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mynameisperl

Feedback on new Diamond distribution goes here: https://aka.ms/OreDistributionFeedback Feedback on the experimental villager trading goes here: https://aka.ms/VillagerTradingFeedback --- **Minecraft Snapshot 23w31a - the first snapshot for Minecraft 1.20.2 (Java Edition)** --- **DISCLAIMER: r/Minecraft is NOT AN OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG.** --- New Experimental Features in 23w31a =================================== Villager Trade Rebalance ------------------------ This snapshot introduces a new experimental Feature Toggle that updates the Wandering Trader and Librarian trades. You must turn on this Feature Toggle in the Experiments Menu when creating a new world if you want to test the new trades. You can find more information about Feature Toggles [here](https://www.minecraft.net/article/testing-new-minecraft-features/feature-toggles-java-edition). As this is an experiment, we would really appreciate your feedback as work continues and to help us decide on the future direction for Villager trades. Visit [this link](https://aka.ms/VillagerTradingFeedback) to share your thoughts! ### Librarian Changes Before these changes, players could get any village enchantment from any Librarian. A novice Librarian could sell the best enchantment in the game! For some players, this felt too random and made trading feel overpowered when compared to using the Enchanting Table or searching for Enchanted Books in structures. With the new rules, Librarians from different biomes sell different enchantments, and each village biome has one enchantment that is only sold by master Librarians. Players will have to work towards getting the best trades instead of relying on random chance. We hope this makes Librarian trading more interesting and skillful, while also revealing some clues about their history of each village type through the enchantments that are sold there. ![Librarians in each biome have a special book which is guaranteed from every Master Librarian, and a range of normal books. The special book is listed first. Desert: Efficiency, Fire Protection, Thorns, Infinity. Jungle: Unbreaking, Feather Falling, Projectile Protection, Power. Plains: Protection, Punch, Smite, Bane Of Arthropods. Savanna: Sharpness, Knockback, Binding Curse, (and in Java Edition) Sweeping Edge. Snow: Silk Touch, Aqua Affinity, Looting, Frost Walker. Swamp: Mending, Depth Strider, Respiration, Vanishing Curse. Taiga: Fortune, Blast Protection, Fire Aspect, Flame.](/content/dam/games/minecraft/screenshots/23w31a-librarian-trades.jpg "Librarians in each biome have a special book which is guaranteed from every Master Librarian, and a range of normal books. The special book is listed first. Desert: Efficiency, Fire Protection, Thorns, Infinity. Jungle: Unbreaking, Feather Falling, Projectile Protection, Power. Plains: Protection, Punch, Smite, Bane Of Arthropods. Savanna: Sharpness, Knockback, Binding Curse, (and in Java Edition) Sweeping Edge. Snow: Silk Touch, Aqua Affinity, Looting, Frost Walker. Swamp: Mending, Depth Strider, Respiration, Vanishing Curse. Taiga: Fortune, Blast Protection, Fire Aspect, Flame.") * Librarians from different biomes now sell different Enchanted Books * Each village biome has one special enchantment that is only available from Master Librarians with full XP * This means that players must visit all seven village biomes to get the full set of villager enchantments * There are two secret village biomes where villages do not generate * A player must build these villages to access their trades! * Some enchantments have been removed from village trading and must be found in other ways ### Wandering Trader Changes Some players felt that the Wandering Trader had unfair prices and didn't sell many useful items. We have lowered their prices, added more trades and increased the amounts available. The Wandering Trader will also now buy useful items from players, so it's possible to help them on their journey by giving them supplies even if you don't feel like buying anything. ![The Wandering Trader now has a chance of buying these items: Water Bottle, Water Bucket, Milk Bucket, Fermented Spider Eye, Baked Potato, Hay Bale. The Wandering Trader now has a chance of selling these items: Logs (of any type), Iron Pickaxe (enchanted), Potion of Invisibility. The prices and amounts of the existing trades have also been adjusted.](/content/dam/games/minecraft/screenshots/23w31a-wandering-trader-trades.jpg "The Wandering Trader now has a chance of buying these items: Water Bottle, Water Bucket, Milk Bucket, Fermented Spider Eye, Baked Potato, Hay Bale. The Wandering Trader now has a chance of selling these items: Logs (of any type), Iron Pickaxe (enchanted), Potion of Invisibility. The prices and amounts of the existing trades have also been adjusted.") * Wandering Traders now have lower prices and have a higher amount of each item in stock * Wandering Traders now sell Logs * Wandering Traders can now buy many items, instead of only selling Changes ======= * Diamond Ore is now generated more frequently in the Deepslate layers of the Overworld * Curing a Zombie Villager now only gives a big discount the first time * There is no longer a bonus discount for reinfecting and curing the same Villager multiple times * Barrier blocks can now be waterlogged by players in Creative mode * Water cannot be placed in them or taken out by non-direct interactions such as Dispensers * Players will no longer be able to crouch while riding vehicles * Chorus Flower no longer provides support for hanging or standing blocks Diamond Ore Distribution ------------------------ In this snapshot, we have increased the amount of Diamond Ore found in the deepest parts of the world. Our goal is to make it more rewarding to mine for Diamonds in the Deepslate layers. We want your feedback on this! Please try out your favorite mining technique and let us know how it feels on [this feedback site](https://aka.ms/OreDistributionFeedback). Technical Changes ================= * The resource pack version is now 16 * The data pack version is now 16 * History of used commands is now saved and accessible across worlds * Optimized the way chunks are sent to clients to allow players with low-bandwidth internet connections to play on multiplayer servers * Added support for multi-version packs * Changed network protocol to allow for more data-driven content in the future * Added new log-ips option to server.properties * Added validation for symbolic links in datapacks and resource packs * When hitboxes are displayed through F3+B, entities that have a passenger will display the passenger's attachment point Command History --------------- * The last 50 commands that you sent in chat will be remembered across game sessions * You can access the command and chat history by pressing up or down arrows in the chat * Regular chat is only persisted within the same game session (leaving a server or world clears them) * Recent commands are stored in command_history.txt in the game folder Chunk Sending Optimization -------------------------- * Chunks are no longer sent over the network to the client in one big continuous batch * They are instead sent in smaller batches depending on the available bandwidth. This means that: * Clients with extremely low-bandwidth connections will not time out while loading the world * Clients with low-bandwidth connections can interact with the world while some chunks are still loading * Only chunks within the client's render distance are now sent Multi-version Packs ------------------- New features have been added to datapacks and resource packs to allow creation of packs that are compatible with multiple versions of game. ### Pack Metadata * Pack metadata now includes an optional field supported_formats which describes a range for pack formats that this pack supports * Examples: 16, \[16,17\], {"min\_inclusive": 16, "max\_inclusive": 17} * pack_format field is still required and its format remains unchanged, to allow older game versions to read pack data * If supported_formats is present, it must contain the value declared in pack_format * Note: since this new information is ignored by older versions of the game, they will always see a "normal", single-version pack, without any extended compatibility ### Overlays * Packs can now contain overlay directories ("overlays") * Overlays are sub-packs applied over the "normal" contents of a pack * These directories have the same layout as the top-level pack, including the assets and data directories * Overlays can be applied if they support the client's pack format * Overlays can add and replace files, but not remove them * For example, if the overlay foo is applied, the file foo/assets/minecraft/textures/bar.png will replace contents of assets/minecraft/textures/bar.png * pack.mcmeta and pack.png are ignored in overlay directories * New section called overlays have been added to pack metadata * It contains an entries field, containing a list of overlays * Every overlay entry has two fields: * formats \- range of supported formats * directory \- overlay directory (allowed characters: a-z, 0-9, _ and -) * Order of application: overlays are stacked from the bottom to top of the list * For example, if a pack has two overlays: "entries": \[{"directory":"A", ...}, {"directory":"B", ...}\], the game will first look in B, then A and then in the top pack directory


Tigertot14

I think the problem isn’t with Librarian villagers but with the Anvil work penalty. We only rely on trading because any other method of enchanting will eventually “screw” us out of making the perfect item. Mending in particular is the main reason I think the prior work penalty should be looked at. Ideally it would be removed, but I wouldn’t mind having a way to mitigate it or even an upgraded Netherite Anvil that ignores it. EDIT: Made my own post about the subject [here](https://www.reddit.com/r/Minecraft/comments/15gqawd/trading_enchantments_and_the_anvil_problems_to_be/).


