The common problem with village generation is that if the terrain isn't even, there's a chance that the village could messed up. This issue occur even to current village, which cause various terrain problems such as farm being built very high in the air or house being blocked by the path. Therefore, I propose a solution for this problem. If this problem can be fixed, then travelling could potentially be much more exciting and thrilling, while also opening some new possibilities.
Solution:-
The solution for this issue can be fixed in a way. The way is the sub-biome, which generate a sub-biome specific for villages. This sub-biome has no caves, trees, dungeons, or any other structure except village and is almost perfectly even. The village will then generate inside the sub-biome. This sub-biome adopt to the block of the surrounding biome. The sub-biome would be referred as BiomeName V, such as Jungle V, Swamp V or Extreme Hills V. This would allow for generation of village in multiple biome.
Villages Types and Spawning:-
Since village would now spawn in lots of biome, surely we can't have it so that village would have the same spawn rate. Instead, the spawn rate of village would be lowered by 50% in most biomes. If you pay attention, you'll realize that I say most biomes. Why, you ask? Because the spawn rate in Savanna, Snow Plains, Plains and Desert isn't affected. And since there's gonna be lotta village, it would be incredibly repetitive to see the same kind of village all over again, just with different blocks.
Classic Village:-
This village can generate in Plains, Forest, Roofed Forest, Savanna and its variant. This village is the same as normal village, except they're made out of the surrounding blocks. For example, a village in Roofed Forest would be made out of dark oak woods block such as door, fence, slab, and even the planks and logs of the village. This is to make the village seems more fitting.
Plateau Village:-
A village generated in Desert, Mesa and its variant. This village is often made out of sandstone or red sandstone, depending on the biome. This village uses sandstone/red sandstone variant in builds, while the fence and door were oak variant. Artesan Villager spawn here inside their own art house, which is a house with a color as a theme with a few painting/banner inside. They have a stained glass. Sorry if the house looks bad. I'm not an experienced builder, so if anyone has better builds, then be sure to show it to me. The sawmill also generate here, and the only place in the desert where you can get some wood.
This village generate in snow plains, taiga, tundra, and its variant. It is made out of mainly spruce wood, though sometimes it is made out of actual snow block and packed ice. The door, fences, slab and stair were always spruce variant. This village is the home to the Hunter, a new villager which can be found in its own watchtower, made out of cobblestone and spruce wood.
Exclusive to the Jungle biomes only. This village is built on top of several huge, 2x2 jungle tree. Each tree holds only 1 building, with the path being made out of jungle wood and fenced in. All wooden block were jungle variant, whereas all cobblestone has 50% chance to be mossy cobblestone instead.
Mountain Village:-
Generate only in Extreme Hills biomes. This village is built inside the mountain, meaning the houses is build as a space with the furniture inside. The well is put in the very center, and all building uses as little wood as possible, instead replacing them with cobblestone/stone variant. All fences is now cobblestone walls.
Villager Type:-
Lumberjack:Specialized in selling wood related items.
Buys:-
Iron Axe for 6-8 emeralds
Diamond Axe for 9-12 emeralds
Enchanted Iron Axe for 16-28 emeralds
Enchanted Diamond Axe for 18-30 emeralds
Sold:-
12-16 planks for 5-7 emeralds
12-16 logs for 9-13 emeralds
20-32 sticks for 4-8 emeralds
1 boat for 10-12 emeralds
2-4 armor stands for 13-17 emeralds
Artesan:Specialized in selling decorative blocks and items.
