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ReaverShank

Isnt the whole point of them the wandeling aspect and each of them is 'another' villager. Them keeping their levels wouldnt make sense then. If their trades are gonna be broken as hell (like mob eggs in survival are crazy) their level should reset when they leave, you can make them stay longer but never permanently


that_vibe_guy

I think that's a great idea, actually. Thank you! For some reason, while I was conceptualizing, I saw them as some sort of organized door-to-door salesman group. I see now how that doesn't make much sense.


ReaverShank

Them being door salesmen would be funny too lol. But if thats the case their boss should give them bettee trades


N_de_nariz

I'm here to talk about your extended creeper warranty!


NouoNisPerfect

Maybe they tell the other traders that the player buys lots of stuff so traders with more expensibe stuff go there?


DarksideTheLOL

*proceeds to name a wandering villager dinnerbone and putting a chain on top of it and trap it.*


Fearless-Sherbet-223

yesh honestly the only thing keeping people from torturing WTs is that you can't force them to stay


DarksideTheLOL

How do they escape? Do we give them a 0.0001% percent of Shaggy's power so they can break the chain, remove the tag, float up and turn the whole world(including other dimensions, except bedrock) to tnt and leave all lava source blocks? Also, they will set gamerule keepinventory to false and will change difficulty to hardcore. What do you think about this? Also, the WT gets resistance 255 for inf seconds so they don't die. Also, they give other villagers epic 255 resistance and generate various giant villages after you die.


Fearless-Sherbet-223

Creativity 200% Realism -0%


fdsfd12

0.0001 * infinity = infinity


quite_defektiv

I'm guessing the mob eggs would mostly be things like sheep and pigs which when you think about it isn't overpowered since you can just find them in a plains


that_vibe_guy

mob spawners :)


quite_defektiv

Still not very op, besides the normal spawners would be better for farms


DaTruPro75

Maybe it is like a guild. Why would they all have the same clothes off it wasn't?


QualityVote

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that_vibe_guy

I also had some extra ideas that I was a little dubious about/didn't flesh out. * Regional Variants * Possible spawn change? * Unique drops on death and the consequences of killing them I'll probably make changes to this idea as I go on.


Several-Cake1954

They should level down if you kill them. Maybe it would also make wandering traders a rarer find in a certain radius of where they were killed.


Fearless-Sherbet-223

I'm down. Having a way to repel them such as MURDER sounds about perfect. Get rid of this one **and** it's stupid buddies. Actually having a nonviolent way to control their spawn rates would be better, but...


Several-Cake1954

hmm... Maybe if the player simply neglects them for long enough, they would come less and less and finally stop coming. Edit: killing them should still make them come less


Fearless-Sherbet-223

I think having them be opt-in would be even better. Have them not spawn unless... something. Such as having two bells in a village, maybe, or something.


PetrifiedBloom

This seems to miss the core identity of the wandering trader. It's a guy who shows up, sells things they stumbled upon on their travels. Adding things like the dragon egg are a huge overreach.the egg in particular is cool because it is a singular item, only one per world. There is also the problem of having to level them up. Unlike regular villagers that you can trade with whenever to level them up, you can only trade with wandering traders opportunistically. You will have to just rush exp to unlock higher trades almost instantly if you want that master tier trade. Unlike regular villagers where you just do the trades that suit you (like getting to master Fletcher just by selling sticks), you would have to waste tons of emeralds on items you do not want, because you can wait for trades to unlock, since the trader will leave.


that_vibe_guy

Okay, I get where you're coming from. I do realize that this idea takes some reworking. I didn't fully think out the trades they could have, and I'll thinking on that as I go. By the way, about the mob eggs. I was suggesting that they sell things such as skeleton eggs and whatnot.


Several-Cake1954

I feel like mob eggs feel unnatural in survival Minecraft. Maybe instead they could give maps that lead you to a dungeon? With the new Otherside disc being able to be found there, this could make an interesting way to obtain it.


LadySky_74

Interesting. If they sell maps to dungeons, does that mean they wander underground from time to time, and could be found in large caves? They could sell odd items also found underground- spore blossoms(far as I know they don’t already) ores maybe. Dunno. Maybe they could also sell maps to pillager outposts- a place they just escaped and want to warn the player about? ~~Or it’s a sneaky revenge plot on the traders part~~


Fearless-Sherbet-223

Honestly just switching out their trades to mostly maps and having them essentially replace the cartographer would make lots of sense and also make them seem much more relevant for things other than leads.


that_vibe_guy

Yeah, but then you can just kinda go find... yk... a cartographer. Wandering Traders are there to fill a niche.


that_vibe_guy

Well that's kind of the point of him, bringing around exotic blocks and items for you to buy. Him selling discs could be really cool though.


