. Hiring costs vary by villager but are generally lower for low class and higher for high class or Guardsmen.
There can be a maximum of eight hired villagers following you at any one time, but you can have as many hired ones as you want that are standing still. If your global popularity falls enough, your hired villagers will refuse to follow you anymore, marked as such in their GUI.
All villagers have three options in their GUI after hiring: "stay still", "follow me", and "wander". The first and second are just like Wolves. The third option causes them to randomly wander like normal, and they will stay in a village boundary if they do this. They will ignore the "stay still" command to run for safety if they're in danger.
Nitwit- "Hold This For Me, Please"
Nitwits will allow you to freely give and take items from their inventory when hired. This lets you use them as "walking chests" sort of like Llamas.
Farmer- "Green Thumb"
When a hired Farmer's with you, any crops you harvest or seeds you acquire tend to be dropped in greater amounts. A hired Farmer standing around also accelerates the speed at which crops grow, since he can tend to the crops better.
Librarian- "Ancient Knowledge"
Having a Librarian following you enables you to decode up to 20% of the names of random Enchantments on an Enchanting Table, allowing you to make potential guesses at what it is.
Though you can fill out a map yourself on your travels, Cartographers can do the same. A button on their GUI marked "Map" causes them to start or stop mapping depending on whether it's toggled. If they have paper they'll keep making maps, all in the classic Woodland Exploration Map black and white style. In Creative they can do this instantly.
Priest- "The Power Of Notch Compels You!"
When followed by a Priest, the Wither effect from any monster ends twice as fast, and you deal 1.5 times damage with any weapons versus undead mobs, owing to his religious books instructing on their weaknesses.
Blacksmith- "That'll Buff Right Out"
The rate at which your armor and weapons degrade is reduced by 1/2 when there is a Blacksmith following you, since he can help you fix random wear and tear on your items.
Butcher- "The Best Cuts"
Mobs that drop meats will drop 1-2 more pieces on average when a Butcher is following you, since he knows how to get the most meat out of mobs.
Baker- "Daily Special"
Eating prepared foods (bread, cake, etc.) with a Baker following you doubles your hunger pips gained from eating them.
Miner- "Riches Of The Earth"
Ores mined with a Miner following you drop 1-2 more of their item form on average. He will also throw any ores he mines himself to you while following you.
If a Lumberjack is following you, any trees you cut will instantly drop all their logs from the cut up (similar to the Treecapitator mod). Cutting this log will take longer and will degrade your tools more, to balance things out.
Builder- "Yes We Can!"
Builders that are hired have a special "Building" button on their GUI. With this you can select various Village buildings from a menu, as well as see the wood required to build them. If you select one, you can then right-click a place on the world; the Builder will construct it there at once if he has the required items.
With a Trader following you, any village trades will only cost 0.85x as much as normal, since he can use his bartering skill to lower the deal for you.
Guardsman- "Your Orders, Sir?"
Guardsmen that are hired have a "Orders" button on their GUI along with the usual three commands. This button opens a menu containing "Ignore All", "Attack My Targets", "Attack Everybody", and a whitelist menu.
"Ignore All" causes the Guardsman to ignore all players except for those attacking them first.
"Attack My Targets" is the default option and causes the Guardsman to attack players you attack, just like Wolves.
"Attack Everybody" is obvious; everybody but you will get shot at, useful if you want to put a few Guardsmen back at your base in SMP as guards. The whitelist menu displays all players currently on the server and allows you to select which ones you want exempted from "Attack Everybody"; so you can have your friend come in your castle without getting a gunpowder-laden reception.
Alchemist- "Mixing Specialty"
Having an Alchemist follow you causes all potion effects caused by you (i.e. not from, say, a Witch's splash potion) to last 1.5 times longer.
Printer- "Copy That"
A hired Printer can copy an Enchantment Book for a price. The price is generally 10 Emeralds times the level of the enchantment book, so Power V (for instance) will cost 50 emeralds to copy.
Financier- "Valued Customer"
A hired Financier will only charge you 0.8x as many valuables for an exchange as normal. For example, if it cost 10 Emeralds for 10 Gold (not the real exchange rate, but just an example), you would only need 8 Emeralds for that 10 Gold.
