The Meaning of Life, the Universe, and Everything.
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As my last few projects have relied on breeding and carting specific villager around (right now trying to fill a library with 20-30 librarians), I've been losing hours just trying to get the right villagers for each application. It got me thinking about a possible use for the green/"Nitwit" villagers.
I'm thinking perhaps each villager type can sell apprentice robes, that can be used on a green villager, making him a striped variation of another villager role. Then, either it is required, or simply boosts training time, for him to be near the villager type he is apprenticing as. Perhaps trading with a "Master" villager of each job while the apprentice is tagging along with that master could also speed up training.
As an alternative, maybe there could also be a teacher job, that upon each level-up offers more and more job training books, that are likewise used on green villagers. Maybe a potion of forgetfulness could also be added to the game, to turn villagers green and then be retrained?
I don't see the point of this, breeding more villagers is simple enough.
(As I read the proposal, only the profession eg. white robe (possibly the carreer eg. librarian) would be conferred by the new robe – not specific trades.
The cost (either in player time or in-game resources) to breed and check several villages would likely be less than the cost & time of robe and training.)
[OTOH, the No Child Left Behind philosophy will doubtless be appealing to some of the SJW set….]
Nitwits do have an in-game use… Door Validation Engineers
[I've even been known to nametag mine with the monikers of politicians who have demonstrated particularly egregious competency in their "profession"… ]
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"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.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/30/2018
Posts:
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Member Details
I do agree that depending on how you look at it, the concept has some flaws. I have however just spent over 14 hours shoving mostly useless villagers into a nearby nether portal and have only accumulated 9 of my 20 librarian minimum goal. Even if it took me an hour each, one at a time, I'd still be better off right now. This could just be bad luck on my part of course. And besides that point, I feel like apprenticing fits the theme of the villages more, on top of making them feel a bit more interactive.
Another thought is how the developers have turned exploits into features in the past. Given this is a bit more involved than just making the greens available in survival and creative without as much work, but I feel like the hours people spend farming to get certain villagers (not just certain amounts of them) would justify this feature.
Not to mention I wouldn't have to keep going from village to village arranging for villagers to take a vacation in the nether only to have an accident with mistaking lava for a hot tub.
quote=Imatron Interpolated replies
I do agree that depending on how you look at it, the concept has some flaws. I have however just spent over 14 hours shoving mostly useless villagers into a nearby nether portal and have only accumulated 9 of my 20 librarian minimum goal. Even if it took me an hour each, one at a time, I'd still be better off right now. This could just be bad luck on my part of course. And besides that point, I feel like apprenticing fits the theme of the villages more, on top of making them feel a bit more interactive. Nitwit to me implies uneducatable (rather than just uneducated).
The appenticing idea is interesting, but might seem more 'natural' if it were to apply to baby villagers (who would not be born into a particular profession). This would also prevent 'sorting' villagers before maturity (at which time an unapprenticed villager would be assigned a random profession/career – as now done at birth.
I'm curious as to why it is taking you so long to get 20 librarians… I was able to get 31 Nitwits in far less than 14 hours [for use as "the government" that "officially recognized" the doors of an iron farm above an 92 door infinite breeder — the 32nd (who goes up a bublevator to turn off the breeding is a cleric) ]. Nitwits are twice as likely as Librarians, but 9 in 14 hours still seems long…
I put one Nitwit & 6 doors above a carrot field with some starter villagers and went about building.
Sorting the types entailed (of course) the usual frustration of moving villagers
Another thought is how the developers have turned exploits into features in the past. Given this is a bit more involved than just making the greens available in survival and creative without as much work, but I feel like the hours people spend farming to get certain villagers (not just certain amounts of them) would justify this feature.
Depending on the costs, being able to change villager professions/careers would make assembling trade halls easier; my view has been that the hassle of dealing with villagers is the prime constraint on these builds – which offer very considerable advantages.
Not to mention I wouldn't have to keep going from village to village arranging for villagers to take a vacation in the nether only to have an accident with mistaking lava for a hot tub. :ROFLMAO: being more parsimoniously minded, I send them to rush with Zeta Beta Epsilon (𝚭𝚩𝚬) and on into the 𝚭𝚩𝚬 "career" path…
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.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/30/2018
Posts:
47
Member Details
I've been trying to make one of those breeding platforms you described thinking it would be easier than making a bunch of doors, but it doesn't seem to be working for me. Would you happen to have a link to some pictures/description? Also, working on this for another two days and only gotten up to 15 librarians, I'm begginging to think the ratios are incorrect on the wiki.