Sold:-
16-24 white wools for 4-8 emeralds(Painter)
16-20 colored wools for 6-8 emeralds(Painter)
4-8 paintings for 9-12 emeralds(Painter)
1-2 banner(s)(random pattern) for 12-15 emeralds(Painter)
1 Shield(random pattern) for 11-14 emeralds(Painter)
20-40 terracottas for 9-12 emeralds(Sculptor)
20-32 glazed terracottas for 12-20 emeralds(Sculptor)
20-32 concrete powders for 12-18 emeralds(Sculptor)
20-40 concretes for 12-18 emeralds(Sculptor)
Buys:
16-24 white wools for 4-8 emeralds(Painter)
8-12 colored wools for 4-8 emeralds(Painter)
3-6 paintings for 4-8 emeralds(Painter)
6-10 dyes(random) for 3-5 emeralds(Painter)
12-20 prismarines for 12-18 emeralds(Sculptor)
10-12 purpur bricks for 10-19 emeralds(Sculptor)
10-12 Endbricks for 10-19 emeralds(Sculptor)
16-32 stone brick for 1-2 emeralds(Sculptor)
Hunter:-
Buys:-
16-32 arrows for 2-3 emeralds
Sold:-
16-32 rotten fleshes for 2-3 emeralds
12-24 bones for 2-3 emeralds
12-24 strings for 2-3 emeralds
4-8 spider eyes for 3-4 emeralds
6-10 gunpowders for 2-3 emeralds
Conclusion: With the addition of different kinds of village in different biome each having different villagers, it shouldn't take long to realize that adventuring has gotten a whole lot of improvement. Travelling would now be much more exiting, and encourage travelling in more biomes. The new villager also ensure the players aren't satisfied with just village, as they're going to miss out on other villager trades.
Notes:The build is made in MCPE, 0.11.55 meaning things like banner, armor stand isn't available in the pic. The Art House may have some armor stand inside(to represent the statue).
The variant village/villager types are (unsurprisingly, given the amount of material) a mixed bag:
some interesting,
colored wool and dyes are now salable
some jawdropping
Sells — "20-32 sticks for 4-9 emeralds [Lumberjack]" (Lumberjack sales in general might make sense in a desert, buy in a wooded biome???)
Buys — "12-16 stone brick for 10-12 emeralds(Sculptor)" (even smelting this from cobble, this is very high; 16-20 for 1 emerald seems better)
some potentially game changing
concrete would become a renewable resource
.
The most interesting part, however, is this (IMO):
quote=TerrariaVindicator The common problem with village generation is that if the terrain isn't even, there's a chance that the village could messed up. This issue occur even to current village, which cause various terrain problems such as farm being built very high in the air or house being blocked by the path. Therefore, I propose a solution for this problem. If this problem can be fixed, then travelling could potentially be much more exciting and thrilling, while also opening some new possibilities.
Solution:-
The solution for this issue can be fixed in a way. The way is the sub-biome, which generate a sub-biome specific for villages. This sub-biome has no caves, trees, dungeons, or any other structure except village and is almost perfectly even. The village will then generate inside the sub-biome. This sub-biome adopt to the block of the surrounding biome. The sub-biome would be referred as BiomeName V, such as Jungle V, Swamp V or Extreme Hills V. This would allow for generation of village in multiple biome.
The current village generation algorithm has a certainly does not handle uneven elevation well – Tiaga villages especially seem to generate 'broken' (all fields out of detection range, villagers sealed into houses, etc) more often than not.
Imposing a local near-super-flat biome ("no caves, trees, dungeons, or any other structure except village and is almost perfectly even") would produce its own problems:
with minimal terrain differences, villages would tend to look the same (more like Levittowns)
this essentially just pushes the problems to the edge of the village where the near-super-flat area will still need to be blended into the larger host biome(s).
Villages would, however be easier to find in wooded biomes due to the lack of trees
What (IMO) is needed to address this issue is an improvement to context sensitivity in the village generation algorithm, probably involving extensive expansion and a multipass approach.
A simpler, but likely less effective, alternative would be to expand the Y-range of field detection: currently "Farmland to be tended is found by seeking for certain blocks up to 15 blocks away from the villager in X and Z and up to 1 away in Y (a 31×31×3 [X•Z•Y] area total)."
The field detection would cause more dispersal of browncoats which would then validate more of the generated houses.
Coupling this with a check to force the two blocks outside each door to be air and an algorithm to force a staircase path up or down toward the village center along the house walls would help with inaccessible houses.
Rather than extending building foundations straight down without limit, they should show a randomized taper in toward whatever side has solid ground at the level nearest the door(s) producing a cantilever effect.
Similarly, fields should remove solid blocks above with a randomized step back until the entire field is at skylight level 9+.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
It seems like these new biomes are a nice way to fix the problem of Villages not being able to spawn in these biomes, although you could argue that the extreme hills biome is meant to be lonely and mysterious. (Although I suppose it doesn't really have that much of a moody atmosphere compared to the Nether or End...)