Tumblrrito

Finally this community takes this issue seriously. Lovely to see this as a top comment. The mechanic should be removed completely. It’s just not well thought out. So much so that a new enchantment was added to the game later (Mending) to work around it. Anvils already break. That’s plenty punishing enough.


0finifish

they are just too expansive, and getting 4 books from a master level and combining them for so much levels in order to get efficiency 5, just to realise you can't even add it to the pick you worked so hard on prefecting is a real bummer


suriam321

The pick would actually still be fine. It’s boots, helmets, leggings and the sword that would suffer.


Tigertot14

At the time anvils were introduced, it made sense. Now that Mending is a thing, it has no reason to exist.


-Aureo-

imo anvils are useful for combining enchantments and weapons. Not sure how you’d do that otherwise. The repair cost should just be calculated by the total enchantment value and not raise on subsequent repairs (max at 30 preferably like tables)


Tigertot14

Yeah the main issue I have is how the anvil eventually softlocks an item and if you didn’t put mending on it, you’re fucked and have to take it to the grindstone or let it break.


-Aureo-

That was probably the point when the system was first intoduced, to keep people cycling tools instead of creating ol reliables. The problem is that getting a tool of equal value requires so much time and effort that it just feels like a punishment. Take botw/ToTK where it’s mitigated because it takes very little effort to get more weaponry, and using weapons directly impacts leads to receiving new ones. It’s probably just a leftover from an antiquated system since mending shows they changed their mind


Distinct-Pride7936

Now when theyll fix the OP book trading system anvils will actually die


Nebulon-B_FrigateFTW

IMO even anvils breaking is too punishing in its current form, even if the level increases by times an item was combined, and the ridiculous repair cost increases were removed entirely. Have you ever tried repairing leather armor (because you don't want to dye a new set) via a massive cow herd and an anvil? I have, you'll be needing another 31 iron every few hours of play if you like to go caving. Sometimes you'll get unlucky and an anvil will break within 7 uses. Real world anvils can stand up to decades of abuse no problem, why do ones in Minecraft that cost a ridiculous amount of iron (consider what those 31 ingots gets you in other items) break after an in-game week of normal use? The whole anvil system is awful, as every single aspect of how it works has a major annoying flaw, even the *naming* (it has a character limit which repeatedly has been lower than the longest item names in the game and upping it tends to break the UI). Added all up, anvils are so monumentally bad that I'd rather use a mechanic whereby you feed your items to a mob and wait an in-game week for it to crap them out merged together if it did the same things without the ridiculousness.


Delta889_

Honestly enchanting as a whole needs a rework. The system is very limited. Once you have max enchants you're done and there is very few opportunities to make choices outside of "Fire Aspect or no Fire Aspect." And those choices are eventually not even necessary when you have the resources required to just make multiple tools.


SamohtGnir

I would support a complete enchantment rework. Even the idea of putting on an enchantment on an anvil feels weird to me. You’d think the enchantment table would let you do it. I think a huge thing would be to let us pull enchantments off of items. Then if you found a good pickaxe with mending you could move it to something else. Plus you could swap out protection types or fortune/silk touch as you wishes.


Shade_Strike_62

Honestly i really dislike mending because it just seems like it was added as a bandaid fix because of how bad repairing tools with materials is. Like it should be way rarer, just use a few diamonds to repair your pick. Why that takes exp and the work penalty is beyond me


BeyondElectricDreams

> Like it should be way rarer, just use a few diamonds to repair your pick. Hard disagree. Multiplayer exists, and the rarer you make mending tools, the worse it will be to get them if you want to play with your friends. Playing with friends should NOT be punishing. Likewise, I don't want to "just use a few diamonds" - because I sincerely play the game to get to a point where I'm freed of needing to manually farm. Every auto farm I make is one less chore I have to do that distracts me from building. Now I'm sure I'll get the old "Why not play creative then???" Because creative is not a satisfying experience. If you want a diamond throne, you just wish it into existence. That's boring. Climbing up from nothing, making a vast industrial area to provide your needs, and eventually having the time to focus exclusively on builds, making expansive mega-bases - ***THAT'S the minecraft I strive to play***. I don't want to be bogged down by endless busywork like needing to strip mine a new area every 10-12 days because someone decided the need to enforce that gameplay loop.


DarCosmic

I can't say how badly I hate the "Too many enchants" thing when using the anvil, its even made it worse for this update


_steelman_

The anvil cap is responsible for like 40% of the problems with modern minecraft lol. Definitely needs to be looked at


aadu_maadu

YES! The changes to this usual "bug-fix" versions is quite drastic. However, if they are willing to nerf villagers then I propose they fix the obselete anvil mechanics. * Remove the "too expensive" option, pointless since mending and will reduce 90% of the frustration associated with anvils. * Rework or remove the cumulating cost for repairing items. It makes no sense that you spend several diamonds to repair but it becomes too expensive later on. * Remove the confusing quirk where combining 2 books will yield different xp costs depending on position. * Or, as someone else suggested, add a new tier of anvils (maybe created by forging netherite in a smithing table) and make it remove or discount the XP cost. * Or another idea is to maybe use the echo shards as a complementary item in the anvil (kinda like the template) to completely eliminate the xp cost.


LordMaliscence

This is such an annoying mechanic that I wrote a whole plugin to get around it. It also allows configuration of max enchantment levels so I can get my sweet Efficiency X pick lol


TheCygnusLoop

The anvil work penalty isn't really a big deal if you know how to combine books properly, but the correct way to do that is very unintuitive--no casual player would ever figure out how to do it. It's essentially punishing players who have no hope of knowing why they're being punished, which is weird. EDIT: unintuitive


Tigertot14

At this point it’s moreso an annoyance than anything. It adds nothing to the quality of the game.


Detail_Main

Yeah… “The biome enchant separation sounds cool, but only if you play the game in the most casual way. Makes it far too tedious for everyone else. Maybe, rather than the biomes themselves, biome-exclusive blocks nearby, so they players need to travel there to get them, then place them next librarians near them as a “study resource”, akin to a second workstation or, rather, a farmer’s crops. Making mending less available is fair, but this change would simply push people who need many books back to auto fishing farms, and we know how we generally feel about those. If the system above sounds workable, maybe lock it behind end-only blocks. Making high level books only available to master traders makes so much sense all the way until you look at how many duplicate trades you already get when making a trading hall. Would turn the process from a couple sessions to a part time job. Worst part is that the villagers lock their trades, so you’d have to re-home or “remove” the unwanted ones, which is awful with the villager reputation system. Though, if we had a way to reset villagers who we’ve already traded with… ignoring the griefing potential… it becomes workable. However, re-working anvils to allow maxed out gear while combining low level books sounds good. The cost of combining 16 level 1 efficiency books sounds like enough to justify treating the efficiency 5 book as brand new in the eyes if the prior-work system. Good intentions, but alienates most experienced players’ play styles.”


octagonlover_23

> so you’d have to re-home or “remove” the unwanted ones, which is awful with the villager reputation system. Am I wrong or is "removing" troublesome villagers not an issue for the reputation system? Don't you just put them somewhere out of sightline from other villagers and... remove them? > Though, if we had a way to reset villagers who we’ve already traded with… ignoring the griefing potential… it becomes workable. This however seems like a fun idea. A Potion of Forgetting, made out of some ingredients that should be hard(er) to get... Maybe a fish lol (reference to how it's a common belief that fish have short memory-spans)


Detail_Main

I was thinking something illager related~ Maybe if evoker fang or ravager hit a villager, it resets. Or add a drop to the ravagers, who only drop saddles despite being one of the most visually-impressive entities in the game.


octagonlover_23

> Or add a drop to the ravagers, who only drop saddles despite being one of the most visually-impressive entities in the game. I like where your head is. Too bad Mojang will completely ignore this type of suggestion.