This is what I had built, there is a villager on the platform he's just in the "house"
quote=Imatron
I've been trying to make one of those breeding platforms you described thinking it would be easier than making a bunch of doors, but it doesn't seem to be working for me. Would you happen to have a link to some pictures/description? Also, working on this for another two days and only gotten up to 15 librarians, I'm begginging to think the ratios are incorrect on the wiki.
Based on the pic you posted, all you need do is add 5 more valid doors to the one on the floating platform.
[6 doors X 0.35 villagers per door = 2.1 maximum villagers but only one counts for the 'census' so more will be bred]
Extend the platform to 5x5 and arrange as
FFFFF F=fence/wall
FDDDF D=wooden door
FTVTF T=torch (glowstone/jack-o-lantern/sea lantern must be in the floor or the villager will be able to use these to reach the wall top)
FDDDF V=villager
FFFFF
Lighting the farm area so all spaces are 9+ will let crops grow through the night… as well as preventing hostile spawns is also recommended; (rows of torches on the cobble walls should reach the center).
Suddenly Nitwits go from useless to almost valuable...
I'm simultaneously thinking this can in no way be balanced and that seeing the potential in this. On one hand, part of the balance of Librarians selling enchanted books is that they are so rare, on the other hand, rarity is a stupid balancing mechanic.
One thing that makes this incredibly useful is the aspect of training a Farming Villager. Heck, the Farming Villager robe should be found in dungeon chests, and most definitely wearable by the player. A Nitwit should be able to be trained into a Farmer with just one right-click of the brown robe item. This means it's easy to restart a Village if you can just find a Nitwit.
As for the other roles, they should take more time to train since many of them are somewhat valuable roles. I like the idea of the Villager tagging along with you while you trade, although I wouldn't want to take my new Librarian Apprentice through the Nether and on mining trips, or to stop doing those things until he becomes a full Librarian.
The teacher job sounds reasonable. Here's how it should work:
- You buy a robe of a specific type of Villager from the Teacher Villager. More useful robes like the Librarian are a higher level and require more emeralds.
- Right clicking on the Villager will put him into apprentice mode. In this mode, he will find the nearest Teacher villager and engage in conversation with him, after which he won't talk to the Teacher Villager for a short period of time.
- After five conversations with the teacher Villager, he can barter with the player, and may seek out nearby players if they come nearby. His prices may be overpriced, rarely underpriced, but after a random number of player interactions (3 to 5), he will become a master Villager.
- The Villager will remember who sponsored his education with the "Sponsor" tag. The Villager will offer the sponsor player some under-priced goods in exchange for funding his education.
After all is said and done, I like the idea of wearable Villager robes, and I like the idea of a use for the Nitwit. (Sure he was designed to be a useless Villager, possibly meant for placing ambient human characters around cities, but I like this.)
I can even think of more ideas, such as a top-tier blue robe to train the Villager to be a "Player's Aid" with some small additional inventory space, and a weak ranged attack. (NOT an Iron Golem replacement, but an assistant the player can hire, possibly with the intention of defending a base with something better than a Snow Golem.)
Support.
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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.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/30/2018
Posts:
47
Member Details
Actually I never meant for the villagers to tag along with the player, but tag along with another villager of the job their apprentice robes match, and IF you trade with the master that apprentice is tagging along with, it can reduce the time needed for him to complete his training.
Although I admit more villager roles would be fun, having combat assistants or clerics that heal you sounds cool.
As for my suggestions on how it gets done, I don't care too much how exactly it gets implemented, just would be grateful to have an alternative to babysitting my villager farms for hours at a time instead of building XP
As my last few projects have relied on breeding and carting specific villager around (right now trying to fill a library with 20-30 librarians), I've been losing hours just trying to get the right villagers for each application. It got me thinking about a possible use for the green/"Nitwit" villagers.