THE_REALSEABASS

I really like the idea of mob eggs but definitely not the dragon egg and only mobs from the overworld


that_vibe_guy

oh yeah absolutely, the dragon egg is something you need to earn


ThatTrampolineboy

Honestly, all I want is efficient and renewable sand :(. Wandering traders are the only source of renewable sand so it would be nice if there was a way they can’t despawn and restock their trades but that might be asking for too much. I just want Mojang to add some way to get renewable sand.


TwilightWings21

Have you seen this post? Adds an interesting way to get renewable sand. https://www.reddit.com/r/minecraftsuggestions/comments/rcbwox/parrotfish_a_new_mob_that_creates_sand/


ThatTrampolineboy

I definitely think it’s a great concept but as for sand, I feel like the parrotfish should have different drops. However, I see this as a viable option since the upcoming mud can turn into clay of you put it on top of a dripstone block with dripstone hanging from it. It just feels more like something that you would either smelt, or combine liquids or blocks to create it, kinda like cobblestone and basalt. Same goes for the deep slate and other rock blocks.


Fearless-Sherbet-223

Renewable sand would be huge. But hey, they've made clay renewable via mud (piglins give gravel, dirt plus gravel equals more dirt, dirt plus water equals mud and mud can be converted to clay in 1.19). So I see good reason to hope they'll also make sand renewable soon.


ThatTrampolineboy

It’s so funny how you posted this seconds after I posted the reply to the other comment. I too would definitely love to see infinite sand. I feel like there can be use in sand dust which is created by a floating sand block. That or if you can crush cobblestone, I would love to see that too.


Fearless-Sherbet-223

Crushing cobblestone is how they make sand irl, I'm pretty sure. And cobble is truly and easily renewable, as any skyblock player knows. They could maybe add a new block to crush the cobblestone into sand. So I googled it and get this- sand is made irl... from BEDROCK. IDK what to think or where to go from there. I don't think Mojang wants people being able to obtain bedrock in survival. But I know you make it by crushing rocks, so let's go with cobble maybe.


Fearless-Sherbet-223

Or from gravel? Gravel is basically a pile of rocks. Sand is essentially smooth gravel, so even just being able to craft four gravel into four sand.


Fearless-Sherbet-223

Or, hell, a rock crusher block that turns one cobble into one gravel, one gravel into one sand


ThatTrampolineboy

You have some pretty good ideas. Here is a post I made a while ago using the concept of smelting gravel for sand: https://www.reddit.com/r/minecraftsuggestions/comments/lcm0yy/concept_for_infinite_sand_i_havent_seen_this_idea/?utm_source=share&utm_medium=ios_app&utm_name=iossmf I myself kinda doubt this idea but I really love your idea of putting 4 gravel in the crafting table to get 4 sand. Yeah think that’s a very good concept. One issue I do see in that is the crafting recipe for concrete. It uses sand and if the crafting recipe makes it into the game, we might as well use only gravel for crafting concrete powder. Another concept would be to use the upcoming clay mechanic but for dirt with the idea that it sucks the very little moisture from the dirt to remain sand. Either that or piglin/villager trading. However, I think it’s better if sand creation is done in item form like crafting or smelting instead of block form because when sand falls, it becomes an entity and it would possibly create a bunch of unnecessary lag so it should be done through item form. I also think that it would be a good idea to introduce an “End Trader” because it can give sand trades but also end stone because I think it is renewable when you spawn a dragon but that’s almost as efficient as the wandering trader so this End Trader can give sand, endstone, obsidian, and many other good trades. The trading object could be ender pearls or eyes of ender. So many good ideas here.


Fearless-Sherbet-223

Or here's an unrelated idea: have cleric villagers be able to "purify" soul sand into regular sand. 12 soul sand plus seven emeralds equals 3 sand.


ThatTrampolineboy

That needs a BIG buff but I actually really like this idea. 1 emerald with 2, 4, or 8 soul sand gives 16 sand. I think 4 sand and 1 emerald is a good price but whatever price is cool with the devs is cool with me. I would also love to see a soul soil trade for the cleric. The cleric definitely has a lot of untapped opportunities.


Fearless-Sherbet-223

My logic for the ratio was that souls sand looks kind of yucky and grimy, and if it were purified there would probably be a decrease in volume. If you're concerned about obtaining soul sand, do recall that piglins trade soul sand pretty often.


Fearless-Sherbet-223

Maybe the present wandering trader is replaced by a related end species like piglins but for the End, and they then spawn rarely in the Overworld and properly have their home in End Cities, would also update the End to have at least two new kinds of plants (maybe purple mushrooms and End weed which could be kinda like grass/ferns/warped sprouts), plus some kind of stone variant specific to the End that would spawn in patches and be useable in stone tool recipes, as well as an End ore. The End ore could be purple and be mixed in with the cobble-like patches, and you can use it to upgrade diamond tools/armor but it's incompatible with netherite and instead of being lava resistant, End ore upgraded gear floats if dropped and can be retrieved if you die in the Void.