Engineer- "Watch Out!" / "Tinkerer"
As long as you have an Engineer following you, hazardous Redstone devices (pressure plates, TNT, tripwires, dispensers) will be marked with red outlines to warn you.
Engineers additionally have one other perk to justify their hiring cost: tinkering. Tinkering works by giving an Engineer a tool, armor piece, or utility item such as a clock. They will, for an Emerald fee, add a random addition to the item (such as the ability to measure depth below sea level for a Clock, or an extra shot for an Arquebus). This addition is non-visual but is shortly described in the item's tooltip, and can stack with enchantments.
Places to store friendly faces.
Note: I'll go back and construct all of these, then link a picture later.
Any shop (blacksmith, church, etc- not a house) is guaranteed to have 1-2 villagers of its profession spawn there.
Churches are now more well-lit and guaranteed to spawn in every village. They now have tall windows with stained glass and their top floor contains a Bell and lever.
Bakeries are simple wood buildings containing a few furnaces and chests with wheat, milk, and other items. A single Baker is guaranteed to spawn here.
A small wooden hut with a Printing Press inside as well as library shelves. A single Printer is guaranteed to spawn here.
A wooden house, medium in size, with a fenced off roof accessible by ladder.
A small cobblestone building with a backyard “firing range” with a red wool block as a target, as well as a slab roof with ladder access. Two Guardsmen are guaranteed to spawn here.
A wooden building with log corners and an inside area with tables, chairs, and a jukebox and chest. The chest contains a few random music disks (generally song ones, not creepy ones like 13 or 11). This is marked as a socialization spot, meaning that villagers like to go in here to socialize. It will be built by non-hired Builders as soon as a village hits 15 population to signify its size.
A medium-sized hut on legs, not dissimilar to a Witch Hut. Inside, it contains chests with potions and a Brewing Stand. An Alchemist is guaranteed to spawn here.
A small wooden hut that functions as an entrance to a mine belowground, travelling diagonally downwards around 30 blocks. One Miner is guaranteed to spawn here.
A stone "mini-castle" of sorts with a platform on top to look out of or shoot down onto rampaging zombies or illagers. Inside, there is an "armory" room with chests of armor and weapons, a room with a long table and numerous stair-and-sign "chairs" for meetings, a library room, and various other small chambers with beds, chests, and other miscellaneous items inside. This is guaranteed to generate at the center of a city, and a city is the only place where you can find it. Inside, a Prince is guaranteed to generate, as well as some Guardsmen, Iron Golems, and high-class villagers.
Places distinct- and quite a lot rarer- than the standard hamlets which make up most Testificate presence in the Overworld.
Cities are large, unique villages with their own group of threats and things to see. While they are quite large and interesting places, they're also not any safer than the smaller, insular villages; the defense force there might be quite a bit bigger, but threats are correspondingly larger, and in such a big place, the seedier elements of Villager society are out in full force.
Cities are not simply randomly generated groups of buildings and roads like regular villages, but rather pre-constructed "bases" upon which buildings generate in "blocks". Every city has a stone wall surrounding it that has a wooden path one can walk upon, with a gatehouse at each end containing the entrance. Inside, numerous gravel roads in a grid shape traverse the city limits, with a single castle-like keep at the center. Within the squares formed by this grid of roads, buildings can randomly generate.
All cities are guaranteed to have an expansive militia force. This consists of many Guardsmen patrolling the walls and streets, as well as Iron Golems which generate closer to the city's inside. High-class villagers like Engineers are also far more common in cities than they are in normal villages.
Forts are small wood-walled "bases" of sorts with wool tents within. They contain a small population of civilian Villagers- mostly blacksmiths, farmers, and cartographers- with the rest of the population consisting of Guardsmen and Iron Golems. These can represent anything you'd like; perhaps a wealthy city is using this as a "base" for their militia, or perhaps it's an expeditionary party's resting camp. Either way, they make good places to defend and to hire some friends if you're going to tread hazardous grounds, though you shouldn't expect such varied trades as you'd see in a normal village.
