In the villager trade nerf (which errantly call a rebalance), am I correct that the only way to get a Mending book from a villager is to spawn villagers in a swamp (until you get a swamp villager) and then promote that guy? Is there really no other way?
You will still be able to get Mending I books from fishing, uncommonly from Ancient Cities, in rare instances from Stronghold Libraries, and in extremely rare instances from Jungle Temples, Desert Temples, Minecart with Chests from Abandoned Mineshafts, and Dungeons.
End City Loot in the End in terms of Iron and Diamond Gear can also be found already enchanted with Mending I upon finding it uncommonly. Diamond Hoes and Leggings in Ancient Cities can be found already enchanted with Mending I uncommonly.
Bastion Remnants in the Nether can also contain damaged enchanted Diamond Gear and Crossbows which can be found already enchanted with Mending I in rare instances. Ruined Portals in both the Nether and Overworld can have enchanted Golden Gear which can be found already enchanted with Mending I in rare instances.
The whole ideology of Mojang with the 'rebalance' (Really a nerf) is to encourage exploring. A Swamp Villager will be the only consistent stationary way to get Mending I books, unless you get Villagers prior to the rebalance and unlock it.
I'm looking forward. I'm playing a game now with experiments turned on. But as I understand it, librarians are already in the base game (at 1.20.2).
In any event, you have confirmed my suspicions that they're trying to destroy how I play the game. I count 22 items which require mending in order to have a full set of perfect equipment (I'm a perfectionist and completionist by nature).
So this idiotic change now requires that I A) find a village, then find a swamp, and then C) spawn villagers until I happen to get a swamp villager (50% of babies). Then I have to get him back to my village.
I'm looking forward. I'm playing a game now with experiments turned on. But as I understand it, librarians are already in the base game (at 1.20.2).
In any event, you have confirmed my suspicions that they're trying to destroy how I play the game. I count 22 items which require mending in order to have a full set of perfect equipment (I'm a perfectionist and completionist by nature).
So this idiotic change now requires that I A) find a village, then find a swamp, and then C) spawn villagers until I happen to get a swamp villager (50% of babies). Then I have to get him back to my village.
I HATE it! Mojang, are you listening???
The reason why I make the fuss about this change is due to how my friends use Villager Librarians for Mending books as it deters them from playing if they can't get them easily. I like fishing for mine, as I like to relax and when that good RNG hits, it's really rewarding XD. Now with my playstyle, I keep Fire Charges I get from Piglin Bartering and Ruined Portals. Considering how I seldomly use a Flint and Steel, Fire Charges are a better alternative for me, as they're stackable single use items and I don't have to enchant them, making one less item I have to enchant with Mending.
I would recommend taking a look at Youtuber MinecraftandChill as well as IBXToyCat's channels for seeds that naturally generate Swamp Villagers if you start a new world.
The reason why I make the fuss about this change is due to how my friends use Villager Librarians for Mending books as it deters them from playing if they can't get them easily. I like fishing for mine, as I like to relax and when that good RNG hits, it's really rewarding XD. Now with my playstyle, I keep Fire Charges I get from Piglin Bartering and Ruined Portals. Considering how I seldomly use a Flint and Steel, Fire Charges are a better alternative for me, as they're stackable single use items and I don't have to enchant them, making one less item I have to enchant with Mending.
I would recommend taking a look at Youtuber MinecraftandChill as well as IBXToyCat's channels for seeds that naturally generate Swamp Villagers if you start a new world.
I agree. If someone WANTS to fish for them (which takes a LONG time), fine. But why force me to play the game THEIR way?
I like the idea of biome-specific trades. But don't use them as a LAME excuse to nerf the game into the ground. Mending is a critical enchantment. Without it, it's hard to play the game at higher levels. I don't mind having to promote a villager to the top to get it, but don't make me have to manufacture a villager like that.
I agree. If someone WANTS to fish for them (which takes a LONG time), fine. But why force me to play the game THEIR way?
I like the idea of biome-specific trades. But don't use them as a LAME excuse to nerf the game into the ground. Mending is a critical enchantment. Without it, it's hard to play the game at higher levels. I don't mind having to promote a villager to the top to get it, but don't make me have to manufacture a villager like that.
ARE YOU LISTENING MOJANG???
Yes, fishing is very relaxing, especially if you figure out how to build a general mob proof fishing shack with aquatic ambience via magma blocks. The contents you fish out are also very useful, even the junk loot. Enchanted Books are the best to fish out (and if the enchantment is garbage, it can be burned on the Grindstone for XP and a free book), Enchanted Bows and Rods serve as stored XP, Glass Bottles go toward Brewing and help save on Smelting/Buying Glass, String can be turned into Wool (Really useful on Mushroom Islands), Leather and sticks can be used for Item Frames, Nautilus Shells stored away for making Conduits, Lily Pads for composting, Bones can be used for Bonemeal, Pufferfish can be used for Potion of Water Breathing, Tripwire Hooks save on Iron Use and can be used in builds and redstone, Ink Sacs can be used for Black Dye, Cod and Salmon make for food (Salmon being decent, Cod being meh). All of this is usuable, only true junk from fishing are Tropical Fish and Saddles.