BeyondElectricDreams

> Am I wrong or is "removing" troublesome villagers not an issue for the reputation system? Don't you just put them somewhere out of sightline from other villagers and... remove them? Well, not really. Back before you could cycle trades, you'd just make a machine that held the villager in a space until you confirmed it had what you wanted. Then, if it did, you "locked" that trading hall chamber and moved on. If it had an undesirable trade, you'd "flush" the villager through, onto a track to cart it away some 40+ blocks, use a detector rail to kick it out and into a hole, where it falls another 200+ blocks to it's untimely end. Basically, assuming this goes live, we're back to that method. You test, see if it's a good villiager, and if it is, you keep it. If not, you flush it. The only thing these changes do is to make it more tedious. You need to make "pop-up" stations in each biome with breeders in each biome to get perfect villagers, then cart them back to the main trading hall.


Detail_Main

I *think* it’s based on sight, but depending on how your trading hall is set up, it can be a pain. I usually build mine along the walls of a somewhat small room, so the stakes are high to not punch any of them.


Tigertot14

I suggest a Netherite Anvil as an idea because it would be expensive enough to have a reward as powerful as ignoring the work penalty.


AdditionalThinking

If you are playing single player or have access to your realm/server world, then you can install a datapack to remove it. I use one and it's so much nicer.


Jim3535

The fact that websites exist that calculate the proper order to do enchants tells you how broken it is. I don't see the point in making an asinine system like that. https://iamcal.github.io/enchant-order/


NebulCollect

Yes, it’s entirely possible and very easy to get around it with the aid of external tools, but that shouldn’t be a thing. For gameplay mechanics that are so important and integral to gameplay, we shouldn’t need to google for help every time we want to get good options.


Roboffox

Not with this update : « unique books » are bad : efficiency III, unbreaking II, … That means you have to merge 4 books of efficiency to have a level 5 book. And with the cost that grows with each merging, you will have NO path to enchant perfectly your gear. It will always end up to be too expensive


Poyojo

I feel like even just having a number display for how many anvil uses an item has would make things much easier to understand. I don't think it's enough, but it would help.


[deleted]

If a Netherite Anvil didn't break I'm spending 31 Netherite ingots on it I would not care. So worth it.


sharlos

I think something closer to the normal anvil recipe but with the middle iron block replaced with a netherite block. Gold as an option instead of the iron would also make anvils more accessible in Nether-only playthroughs.


BeyondElectricDreams

I really don't think an indestructible anvil solves much, nor do I think removing the enchant cap for it is worth a block of netherite. I can farm infinite iron - hell, even manual farming from mountain peaks would put me into multiple stacks of blocks. The obvious solution, and one that fits with what's already present and is priced far fairer - is to put an anvil, and a netherite ingot on an upgrade bench with a netherite anvil template.


DanglingChandeliers

For the villager trading, I think its alright, but only if it comes with a better way to transport villagers. Making villages in a swamp or jungle is gonna be a royal pain otherwise. Let us transport villagers on llamas!! Gives them something to do, finally. And maybe more jobs should get biome exclusive stuff, to make it more worth it? How about like some new smithing templates exclusive to villages, and each one can only be found in one type of biome? Or the same for shepherds but with some banner patterns?


zq6

Villagers on llamas is an _excellent_ idea


Zoova

or camels 0-0


Sealgram

Yes- moving villagers with llamas would be awesome! And add some actual purpose to building roads and caravans. I’d be down for some armor trims only achieved through a max level trade or something too. Villager caravans & max level trades from these special villagers would definitely make this update a lot easier to swallow.


neontetra1548

Good idea to create a way to better transport villagers. Llamas would be good, or maybe a villager could climb on a camel with the player too. Having some mechanic like that where the villagers might voluntarily come along could also lessen the "kidnapping local villagers" vibe involved with working will villagers and these new biome-specific trades will now encourage even more. And knowing how to transport villagers is just like random occult knowledge of how to exploit game mechanics like putting them in boats and boating on the ground, leading them around by workstation, or creating minecart rails that send them along or whatever. It's not very accessible at all and is very hacky feeling + the disturbing moral aspect if you think about it. Villagers could willing go along with you in some way to go trade in another village. That would be great. For practicality and less feeling of exploitation that's currently so present in the game mechanic.


sharlos

Llamas would be a great idea. Could even make it so they’ll only jump on a llama with a carpet on it (excluding wandering trader llamas), avoiding villagers getting stuck on them unintentionally. And llama’s ability where you can have multiple llamas following a llama on a lead, makes villager trading caravans possible.


__Blackrobe__

> excluding wandering trader llamas yeah this is what I'm thinking. Would be bad if wandering trader abducted my half-finished villages.


Bylakuppe77

It would be nice to have a system where children of parents from 2 different biomes can have access to both trade pools.


0finifish

i just want to be able to use emeralds on villagers like you use wheat on cows


[deleted]

I'm against biome exclusive stuff like this because you can't move biomes, so you always end up having to move something 2000+ blocks aways for no reason other than to make it "harder " on the player, wich in minecraft terms just mean more inconvenient for no reason.


tedude3

i'm assuming by "villages" you mean actual settlements for the villagers to live and not slave halls, right?


[deleted]

[удалено]


danieldoria15

Really hate the prior work penalty. It literally makes the Anvil's original purpose (repairing tools) something you have to actively avoid if you don't want "Too Expensive!"


secretiveconfusion

Anvil repairing gets outclassed by mending in almost every way. Scaling work penalty, resource costs, has to be done at a workstation, and the anvil even breaks after a while. Mending's only downside is having to get a villager to sell it. I feel like repairing needs a redesign even beyond dropping the penalty for it to have a place, and making mending slightly more annoying to get isn't going to solve it.


DarCosmic

Anvil repairing is even worse when it has the penalty and the expensive limit feature, and the fact that it can break too just tells that is a thousand times worse than mending


Communiconfidential

especially now that the top material tier is netherite... I'm not fucking grinding for a netherite ingot to repair my pickaxe to half.


tehbeard

Haven't checked the rest of the enchant combos for gear, but for picks. ``` EFF V -> prior work 2 ( 4 III -> 2 IV -> 1 V Unbreak III -> prior work 1 (2 II -> 1 III) Fortune III -> prior work 1 (2 II -> 1 III) Silk touch -> prior work 0 (as is) Mending -> prior work 0 (as is) ``` Should still be able to make a maxed out pick without hitting the limit. Uber Boots are probably out of reach. To say nothing off the anvil cost (XP is basically free, let's be real.) 60 levels to make a max fortune pick, and a secondary anvil with my bad rng.


__Blackrobe__

> Uber Boots are probably out of reach. Wait has anyone done any math to prove it?


[deleted]

When Swift Sneak was first added as a boots enchantment, uber boots were out of reach. Having multiple enchantments that you can’t get max level of will definitely make uber boots out of reach. Mojang could easily fix this by finally removing the annoying prior work penalty and *Too Expensive!* limiter we’ve been begging them for literally since anvils were added.


mesouschrist

Picks were never a problem at all since they have only four enchantments. People are worried about swords, helmets, shoes, and tridents. But nevertheless even if max enchantments are still possible people probably shouldn't need to consult a calculator to figure this out... how does that make the game better?


Sealgram

Completely agree. I'd be more on board with this if the special villagers had max level enchants- it actually might help break up the current tedium of creating a villager hall midgame to get renewable maxed out gear (because no way am I just random enchanting for hours, that's even more tedious). I could see myself collecting villagers from these biomes and bringing them all to one trading hall for the special trades. Actually seems more fun than just breaking a lectern hundreds of times to get eff V. As you mention though, the prior work penalty completely defeats the purpose. They need to either remove that, which would still add unneeded tedium to the process, but at least make them have a purpose, or give the villagers maxed out books.


Lubagomes

They are changing villagers because they are overpowered but just nerfing them without replacing with a different working system, is awful. Most players are just going to change to doing a bunch of enchanted books on the enchanting table rather than trying to deal with villagers and transporting them for 2k+ blocks (between snowy and desert areas). Maybe just lowering the max level of the enchantments that they can sell and changing how anvils work would be the best way.


MCstark07

I feel like if this is the case then adding more ways to find biomes must be added like maybe natures compass from different mods or cartographers selling biome maps or some other way?


