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Minecraft 1.21 will likely include villager rebalancing. In this video we discuss 3 simple ideas to make these changes much more fun for the player.
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Partially edited by Skyfighter
0:00 Whats This About
0:47 Mojang’s Intentions
1:33 Origin Story
2:44 Half Idea
3:18 Villager Difficulties
3:47 IDEA 1
5:00 IDEA 2
6:07 IDEA 3
6:56 A Great Combo
7:24 Unaddressed Issues
Featured In This Video
https://www.minecraft.net/en-us/article/minecraft-snapshot-23w31a
https://www.minecraft.net/en-us/article/minecraft-1-20-2-pre-release-1
Its Tuednesday, my dudes and here is a prettier, graphier representation of a boring table from the snap doc: https://t.co/zCPgT3RK39 pic.twitter.com/BcSZ1N1v8e
— gnembon (@gnembon_mc) September 5, 2023
#minecraftupdate #minecraft #villagerupdate
31 Comments
Pre-Release's 2&3 are out but nothing major to report so I will cover them in a future update video 🙂
In the meantime, enjoy these suggestions I have been thinking on. I think they make a lot of sense!
I think the community is right that one of the biggest issues is villager manoeuvrability. The question is whether that's relevant to villager balancing. Now hear me out, I know that you need to maneuver villagers to those other biomes to get those late game trades, but I wonder if those trades are worth the effort regardless of how difficult it is. I still think there should be a time when villager ai and moving should be addressed by mojang, I just think trade rebalance and mob moving are two topics that can be given a lot of focus on separate updates. Unless we want the next update to just be the Village Update Part 2.
hey X, thank you for …well, everything you've been doing, nothing specific, just pretty much everything you've put out there. Anyhow, your video got me thinking about my own experience with Minecraft and I wanted to share a few thoughts too. Sorry in advance for the length.
I'd love to see the whole vanilla village/villager dynamic get an update so that I have a reason to keep villagers in their villages. Instead of just pillaging the village and trying to get at least two villagers back to my home base there would be a reason to take the time and help them upgrade their perimeter and defenses as well as their shops and fields. I'd like a reason to keep visiting villages and helping them grow by providing them maps, new seeds, animals or ores from my adventures. Having some sort of working and growable economy would be nice too.
A few new villager professions could be added, like guards to keep your village safe, and shop keepers who can run the shop(s), and maybe the nitwits could be repurposed into couriers, collecting goods from farmers, stone masons, …etc. Traders could be created when provided with a map to another village, they can setup trade routes by following dirt paths to other villages. Although you should still be able to directly trade with each profession, their options would be different than when you trade with a trader or shop keeper.
As long as there are at least 2 villagers, one of which should probably be a farmer, and there are enough beds then population size should naturally grow based on the village size/need and defendable perimeter – ie. larger farms requiring more farmers; larger villages require more guards …requiring more armorers, and more masons to help build perimeters.
Lastly some thoughts on difficulty …when in Hard mode, I wouldn't mind the wandering Pillager encounters being as difficult as they were when they were introduced in the snapshots (travelling with Ravagers) …they scared the crap out of me and forced me to fortify my bases early on. Easy mode could be no Ravagers, Normal mode would have a travelling Ravager, and Hard mode comes with more nastiness, like Vindicators and two or more Ravagers!
Yes, I know there are plenty of excellent mods out there, I got ideas from using some of them, however I have yet to find the right combinations of mods …suggestions are always welcome.
The current set up for villagers under these changes is still to set up mini outposts within the particular biomes, then using nether tunnels to bring villagers back to a central hub; this effectively just adds more (potentially one time) steps to do what is done already with working with villagers. In my opinion this just creates more work without much upside (it isn’t fun moving mobs about).
The bold solution for Mojang to implement would be to restrict villager trading to their specific biome. This would force players to set up more permanent infrastructure across the world and prevent centralization from happening. This would also dramatically reduce the need to move villagers long distances. While this would be a jarring change for players, it really isn’t that different from forcing players to do piglin trading in the nether. This is the solution that I would prefer to see because it encourages investment in different parts of your world, and it opens possibilities in the future for gatekeeping new content behind biomes in a way that encourages a persistent presence in the area vs these “one and done” adventures that lose their novelty really quickly.