I'm thinking perhaps each villager type can sell apprentice robes, that can be used on a green villager, making him a striped variation of another villager role. Then, either it is required, or simply boosts training time, for him to be near the villager type he is apprenticing as. Perhaps trading with a "Master" villager of each job while the apprentice is tagging along with that master could also speed up training.
As an alternative, maybe there could also be a teacher job, that upon each level-up offers more and more job training books, that are likewise used on green villagers. Maybe a potion of forgetfulness could also be added to the game, to turn villagers green and then be retrained?
this is a great idea but I think the training books/robes should be usable on all villager types.
Support
I don't see the point of this, breeding more villagers is simple enough.
(As I read the proposal, only the profession eg. white robe (possibly the carreer eg. librarian) would be conferred by the new robe – not specific trades.
The cost (either in player time or in-game resources) to breed and check several villages would likely be less than the cost & time of robe and training.)
[OTOH, the No Child Left Behind philosophy will doubtless be appealing to some of the SJW set….]
Nitwits do have an in-game use… Door Validation Engineers
[I've even been known to nametag mine with the monikers of politicians who have demonstrated particularly egregious competency in their "profession"… ]
I do agree that depending on how you look at it, the concept has some flaws. I have however just spent over 14 hours shoving mostly useless villagers into a nearby nether portal and have only accumulated 9 of my 20 librarian minimum goal. Even if it took me an hour each, one at a time, I'd still be better off right now. This could just be bad luck on my part of course. And besides that point, I feel like apprenticing fits the theme of the villages more, on top of making them feel a bit more interactive.
Another thought is how the developers have turned exploits into features in the past. Given this is a bit more involved than just making the greens available in survival and creative without as much work, but I feel like the hours people spend farming to get certain villagers (not just certain amounts of them) would justify this feature.
Not to mention I wouldn't have to keep going from village to village arranging for villagers to take a vacation in the nether only to have an accident with mistaking lava for a hot tub.
quote=Imatron Interpolated replies
I do agree that depending on how you look at it, the concept has some flaws. I have however just spent over 14 hours shoving mostly useless villagers into a nearby nether portal and have only accumulated 9 of my 20 librarian minimum goal. Even if it took me an hour each, one at a time, I'd still be better off right now. This could just be bad luck on my part of course. And besides that point, I feel like apprenticing fits the theme of the villages more, on top of making them feel a bit more interactive. Nitwit to me implies uneducatable (rather than just uneducated).
The appenticing idea is interesting, but might seem more 'natural' if it were to apply to baby villagers (who would not be born into a particular profession). This would also prevent 'sorting' villagers before maturity (at which time an unapprenticed villager would be assigned a random profession/career – as now done at birth.
I'm curious as to why it is taking you so long to get 20 librarians… I was able to get 31 Nitwits in far less than 14 hours [for use as "the government" that "officially recognized" the doors of an iron farm above an 92 door infinite breeder — the 32nd (who goes up a bublevator to turn off the breeding is a cleric) ]. Nitwits are twice as likely as Librarians, but 9 in 14 hours still seems long…
I put one Nitwit & 6 doors above a carrot field with some starter villagers and went about building.
Sorting the types entailed (of course) the usual frustration of moving villagers
Another thought is how the developers have turned exploits into features in the past. Given this is a bit more involved than just making the greens available in survival and creative without as much work, but I feel like the hours people spend farming to get certain villagers (not just certain amounts of them) would justify this feature.
Depending on the costs, being able to change villager professions/careers would make assembling trade halls easier; my view has been that the hassle of dealing with villagers is the prime constraint on these builds – which offer very considerable advantages.
Not to mention I wouldn't have to keep going from village to village arranging for villagers to take a vacation in the nether only to have an accident with mistaking lava for a hot tub. :ROFLMAO: being more parsimoniously minded, I send them to rush with Zeta Beta Epsilon (𝚭𝚩𝚬) and on into the 𝚭𝚩𝚬 "career" path…
I've been trying to make one of those breeding platforms you described thinking it would be easier than making a bunch of doors, but it doesn't seem to be working for me. Would you happen to have a link to some pictures/description? Also, working on this for another two days and only gotten up to 15 librarians, I'm begginging to think the ratios are incorrect on the wiki.