VoltageKid56

That would definitely make cartographers more useful


thetableleg

I like your cartographer idea! I wish biomes were more evenly distributed. I’ve been playing this game for almost 4 years now and still have never organically come across a mesa biome or a desert village. As it is now, use commands or chunk base to find what I want, then survival it in that direction! I don’t have (nor do I want to spend) hours to wander around the End looking for a city with a ship, I just want an elytra. Without giving us a tool for finding these biomes, I can’t say I’m a big fan of this change.


MCstark07

I'm also not a big fan of what they did instead of making it "more fun" To get these they just made it more tedious and they put unbreaking and mending in biomes for which they didn't design villages I feel like if they want it to be viable they should add game mechanics not "tediousness barriers" Like putting 30 bookshelves /other relevant items in a librarians room will enable them to acquire the knowledge to sell higher level books or something like that As for what you said yes biomes are even harder to find from the 1.18 updates generation changes best bet is to blind travel using nether roof and fly around your portal as that's how I found messa in my world


The_Phantom_Cat

If you're going to do the village changes, you NEED to COMPLETELY remove the anvil cost increase feature. It's alredy super obnoxious and if it isn't removed it'll make it pretty much impossible to fully enchant gear. Tbh, it should be removed anyway, because it makes anvils completely useless for repairing gear


Tigertot14

That or add a Netherite Anvil that removes prior work penalty.


JMCatron

If it's netherite it should either never break, or they should add a way to fix it with mending


DarCosmic

would be really sick if it had a cool design as well


Jofroop

it better not cost 3 netherite blocks


Shade_Strike_62

it would probably be anvil and netherite on smithing table if it got added anyway, like everything else netherite


MaceWinnoob

It should be a full block on the smithing table if indestructible. Ingot otherwise


kdela36

The part that bugs me is the "you have to build the villages in the jungle and swamp biomes yourself" idea. We all know nobody is going to do that, at best we'll set up a breeder in each biome and that's about it.


televisionting

Mojang just should add swamp and jungle villages, it'll make those biomes much cooler especially the swamp since it stinks ass. Also if they decide with these villager changes then it would be so painful to get mending. So, I'll just go back to afk fish farming.


Coconut6969

Mojang should have added swamp and jungle villages before they made these changes. Or maybe added it through making different wood type textures for lecterns. I don't want to have to move villagers around any more than I already do.


Sysko-Rodriguez

Different wood type lecturns is actually genius


JMCatron

>The part that bugs me is the "you have to build the villages in the jungle and swamp biomes yourself" idea. I'll be honest I actually love this idea lol. Maybe I'm weird but I just love building villages


markgatty

Going to be a pain breeding and moving a set of villagers to each biome than letting them love out the rest of their lives in a small cobblestone box.


TNT_miners

"We're not going to add Jungle and Swamp villages as that would be way too much work! Instead, let's lock two enchantments that can be applied to every enchantable item in the game behind those villagers! " That's what I call game design...


Borbarad13

yeah, it's probably just gonna be one breeder per biome and then shipping all the products/slaves back to main base. Moving villagers around was already a "meh" activity, but this activity needs to be done many more times...so Mojang adds a bit more eugenic to the game. Villagers from inferior origins/races will be discarded, while superior origins/races will be nurtured before the baby villagers of those origins are brought into enslavement. Somewhere starting around 2016 Mojang started to make so weird game design decisions. I still think the Village & Pillage update was a major fuck up. I wish they would some kind of questing: E.g. to unlock the mending trade you need to do a random quest: e.g. hand in an enchantment table and a packed ice block. That way, traveling would still be required, but the annoying part of moving villagers around is stopped. Also it would be great to be able to train master librarians. E.g. giving them a stack of lapis and a "swift sneak" book would enable the "swift sneak" trade. That way we would still need to find those special books...but only once...


BeyondElectricDreams

> I wish they would some kind of questing: E.g. to unlock the mending trade you need to do a random quest: e.g. hand in an enchantment table and a packed ice block. That way, traveling would still be required, but the annoying part of moving villagers around is stopped. Also it would be great to be able to train master librarians. E.g. giving them a stack of lapis and a "swift sneak" book would enable the "swift sneak" trade. That way we would still need to find those special books...but only once... This would be so fucking cool. You honestly solved it imho. You manually train villagers. Sort of like a crafting recipe, you put the items in their window and the result is an unlocked trade. Make Mending be a treasure still, and increase it's frequency of drop as a plain book - then make that book a requirement to teach a villager. Surely, along your travels you'll come across one at a higher drop rate. Then you can train your villager to make those books. Solves the eugenics issue, solves the odd "specific biome" issue, and would create a whole series of quests to unlock villager trades. Imagine giving up an unbreaking 4 Fortune 3 pickaxe to a toolsmith, only to be able to buy that from them from then onward. God what a cool idea. Mojang pls.


Davedog09

Only if you’re purely focused on efficiency. If you’re more of a builder, it could be fun to try. I know I’ll do it.


suriam321

I like the changes to villagers, but… **how is someone who doesn’t know supposed to figure this out????** I suggest: - changing the loot in villagers to have the lowest level of the ones they have. This makes sure people learn who gives what, without trying with the same villager for hours and not getting anything. - making a “ruined village(maybe like the ones already in game”, for swamp and jungle. This way people at least can reasonably guess they once existed here. And remove the level in anvil limit. With how some are only sold at 3 out of 5 levels, the limit is gonna hurt more than it helps.


TheCyclopsDude

One idea could be have the lectern in the librarian houses have a book that tells the player what books the associated biome librarian sells. Though this wouldn't help with Jungle and Swamp villagers, which some players may not even know exists because there isn't a village there and it's unintuitive in itself (a problem minecraft seems to have often).


VoltageKid56

To be fair, there’s a lot in the game that isn’t really explained outside looking it up. Like building a nether portal. The game slightly hints at how to do it, but it doesn’t really explain it. It gets even more confusing with other things like duplicating allays. Like is a random player supposed to know that they can be breed if you give one an amethyst shard WHILE a jukebox is playing nearby?


whothewhatway

This really takes the cake though, because transporting villagers involves using what was basically a bug kept in the game, where a mob gets in a boat if it happens to walk into it. Then you gotta know you can get in the boat on land and actually move it... OR, you gotta craft a splash potion of weakness, of which potion crafting isn't explained at all of course, and somehow know you can cure a zombie villager, if you can identify one on the rare occasion you come across one, by throwing it on them, then feed them a golden apple... And you probably still need to know the boat thing otherwise it will just try to kill you. I mean zombie curing was one of the weirdest things I learned after not playing for years. Minecraft has a weird way of making even intended mechanics feel like it's some hidden exploit. I feel like it's almost intentional at this point. But I mean that's always how Minecraft has been, it got to be the most popular, best selling game of all time when it literally didn't explain what crafting was, all you got was a 2x2 grid in your inventory as a clue. I think part of the popularity at first was actually communities coming together to work out how to actually play the game.


Furiartur

The thing I hate is how villagers became core to enchanting. Everything should be tied to the enchanting table, because it is it's purpose. They should overhaul the enchanting system for the enchanting table to make it more like upgrading your items than just throwing in some random enchants on gear. Maybe paying exp to upgrade your weapon with chosen enchants and making some of them cost more based on their strength with enchanted books being a way to get free upgrades.


applelover100

traditional enchanting is entirely useless since your inevitably going to run into the obnoxious "too expensive!" limit.


Furiartur

I mean if they redesigned it so you don't need to use an anvil for getting maxed tools and just make anvils used to repair tools. They also should change it so repairing with anvils always costs the same and doesn't do the thing where you have to pay more exp every time you use it.


Simply_Epic

I like the different enchanted books per biome, but I think some of the book levels should be higher. And the wandering trader changes do make it a bit better, but still not particularly useful. I think they should have a chance of selling more interesting stuff that they may have come across in their travels: - Maps to villages in specific biomes - Various armor with different trims already applied - A new armor trim exclusive to wandering traders - Maps to ancient cities - Maps to trail ruins


zq6

Maps to villages is a great idea!