Idea 2 and 3 seem weird, since you're basically reverting Villagers to the instinctive behavior of wild animals, when they're meant to be a more intelligent kind of organism; breeding Villagers isn't supposed to be that simple because of that, and they have the restraint to not blindly follow people holding items they find desirable.
I personally think a more neat idea (at least for 1 and 3) is to have a type of traveler villager who you can recruit and establish new villages with (maybe make them the nitwits), or maybe make it so that certain villagers become willing to leave the village with you after trading with them enough or something. Also, make it so they can join you in boats willingly on top of camels, since camels are only found in deserts.
Feel like lamas make more sense than Camels, they have less functionality and arguably they are better suited given the wandering trader uses lamas and can appear anywhere in the world, and with enough effort you could use that to move more villagers at once if you so desired.
I like the idea of having to explore to get trades, but not transporting villagers, or having to mix villagers from different biomes. Players should be able to have all their trades in one village.
The best solution is to require exploration initially, going to different locations to unlock the trades, and then allow players to transfer the ability to generate those enchantments to whatever village they choose.
– creates exploration incentive ✓
– does NOT require annoying entity relocation ✓
– preserves player choice ✓
Introduce the cart for horses so you can carry two villagers at once, as it shares the same mechanics as the boat, furthermore increases utility for an outdated mob.
I think llamas should be the villager transporters. They are currently useless and it also gives a use for the caravan feature.
Just put them on a lead, I promise it not cruel there a mob 😂 love the camel idea X
You could also have it so each villager can have a random favorite food that you need to breed it. for example one might want apples while another wants pumpkin pie, this would add more use to the other sources of food once you start eating only golden carrots
why's the grass so green
Now me dudes wont all look the same… hmmm sadge..ive not updated yet so i might not 😢
These are great ideas tho, hope they make it toggleable or indeed based on difficulty in some way, hey ho 😊
Frankly, it is nice to see Mojang focus on other things that somehow does not loop back to combat. Yes, it has changed a lot; and some, if not all of them, were for the best.
Personally, it would be great other parts of the game get some attention. Namely food. Because one flavour cake? really? And why not peaceable pies?
The modding community has greatly expanded on this and many other concepts the Devs ought to explore. Had it not been the modding community, we might not have been given horses in teh vanilla game.
Back to villagers, I agree with the camel for villager transport idea. It gives camels some utility and villagers would be easier to move.
Another idea I had in mind is giving villagers a llama to ride on, by taking a lead with a llama to a villager, the villager starts riding the llama and would stay like that till one of the following happens. Either the villager gets attacked by a zombie and therefore flees while riding the llama still. They find a bed for them to sleep in at night while the llama stays by the villager because of the lead. Or the player takes the lead away from the villager similar to how you take off the lead from a fencepost. During the time the villager is riding the llama, they wont trade.
I imagine this would be intuitive with the wandering trader, and possibly an addition to the villager scene being an animal handler villager. A villager who can help with animal breeding (namely horses) and more importantly help enforce this association of llamas and villagers with selling pre-carpeted llamas.
This could also be lore to how wandering traders get their llamas.
Which is my last point about breeding, giving traders more use other than selling inconspicuous items that players could as well get themselves instead of scrambling for emeralds.
The traders could be selling totems for villagers. These totems help villagers form families or simply put, the items is a consumable for villagers to enter love mode.
While the feed items like animals idea would work. It sadly makes the villagers feel like a complicated animal players can trade with and exploit in the game, and not true npcs the player might want to engage with more other than their trades.
It would be cool if you were to leash more camels together so you can transport more camels (and villagers) and chests on a camel would be cool too
Trading for mending books existed long before Village and Pillage. I set up my first trading hall on the old system and got plenty of mending books. Village & Pillage just made it so I don't need to slaughter so many villagers to get the trades I want (though breaking and placing job site blocks is it's own form of tedium).
This update is not about villager balancing, if it were they would revert to 1.12. This update is about making propel treat them better which the last 2 suggestions goes against completely
I'd love for the camel thing to be part of minecraft. Camels seem redundant atm as they're just a worse horse since who actually wants to sit second seat on a camel. Villagers are also a pain to move and with camels being basically a land boat it makes sense that they would sit on one like they would a minecart/boat.
video and discussion aside, 2:00 you did NOT need to do that to me… i got hit with such a nostalgia wave
My biggest issue with the changes it that they completely removed trident and crossbow enchant books from villagers.
