Here you go, a spawn point on the boundary between badlands and jungle
I found this world initially under 1.13, but Amidst 4.4.1 shows the world looking more or less the same under 1.15.
What's the latest on Amidst and 1.15? Any issues? I'm currently playing 1.14 and using Amidst 4.3(1).
Do 1.15 maps render similarly to 1.14 maps, (will 1.14 seeds 'work' in 1.15 or will they render entirely different maps?)
Desert is easily my favorite biome for establishing a home village. The key is to find a desert village near other resources. The reason I like deserts best for villages is that they allow for an easy view of the entire village making buildings and villagers easy to find. The new frozen villages my become a second favorite for the same reason. I simply hate having villagers and buildings hidden by trees, or even tall grass. I typically plant a perimeter of trees around the village, (always Acacia, the best looking tree in Minecraft, and they look very much in place in the desert biome) and I make a pen for livestock and carpet it with grass blocks.
Beyond that, deserts are also great for overland travel as they allow for mostly unobstructed movement. Traveling through forest on horseback is a major PITA and tall grass is a nuisance when on foot.
Seaside villages are always ideal but within a 100 blocks or so is OK. My current home village borders plains and a small patch of forest on one side, (supply of wood plus the source for my livestock pen), and mesa, (more wood from mines, plus easy iron, coal and gold).
The only thing I really don't like about desert is the dull color of any planted grass or trees but it's a minor drawback.
I can't speak for how the new villagers are exploitable, (I don't 'farm' the game), but I do think the new villagers are much, much more playable now. Unlocking tier 1 can still be a challenge if you get a bad first trade option. And yes there remains some teething issues with the code. But overall I'm making MUCH more money from villagers now than I did before, (again, this is 'playing' with the villagers, not 'farming' them). I can now earn emeralds from sticks and stone, how cool is that? Andesite, the ugliest stone in the game, is now a commodity. I now have a reason to go on squid hunts. The new villagers are vastly more interesting than before.
Cats and many other animals can be transported in a boat. The cat will have to enter the boat of its own will and will often do so even when you don't want them to. The cat will likely not enter the boat if you're already in it, BUT, if you swim out into the water near the boat, that will often entice the cat to get in the boat. Note that the cat will not leave the boat until you break it.
I have been playing 1.14, (now 1.14.1), for about a week. I do really like the update, though it's obvious there are still a few bugs in the new village/villager mechanics, plus a few things to quibble about, new and old.
- Cats!!! Awesome. More animals, please, wild and domesticable. Haven't seen any panda yet but I do know where a jungle is, so.....
- Barrels! Great concept and a sure way to keep cats from becoming annoying but broken as currently designed. Please choose a different job site for the Fisherman. As it stands, barrels are nearly useless in a village setting because no one needs more than one Fisherman.
- I love the look of the new village architecture. Not so keen on the tiny structures. I have yet to come across anything like the ready to move-in buildings from 1.13, particularly the L-shaped ranch house. Some of the new architecture is truly bizarre, like an elevated structure that looks great from the outside but only contains a single 1x3 room with no furniture. Fisherman's Hut?(there were barrels scattered outside). Presumably the new architecture is designed small to encourage the player to build their own dwellings. Fine, but.....
- I do wish there were a way to discourage villagers from coming in and out of >my< dwellings, short of iron doors. This is compounded by the new bed mechanics. Sleeping villagers are novel right up to the moment one sleeps in your bed, then it's annoying.
- I'm not a big fan of the sprawling layouts of the new villages. They're just too spread out. I suppose this too is designed to encourage the player to interact more with the village, be it building defensive walls, clearing vegetation, improving paths, etc. I find it a management nuisance, particularly coupled with the wandering villager problem.
- Wandering villagers. Ugh, hate it. It seems even worse than in 1.13. Fences might help a bit but not fool proof. SUGGESTION: give the villagers a strong impulse to stay with X blocks of any building and a stronger impulse to stay within Y blocks of their job site. Personally I'd like to see max X of 20 blocks. I want to know where those villagers are and know they are safe. Heck, I just want to know they still exist. Real world experiences below in followup post.
- I really do like the concept of professions and the ability to specifically choose the villagers I want. Brilliant! Mechanics still a bit buggy, (real world exp. below).
- New trading is mostly good. It can be annoying to have to repeatedly recast a profession in order to get a good/viable tier 1 villager. I don't mind that higher tiers are more difficult/expensive to unlock. High level weapons & armor are now the precious commodities they should have always been and I think it's appropriate one must work a bit to unlock them. The new trading system has severely nerfed the farmer free money machine, and that's OK. Again, it reinforces the value of emeralds and higher level items in general.
- I really hate the illogic of village/villager/profession generation. Big village with very few villagers. Small village with many villagers. Cartography huts, (sometimes two), generated in virtually every village but Lecterns have been very rare. Leatherworker hut unnecessarily generates two cauldrons. Usually too many compost bins. Etc, etc, etc. I appreciate the randomness factor, but perhaps not quite so random, (Cap of one on Cartography huts, for example).
- Unemployed villagers. If a village spawns with job sites, the spawned villagers should automagically spawn to assume those professions. Simple. I can alter it later if need. But I have a predominance of villagers with unemployed villagers and unclaimed job sites. Fixing/improving the wandering villager mechanics would help this problem.