Villages can sometimes spawn with a disproportionate amount of one profession (miners, farmers, etc.) and their associated buildings. Generally, this occurs depending on biome- a mountain village, if it is a professional one, will more likely be a mining town instead of a farmer's hamlet like a plains village might.
Ports spawn on beaches and any land connected to an Ocean biome of any kind. They contain the usual Villager buildings, but also a wooden dock that juts out of the land connected to the road. Along this dock, a small ship will generate (a structure, not an entity); this ship contains a few chests of random trade goods, a cartographer, and a few other random villagers.
New Items and Blocks
Doodads that you see cropping up in and around villages.
Recipe: 4 iron ingots
Gears are a method of transmitting Redstone power. They can only be placed on walls, but do not lose power as they turn and do not attach to Redstone trails, allowing more compact contraptions. They are the primary form of power in Engineer Houses and are traded by Engineers. Redstone blocks and torches do not affect them.
Recipe: 2 gears, 1 redstone, 6 iron
A simple machine that converts Gears going in to Redstone going out and vice versa. When it is powered the gears inside will spin. It also refreshes Redstone power just like a repeater.
Recipe: 2 iron, 1 glass
The telescope is based off of Galileo’s telescope. When you right click with it in hand you will zoom in a very far distance with a circular overlay on your screen.
Recipe: 3 iron, 3 wood, 1 string [arquebus]
Ammo recipe: 1 gunpowder, 1 iron, 1 paper [paper cartridge x2]
The arquebus is a matchlock musket based off of guns first invented in 1450 during the late years of the medieval age. It shoots farther, flatter, and stronger than the Bow, with 8 hearts of damage, and its bullets ignore 50% of enemy armor. However it is also quite expensive, and its loud boom, flash of light, and cloud of smoke gives away your position easily.
If it starts raining or snowing, the gun can misfire, making a “click” 50% of the time and requiring that you try to fire again. After shooting you must reload by holding RMB, taking 3 seconds, and are slowed to sneaking speed. It uses paper cartridges for ammo. When it’s loaded, little smoke particles will periodically pop up from the gun, since a matchlock uses a burning matchcord to light the gun.
Recipe: 3 wool, 2 iron ingots, 1 furnace, 2 gears, 1 boat
The Airship is a small steampunkish zeppelin, basically a boat with a propellor attached and with four ropes attaching it to a larger wool balloon. It can be entered or exited just like a Boat, and fuelled with coal via right-click just like a Furnace Minecart, though a single piece of coal will only power it for around a minute. When powered, the Airship emits smoke particles from the propellor. Like a sheep or hired Guardsmen, you can dye the balloon various colors from its standard white, as well as apply your banner to the side.
The Airship can be flown by using WASD, Ctrl to descend, and Space to ascend, just like flying in Creative mode. It flies relatively slowly and has a height maximum of 100 Y (so it can’t go more than 38 blocks above sea level at any time) but can stay stationary while flying. It overall serves as a cheaper, fuel-hungry, slow, but nonetheless useful alternative to the Elytra- and because it can hover in place, you can use it instead of dirt scaffolds while building big in Survival mode.
Mobs can enter an Airship just like a Boat or Minecart, staying in the back, but they cannot control it with the exception of a few.
A Poppy that's wilted and dried to a brown color. No purpose, but can be planted. Dropped by Rusted Golems, and is only available from them.
Recipe: 1 string, 5 leather, 1 dye (optional)
Villager robes are crafted with leather and a string (to hold the robe closed around the neck). They can be dyed both during crafting and after. The default robe is a brown color just like the Farmers', but with any dye it can be made to match various robes carried by Villagers. The robes are worn on the chest slot and extend down, just barely covering any leggings the player is carrying. If the player has no item in their hands, they will put their arms together like a Villager. The robes provide durability inferior to that of even leather, at just 1 pip of armor, but confer +1 popularity while worn in a village.
Recipe: 1 leather cap, 1 feather, 1 dye (optional)
The feathered cap is identical to the puffy feathered hats sometimes worn by high-class villagers. It confers +1 popularity while worn in a village, and offers no protection. Just like the Villager Robes, it can be dyed, though it starts with a gray color.