While this may take longer, it is generally more rewarding and relaxing. Anytime I try messing about with Villagers, it becomes a headache, so for me, it's way easier to fish. I get though that most people prefer Librarians for Mending I Books, and as I said friends of mine likely won't play if they can't get Mending easily, which is why I dislike the nerf.
In a way, I feel Mojang is going away from the have everything locally to forcing players to explore. Small biomes are also sadly a thing of the past. This sadly means larger world sizes. Like you, despite my reasoning being different, I agree that they shouldn't be nerfing the game like this.
Mending is NOT a necessity to play the game at the top level. Mending merely allows you to repair by griding rather than mining. No doubt, a nice benefit, but hardly a game breaker.
That being said, setting up a small villager breeder/hospital/trading hall in the swamp isn't that hard and is actually a fun challenge. The upfront effort of building a swamp trading hall will more than pay for itself by providing an abundant, low cost supply of Mending, Respiration and Depth Strider books.
And remember, you don't need to find a swamp with villagers in it. You can import two villagers by boat or rail to serve as the breading pair. All their babies will then sell Mending.
I've been playing with the experimental system for a while now and really enjoy it.
Mending is NOT a necessity to play the game at the top level. Mending merely allows you to repair by griding rather than mining. No doubt, a nice benefit, but hardly a game breaker.
Well, one reason I never updated past 1.6.4 (even 10 years later!) is because of changes to later versions, and yes, this includes 1.8, where they removed a mechanic where you could just rename an item (including bows with Infinity) and be able to keep repairing it, forever (1.8 basically completely killed anvils in this regard, if this weren't bad enough they also made the penalty double, instead of a linear increase of 2 levels, per working). Note that Mending wasn't added until 1.9 so this left an entire major version where it was impossible to keep using the same items (it didn't help that 1.9 took longer than any other update to come out, 545 days).
I even made a mod for 1.8 that reverted the anvil mechanics (entirely, so it also costs a lot more to enchant and repair items; Mojang had bragged that "anvils are now much cheaper to use"), despite never actually using it or playing on 1.8, or even 1.7, which shows much I hated this change:
Also, resources absolutely aren't an issue for me as I spend literally all my time caving for fun but I sure wouldn't want to have to keep replacing my gear; I simply carry an anvil and items to use in repairs in my ender chest and get them out to do repairs whenever needed, using the XP I accumulate (I do not have any sort of XP/resource farms in any of my worlds, just basic crop/animal/wood farms, if you can even call a single tree a "tree farm").
Notably, I modded in my own Mending enchantment to show how I think it should have been implemented, as a functionally identical replacement for renaming; the aforementioned higher anvil cost also serves to balance out enchanted gear (want "god" items? Sure, but you can't repair them, or only with individual resources (actual diamonds, not tools which can e.g. be traded for), and otherwise the cost is directly dependent on how heavily enchanted they are and how much durability they have/is restored per repair, as opposed to the flat, low rate Mending offers (2 durability per XP). Of course, it is too late to make such a change in vanilla (everybody would have to remake a lot of their gear, or perhaps just cap the cost to 39 levels; I made it so you can't add Mending to an item if it would be too expensive to repair so this prevents such items from being made in Survival so a cost limit for the actual repair would not change anything. Even then, netherite would be massively affected by the need to get resources to repair it).
I'm also of the opinion that changes starting in 1.7 (making biomes generate across far larger scales than before) are to force players to have to explore to find anything (with the exception of finding a stronghold I always stay within the biome I spawned in until the "end-game", where said biome is maybe 200x200 blocks, or how large they were before 1.7 (1.7 technically didn't make them larger, you just have the same few similar biomes next to each other).
Aside from that, you can easily convert any villager into a librarian provided you never traded with it so you only need to breed a single swamp villager, and their final enchantment offer is guaranteed to be Mending (in the old days, before 1.14, you'd have to go through many villagers before getting the right one, at least they had multiple offers and one was accessible right away; in even older days, before 1.8, you usually had to trade multiple times to get a single enchantment per villager (in my last modded world I traded over 1,000 times in order to get Mending), so I see modern trading as being impossibly easier, and there are many people who think it is a major flaw of modern versions).