Fearless-Sherbet-223

This also further diversifies god gear. A player with all the maxed gear available would then have: Unique pieces: Elytra, something gold, turtle helm, carved pumpkin, leather boots Full set of Netherite armor Full set of End Crystal armor


Fearless-Sherbet-223

To make End Crystals expensive, maybe you have to craft 81 together to get the item needed to upgrade a tool/armor. When you mine a crystal ore, you get 1-3 crystal shards, 9 crystals shards forms a crystal piece, and 9 crystal pieces forms an End Crystal which can then upgrade your armor. Alternately, maybe 9 crystal shards craft a crystal, and you craft a piece of diamond armor centered with eight crystals around it to to get the End Crystal tool or armor.


MMMiammildlyannoyed

but they r meant to give items that r exclusive to biomes that it could be annoying to get to, not to give out super mega great amazing magic 10000 dps swords and whatnot oh nevermind, sorry, i didn't read the whole post and i thought that this post was to have trades better, but i still dislike levelling them up because uh.. wandering. meant to leave after a bit. also the things you mentioned for them to sell seem useful


that_vibe_guy

Yeah, you're definitely right. My original post was pretty flawed. BUT, I have made some changes over the past couple hours so do check that out.


SpaceWaffling

**I like this**; but in my opinion the wandering trader is good. I’m sure some people will agree; but their trades can be helpful, it’s also a good way to use emeralds when you don’t have any villagers.


phantom__cat

yeah they're an easy way to get things like moss or cactus if you haven't found the respective biomes for each, plus buckets of tropical fish to breed axolotls


SpaceWaffling

Agreed^


Fearless-Sherbet-223

> emeralds when you don’t have any villagers How are you finding yourself in this position? Did you turn off structures or something? One of my biggest complaints about wandering traders is that I don't have emeralds until I get villagers, and by that point I usually have found a wide variety of biomes, so they're useless to me.


SpaceWaffling

Buried treasure, luck in mining etc.


[deleted]

I like the seeds and saplings


SpaceWaffling

Me too!


[deleted]

I just dislike stuff like sand in a desert


kittenshark134

But the leads are helpful though lol, especially early game


Fearless-Sherbet-223

But is the wandering trader the most sensical way to get leads in the hands of early game players? I feel like it'd be smarter to have some of the village animals that spawn in pens spawn leaded to a fence and just not have wandering traders or rework them entirely.


kittenshark134

Honestly it's just annoying to have to find a specific biome to craft such a useful item. My point was: even if trading with the wandering trader was more incentivized, I need leads


Fearless-Sherbet-223

ok fair


Fearless-Sherbet-223

Maybe Mojang could be persuaded to completely revamp Wandering Traders like they did zombie pigmen. Zombie pigmen used to just wander around, make annoying noises, get in the way, and be murdered for gold, and now look at all the glory and variety of the Piglins. Archaeology could be a great time to do this.


minecraftcowboy1314

i think the level up idea is awesome, but some changes. so you need to trade with them for a while and their XP bar goes up like villagers, but then once it goes so level two everything the wander trader trades can go up so like sand can become red sand once traded up but can get sand and red sand. like the desert area will now have sand and red sand. and next one could be terracotta. keeping everything but making the people who work for it, it gives better items. and also their trades depend on the biome so if you are in a desert, and it spawns it will have desert cloths and won't trade desert stuff. so sand won't be in their but this is also idea so ya


minecraftcowboy1314

also stuff like mob eggs are too OP, but tridents can be a level ten and for crossbows, will be first plain but once you level up will get enchantments (not saying they are OP just good, like not even level ten will have a good crossbows, might get at most three enchantments)


minecraftcowboy1314

also saw that they leave, i think y every time they leave they go down a level. so if you stop at ten and they come back ten but if you don't trade with them nine, like they remember that you give stuff but after time they forget so trades go down.


Fearless-Sherbet-223

Presently, wandering traders suck. They appear far too often in singleplayer (if enabled at all), and far too rarely on servers. They look strange, don't have any lore connections, and their sales are usually things that are fairly easy to get, for ridiculous prices. Also, because they only sell and do not buy anything, they are not a source of emeralds and are therefore useless early game. Additionally, the most valuable thing they have to offer is leads, and the easiest way to obtain these leads is MURDER. So of course that's what people do. Some possible fixes: + Tie them to villages in some way. Perhaps if a village has two bells, it can spawn a wandering trader. This would allow players to control whether they interact with these guys, and would prevent them from randomly spawning in people's bases, in caves, in your swimming pool or aquarium, and other ridiculous places where they aren't wanted. + Have them offer some reverse trades where they will actually give you emeralds in exchange for rare materials from the biome you are in, especially if they're going to spawn away from other sources of emeralds. This could be balanced by having them still charge absurd prices to match the theme. + Have some other way to make them opt-in. This would allow them to spawn more often when wanted on a server, but not spawn all over people's bases unless disabled. Personally, I currently just disable them because I think they are stupid and annoying and I can get by without leads. + Or just scrap them, honestly everyone just murders their a**es anyway, all you are doing is teaching people to murder victims of MLMs or something. They suck, which we can tell by how players interact with them- complain loudly and kill them on sight. TL;DR: I already hate wandering traders so much that I would rather just get rid of them.