Recipe: 5 gold ingots, 1 string
Bells, when powered by redstone, will emit a constant "ding-dong, ding-dong" tolling noise. They are the same as village church bells in all other respects.
Outcasts of all stripes, unified in their unhealthy hatred of people who don't knock before they come in.
Illagers now have popularity and can even be hired; but their popularity works in reverse with Villages. In other words, if you have 10 global popularity with Villages, you have -10 global popularity with Illagers. You need at least 5 (positive) global popularity with Illagers (that's -5 for Villagers, for reference) to keep them from attacking you, and 10 for them to consider being hired.
Apprentices are similar to master Evokers, but lack a Totem of Undying, gold trim to their robes, or their rarity, being more common. They can cast a straight row of Evocation Fangs or the defensive attack, but can’t summon Vexes.
Evokers are similarly modified; they have a 50% chance of using their Totem of Undying on death, returning them with a white glow in their eyes momentarily and summoning 3 Vexes immediately, as well as a defensive fang attack. If there’s just one more Evoker left in a Woodland Mansion they won’t use their Totem of Undying so you can get your hands on one.
Instead of having a militia force, the Illagers simply hire their guards and grunts with their large stocks of Emeralds. These Illagers aren’t crazy cultists or evil mages, but just thugs, pirates, or robbers who work for the Emeralds. Wearing brown hoods and purple coats, they can be very nasty fighters indeed.
The Brigand is the second most common type of Illager mob aside from Vindicators. Armed with an arquebus, Brigands fight much like hostile Guardsmen, though they have poorer marksmanship in return for an extra 4 hearts of health. They rarely drop their Arquebus in good condition.
A freshly-produced Iron Golem, the Stainless Golem is an Illager-controlled monster with 25% more health than the rusty, vine-covered Iron Golems used by Villages. The Stainless Golem is a lethally dangerous fighter, but is restricted by its slow speed and melee range. You’d better be ready for a hard fight when you see this monster guarding the upper levels of Woodland Mansions.
As a side note, Stainless Golems have angry, downturned brows and a slightly darker, almost gunmetal coloration. Player-made Golems look like the second image; without any rust or vines, and with a "normal" expression.
Quite simply, a Wolf with a purple collar and “angered” skin that guards the lower levels of Woodland Mansions alongside Brigands. Not very strong, but can distract you and deal some damage while nearby Brigands open fire.
With thick goggles, black scarfs, and dashing scarlet red coats with white and purple trim, Aces are the flying elite of the Illagers. Piloting personally maintained Airships with black balloons, and packing powerful arquebuses with which they are keen shots, Aces are determined to rule the skies in the name of the Woodland Mansions.
Aces will begin spawning once you build an Airship at the rarity of Witches, and generate both in the air and on foot in Woodland Mansions. Flying in their Airships, they can spot you from 48 blocks, though they will only start shooting at 24 with their arquebus. The airship and Ace have differing health; destroying their airship will cause them to fall to the ground, though with Feather Falling they won’t take much damage, and can fight just like Brigands, though with less health in exchange for being better shots.
If you've committed enough crimes against villages, the Illagers will take a liking to you; maybe even let themselves be hired out. They bring unique abilities to being in your party, more often combat-oriented. Because of mutually contradictory popularity, you can't have both Illagers and Villagers hired at once; and either way, they'd attack each other (or one run from the other, more often).
Vindicator- "Here's Johnny!"
Hired Vindicators not only give you the same bonuses as Lumberjacks- the ability to cut down entire trees with one log cut from the bottom- but they can also smash through doors and barricaded doors with frightening speed. They also can knock down an enemy's shield, just like normal, and generally receive a little bit of a speed and power boost when hired.
Apprentice Evoker- "Feel The Fangs"
While true Evokers can't be hired- they consider themselves above some wandering rabble like you- their apprentices can. They will use their Evocation Fangs gleefully and can be a seriously powerful threat against enemies. If you are being attacked in melee, they can summon a ring of Evocation Fangs around you that won't damage you but which can tear up your foes.
Brigand- "Stand And Deliver!"