Artesian Villager: I don't like how blocky his house is. I also find it odd that you would place a blue house like that in a red/orange biome. (Tide Pods meme?) Now, Villagers ask pretty expensive prices for basic raw materials, but this guy is asking way too much even for a normal Villager. I would never, ever, use the concrete trades unless there's no sand or gravel to be found in the world whatsoever. (Which is unlikely.)
Hunter: Seems like a good location for their house. I do find it odd that he has no buying trades. (He could buy arrows from the player...) His selling trades are kinda meh, though. Obviously uninteresting to a player with a mob farm, but also there are few times I really need rotten flesh beyond early game. I think I'd use his gunpowder or bone trades, but even those are a bit expensive...
Lumberjack: I don't see how the player is going to be able to take advantage of the enchanted tool trades. Is he supposed to just use the enchanting table and hope? None of his sells seem worth it. Especially since he literally spawns in a jungle biome. (The Village itself deserves a bit more describing. I want to know how this is supposed to generate...)
Miner: I don't feel like the player should be able to have his mining done for him. That being said though, the trades are still pretty expensive, and considering all of these resources can be found almost anywhere in the world, I don't feel like this Villager is useful at all.
Support Pending, at least until I see improvement and more detail.
Rollback Post to RevisionRollBack
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
It seems like these new biomes are a nice way to fix the problem of Villages not being able to spawn in these biomes, although you could argue that the extreme hills biome is meant to be lonely and mysterious. (Although I suppose it doesn't really have that much of a moody atmosphere compared to the Nether or End...)
Artesian Villager: I don't like how blocky his house is. I also find it odd that you would place a blue house like that in a red/orange biome (Tide Pods meme?) Now, Villagers ask pretty expensive prices for basic raw materials, but this guy is asking way too much even for a normal Villager. I would never, ever, use the concrete trades unless there's no sand or gravel to be found in the world whatsoever. (Which is unlikely.)
[I'm not a good builder, and I don't think you should say something is bad just because the OP can't make an okay building. But perhaps.. I can improve the quality of my builds in the future. Beside, concrete trades would make concrete a renewable resource. Plus, he gave it to you in excessive quantity, so you only needs to do one trade to have some in your inventory.]
Hunter: Seems like a good location for their house. I do find it odd that he has no buying trades. (He could buy arrows from the player...) His selling trades are kinda meh, though. Obviously uninteresting to a player with a mob farm, but also there are few times I really need rotten flesh beyond early game. I think I'd use his gunpowder or bone trades, but even those are a bit expensive...
[He now has a buying trades. And that's like saying that the trades for bread is uninteresting to those who already has a fully automatic giant wheat farm. Plus, if your far away from that mob farm of yours, then doing some of this trade can prove helpful. And I lowered the prices.]
Lumberjack: I don't see how the player is going to be able to take advantage of the enchanted tool trades. Is he supposed to just use the enchanting table and hope? None of his sells seem worth it. Especially since he literally spawns in a jungle biome. (The Village itself deserves a bit more describing. I want to know how this is supposed to generate...)
The player give the lumberjack a pre-enchanted axe(that has been enchanted by the player or by natural generation) and I changed it so he spawns in the desert instead, making his trades of a very high quality. He don't take the axe and enchant it himself. But I guess I should increase the emeralds gain from him. I'll add it to the OP immediately.
Miner: I don't feel like the player should be able to have his mining done for him. That being said though, the trades are still pretty expensive, and considering all of these resources can be found almost anywhere in the world, I don't feel like this Villager is useful at all.
I removed him.
Support Pending, at least until I see improvement and more detail.
I'm in the category of wanting to say "partial support" because I'm not sure if this concept improves the game for all play styles. I mean, is the suggestion for an option in world generation or for a proposed change to all world generations?
If I may explain, my own playstyle does involve looking for villages and then enjoying the challenge of how to address their wonky generation to make them prettier and more functional for the villagers. There are lots of YouTube tutorials on how to make-over villages and other generated structures. So, yes, on the one hand, having more variety to start with in more locations could be a good thing from the point of view that it means more to work with for players who like to build in villages. But, on the other hand, if the world generation is stabilized it also removes some of the challenge and potentially the fun in trying to puzzle out how to make the gardens (farms?) sitting on cobblestone platforms work or how to address paths going up and down hills. And, more types of buildings (watchtowers, etc.) means the player doesn't have as much need to add their own buildings. If I see a village half generated on a river, for example, I'm likely to want to add my own fisherman's hut and fish monger shop.