To be honest I think part of the reason people are having a problem with this new update is the fact of how difficult it is to move villagers in general. Which on mojang's end could be solved within a simple update that would take probably 2 hours tops to implement which would be to have villagers follow you the same way that cows follow you with wheat but instead you're holding an emerald in your hand. Because the process of moving villagers have always been a pain and people right now have to push the villager into either a minecart or a boat with the villager tending to move wherever the ai takes it, which is usually not where the player wants. It's honestly much easier to move mobs like sheep then it is villagers because you can just make a path that leads from one place to another. If Mojang is encouraging us to breed villagers in different biomes then they should at least make villagers easier to move in the 1st place. If you're reading this mojang please make this a reality on both versions of Minecraft. I feel like it would make this update a bit more accepting and would be a quality of life feature if anything.
swordhavok, I get ya. The villager update definitely makes becoming OP harder. But I think that's the point. After playing for a while, beating the game becomes a too easy. And once you have the best gear, a super fast XP grinder and a few other resource farms, it almost feels like you're playing in creative or on easy mode, which for most ppl, is a little boring.
So I don't mind putting in a little more effort to get a full collection of E books.
I've been playing the experimental update for a couple months now. To get all the enchantments, I had to create several outpost and build an efficient transportation network to connect them to my home base. It's actually been a blast building the outposts, mapping ocean routes, digging canals, and building rail systems.
Consider creating a new world and playing the experimental update for a while. I think you'll enjoy it!
I'd like to hear from more people that have actually spent time playing the new system.
I don't mind the extra challenge. But they went too far. WAY too far. Having mending ONLY available via swamp villager (which do not naturally generate in the base game) is just wrong.
I don't mind having to promote to the top to get it, but I shouldn't have to create a swamp villager and ONLY a swamp villager to do so.
I don't mind the extra challenge. But they went too far. WAY too far. Having mending ONLY available via swamp villager (which do not naturally generate in the base game) is just wrong.
I don't mind having to promote to the top to get it, but I shouldn't have to create a swamp villager and ONLY a swamp villager to do so.
Compared to moving the villagers, especially if it's a good long distance; building a few small huts - plenty of wood, plenty of cobble, take some beds and make some lecterns etc; is actually the easiest bit and part of that challenge. You just want the easy option.
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I've locked myself out of future updates after the Wythers instillation but there should be more incentive to explore the biomes instead of remaining in the plains. I think you can even get enchant diamond gear from villagers so there's no point strip mining anymore. In fact with farms there is little point mining anything except lapis for blocks unless you want the raw materials in builds.
The problem with making a library hall is that villagers are such a hassle to transport. Making them biome specific means that you have to rail link or boat thousands of blocks for each villager. I have boated a sheep before across an ocean then on land with wheat and it was very tedious indeed. I will never dedicate time to move a villager such distance. So yes actual trades have been buffed due to dia gear but making a trading hall with every E.book its not practicable. No one is going to spend hours moving an AI across the map when they could be making some base/farm instead.
Mojang also needs to make waypoints because once you move 2 thousand blocks for a new base location your old base has been looted and abandoned. The world is so gigahuge but there is no practicable way to revisit bases and build up your own entire continent without installing mods.
The solution? Install lodestone warps, mine some ancient debri to make lodestones, collect some enderpearls and create waypoints at the villagers in those biomes. Still there's no library hall anymore.
In the villager trade nerf (which is often erroneously called a rebalance), obtaining a Mending book from a villager has indeed become more challenging. While spawning villagers in a swamp biome to potentially get a swamp villager who offers Mending books is one method, it's not the only way. You can still obtain Mending books through other means:
Fishing: Fishing in Minecraft can sometimes yield Mending books as a rare treasure.
Exploration: Mending books can be found in naturally generated chests within various structures like dungeons, mineshafts, desert temples, woodland mansions, and villages.
Trading with Librarian Villagers: Although the availability of Mending books in villagers' trade pools has been significantly reduced, it's still possible to find Librarian villagers offering Mending books as a trade. It might require some patience and luck to find such a villager.
While the process has become more challenging due to the nerf, there are still alternative methods to obtain Mending books besides relying solely on swamp villagers.
To be honest I think part of the reason people are having a problem with this new update is the fact of how difficult it is to move villagers in general. Which on mojang's end could be solved within a simple update that would take probably 2 hours tops to implement which would be to have villagers follow you the same way that cows follow you with wheat but instead you're holding an emerald in your hand. Because the process of moving villagers have always been a pain and people right now have to push the villager into either a minecart or a boat with the villager tending to move wherever the ai takes it, which is usually not where the player wants. It's honestly much easier to move mobs like sheep then it is villagers because you can just make a path that leads from one place to another. If Mojang is encouraging us to breed villagers in different biomes then they should at least make villagers easier to move in the 1st place. If you're reading this mojang please make this a reality on both versions of Minecraft. I feel like it would make this update a bit more accepting and would be a quality of life feature if anything.
There are also certain people who like to keep their world size small and stay within a certain confines of a set of coordinates. The Villager Trade Nerf goes against this principal by forcing players to essentially travel even more if they want certain things. Considering this game is supposed to be a sandbox and give the player the choice of what they want to do, this nerf kind of goes against that. And I'm not sorry to say it, this is a nerf, not a rebalance.
A nerf is a rebalance though. A rebalance is any shifting of balance; it doesn't have to be net neutral.