This is what I had built, there is a villager on the platform he's just in the "house"
https://pbs.twimg.com/media/DcwuG89UQAE9mSw.jpg:large
quote=Imatron
I've been trying to make one of those breeding platforms you described thinking it would be easier than making a bunch of doors, but it doesn't seem to be working for me. Would you happen to have a link to some pictures/description? Also, working on this for another two days and only gotten up to 15 librarians, I'm begginging to think the ratios are incorrect on the wiki.
This is what I had built, there is a villager on the platform he's just in the "house" https://pbs.twimg.com/media/DcwuG89UQAE9mSw.jpg:large
Based on the pic you posted, all you need do is add 5 more valid doors to the one on the floating platform.
[6 doors X 0.35 villagers per door = 2.1 maximum villagers but only one counts for the 'census' so more will be bred]
Extend the platform to 5x5 and arrange as
FDDDF D=wooden door
FTVTF T=torch (glowstone/jack-o-lantern/sea lantern must be in the floor or the villager will be able to use these to reach the wall top)
FDDDF V=villager
FFFFF
Lighting the farm area so all spaces are 9+ will let crops grow through the night… as well as preventing hostile spawns is also recommended; (rows of torches on the cobble walls should reach the center).
This, Minecraft Tutorial - 1.8 Infinite Adult Villager Spawner and Transport System, is fairly old – but does a good job of explaining the princlple while remaining concise. [For a more thorough explanation of villager/door mechanics, the first ~10 minutes of this is quite good How Iron Farms Work, A Comprehensive Guide to Making your own Iron Farm in Minecraft 1.8 - 1.12! ]
Ah, thanks, somehow I misread the description to think there was one door needed on the platform. Ill give that a try.
Im up to 16 now, just had my hopes up because I had 6 white cloaked babies and they were all cartographers, >_<
Suddenly Nitwits go from useless to almost valuable...
I'm simultaneously thinking this can in no way be balanced and that seeing the potential in this. On one hand, part of the balance of Librarians selling enchanted books is that they are so rare, on the other hand, rarity is a stupid balancing mechanic.
One thing that makes this incredibly useful is the aspect of training a Farming Villager. Heck, the Farming Villager robe should be found in dungeon chests, and most definitely wearable by the player. A Nitwit should be able to be trained into a Farmer with just one right-click of the brown robe item. This means it's easy to restart a Village if you can just find a Nitwit.
As for the other roles, they should take more time to train since many of them are somewhat valuable roles. I like the idea of the Villager tagging along with you while you trade, although I wouldn't want to take my new Librarian Apprentice through the Nether and on mining trips, or to stop doing those things until he becomes a full Librarian.
The teacher job sounds reasonable. Here's how it should work:
- You buy a robe of a specific type of Villager from the Teacher Villager. More useful robes like the Librarian are a higher level and require more emeralds.
- Right clicking on the Villager will put him into apprentice mode. In this mode, he will find the nearest Teacher villager and engage in conversation with him, after which he won't talk to the Teacher Villager for a short period of time.
- After five conversations with the teacher Villager, he can barter with the player, and may seek out nearby players if they come nearby. His prices may be overpriced, rarely underpriced, but after a random number of player interactions (3 to 5), he will become a master Villager.
- The Villager will remember who sponsored his education with the "Sponsor" tag. The Villager will offer the sponsor player some under-priced goods in exchange for funding his education.
After all is said and done, I like the idea of wearable Villager robes, and I like the idea of a use for the Nitwit. (Sure he was designed to be a useless Villager, possibly meant for placing ambient human characters around cities, but I like this.)
I can even think of more ideas, such as a top-tier blue robe to train the Villager to be a "Player's Aid" with some small additional inventory space, and a weak ranged attack. (NOT an Iron Golem replacement, but an assistant the player can hire, possibly with the intention of defending a base with something better than a Snow Golem.)
Support.
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.
Actually I never meant for the villagers to tag along with the player, but tag along with another villager of the job their apprentice robes match, and IF you trade with the master that apprentice is tagging along with, it can reduce the time needed for him to complete his training.
Although I admit more villager roles would be fun, having combat assistants or clerics that heal you sounds cool.
As for my suggestions on how it gets done, I don't care too much how exactly it gets implemented, just would be grateful to have an alternative to babysitting my villager farms for hours at a time instead of building XP