- I do wish there were better ways to A.) entice a villager to take a job site, even on the other side of the village and B.) recall villagers to their job sites when they wander off. The bell sort of works, but obviously has no effect if the villager bed is not located in the same place as the job site.
Real world experiences in next post.
The more I play 1.14, the more I like the new villagers.
The increased number of trades necessary to unlock higher levels was initially a turn off but I like the challenge it presents.
The random trades per tier was initially a big turnoff, especially if you get a villager with a particularly difficult or useless set of first trades. But then I figured out it's very easy to reset the villager to 'unemployed' then recast them again simply by removing and replacing their job site. Not much different, and a whole lot more savory, than killing and breeding to get what you want.
I really like the ease of creating the exact villager I want. Don't have a Librarian? Place a Lectern. Brilliant! Breeding, killing, breeding, killing, over and over while waiting for the one profession I wanted was always I major nuisance.
The trade cap is moderately annoying but it clearly illustrates how easy some trades were/are relative to others. I can easily live with the new limits and accept the challenge to go out and find the resources needed to make a trade and earn some emeralds. Besides, I usually am emerald rich by mid game so I don't really see the caps as creating any real limitation.
I could care less about resource farms and other exploits, though I do think such exploits are virtually inherent considering the scope and depth of the game. At a guess, I'm sure someone will figure out how to exploit the new villager mechanics, perhaps to even greater gain than before. Consider it a challenge to figure out how it can be done. On the other hand, for those who simply copy other's farm design, well, it may be a bit of wait before new farm mechanics are revealed for exploitation. Sit back, relax and enjoy the game experience.
I just discovered a wonderful village that really caught my fancy. It has stunning mesa views and a surprise patch of jungle that Amidst didn't predict would exist. Amidst didn't even predict the village itself. When I discovered it, the town had lots of villagers running around (all without professions). I had a hard time finding an empty bed to sleep in at night. I started landscaping and gathering resources to secure the village from mobs. A few hours later, all the villagers have gotten themselves into a pickle.
4 villagers are bobbing in the town well.
5 villagers are stuck in a pig pen
1 villager is wandering around outside of town
1 villager fell into a cave under the village and can't find his way out again. (I plan to give him a workstation and bed and let him be the town hermit.)
Silly villagers, you bring out the maternal instinct in me. I gotta love 'em.
If you have any anecdotes to share about your silly villagers, I would love to hear them!
You tried to run over the lava with a block in your way. There was a block at head height over the space you tried to jump into (the block your torch was on). You hit that block and fell into the lava. You need to be more careful.
In addition to what others have suggested, add a Fire Protection enchant to at least one piece of your armor.
Screenshot from your video was grabbed as you attempted to run over the lava, right before you smashed your face into the block and fell (block outlined in red).
Villagers in 1.14 (Win 10... 1.11.1 is what I am describing)...
Are WAY better than I have seen them before.
Normally every village I have seen in the game cycles downward to abandoned with no villagers.
For the first time I have seen, I have a village that has cycled upward and grown. It started around population 10, and is now at population 45+.
The different types of villagers make it much more interesting.
This is a whole side of survival mode I have previously ignored because normally they all simply die off... but this population boom in this village is giving the game a new mode of play to try.
I have had to:
- protect the village with a fence and gates.
- destroy mob spawners I found in caves under it.
- build 2 dormitories to provide beds for the growth.
- and now add more trade tables for villagers to work at.
And they do reproduce... I am seeing plenty of nose to nose heart and child spawning going on...
(This guy's rant is a bit off base.)
Different strokes for different folks...
I personally like the villagers so much better than the old ones, that they are the only reason I felt compelled to switch to 1.14.
EDIT: The main thing I would like to see improved with regard to the villagers is how their offerings are tiered. Some of my librarian masters are selling undesirable level one and two enchantments while my newest librarian is selling a rare book of mending at the apprentice level. I'm not complaining about having this librarian, but I would generally expect master level librarians to have the most valuable offerings.
Infinity enchantment for the win!
I like all the new features except for the pillagers. I hope an optional game mode is added that doesn’t have them at least for single player offline play. Or they only spawn under easily avoidable circumstances. Otherwise I will have to revert to 1.13 or just not leave peaceful mode ever.
EDIT: After playing with my 1.14 seed for quite a while now I can now give a more detailed opinion on the snapshot.
I have come to the conclusion that I really like the new items (e.g. composter, stonecutter, etc) and the look of the villages and villagers. I love that the occupations of the villagers are now more recognizable based on their attire.
I have still yet to experience a raid or the pillagers in my single-player game. I been afraid to leave peaceful mode because of reports by other people on the difficulty in protecting villages. My objections:
1. The villages I have found so far in hilly environments are more spread out and disconnected than the villages I am used to from previous versions of the game. From an aesthetic point of view, this doesn't bother me. As a matter of fact, it adds a welcome challenge to connect the different parts of the village and turn it into a beautiful entity. However, it makes the village more difficult to protect. This, coupled with reports that pillagers spawn within village boundaries, makes me too fearful for my villagers to risk their lives.
2. My playstyle is to create a natural-looking, beautiful environment for my farms and villages. A pretty wall or fence around a village/farm can be integrated into the design of an area, but I have seen people recommending major fortifications. I don't want to ruin the landscape with walls of cactus or lava trenches.
My wish for this game is still that at least for single player offline play, players like me can opt out of the pillage aspect of the game without having to go full-blown peaceful mode.