And the game is a sandbox. It's not missing out on being one just because some players are unhappy with something about it. Unfortunately, there's just far too many play styles and opinions to make everyone happy.
I'll use MasterCaver and myself as an example here as we seem to have opposite play styles in one regard, and that is world scale due to differences in rate (and type) of exploration.
I have an exploration (and building) style where I love to explore on the surface (and for longer term worlds, to build them up). I basically treat the game as a canvas for creating an RPG to build and then play in. I prefer a larger scale world and larger size biome/climate regions so my builds can more be nestled in larger areas. For example, if you want to make a village in plains in very old versions (1.6 or prior), any village of fair size is going to claim a good percentage of the entire biome because biomes were just tiny. There goes making a village in a vast grasslands. Want a location in a vast desert/hot region? Too bad, because something temperate or even cold will be within sight of a desert almost always. Small biomes don't give me much room to have an immersive world, and it also plainly looks bad in my opinion unless you prefer playing on the smallest of render distances by choice (I like to go the other way). Small, rapidly shifting biomes, especially from one extreme to another, aren't preferred by me. It leads to serious monotony over the medium scale, let alone large scale. It's less ideal for world building, it's less ideal for exploring, and it's less ideal just for how the world canvas looks. To be clear, current versions do take the scale of the climate regions a bit to the extreme, but the current iteration is, and by far, the closest to my ideal preferred balance.
MasterCaver has an opposite play style. From what I gather, he plays mostly for caving (fair to say this isn't a stretch?) and spends the majority of his play time underground too. I also interpret that he doesn't explore at all, but instead has a completion play style where he just progresses through networks of caves indefinitely. He also plays at smaller render distances since higher ones would be largely wasted underground. For someone like him, a large scale world is way too excessive because he'd have a monotonous experience because he doesn't explore at a pace fast enough to see any variety.
None of this is to say his play style is wrong (nor that mine is right). I'm simply listing us as basically polar opposites in this regard and how the world scale can't appease both of us, so how do you make things that appeal to everyone? The obvious answer might be "options" (and world creation used to have some, but going off of memory, they weren't that good for truly a lot of the important things) but then consider that this is one example. Imagine the endless list of ways the game would need options to make everyone absolutely, truly happy. It's simply not feasible. The size of the Mojang/Microsoft teams maintaining the game are probably already beyond the point where maintaining and developing the game is likely slowed and weighed down as it is. Now try and possibly add more things they need to check, or more branches they need to maintain. Especially on a game as old as Minecraft (a lot of "issues" with Minecraft are seemingly parallel with those of League of Legends, another game of roughly the same age, in that "tech debt" due to a growing code base often makes things harder to maintain or change or whatever as time moves on, and something both games are also weighed down by is debt of having to support aging hardware and software).
What I'm saying is the game isn't failing to be a sandbox just because it doesn't do everything a particular player desires. I've noticed over the years that the Minecraft community has more and more been misusing that term. "The game doesn't do *thing I like here* but yet it's supposed to be a sandbox so what gives?" when those two things have nothing to do with one another. Sandbox does not equal "the game should bend over backwards to providing what I individually want". To be a sandbox just means it's very open ended and has less in the way of clear progression, and Minecraft fits that. It's very much like the Sims.Neither game would be "not a sandbox" just because someone can come up with ways the game isn't satisfying them. I'm not very thrilled with every single thing in the last few updates but I'm not going to say the game is failing to be a sandbox because of it.
It would be nice if the game had more options, especially in world generation, but "just add options" isn't the easy, fast, magical answer to everything that everyone seems to think it is. I say this as someone who has her own qualms with some of world generation and would like to see more options for that sort of thing.
There are also certain people who like to keep their world size small and stay within a certain confines of a set of coordinates. The Villager Trade Nerf goes against this principal by forcing players to essentially travel even more if they want certain things. Considering this game is supposed to be a sandbox and give the player the choice of what they want to do, this nerf kind of goes against that. And I'm not sorry to say it, this is a nerf, not a rebalance.
I'm okay with world exploration for certain things, but for trading it should never be a mandatory thing to have to visit different biomes to get trades, however powerful those trades are. I've proposed a much better solution to rebalance trades and it involves something which forces players to build suitable homes for Villagers, and build thriving communities with NPC's in order to earn their respect as well as rewards, you provide them safety and items they need, renewable items or not, you get the same treatment back in return, this is how economics should work, the same is true for Villager economy, if this rebalancing method doesn't go far enough for some people, then sucks to be them, they need to consider the nuances when they propose nerfing something in a game like how much of a negative impact it has on people who don't want it, especially a large number of people, I'm not interested in what some pompous clickbait Youtuber has to say on the matter when they fail to propose anything better.
Mojang doesn't care about the major downsides of their nerfs though or how much of a negative affect they have on player experience, and that's the problem I have with them, or otherwise this wouldn't have been a common complaint to begin with. The game is already demanding of people's time as it is, without developers forcing in changes which clearly not everybody agrees with.