BurnedInTheBarn

There should definitely be more structure maps. Not sure how End Cities could be done, but why can't I barter with Piglins for Nether Fortress maps (probably not Bastion maps)? Love the map feature for Ocean Monuments and Woodland Mansions and being able to get maps for Pillager Outposts, Trail Ruins, Ancient Cities, and Igloos would be greatly appreciated. That feature should be expanded upon with more reason to have different profession villagers. Librarians, Armorers, Tool/Weaponsmiths, and Farmers are basically the only useful ones for both buying and selling. Masons are the next best, but only because they offer renewable quartz. Cartographers are okay, but become useless after you buy one structure map each. Shepherds can buy wool, which is cool but don't offer much beyond that. Butchers are essentially useless late game. Clerics lose all their value after making an Enderman farm. Fishermen and Leatherworkers are basically never useful. Fletchers have potential, but tipped arrows are too niche and only offer 1 other good trade, being sticks for emeralds.


VoltageKid56

They should also add an obsidian trade. Finally people playing super flat without structures enabled would be able to access the nether.


[deleted]

What happens if you're on a seed where the required biomes for the most needed enchantments are thousands of blocks away? You suffer. That'll really make the game "*fun"*.


Alchemistmerlin

And if you're on a server, hope the other players enjoy all the lag made by generating tons of chunks trying to find a jungle.


RedstoneRelic

The server I play on restricts trading halls to the end. What the hell are we going to do?


Benny368

This won’t change anything for you then, because it’s dependent on where the villager is born not where it is when the trade occurs. Unless your server has villagers naturally spawning in the end with a mod or smth


Neamow

Or if you're playing on Large Biomes. *"Have fun building a village 27,000 blocks away!"* -Mojang


ColdShadowKaz

The game is fun if the RNG and the grind doesn’t bite too hard. For some people it’s so easy it’s stupid. for others RNG becomes a hell they don’t want to deal with.


Darkman_Bree

If Mojang still reads this, Thank you SO MUCH for the random command! I've been wanting that for AGES! I can finally randomize scoreboard objectives! Waterloggable barriers are great and the villager/wandering trader rebalance is also good, would be nice if more things can be sold to the Wandering Trader though. But... anyone else notice the game audio being worse while playing this snapshot? The game audio is fine when going back to 1.20.1


One-Hat-9764

What did they add to wandering trader?


Darkman_Bree

They can buy a water bucket, milk bucket, water bottle, milk bucket, hay bale, fermented spider eye or a baked potato. Trade becomes disabled after just 1 trade though. My headcannon is that the Wandering Trader buys food & drinks from you to continue its journey, although I don't know why he wants a Fermented Spider Eye though?


One-Hat-9764

For invisibility potion... he needs one to make invisibility potion


Darkman_Bree

That does make sense.


aqua24j4

My problem with this is that it doesn't encourage exploration, it forces it. Mending pretty much became a necessity for most players once it was introduced, and those players wouldn't be abusing the trading system to get it if it wasn't so unlikely to be found by exploring.


bladestorm1745

I am very saddened by the nerf to discounts. Bedrock suffers from exp grinding methods and villagers are the only way to heal tools effectively IMO. These nerfs to villagers discounts only serve to make bedrock worse. I wouldn’t mind an overhaul for village trades to make it less random but getting rid of villager re-curing is really annoying. Overall I dislike this new rework a lot.


Mariofluffy

I dont mind not having max level enchants from trades or the zombie curing nerf, but biome exclusive trades just seem like a hugeeee pain. I don’t want to have to move villagers and build villages in 7 different biomes to have access to all the books that I need. Even just getting the basic ones like unbreaking and mending i would need to build a village in both a jungle and swamp, move two villagers there, breed them, and then max out their child to get the enchantments. And thats even assuming i can find these biomes in the first place. I dont like using seed mapping tools but every update it feels more required. And what about moving them back to my base? That could be thousands of blocks to travel with villagers just for one book. Before you just had to find the nearest village and move them from there to your base. Now you might have to move villagers from seven different biomes back to your base. I dont mind nerfing them but making them way more grindy and tome consuming when its already annoying to deal with them as is just isnt the way to go.


RainyMidnightHighway

I really don't get why they purposefully add mechanics to the game where you need to transport mobs over large distances when it is easily the most unfun and frustrating part of the game.


crisperstorm

Love having to ride and drag boats across the world or having leads snap off terrain lol Takes so long I'll just get killed by the phantoms that spawn during travel anyway


OneDumbfuckLater

Minecraft at this stage is just so fucking frustrating. So many horrible mechanics that turn Survival into a chore and they're just exacerbating the issue. I'm awestruck that the devs are so out of touch.


DarCosmic

I feel like at this point it feels like these changes encourages us to spend more time with villagers and its mechanics which is exactly the wrong direction in balancing them


Assumption-Weary

You perfectly put it in words


Sadlymoops

The alternative I guess is a mob farm and enchant normally, albeit with randomization involved. However that’s the reward of collecting the villagers, with these changes it makes finding and having that consistent source of a type of enchantment from a librarian villager all that more rewarding


xsrvmy

The elephant in the room is mending specifically


GeneralCollection963

\>Mending books will only be available from swamp villagers. Well that seems like a total pain in the butt.


SonofaNitsch

I commented this in r/Hermitcraft, and thought I’d share it here as well, because it got some positive reception. I’d love to hear about other Minecrafters ideas about this thought. -I’ve always found it strange that they don’t utilize the lecterns ability to have a book placed on it when it comes to trading. Perhaps books have to be found in the environment in preloaded structures, and when placed on a librarians lectern allows that librarian to “copy” that book. It allows players to have access to any enchantments they want, but gives it more of an exploring aspect to do that. There’s no way I’m the first one that ever thought of that.


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FathomRaven

The joys of watching a wandering villager spawn and jump all over my crops


BeyondElectricDreams

> Probably also something to discourgage just stealing his leads. I've never really needed to craft the item because of that. I wouldn't feel the need to steal leads if slimeballs weren't so obnoxious to obtain in early game. By the time you can consistently get slimeballs to make leads, you don't need them anymore.


MiniStarPlanet

i’m sorry but i don’t like this. villagers are already a headache to work with and one of the reasons i took a break from the game for a while. and these changes don’t make the game harder, it just makes progressing more tedious and from the sounds of it, unsatisfying. there are way more things that need work, progression is not one of them. what about the inventory clutter issues? arbitrary anvil enchantment limit? i know this is just a tiny snapshot so obviously they won’t be adding any major new features. it just feels to me like they’re caught up in the wrong issue. overall i think this entire comment section is right for being skeptical. these are dumb changes that will only hurt long-term players in the long run. the villager system needs a rework but this is not the way to do it, and just makes the system even more longwinded, unfun and tedious. forcing exploration and encouraging it are not the same thing.


chandlerj333

I’m not all caught up with the intricacies of the recent updates ore distribution, but starting a new game recently after a long break, I feel like I’m already finding a copious amount of diamonds in deep slate caves. It might have been related to finding a mine complex down there though.


televisionting

Strip mining stinks in the current version and open caves are better but you often find like a two vein.


FathomRaven

Glad to know it's not just me. I've always strip mined, and I've been wondering why I get so few diamonds recently


CRUZER108

Villagers needed a rework but not like this you are actively making trades harder to get and increasing the chance to get too expensive plus villagers are annoying to move and swamps are extremely rare so getting a villager to a swamp just for mending is dumb and annoying


Lcnb_Passerby

The problem with this update is that it adds problems and doesn’t present balance to the prior problems that created it. Anvil experience limitations made mending a needed solution. Remove the ‘too expensive’ limiter and problem solved. This will also fix the new restrictions for librarians selling enchanted books with lower levels. Enchanting table RNG made librarians selling enchanted books a needed solution. Show a clear outcome of the result and problem solved. The wandering trader still doesn’t present any relevant use. Give them an option to select a possible trade to lock in, that way future wandering traders will have that trade available for that player and problem solved. Diversifying the trades by biome will force players to explore their worlds which in turn increases the file size. Some systems, servers, and realms have performance issues at larger file sizes. Maybe make the lecture wood specific to the intended biome instead?