Also, igloos do have villagers now, right? So there's some possibility for the player to establish a village in a snowy area by building additional structures.
Being villages presently can generate on biome borders (I mean they generate with the center in one and the outskirts of the village end up in a neaby biome) it does mean some villages generated in Plains end up with parts in Roofed Forest or Forest. And certainly the player can use the dark oak to build or redesign village structures. So, personally I don't see as much of as need to locate villages in those biomes. Though, maybe a smaller change to code could randomize the type of wood, stone, and planks used in any village, or check biome borders for the wood selection.
But, I like the idea of some structure being in a mesa or extreme hills biome, like a red sandstone, or clay, or stone brick variant of a village. Because the way biomes and borders generate (except if someone has an amplified world option or something?) villages wouldn't as likely generate within the interior of extreme hills. But, maybe like others said that biome has a lonely feel, because I imagined an abandoned stone village that was built long ago before a earthquakes and lake migration made the terrain less suitable for settlement.
But still, I like the concept of more variety to villages and support that.
And I can see how additional types of villagers appeals to players who like to trade with them. And I understand additional villagers could warrant types of village structures in which they are able to generate along with a village.
Solution:-
The solution for this issue can be fixed in a way. The way is the sub-biome, which generate a sub-biome specific for villages. This sub-biome has no caves, trees, dungeons, or any other structure except village and is almost perfectly even. The village will then generate inside the sub-biome. This sub-biome adopt to the block of the surrounding biome. The sub-biome would be referred as BiomeName V, such as Jungle V, Swamp V or Extreme Hills V. This would allow for generation of village in multiple biome.
Villages Types and Spawning:-
Since village would now spawn in lots of biome, surely we can't have it so that village would have the same spawn rate. Instead, the spawn rate of village would be lowered by 50% in most biomes. If you pay attention, you'll realize that I say most biomes. Why, you ask? Because the spawn rate in Savanna, Snow Plains, Plains and Desert isn't affected. And since there's gonna be lotta village, it would be incredibly repetitive to see the same kind of village all over again, just with different blocks.
Classic Village:-
This village can generate in Plains, Forest, Roofed Forest, Savanna and its variant. This village is the same as normal village, except they're made out of the surrounding blocks. For example, a village in Roofed Forest would be made out of dark oak woods block such as door, fence, slab, and even the planks and logs of the village. This is to make the village seems more fitting.
A village generated in Desert, Mesa and its variant. This village is often made out of sandstone or red sandstone, depending on the biome. This village uses sandstone/red sandstone variant in builds, while the fence and door were oak variant. Artesan Villager spawn here inside their own art house, which is a house with a color as a theme with a few painting/banner inside. They have a stained glass. Sorry if the house looks bad. I'm not an experienced builder, so if anyone has better builds, then be sure to show it to me. The sawmill also generate here, and the only place in the desert where you can get some wood.
https://imgur.com/a/IN3QI
Snowy Village:-
This village generate in snow plains, taiga, tundra, and its variant. It is made out of mainly spruce wood, though sometimes it is made out of actual snow block and packed ice. The door, fences, slab and stair were always spruce variant. This village is the home to the Hunter, a new villager which can be found in its own watchtower, made out of cobblestone and spruce wood.
https://imgur.com/a/dS2YB
Jungle Village:-
Exclusive to the Jungle biomes only. This village is built on top of several huge, 2x2 jungle tree. Each tree holds only 1 building, with the path being made out of jungle wood and fenced in. All wooden block were jungle variant, whereas all cobblestone has 50% chance to be mossy cobblestone instead.
Mountain Village:-
Generate only in Extreme Hills biomes. This village is built inside the mountain, meaning the houses is build as a space with the furniture inside. The well is put in the very center, and all building uses as little wood as possible, instead replacing them with cobblestone/stone variant. All fences is now cobblestone walls.
Villager Type:-
Lumberjack:Specialized in selling wood related items.
Buys:-
Iron Axe for 6-8 emeralds
Diamond Axe for 9-12 emeralds
Enchanted Iron Axe for 16-28 emeralds
Enchanted Diamond Axe for 18-30 emeralds
Sold:-
12-16 planks for 5-7 emeralds
12-16 logs for 9-13 emeralds
20-32 sticks for 4-8 emeralds
1 boat for 10-12 emeralds
2-4 armor stands for 13-17 emeralds
Artesan:Specialized in selling decorative blocks and items.