Yup, lol XD, I enjoy the humor XD. That image is from the Xbox 360 Old Spice Parrot Theme Pack. I wish I could get the Wallpaper that came with it, but I dunno how to get that XD. This pack was made by Old Spice for the Xbox 360 when Terry Crews was doing the 'Old Spice makes you smell like Power!' commercials XD.
Kind of odd I didn't get a notification for your reply, that is weird. I get what you're saying and it's why I have held onto many Console Legacy Xbox 360 Templates, as some of those older 864 X 864 worlds are real gems with what they offer. This way if I want to revisit older Minecraft, in a way I can. Title Update 9 gargamel is quite a treat, lots of memories with friends on this map. Title Update 14 murrpurrmaid has five Mushroom Islands within an 864 X 864 Blockspace, which is crazy. Title Update 73 2020 has four Woodland Mansions within an 864 X 864 Blockspace, which is just hilarious. They're just fun examples. I also have the world templates to my first two Console Legacy Xbox 360 Worlds so if I ever want to do anything with them from scratch, I can as well.
It's also why for Bedrock I have MCLauncher and am at the point where I'll use Bedrock Edition for Single Player (All my Bedrock friends seem to care about is Xbox LIVE Achievements) and Java for Multiplayer due to more flexibility. I'm finding ways around said nerfs/rebalances so they don't impact me as badly as they do others.
In the villager trade nerf (which errantly call a rebalance), am I correct that the only way to get a Mending book from a villager is to spawn villagers in a swamp (until you get a swamp villager) and then promote that guy? Is there really no other way?
You will still be able to get Mending I books from fishing, uncommonly from Ancient Cities, in rare instances from Stronghold Libraries, and in extremely rare instances from Jungle Temples, Desert Temples, Minecart with Chests from Abandoned Mineshafts, and Dungeons.
End City Loot in the End in terms of Iron and Diamond Gear can also be found already enchanted with Mending I upon finding it uncommonly. Diamond Hoes and Leggings in Ancient Cities can be found already enchanted with Mending I uncommonly.
Bastion Remnants in the Nether can also contain damaged enchanted Diamond Gear and Crossbows which can be found already enchanted with Mending I in rare instances. Ruined Portals in both the Nether and Overworld can have enchanted Golden Gear which can be found already enchanted with Mending I in rare instances.
The whole ideology of Mojang with the 'rebalance' (Really a nerf) is to encourage exploring. A Swamp Villager will be the only consistent stationary way to get Mending I books, unless you get Villagers prior to the rebalance and unlock it.
Thanks.
I'm looking forward. I'm playing a game now with experiments turned on. But as I understand it, librarians are already in the base game (at 1.20.2).
In any event, you have confirmed my suspicions that they're trying to destroy how I play the game. I count 22 items which require mending in order to have a full set of perfect equipment (I'm a perfectionist and completionist by nature).
So this idiotic change now requires that I A) find a village, then
find a swamp, and then C) spawn villagers until I happen to get a swamp villager (50% of babies). Then I have to get him back to my village.
I HATE it! Mojang, are you listening???
The reason why I make the fuss about this change is due to how my friends use Villager Librarians for Mending books as it deters them from playing if they can't get them easily. I like fishing for mine, as I like to relax and when that good RNG hits, it's really rewarding XD. Now with my playstyle, I keep Fire Charges I get from Piglin Bartering and Ruined Portals. Considering how I seldomly use a Flint and Steel, Fire Charges are a better alternative for me, as they're stackable single use items and I don't have to enchant them, making one less item I have to enchant with Mending.
I would recommend taking a look at Youtuber MinecraftandChill as well as IBXToyCat's channels for seeds that naturally generate Swamp Villagers if you start a new world.
I agree. If someone WANTS to fish for them (which takes a LONG time), fine. But why force me to play the game THEIR way?
I like the idea of biome-specific trades. But don't use them as a LAME excuse to nerf the game into the ground. Mending is a critical enchantment. Without it, it's hard to play the game at higher levels. I don't mind having to promote a villager to the top to get it, but don't make me have to manufacture a villager like that.
ARE YOU LISTENING MOJANG???
Yes, fishing is very relaxing, especially if you figure out how to build a general mob proof fishing shack with aquatic ambience via magma blocks. The contents you fish out are also very useful, even the junk loot. Enchanted Books are the best to fish out (and if the enchantment is garbage, it can be burned on the Grindstone for XP and a free book), Enchanted Bows and Rods serve as stored XP, Glass Bottles go toward Brewing and help save on Smelting/Buying Glass, String can be turned into Wool (Really useful on Mushroom Islands), Leather and sticks can be used for Item Frames, Nautilus Shells stored away for making Conduits, Lily Pads for composting, Bones can be used for Bonemeal, Pufferfish can be used for Potion of Water Breathing, Tripwire Hooks save on Iron Use and can be used in builds and redstone, Ink Sacs can be used for Black Dye, Cod and Salmon make for food (Salmon being decent, Cod being meh). All of this is usuable, only true junk from fishing are Tropical Fish and Saddles.