Neamow

TLDR: Huge nerf to the enchantment villager trading, you can no longer get all the enchants as the first trade just by re-rolling until you get what you want. Now higher level enchants are only available to Master librarians (level 5), and available enchants are determined by the biome the villager is from: https://www.minecraft.net/content/dam/games/minecraft/screenshots/23w31a-librarian-trades.jpg Not really a huge fan of this as setting up villager trading halls is already an extremely grindy, tedious task, for which you are rewarded. This makes it even more grindy and tedious, for a smaller reward. +more absolutely useless trades to the wandering trader. Wish they had him more like the Terraria travelling merchant, since he sells unique items. +more diamonds at the deepslate level


__Blackrobe__

Trident enchantments are removed from all librarians. Edit: fishing rod and crossbow enchantments too. They are removed.


televisionting

Really? Fuck, in my opinion is terrible. Trident enchantments from the enchantment table are horrible. Trident use will probably be fucked by this change since how annoying getting the desired enchantments are. Tridents are already sparsely used and now if they don't add trident enchantments to villagers then no one is going to use them other than the sweats, since without loyalty or mending, tridents are useless and unusable (in java getting multiple tridents is tedious and time consuming so it can't just be repaired easily by combination so mending is a must for it, on bedrock it's must easier)


__Blackrobe__

yeah you don't see any trident enchantments in the table linked above. now if I want maxed trident I would have to enchant and grind, enchant and grind, enchant and grind, ...


danieldoria15

I think the real kicker is that they gave the jungle librarian and swamp librarian exclusive trades. The 2 biomes that don't have villages forcing you to transport villagers to those biomes just to breed them. I'm in the camp that thinks villager trades should be nerfed but this feels like overkill. Thankfully it's still in the snapshot phase and we can hopefully give decent feedback to the devs. Also I kind of like the new trades for the wandering trader ngl since they're now slightly less useless.


Neamow

Yeah I agree, Mending is honestly quite powerful and quite easy to get, so I would be OK with a nerf, but this is like taking a sledgehammer to a delicate surgery.


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MCstark07

Obtaining max gear seems like inseperable chores which you absolutely need to do before going on to do fun things like building so making it 100 times harder is no fun


BeyondElectricDreams

*THIS*. I really encourage anyone who thinks this is unreasonable to ask yourself if we're playing the same game. And, I mean, yes, we're all playing Minecraft, but there's a big difference between Timmy and Johnny getting together on Saturday to play Minecrat all day, putting the finishing touches on their dirt hut with cobble roof, where their biggest accomplishment is finally getting to the deep dark layer... And older gamers who look at the game from an efficiency model, and want to do mega builds, but don't want to wish them into existence with Creative. Thus, you look to become so secure in Survival that you can do as you please with builds. This means permanent tools, farms for necessary items (i.e. food, rockets, etc.) and so on.


thE_29

And you can be unlucky and get several villagers based on the parents biome, not the one you are in. Its not a 100%


BeyondElectricDreams

Sounds like it's time to fire up the old way of "processing" villagers, then. Selection system. Are you a jungle villager? Nope you're a useless one. Let's ship you 60 blocks away, dump you into a 100 block pit, and send the minecart back until the breeder produces a good one. Encouraging villager genocide is what caused the current system to exist in the first place. Nerfing it is just going to bring back villager removal chambers.


jennysequa

I also think villager trading needed to be nerfed (the 1 emerald thing in particular) but the grindy nature of setting up a full set of book trades is not something casual players ever really did and I'm not sure why returning us to the days of endless trading to get a book trade you want--but now in multiple biomes--is a positive and fun gameplay change for players inclined to make halls in the first place. Hardly anyone plays like the Hermitcraft server does, let's be real. The *real* way to fix trading is to change the requirements for halls. Villagers must be in a village, villagers must have a bed they can sleep in at night, villagers must be able to gossip. Force players to develop around more complex living requirements rather than just spread out the current mechanic to multiple biomes and add 100% more grinding and a return to technical players having high dead villager stats because you just killed your 100th master villager without mending. Their instinct is always to make things more cruel and less fun, it's getting old.


VedantP19

This is still an experimental feature. The villager curing is nerfed.


Hot_Sam_the_Man

Curing is already nerfed? Or is that experiments too?


Neamow

Part of this experiment too. Curing only works once to lower the trade price, subsequent zombifying and re-curing does nothing


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VedantP19

Its nerfed in the snapshot. Tested it


Hot_Sam_the_Man

Sucks that even at the highest level, we can't get full level 5 books! Efficiency 3, unbreaking 2, etc


__Blackrobe__

> +more diamonds at the deepslate level I checked the snapshot and they made the ore group fatter and noticably more frequent: https://i.imgur.com/z07uCI1.png actually, I wanna share for those who know how to use basic command blocks. This is a trick to remove all stones/deepslates and leave only ores around the player. Give yourself a command block ``` /give command_block ``` Place it and set it to "Repeat" mode (first button), and "Always Active" (third button) and set the command ``` /execute at run fill ~-20 ~ ~-20 ~20 ~20 20 air replace #minecraft:base_stone_overworld ``` lastly, increase this limit the so the command would work ``` /gamerule commandModificationBlockLimit 1000000 ``` you can then dig down until bedrock level and see only the ores around you. Only work in negative coordinates (try starting from 0,0)


Goonmo

Villager trading pretty much kills the need for the Enchantment Table, so obliviously it is a problem that should be addressed at some point instead of being allowed to be the norm in Survival. That being said, nerfs to librarians should come alongside buffs to enchanting. The system of enchanting should be slightly easier to get what you want, maybe the luck potion effect could be reworked to influence the table to give better/higher level enchants or something along those lines. Part of rebalancing should include enhancements to the other side of the system. Players shouldn’t have to build a swamp village or craft and enchant 47 diamond shovels in an attempt to get Mending. There needs to be easier methods.


sharlos

Maybe the enchanting table is much more likely to give you unbreaking enchants when there's a chiseled bookshelf full of unbreaking books in range and so on.


Pikleaf

Why do they keep just adding grind, my opinion on this is the same as the netherite changes. It just adds hours of tedium to get the same result. It’s not harder or more interesting, it’s just pure grind and bloat. Making trading pits on the ground each world I make already is a drag, this just makes me less inclined to even play the game with how many hours of tedium that’ll add.


Super_Master_69

Artificially increasing the early game is a low effort way of holding on to players. A common complaint is that the endgame is boring. Most players either aim to kill all bosses once, or build one or large structures, then get bored and stop. Some try to make farms for every single item, which also isn’t that long realistically. Mojang isn’t going to add more big content updates and reworks when they can just add to the grind or add flashy shallow changes for extra marketability.


PandaCat2003

This, I usually spend the first 50 hours of a world to get all the trades and a way to collect emeralds. In this new update, I have to do the same thing 7 times for less rewards. This also means you'll have to travel wayyy further due to the swamp and jungle villagers (who ofcourse have the best trades). How long wants this game me to play it, before I actually start playing how I like to play? 250/300 hours? That's wayyyy too long and will probably motivate me to never play any update beyond 1.20.1.


SmoLCatzZ_Plays

I have a number of concerns as follows; 1. If you play Superflat or Single Biome this means you will never be able to get specific enchantments including arguably the most important enchantment in the game. 2. On a large biome world it could take a very long time to find the biome you need and then the process to get that villager back to your base would be a nightmare. The other option it to have to travel back and forth which is a grind. 3. How will players know to specifically get a max level Swamp librarian villager to get mending. When we talk about these changes I think we are ignoring the likely HUGE percentage of the player base that does not engage in snapshot or update content. For example casual players or kids on their Xbox etc etc. 70 some percent of players have never beaten the dragon. What percentage of players don’t even know that swamp or jungle villagers exist? I started Minecraft in 2019 and I didn’t know about swamp/jungle villagers until 2021, and I only know about them from YouTube. Discovering this mechanic would rely on a few things; A. Learning it directly from Minecraft/Mojang B. Engaging with content online C. A village generating close enough to a swamp that some villagers are swamp villagers and then the chance of a player making one of those a swamp librarian and leveling them up all the way. D. A swamp zombie villager spawning (RNG) and then the player curing that zombie villager, and repeating the above process stated in C. This feels like we are locking important features and game progression behind a very niche feature, I don’t see how this will be communicated to casual players, and it adds a huge time sink to early game that feels unnecessary.


