I have yet to see a functional villager sorter that does so by profession. I have an infinite breeder, and a trading hall to lock villagers in place, but this doesn't help the fact that I have dozens of villagers with established good trades, many of which are master rank.
I thought it would be easier to design a profession sorter, than to try to grab each on painstakingly by hand and move them to their proper trading hall.
Now here's my issues I've encountered in each attempted design -
Long hall of cells containing a path-able unique job block for each profession:
Problem- they only saw the job site block if they were in view, so I replaced the top layer of the cells with trap doors so they could see, but then they got stuck in adjacent cells trying to get to it.
So I scrapped this long hall with cells design, and opted for a big square with job site blocks on the perimeter. The problem with this design is that I fail in creating an instant trap for them to fall into when they get near the job site block. I adapted an observer string sticky-piston design from the trading hall but somehow when I trigger the string the piston gets in a tizzy opening and closing really fast, not sure how to fix this.
EDIT: I attached my redstone mechanism as an image, I'm doing this in survival. When I step on the string, the redstone lights up very briefly but isn't activating my inverted piston. I'm using the observer to detect the state change of the string.
I have yet to see a functional villager sorter that does so by profession. I have an infinite breeder, and a trading hall to lock villagers in place, but this doesn't help the fact that I have dozens of villagers with established good trades, many of which are master rank.
I thought it would be easier to design a profession sorter, than to try to grab each on painstakingly by hand and move them to their proper trading hall.
Now here's my issues I've encountered in each attempted design -
Long hall of cells containing a path-able unique job block for each profession:
Problem- they only saw the job site block if they were in view, so I replaced the top layer of the cells with trap doors so they could see, but then they got stuck in adjacent cells trying to get to it.
So I scrapped this long hall with cells design, and opted for a big square with job site blocks on the perimeter. The problem with this design is that I fail in creating an instant trap for them to fall into when they get near the job site block. I adapted an observer string sticky-piston design from the trading hall but somehow when I trigger the string the piston gets in a tizzy opening and closing really fast, not sure how to fix this.
EDIT: I attached my redstone mechanism as an image, I'm doing this in survival. When I step on the string, the redstone lights up very briefly but isn't activating my inverted piston. I'm using the observer to detect the state change of the string.