While this may take longer, it is generally more rewarding and relaxing. Anytime I try messing about with Villagers, it becomes a headache, so for me, it's way easier to fish. I get though that most people prefer Librarians for Mending I Books, and as I said friends of mine likely won't play if they can't get Mending easily, which is why I dislike the nerf.
In a way, I feel Mojang is going away from the have everything locally to forcing players to explore. Small biomes are also sadly a thing of the past. This sadly means larger world sizes. Like you, despite my reasoning being different, I agree that they shouldn't be nerfing the game like this.
Mending is NOT a necessity to play the game at the top level. Mending merely allows you to repair by griding rather than mining. No doubt, a nice benefit, but hardly a game breaker.
That being said, setting up a small villager breeder/hospital/trading hall in the swamp isn't that hard and is actually a fun challenge. The upfront effort of building a swamp trading hall will more than pay for itself by providing an abundant, low cost supply of Mending, Respiration and Depth Strider books.
And remember, you don't need to find a swamp with villagers in it. You can import two villagers by boat or rail to serve as the breading pair. All their babies will then sell Mending.
I've been playing with the experimental system for a while now and really enjoy it.
Well, one reason I never updated past 1.6.4 (even 10 years later!) is because of changes to later versions, and yes, this includes 1.8, where they removed a mechanic where you could just rename an item (including bows with Infinity) and be able to keep repairing it, forever (1.8 basically completely killed anvils in this regard, if this weren't bad enough they also made the penalty double, instead of a linear increase of 2 levels, per working). Note that Mending wasn't added until 1.9 so this left an entire major version where it was impossible to keep using the same items (it didn't help that 1.9 took longer than any other update to come out, 545 days).
I even made a mod for 1.8 that reverted the anvil mechanics (entirely, so it also costs a lot more to enchant and repair items; Mojang had bragged that "anvils are now much cheaper to use"), despite never actually using it or playing on 1.8, or even 1.7, which shows much I hated this change:
Old Anvil Mechanics mod
Also, resources absolutely aren't an issue for me as I spend literally all my time caving for fun but I sure wouldn't want to have to keep replacing my gear; I simply carry an anvil and items to use in repairs in my ender chest and get them out to do repairs whenever needed, using the XP I accumulate (I do not have any sort of XP/resource farms in any of my worlds, just basic crop/animal/wood farms, if you can even call a single tree a "tree farm").
Notably, I modded in my own Mending enchantment to show how I think it should have been implemented, as a functionally identical replacement for renaming; the aforementioned higher anvil cost also serves to balance out enchanted gear (want "god" items? Sure, but you can't repair them, or only with individual resources (actual diamonds, not tools which can e.g. be traded for), and otherwise the cost is directly dependent on how heavily enchanted they are and how much durability they have/is restored per repair, as opposed to the flat, low rate Mending offers (2 durability per XP). Of course, it is too late to make such a change in vanilla (everybody would have to remake a lot of their gear, or perhaps just cap the cost to 39 levels; I made it so you can't add Mending to an item if it would be too expensive to repair so this prevents such items from being made in Survival so a cost limit for the actual repair would not change anything. Even then, netherite would be massively affected by the need to get resources to repair it).
I'm also of the opinion that changes starting in 1.7 (making biomes generate across far larger scales than before) are to force players to have to explore to find anything (with the exception of finding a stronghold I always stay within the biome I spawned in until the "end-game", where said biome is maybe 200x200 blocks, or how large they were before 1.7 (1.7 technically didn't make them larger, you just have the same few similar biomes next to each other).
Aside from that, you can easily convert any villager into a librarian provided you never traded with it so you only need to breed a single swamp villager, and their final enchantment offer is guaranteed to be Mending (in the old days, before 1.14, you'd have to go through many villagers before getting the right one, at least they had multiple offers and one was accessible right away; in even older days, before 1.8, you usually had to trade multiple times to get a single enchantment per villager (in my last modded world I traded over 1,000 times in order to get Mending), so I see modern trading as being impossibly easier, and there are many people who think it is a major flaw of modern versions).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
To be honest I think part of the reason people are having a problem with this new update is the fact of how difficult it is to move villagers in general. Which on mojang's end could be solved within a simple update that would take probably 2 hours tops to implement which would be to have villagers follow you the same way that cows follow you with wheat but instead you're holding an emerald in your hand. Because the process of moving villagers have always been a pain and people right now have to push the villager into either a minecart or a boat with the villager tending to move wherever the ai takes it, which is usually not where the player wants. It's honestly much easier to move mobs like sheep then it is villagers because you can just make a path that leads from one place to another. If Mojang is encouraging us to breed villagers in different biomes then they should at least make villagers easier to move in the 1st place. If you're reading this mojang please make this a reality on both versions of Minecraft. I feel like it would make this update a bit more accepting and would be a quality of life feature if anything.
swordhavok, I get ya. The villager update definitely makes becoming OP harder. But I think that's the point. After playing for a while, beating the game becomes a too easy. And once you have the best gear, a super fast XP grinder and a few other resource farms, it almost feels like you're playing in creative or on easy mode, which for most ppl, is a little boring.