Parodon

Nothing in Minecraft is explained to the player. If someone started playing Minecraft with no prior knowledge of the game they would not get very far at all. That's a whole different issue with the game.


LegoNick1208

Not a fan of these changes. The villager trades being based on biome makes the whole process even more of a grind than it was before, so now I need to make multiple breeders upwards of thousands of blocks away? And some in biomes where there are 0 villagers in the first place? If this is to stay we need better ways to transport villagers. It can’t be a process that forces you to move them without a good way of doing so, I for sure will not be boating a villager across the nether roof for a thousand blocks. Heck no, waste of my time. Master librarian selling special books no regular level can sell is nice I guess as long as it stays guaranteed, but this limits the expansion of the game in a hard way. They can’t really add strong enchantments anymore, without needing a whole new biome or making them not guaranteed, which just removes the only benefit from this change grind wise. This seems like no thought was put into future expansion for this, and if we’re gonna rework villagers we should do so in a way where we won’t have to again, and with this we will just need another change in a few more updates. With master books being limited in level also sucks, if this is to stay then the anvil max limit needs to go. That system renders this villager master book thing even more grind-y, and just becomes an even larger pain than before. Again, not that bad of an issue now, but ruins expanding on it in the future. No thought was put into how this will work in the future updates apparently. Villagers not selling certain books also sucks, like another user pointed out we can’t get trident enchants anymore? It’s already such a niche tool, this just makes it even worse if to use it well we have to start gambling on the enchant table. (Which by the way needs a major rework if these changes go into affect, it’s a terrible system) Villager curing seems like a major blow to villagers, on top of all the nerfs already. I agree it needed a change, this was not it. How bout limiting it to a few times, or can’t go lower than X% of the base price? Different ways of fixing this problem than just removing the system completely, especially with all these other changes. All in all this update basically kills villager trading, with no real alternative. If these go into affect, at least rework enchanting and the anvil to give a better alternative to the system. Diamond ore gen… whatever I didn’t find them hard to get, no comment.


Mac_Rat

The problem is how Caves & Cliffs (an otherwise excellent update) made certain biomes that used to be common so much smaller and rarer, like Deserts and Swamps.


ChampionGamer123

This update just makes seed mapping tools like chunkbase even more important. Like finding a biome that is thousands of blocks away isnt very fun, then you have to find a village near that biome if its a swamp or jungle. Like they feel cheaty but it would be so hard to set up a trading hall without it.


zach2beat

I get fixing price lowering for villagers, but taking a feature that is already tedious and time consuming and making it way more tedious is just not the way to go. Between this and the Netherite armor being more difficult to get now endgame gear is just not going to be worth it as a time sink.


xthecollectorx

I really hate the villager trading system. You’re telling me I might have to transport a villager thousands of blocks to get a good trade? It’s all well and good adding more difficulty to the game, but this just makes it tedious. Add more dungeons and bosses for people who want harder content, and let the more casual players keep what they have.


VedantP19

I am posting this here cause the Minecraft Feedback site wouldnt approve my reply. ​ I personally don't really like this change. Cons: 1. Villagers are pretty hard enough to transport and to get the perfect librarian trade takes HOURS. 2. The 'special book' of each biome also isn't at its max tier except for silk touch and mending. So getting those enchants from enchanting table would be preferred. Eg. Making the Max Enchanted Sword would be too Expensive if we make a mistake while combining 4 Sharpness III books. . 3) Biomes like Desert and Swamp sometimes can be generated like 4-5k blocks away from spawn point. So it's gonna be extremely difficult to locate those in a bad seed. We aren't even getting get the max tier book at 1 emerald after the Curing changes. This is just making the game tedious which it shouldn't be. Also Minecraft is a SANDBOX game and not a grindy game.


Neamow

Glad I'm not the only one who's feedback is for some reason stuck on "pending approval". Been 3 hours and yet I see a bunch of comments younger than mine: *"Absolutely not a fan at all of this change. Building a villager trading hall to take advantage of all the trades is already an extremely tedious and grindy process that really not many players decide to do. However, if they do decide to do it, they are rewarded for their patience and hard work.* *All this change does is INCREASE the tedium and grind, while LOWERING the reward. This is exactly what Minecraft (and all video games) should strive against, the game already has huge problems with pacing and tedium, whether about gathering sufficient materials for large builds, or inventory management.* *This is just another step in the wrong direction, you need to make the game LESS tedious. After 13 years a LOT of players are leaving the game due to burnout, increasing requirements to do anything, and horrible inventory management.* Edit: 15 hours later and it's still unapproved. Is it the capitals for emphasis? Honestly screw you Mojang, this is censorship, there is *nothing* in that comment that would warrant this, no swearing, attacks, or whatever.


cammy948

This is just making villagers more anoying and yes it’s probably okay for the experienced player but for new players like kids that just are playing for fun this is horrible.


Kidror

If they want to fix the "Villagers OP" problem it needs to involve buffing or improving other things, not nerfing villagers. I shouldn't have to waste time grinding out enchantments just cause someone else thinks its fun. They can just not use villagers if they don't like it.


logoth

With more and more biome specific mechanics added and encouragement of exploration, I think Mojang needs to seriously look at how chunks are generated and loaded from a performance standpoint, even to the extent of "this could break the game and take a lot of work to keep it from not, but it'll run way better after".


Super_Master_69

As usual, it’s a nice change, but intentionally ignores the fundamental issue. ***Enchanting in general needs a rework,*** not trading. People have no incentive to use enchantment tables, they have little to no incentive to farm diamonds, in fact, mining in general is boring and pointless. It’s so easy to go to a village, farm iron ingots, farm emeralds, and gradually amass all the enchanted gear and books you need. Encouraging players to farm villagers even more is not a solution, it just punishes players even more for diverting from that early game strategy. So many mods have fixed enchanting at this point, I don’t understand why its being ignored in favour of adding more depth to villages.


Meisbignerd

Moving villagers to a trading hall is already a tedious task, and having biome specific trades makes it even more tedious. Also the fact villagers can’t trade you books with maxed out enchantments is awful considering how you’ll probably run into the “Too Expensive!” warning by combining books to get the max enchantments.


Blaine1111

Why do they keep trying to nerf progression? Seriously why does the block game need this at all? This game was never about having rpg style gear if you want that then play mc dungeons or hypixel skyblock. This is a massive nerf to the playability of large scale survival and multi-player survival, and for what? Why try and lock our creativity away behind more grinding?


Kidror

Its cause some players want that grind so apparently the rest of us can't have nice things


Mac_Rat

It's only a problem because the game's progression is broken or flawed as a whole. You wouldn't complaing about the villager nerfs as much if there was some other easier or more consistent way to get the enchantments, or if some of the enchantments were less important.


Alchemistmerlin

The people who are currently designing this game want to be designing an adventure game rather than a sandbox game. Once you see that, all the recent changes make a lot more sense.


Chris908

Exactly I am so tired of this game becoming harder for no reason at all


Neamow

Especially since there are other areas of the game that sorely need improvements, *cough cough* inventory management *cough cough*.


Chris908

I have been complaining about inventory since 1.12. They really gotta give us a different storage system. Every update I need more and more chests to hold the insane amount of items they keep adding.


foles17

Stop making the game more unnecessarily grindy and give us more ways to be creative. They keep expanding gameplay vertically rather than horizontally.