Sold:-
16-24 white wools for 4-8 emeralds(Painter)
16-20 colored wools for 6-8 emeralds(Painter)
4-8 paintings for 9-12 emeralds(Painter)
1-2 banner(s)(random pattern) for 12-15 emeralds(Painter)
1 Shield(random pattern) for 11-14 emeralds(Painter)
20-40 terracottas for 9-12 emeralds(Sculptor)
20-32 glazed terracottas for 12-20 emeralds(Sculptor)
20-32 concrete powders for 12-18 emeralds(Sculptor)
20-40 concretes for 12-18 emeralds(Sculptor)
Buys:
16-24 white wools for 4-8 emeralds(Painter)
8-12 colored wools for 4-8 emeralds(Painter)
3-6 paintings for 4-8 emeralds(Painter)
6-10 dyes(random) for 3-5 emeralds(Painter)
12-20 prismarines for 12-18 emeralds(Sculptor)
10-12 purpur bricks for 10-19 emeralds(Sculptor)
10-12 Endbricks for 10-19 emeralds(Sculptor)
16-32 stone brick for 1-2 emeralds(Sculptor)
Hunter:-
Buys:-
16-32 arrows for 2-3 emeralds
Sold:-
16-32 rotten fleshes for 2-3 emeralds
12-24 bones for 2-3 emeralds
12-24 strings for 2-3 emeralds
4-8 spider eyes for 3-4 emeralds
6-10 gunpowders for 2-3 emeralds
Conclusion: With the addition of different kinds of village in different biome each having different villagers, it shouldn't take long to realize that adventuring has gotten a whole lot of improvement. Travelling would now be much more exiting, and encourage travelling in more biomes. The new villager also ensure the players aren't satisfied with just village, as they're going to miss out on other villager trades.
Notes:The build is made in MCPE, 0.11.55 meaning things like banner, armor stand isn't available in the pic. The Art House may have some armor stand inside(to represent the statue).
Quite a lot in this proposal…
The variant village/villager types are (unsurprisingly, given the amount of material) a mixed bag:
some interesting,
some jawdropping
some potentially game changing
.
The most interesting part, however, is this (IMO):
quote=TerrariaVindicator The common problem with village generation is that if the terrain isn't even, there's a chance that the village could messed up. This issue occur even to current village, which cause various terrain problems such as farm being built very high in the air or house being blocked by the path. Therefore, I propose a solution for this problem. If this problem can be fixed, then travelling could potentially be much more exciting and thrilling, while also opening some new possibilities.
Solution:-
The solution for this issue can be fixed in a way. The way is the sub-biome, which generate a sub-biome specific for villages. This sub-biome has no caves, trees, dungeons, or any other structure except village and is almost perfectly even. The village will then generate inside the sub-biome. This sub-biome adopt to the block of the surrounding biome. The sub-biome would be referred as BiomeName V, such as Jungle V, Swamp V or Extreme Hills V. This would allow for generation of village in multiple biome.
The current village generation algorithm has a certainly does not handle uneven elevation well – Tiaga villages especially seem to generate 'broken' (all fields out of detection range, villagers sealed into houses, etc) more often than not.
Imposing a local near-super-flat biome ("no caves, trees, dungeons, or any other structure except village and is almost perfectly even") would produce its own problems:
Villages would, however be easier to find in wooded biomes due to the lack of trees
What (IMO) is needed to address this issue is an improvement to context sensitivity in the village generation algorithm, probably involving extensive expansion and a multipass approach.
A simpler, but likely less effective, alternative would be to expand the Y-range of field detection: currently "Farmland to be tended is found by seeking for certain blocks up to 15 blocks away from the villager in X and Z and up to 1 away in Y (a 31×31×3 [X•Z•Y] area total)."
The field detection would cause more dispersal of browncoats which would then validate more of the generated houses.
Coupling this with a check to force the two blocks outside each door to be air and an algorithm to force a staircase path up or down toward the village center along the house walls would help with inaccessible houses.
Rather than extending building foundations straight down without limit, they should show a randomized taper in toward whatever side has solid ground at the level nearest the door(s) producing a cantilever effect.