Brigands have the same order system as Guardsman, but can also commit robberies with a "Rob Villagers" button on their GUI. A robbery occurs when a Brigand sees a Villager with no defensive mobs or other players around. They will point their arquebus and make angry grunts, and the Villager will fearfully throw all of their emeralds to the Brigand, who will give them to you or hold them until you arrive. Once they empty the pockets of one mark they'll move onto another. This marks the only time where they won't attack villagers on sight, and they won't attack a villager that has already surrendered their money.
Ace- "Forward Observer"
Aces can outline monsters and even other players up to 64 blocks away, having a nice vantage point from their Airships. If an Ace loses his airship he will gladly enter one that you've built and repaint the envelope black, though you can disable this with a GUI button. He also has the order system of Guardsmen. He tends to fly close to you so that you can issue orders, but will fly higher up in battle, and won't enter small spaces (such as 3x3 corridors or caves), preferring sky-exposed blocks if possible. This doesn't apply if his Airship is destroyed; then he'll just follow you normally as a Brigand or Guardsman would.
Stainless Golems, Evokers, and Guard Dogs can't be hired, but if you're attacked they will come to your defense assuming you have a high enough popularity with Illagers.
The Illagers have new places too, not just their Woodland Mansions.
Tweaked so that it is now well-lit and thus no "normal" monsters will spawn inside, owing to the greater variety of Illagers present. More Illagers (particularly Vindicators and Brigands) spawn inside, and Aces spawn outside in the air, as well as inside to a limited extent (on foot).
Outlaw Camps are small campfires ("cosmetic fires" which do not burn things or burn out) surrounded by white wool tents held up by fenceposts. The Outlaw Camp can generate pretty much anywhere, and contains anywhere from 3-8 Brigands and Guard Dogs.
Illages are quite simply Illager villages. They are much rarer than normal villages (around as common as zombie villages) and contain numerous Vindicators, as well as Brigands in place of Guardsmen. Other variants of Illager with the exception of Evokers can also spawn here.
Guys that aren't Illagers or Villagers, but still useful for Testificate improvement.
These heavily rusted, vine overgrown, hunchbacked Golems, leaking flakes of rust and oily tears as they move, have not received maintenance or even a little cleaning for decades. They used to be the protectors of Zombie Villages, but for whatever reason they survived the zombie siege that destroyed theirs and its tiny garrison. Their mechanical noises are slow and strained, and sometimes they emit a sort of mumbling that can be construed as crying.
Fallen into a despair at their failure to save the Villagers who they were made to defend, they pace around the empty streets, mumbling mechanically to themselves, and clutching long-wilted poppies with textures not unlike dead bark. They have become so insane that they will attack you in a mad rage if you harm a zombie villager within the limits of the zombie village; about the only thing you can do for them now is destroy them.
While they are still a hard fight- being Iron Golems- they are not as difficult as the moderately well maintained Village golems or the freshly-produced Stainless Golems, having only 80 health (40 hearts) and a tendency to charge in a straight line before turning around, leaving them open for attack. On death they drop iron ingots and a Wilted Poppy.
So there you have it: the Update Civilis.
This will constantly be expanded and revised as time goes on- hence the changelog up there- but I'd greatly benefit from your feedback! Feel free to post your two cents down there and generally let me know what ya think of it and what could be better!
If you like this a lot, and really want to contribute, here's some ways you can help me make this suggestion even better:
- Suggest! Whether you have a fun idea for a Printer's book, or something you think should be tweaked, it's responses from the community that makes suggestions like the Update Civitas great.
- Because I'm totally crap at NovaSkin and Blockbench makes my head explode, being skilled at either of the two would be a godsend for me. I won't hide that I'm a crap MS Paint artist even with a Wacom tablet, so having some genuine models/skins to put up for each new villager or illager would be a major help if you feel like making one.
- If you like this suggestion enough, feel free to post the below linked image right into your signature:
And most of all...
Thank you for reading!
Wolftopia: for certain ideas (e.g. reading).
fishg: for certain ideas (e.g. Mad Libs style books)
The_Last_Dovahkiin: Models for Golems and Guard Dog
StickyPistonPig: Popularity scale base
AMPPL50: Assorted suggestions and ideas
Please tell me if I missed crediting you.
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