I think villager breeding with food or luring with emeralds is a bit inappropriate or weird.
The camel idea is brilliant. If you want to transport multiple villagers you could use multiple camels and tie them on a leash. Or make a llama caravan with villagers on the llamas.
For the breeding I suggest lowering the requirements for the regular method to happen and add a single heart particle when you give food to a villager when other conditions are met to indicate that with a few more the villagers will breed.
Why does your grass look green 👀
i played a modpack that a friend put together and one of those mods made it so that you could lure villagers by holding an emerald block. made the whole nudging thing super easy just by adding this option, as i could have a really basic breeder (litterally a hole with 2 villagers and 4-5 beds in it) and a 1 block exit where i would stand with my emerald block ready to lure any villager children whenever they created one.
i also enjoy the idea of using camels for villager transport, i think i commented about it in one of your first videos covering the camel mob way back when (but it may also have been elsewhere, i'm forgetful like that lol) so this is a concept that's vanilla enough to work. maybe you could use a lead (or an upgraded version of the lead? nah that sounds too modded) to choose a specific villager to join you on the camel? and then shift + right click the camel to force dismount?
I like the ideas here and i like the idea of this rebalance although this should happened several year ago. Also another thing they should do is add jungle and swamp villages which should have also been added years ago. Some of the changes to bring cool ideas but some just make things a bit of a pain. Also the stupid too expensive thing needs to go away if they want to make these changes.
I'm not sure this is a good/minecrafty idea, but still want to throw it out there. Before 1.20 we had 2 slots on the smithing table: Tool/Armor & Upgrade/Material, but now we have the template in the middle to specify what to do with that material, and more resources are accepted now. What if enchanted books worked like that too? Frost Walker would need some kind of Ice, Fortune could be gold, etc etc. Maybe not perfect for the librarian, but the enchanting table could be fitting for that rework. Normal enchanting could still be available, but randomized as before, with these items acting more like catalysts/guidance to the enchanting you want to get. What do you guys think?
Sure, layers of band aids, that makes sense!
Just leave it as it is. You don't like it, don't use it.
I really like the lure with emerald!!
6:35 Nitwis and unemployed aren't the same thing. Nitwits CANNOT have a job even if there's a job station available.
It's sad that community and Mojang feel like 2 seperate worlds now. Feedback is pretty much ignored, ideas/creativity seems to lack more and more from Mojang's side.
That's also why I lost my excitement for Minecraft live, no matter the amount of hype and fancy concepts they throw at us, because those will be plenty. Yet they are useless when it's all empty promises or things meant for 2028. Remember, we still have "promised features" from 2018…
What Xisuma suggests are great ideas, but would probably take 3 years to bring to the game. Caves and Cliffs 8 or so.
Speaking of Village and Pillage (1.14) that was a disaster at it's release, it took several updates (sub versions) and eventually a big band-aid called 1.15 which was just another big patch with a bee added.
It's painfull to see the community being so creative and motivated with asnwers and solutions to old issues. Yet one party isn't hearing it.
Look man, the people who dont want the biome dependent enchants do NOT know the pain of breaking multiple iron axes in the early game trying for that sweet sweet mending for 10 trade.
I think camel idea should work in tandem with emerald bait idea. So villagers would not just randomly jump on your camel or just go after you like animals when holding an emerald.
When villagers see you on the camel and you hold an emerald it will jump on back of the camel.
Second option would be that when you right click on villager while shifting with an emerald, you will give him the emerald and villager will fallow you at higher speed for certain amount of time and if you sit on the camel during that time he will join you.
As for breeding you suggested I am completely against it villagers are not supposed to be like all the other mobs so breeding them should be more complicated and they should decide to do it on their own mostly. Like currently if the village were to lose some villagers and they had enough time to farm they could by them selves breed with each other.
I would simply lessen amount of food needed and made it so they only get into that state when they detect that their partner also has enough food.
Otherwise I would lock it to the player by simply requiring player to make enough trades with villager so it fills rich enough to get into breeding mode, where if they met other villager they will do it.