Similarly, fields should remove solid blocks above with a randomized step back until the entire field is at skylight level 9+.
It seems like these new biomes are a nice way to fix the problem of Villages not being able to spawn in these biomes, although you could argue that the extreme hills biome is meant to be lonely and mysterious. (Although I suppose it doesn't really have that much of a moody atmosphere compared to the Nether or End...)
Artesian Villager: I don't like how blocky his house is. I also find it odd that you would place a blue house like that in a red/orange biome. (Tide Pods meme?) Now, Villagers ask pretty expensive prices for basic raw materials, but this guy is asking way too much even for a normal Villager. I would never, ever, use the concrete trades unless there's no sand or gravel to be found in the world whatsoever. (Which is unlikely.)
Hunter: Seems like a good location for their house. I do find it odd that he has no buying trades. (He could buy arrows from the player...) His selling trades are kinda meh, though. Obviously uninteresting to a player with a mob farm, but also there are few times I really need rotten flesh beyond early game. I think I'd use his gunpowder or bone trades, but even those are a bit expensive...
Lumberjack: I don't see how the player is going to be able to take advantage of the enchanted tool trades. Is he supposed to just use the enchanting table and hope? None of his sells seem worth it. Especially since he literally spawns in a jungle biome. (The Village itself deserves a bit more describing. I want to know how this is supposed to generate...)
Miner: I don't feel like the player should be able to have his mining done for him. That being said though, the trades are still pretty expensive, and considering all of these resources can be found almost anywhere in the world, I don't feel like this Villager is useful at all.
Support Pending, at least until I see improvement and more detail.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I would love to see villages in all biomes, may be not on mountains like extreme hills.
In snow biome, villagers would live in igloos.
Support!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
My videos: https://www.youtube.com/user/robingravel
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Flash Animation (if your computer supports flash):
http://robingravel.byethost15.com/eflash.htm
Few flash movies have easter egg/extras
The player give the lumberjack a pre-enchanted axe(that has been enchanted by the player or by natural generation) and I changed it so he spawns in the desert instead, making his trades of a very high quality. He don't take the axe and enchant it himself. But I guess I should increase the emeralds gain from him. I'll add it to the OP immediately.
I'm in the category of wanting to say "partial support" because I'm not sure if this concept improves the game for all play styles. I mean, is the suggestion for an option in world generation or for a proposed change to all world generations?
If I may explain, my own playstyle does involve looking for villages and then enjoying the challenge of how to address their wonky generation to make them prettier and more functional for the villagers. There are lots of YouTube tutorials on how to make-over villages and other generated structures. So, yes, on the one hand, having more variety to start with in more locations could be a good thing from the point of view that it means more to work with for players who like to build in villages. But, on the other hand, if the world generation is stabilized it also removes some of the challenge and potentially the fun in trying to puzzle out how to make the gardens (farms?) sitting on cobblestone platforms work or how to address paths going up and down hills. And, more types of buildings (watchtowers, etc.) means the player doesn't have as much need to add their own buildings. If I see a village half generated on a river, for example, I'm likely to want to add my own fisherman's hut and fish monger shop.
Also, igloos do have villagers now, right? So there's some possibility for the player to establish a village in a snowy area by building additional structures.
Being villages presently can generate on biome borders (I mean they generate with the center in one and the outskirts of the village end up in a neaby biome) it does mean some villages generated in Plains end up with parts in Roofed Forest or Forest. And certainly the player can use the dark oak to build or redesign village structures. So, personally I don't see as much of as need to locate villages in those biomes. Though, maybe a smaller change to code could randomize the type of wood, stone, and planks used in any village, or check biome borders for the wood selection.
But, I like the idea of some structure being in a mesa or extreme hills biome, like a red sandstone, or clay, or stone brick variant of a village. Because the way biomes and borders generate (except if someone has an amplified world option or something?) villages wouldn't as likely generate within the interior of extreme hills. But, maybe like others said that biome has a lonely feel, because I imagined an abandoned stone village that was built long ago before a earthquakes and lake migration made the terrain less suitable for settlement.
But still, I like the concept of more variety to villages and support that.
And I can see how additional types of villagers appeals to players who like to trade with them. And I understand additional villagers could warrant types of village structures in which they are able to generate along with a village.
Stronghold Transformation
Dungeons to Monster Shelters
Discuss Woodland Mansion Transformations