So I don't mind putting in a little more effort to get a full collection of E books.
I've been playing the experimental update for a couple months now. To get all the enchantments, I had to create several outpost and build an efficient transportation network to connect them to my home base. It's actually been a blast building the outposts, mapping ocean routes, digging canals, and building rail systems.
Consider creating a new world and playing the experimental update for a while. I think you'll enjoy it!
I'd like to hear from more people that have actually spent time playing the new system.
I don't mind the extra challenge. But they went too far. WAY too far. Having mending ONLY available via swamp villager (which do not naturally generate in the base game) is just wrong.
I don't mind having to promote to the top to get it, but I shouldn't have to create a swamp villager and ONLY a swamp villager to do so.
Compared to moving the villagers, especially if it's a good long distance; building a few small huts - plenty of wood, plenty of cobble, take some beds and make some lecterns etc; is actually the easiest bit and part of that challenge. You just want the easy option.
Closed old thread
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I've locked myself out of future updates after the Wythers instillation but there should be more incentive to explore the biomes instead of remaining in the plains. I think you can even get enchant diamond gear from villagers so there's no point strip mining anymore. In fact with farms there is little point mining anything except lapis for blocks unless you want the raw materials in builds.
The problem with making a library hall is that villagers are such a hassle to transport. Making them biome specific means that you have to rail link or boat thousands of blocks for each villager. I have boated a sheep before across an ocean then on land with wheat and it was very tedious indeed. I will never dedicate time to move a villager such distance. So yes actual trades have been buffed due to dia gear but making a trading hall with every E.book its not practicable. No one is going to spend hours moving an AI across the map when they could be making some base/farm instead.
Mojang also needs to make waypoints because once you move 2 thousand blocks for a new base location your old base has been looted and abandoned. The world is so gigahuge but there is no practicable way to revisit bases and build up your own entire continent without installing mods.
The solution? Install lodestone warps, mine some ancient debri to make lodestones, collect some enderpearls and create waypoints at the villagers in those biomes. Still there's no library hall anymore.
Survivalist gamer, sandstone is best stone
In the villager trade nerf (which is often erroneously called a rebalance), obtaining a Mending book from a villager has indeed become more challenging. While spawning villagers in a swamp biome to potentially get a swamp villager who offers Mending books is one method, it's not the only way. You can still obtain Mending books through other means:
Fishing: Fishing in Minecraft can sometimes yield Mending books as a rare treasure.
Exploration: Mending books can be found in naturally generated chests within various structures like dungeons, mineshafts, desert temples, woodland mansions, and villages.
Trading with Librarian Villagers: Although the availability of Mending books in villagers' trade pools has been significantly reduced, it's still possible to find Librarian villagers offering Mending books as a trade. It might require some patience and luck to find such a villager.
While the process has become more challenging due to the nerf, there are still alternative methods to obtain Mending books besides relying solely on swamp villagers.
still confused click here
just use seedcracker and chunkbase lol
Certain Enchanted Books now have a high chance of generating in some structures:
There are also certain people who like to keep their world size small and stay within a certain confines of a set of coordinates. The Villager Trade Nerf goes against this principal by forcing players to essentially travel even more if they want certain things. Considering this game is supposed to be a sandbox and give the player the choice of what they want to do, this nerf kind of goes against that. And I'm not sorry to say it, this is a nerf, not a rebalance.
Yay, the laser eye bird is back! Sorry, haha.
A nerf is a rebalance though. A rebalance is any shifting of balance; it doesn't have to be net neutral.
And the game is a sandbox. It's not missing out on being one just because some players are unhappy with something about it. Unfortunately, there's just far too many play styles and opinions to make everyone happy.
I'll use MasterCaver and myself as an example here as we seem to have opposite play styles in one regard, and that is world scale due to differences in rate (and type) of exploration.
I have an exploration (and building) style where I love to explore on the surface (and for longer term worlds, to build them up). I basically treat the game as a canvas for creating an RPG to build and then play in. I prefer a larger scale world and larger size biome/climate regions so my builds can more be nestled in larger areas. For example, if you want to make a village in plains in very old versions (1.6 or prior), any village of fair size is going to claim a good percentage of the entire biome because biomes were just tiny. There goes making a village in a vast grasslands. Want a location in a vast desert/hot region? Too bad, because something temperate or even cold will be within sight of a desert almost always. Small biomes don't give me much room to have an immersive world, and it also plainly looks bad in my opinion unless you prefer playing on the smallest of render distances by choice (I like to go the other way). Small, rapidly shifting biomes, especially from one extreme to another, aren't preferred by me. It leads to serious monotony over the medium scale, let alone large scale. It's less ideal for world building, it's less ideal for exploring, and it's less ideal just for how the world canvas looks. To be clear, current versions do take the scale of the climate regions a bit to the extreme, but the current iteration is, and by far, the closest to my ideal preferred balance.