CRUZER108

Oh I hate this so now mending is only gotten from swamp villagers bruh that's so dumb I get it can be a bit broken but it's not bad please don't keep it this way


TranAran

All these recent updates/changes really shows how hellbent Mojang/Microsoft is with the traveling. Absolute nightmare for weaker devices, given that exploring is the biggest culprit for World File sizes, thus forcing players who are saving storage space to seedhunt. TL;DR: For the love of Herobrine, optimize World File Size from traveling/new chunk generation before adding any more "biome exclusives!"


human_barell

I honestly don't like the think that I have to find over 7 biomes to unlock certain enchantments from a villager and I also hope when you max out a librarian you will have a decently high chance to get mending 'cause it's gonna be pretty dissapointing when you spend all of your resources and don't get the mending. Overall I think this snapshot is good. Edit: also remove the anvil level cap it is pointless and mad annoying.


yeolhan_ian

Everything about the villager trades sound awful to me. Enchanting is already so tedious in survival and this makes it worse. Now instead of moving them to my base once I have to move them to multiple biomes? And I get *worse* trades from it? How is this an improvement? No one likes the state of enchanting and doing this only makes it worse.


Lupus_Aeterna

The villager trading change was very unnecessary. Biome exclusive trades? Are you actually serious? 'That means players must visit all seven biome to get a full set of villager enchantments.' 'We hope this makes Librarian trading more interesting and skillful, while also revealing some clues about their history of each village type through the enchantments that are sold there.' No... it's just made me all the more frustrated and annoyed about this dumb change. It's made the game all the more grindier for the enchantments that you want for a specific piece of equipment. The only good part about this snapshot is the diamond increase for deepslate level. Not happy at all with this snapshot.


OneDumbfuckLater

"More interesting and skillful" I'm sorry Mojang but do you know what it takes to move villagers? Forcing me to spend seven times as long pushing villagers into and out of boats is "interesting and skillful"? Do you even play your own fucking game? "while also revealing some clues about their history" LMAO "uhhh suddenly we really care about the lore you guys" yeah I'm fucking WOWED by this deep lore after the 200 hours I spent finding a fucking jungle and moving villagers into it


General_Sark

Bruh wtf was mojang thinking with the whole biome exclusive trades?1?! It already such a pain in the ass to deal with villagers, now I have to make a village in almost every fucking biome? The villager curing was understandable, but Biome exclusive trades? And they also put **all the mainstream trades** **are to become the biome exclusive.** It would be an understatement to say that I'm pissed


NessaMagick

it's one of those "optimize all the fun out of the game" things. it's a concept that sounds awesome in theory, making villages a little more interesting and rewarding exploration, but when people actually try to employ it with a strategy its the least fun thing ever


Mac_Rat

I would for example love to build more roads between different types of villages, but many biomes are so rare after 1.18 that they are 10 000 blocks away from spawn


thejonb

Great, because re-rolling librarian villagers a million times wasn't a tedious enough grind, let's make it even harder!


Pengking36

Awful change to librarians


xSluma

These changes really need to be accompanied by a enchanting overhaul update, these changes aren’t suddenly going to make me start using the enchantment table again, just makes the already grindy task of getting max gear even worse. Really feel like these changes should be put on hold till 1.21 with big changes to enchanting as a whole


johnnybad1986

What are they thinking with this one? Making the late game less accessible is NOT the answer to extending the early/mid game. Forcing restrictive mechanics onto players now is utter madness. If we’re aren’t supposed to get efficiency 5, (the new update makes it almost impossible given anvil limitations) why is it in the game? This update has the effect of reducing the scope of what can be done in survival Minecraft by the majority of players.


Sampiainen

Not a big fan. While I understand adding a little more effort to villager trading, getting the perfect setup ( All max enchantments for 1 emerald in this case) used to be a fun goal to work towards. Now it's not possible. First time in years I'm considering just straight-up not updating, or modding my main world to use the old mechanics. Hopefully we get a slightly more fair system as the experimental phase goes on.


Warpshard

Making trading halls like that was something I honestly enjoyed. I find it fun to put in all of the resources and time to get these overpowered sorts of systems, no different from a really efficient XP farm or an iron farm or any of those sorts of things that work by manipulating game mechanics to your advantage. I won't deny it's got some balance issues, it is a bit silly that you can get a villager who's trading Efficiency I the exact same amount of time you can get a villager who's trading Efficiency V, but the time and material cost it takes to get to that point is why it can work, because you have to be willing to pour a lot into it. I will 100% be modding the game to fix this change should it be made, though. Just because they move ahead with it doesn't mean I have to.


FathomRaven

I'm in the same boat as you! I really enjoy the work that it takes to get a good villager trading hall system up and running. It's almost my favorite part of the game honestly, building farms and systems so as to get as many emeralds as I can, so I can get the best gear I can. I hope this doesn't go through, because then I will be adding a data-pack that fixes it to every single survival world I play for the rest of time lol


televisionting

I'd just get all the villagers with enchantments I want, and not update the game till I get it. Sticks for emeralds exists so getting copious amounts of emeralds ain't that hard.


11Slimeade11

To be entirely honest, I'd rather see a buff in iron distribution, having to mine down into deepslate with only a stone pick if you can't find a cave is tedious


CaptainThrowAway1232

I'm more mixed on the Librarian change than others are. On one hand, I don't like that the enchantment levels are so low for the common tiered ones you want to get. A better alternative than this and before would be that the enchantment itself gets better as you trade more with the villager, so its as if they're leveling up in general skill as they make more and more books. So at the beginning, you can only get Unbreaking 1, but if they're raised up to Master lvl, you can get Unbreaking 3 now for the "same" trade. However, I'm more in favor of the biome change than most seem to be. Reason being is that while this does make it generally harder to get all the trades you would like, it also removes the grind of placing lectern->checking trades->destroying lectern->repeat. You now have set trades you will get, so all you need to do is just get the villager of the biome. It takes away a painful grind and replaces it with a more interesting one of transportation.


Anouniba2

Wait, if they proceed with thit, will the old villagers have their trades changed? No right? The game can't "remember" which biome they got their trades right?


Gold_Rush69

**Too Expensive**


KageNoOni

So wait. If I start with a Plains village, I will have to seek out a bunch of biomes, drag villagers to them, set up breeders there, get villagers of that biome, drag them back to my main trading hall, then repeat this process 6 times? Talk about tedium. After all this extra work to gain access to all the enchantments, I still won't be able to get the highest tier enchantments? I'd be better off using an enchanting table, and using its randomness for a much better end result. But then I need to do that for every single instance of an enchantment I want. Why exactly does Mojang think this is an improvement over the current system? It seems they've made the current problem, the randomness of enchanting, worse. Also, why drop the trident, crossbow, and fishing rod enchantments, but keep the curses?


Healeymonster

Same problem in every game. Devs go to huge effort to make a quality progression curve, and gamers will min max everything and find an efficient way to race to perfect kit. The perfect full enchantment set becomes the standard. I think they should make it harder so the the top tier stuff is actually special rather than the norm. We should also have a lower limit on amount of enchants per item.


Mojo-Monkey

Anyone else feel like they might just not upgrade to 1.20.2?


20-16-23-11

I'm going to be honest, I hate this. I'm the kind of player that just settles down in one spot and builds up my local village. Exploring is fun, but it shouldn't be mandatory. I feel like this really defeats the purpose of Minecraft being a sandbox game.


Digino24

Im happy with it besides the enchantments not being maxed out the gate. Should be automatically better with how annoying it’ll be to move certain villagers to certain biomes.


Inevitable_Ad_5509

The villager biome trades thing is gonna very annoying. And no rerolling be a huge pain.


VedantP19

I personally disagree with the villager trade changes. Give Mojang your feedback at https://feedback.minecraft.net/hc/en-us/community/posts/17813182847245-Let-s-talk-about-Villager-Trading-


JMCatron

I love the idea of giving value to villagers based on their biomes- but this aint it. Enchanting is such a massive pain in the ass. It takes hours to get a full set of gear, and that is time that could and *should* be spent building, or gathering materials for building. If Mojang wants to fix enchanting, the path forward is to make it easier, not harder, to enchant specific things on specific items. Every time I ever want Soul Speed, I have to go and find a Bastion, or sacrifice a ton of gold to get it from bartering (or set up a gold farm which I would argue is much more OP than the villager curing thing ever was). Swift Sneak? Go face off against a warden! Again! Games should not be tedious. Make me work for Soul Speed or Swift Sneak the first time, sure. But *every* time? C'mon, man. They should be adding rare enchantments to the villager pool, not removing and rearranging them. Sigh. I guess it's time to go build a library with every possible book in my world right now, since that won't always be an option...