MasterCaver has an opposite play style. From what I gather, he plays mostly for caving (fair to say this isn't a stretch?) and spends the majority of his play time underground too. I also interpret that he doesn't explore at all, but instead has a completion play style where he just progresses through networks of caves indefinitely. He also plays at smaller render distances since higher ones would be largely wasted underground. For someone like him, a large scale world is way too excessive because he'd have a monotonous experience because he doesn't explore at a pace fast enough to see any variety.
None of this is to say his play style is wrong (nor that mine is right). I'm simply listing us as basically polar opposites in this regard and how the world scale can't appease both of us, so how do you make things that appeal to everyone? The obvious answer might be "options" (and world creation used to have some, but going off of memory, they weren't that good for truly a lot of the important things) but then consider that this is one example. Imagine the endless list of ways the game would need options to make everyone absolutely, truly happy. It's simply not feasible. The size of the Mojang/Microsoft teams maintaining the game are probably already beyond the point where maintaining and developing the game is likely slowed and weighed down as it is. Now try and possibly add more things they need to check, or more branches they need to maintain. Especially on a game as old as Minecraft (a lot of "issues" with Minecraft are seemingly parallel with those of League of Legends, another game of roughly the same age, in that "tech debt" due to a growing code base often makes things harder to maintain or change or whatever as time moves on, and something both games are also weighed down by is debt of having to support aging hardware and software).
What I'm saying is the game isn't failing to be a sandbox just because it doesn't do everything a particular player desires. I've noticed over the years that the Minecraft community has more and more been misusing that term. "The game doesn't do *thing I like here* but yet it's supposed to be a sandbox so what gives?" when those two things have nothing to do with one another. Sandbox does not equal "the game should bend over backwards to providing what I individually want". To be a sandbox just means it's very open ended and has less in the way of clear progression, and Minecraft fits that. It's very much like the Sims.Neither game would be "not a sandbox" just because someone can come up with ways the game isn't satisfying them. I'm not very thrilled with every single thing in the last few updates but I'm not going to say the game is failing to be a sandbox because of it.
It would be nice if the game had more options, especially in world generation, but "just add options" isn't the easy, fast, magical answer to everything that everyone seems to think it is. I say this as someone who has her own qualms with some of world generation and would like to see more options for that sort of thing.
I'm okay with world exploration for certain things, but for trading it should never be a mandatory thing to have to visit different biomes to get trades, however powerful those trades are. I've proposed a much better solution to rebalance trades and it involves something which forces players to build suitable homes for Villagers, and build thriving communities with NPC's in order to earn their respect as well as rewards, you provide them safety and items they need, renewable items or not, you get the same treatment back in return, this is how economics should work, the same is true for Villager economy, if this rebalancing method doesn't go far enough for some people, then sucks to be them, they need to consider the nuances when they propose nerfing something in a game like how much of a negative impact it has on people who don't want it, especially a large number of people, I'm not interested in what some pompous clickbait Youtuber has to say on the matter when they fail to propose anything better.
Mojang doesn't care about the major downsides of their nerfs though or how much of a negative affect they have on player experience, and that's the problem I have with them, or otherwise this wouldn't have been a common complaint to begin with. The game is already demanding of people's time as it is, without developers forcing in changes which clearly not everybody agrees with.
Yup, lol XD, I enjoy the humor XD. That image is from the Xbox 360 Old Spice Parrot Theme Pack. I wish I could get the Wallpaper that came with it, but I dunno how to get that XD. This pack was made by Old Spice for the Xbox 360 when Terry Crews was doing the 'Old Spice makes you smell like Power!' commercials XD.
Kind of odd I didn't get a notification for your reply, that is weird. I get what you're saying and it's why I have held onto many Console Legacy Xbox 360 Templates, as some of those older 864 X 864 worlds are real gems with what they offer. This way if I want to revisit older Minecraft, in a way I can. Title Update 9 gargamel is quite a treat, lots of memories with friends on this map. Title Update 14 murrpurrmaid has five Mushroom Islands within an 864 X 864 Blockspace, which is crazy. Title Update 73 2020 has four Woodland Mansions within an 864 X 864 Blockspace, which is just hilarious. They're just fun examples. I also have the world templates to my first two Console Legacy Xbox 360 Worlds so if I ever want to do anything with them from scratch, I can as well.
It's also why for Bedrock I have MCLauncher and am at the point where I'll use Bedrock Edition for Single Player (All my Bedrock friends seem to care about is Xbox LIVE Achievements) and Java for Multiplayer due to more flexibility. I'm finding ways around said nerfs/rebalances so they don't impact me as badly as they do others.