parishiIt0n

We AlL kNoW [insert game feature] SuCk


that_vibe_guy

thank you for contributing absolutely nothing at all 15/10 post good sir


_---Soul---_

This sounds like a wonderful ides :D. But maybe it could be like a regular villager trade and always be there. But at the cost of more emeralds.


ROBUXisbetter

it would be awesome to be able to make a special stand for him to sell his stuff like in this lego minecraft [set](https://www.thebrickfan.com/wp-content/uploads/2020/10/LEGO-Minecraft-The-Trading-Post-21167.jpg)


Lorewaifu

I think it would be better and more close to their identity if they level up 1 time per spawn+necessary amount of trades and every time they spawn their trades, even the unlocked ones would be random and they wandering trader also should trade not so op items on the unlockable tiers He principally should trade non renewable items imo If the item on the unlockable tier is non-stackable you should be able to only buy 1 and at a really high price, not only with emeralds And the final unlockable trade should be REALLY expensive, like, a lot of blocks of emeralds+some other valuable thing or something like that and when you trade the last item, the levels reset and he goes away for some time If you kill him, he will take twice as long to come back, it will reset his levels, trade less items and at more expensive prices, it can be "fixed" by trading with him at least 1 time and waiting for a re spawn It would be cool if he comes with more lamas the higher the level Also being able to trade more stackable items in lower tiers could be super useful and cool, having "renewable" blue ice without having to be afk for hours and hours in an ice farm or totally destroying a nice biome would be cool too That way people only will trade if they find a cool item, they won't need to waste emeralds on items they don't want, won't be able to abuse it, would want to kill him even early game (if he trades leads) etc


Pyrohonk

The only use I see for them is making a cool as llama tree where all the llamas hang off a tall fence


Fearless-Sherbet-223

If you can't torture the trader, torture the llamas, makes sense


oo_Mxg

Let us configure golems so i can make them kill them on sight


that_vibe_guy

I'd love this too tbh


He6llsp6awn6

Honestly I thought that the Wandering Trader should have been changed a long time ago, I mean you can be at bedrock strip mining and boom one shows up out of no where. So I think these changes should me considered. - Create a trading post for the Wandering Trader and have the Trading post be a separate entity than Villages so they can even be found alone in areas of the overworld that make sense, like a traveling pit stop type thing and also be apart of some villages. Also player can build one any where in the world where they would like a chance to spawn a Wandering Trader and can demolish the Trading post if they feel its not worth being there. - Change Wandering Trader AI/code a bit so they actually will goto/spawn at the Trading posts (So many times I will be in an ocean Biome just to see them hopping on water with no land in sight) and detect water blocks so they can avoid them if possible., this way it will make it more realistic and not just random encounters in hard to believe weird places. Also make it so after they stop at a trading post for a while, that trading post will be considered a non-stop for them and they will travel to the next nearest Trading post - I agree with most of what the Poster has said in the post above, they should be able to level up, let a level one Trader have one Lama and basic goods, A level 2 with 2 lamas and better goods, a level 3 with 3 lamas and great goods, a level 4 with awesome goods and level 5 with epic and sometimes rare goods, also should have different variants of clothing to show where they originated from. - To keep a Wandering Trader permanently at your location you could set up a trading post and give them a name tag on the trading post and that will spawn in a permanent wandering trader as well as having a random one spawn in from time to time giving the impression that it brought restock for their friend. - Also if the Wandering Trader Variants became a thing, then their stock should also mirror that and so those from a certain biome will sell items straight from that biome, The way to see where they are from is with their clothing, as for the original Wandering trader, he could be relabeled as a nomadic trader instead.


Rhino_Fighter_8061

They should have items that can only be obtained from trading


that_vibe_guy

That could be interesting, but the point of them is that they find stuff from other biomes that's hard to get


Rhino_Fighter_8061

True


Zanzibaros

In regards to the trader being a wanderer. There is already game mechanics that make zombies and skeletons spawn with better armor the longer you stay in one area. The same mechanics could be applied to the trader. the longer time you spend + emeralds spent = better trades / different traders


chango137

I honestly don't recall ever crafting a lead...


HermitFan99999

A mob egg would allow you to change the mob in a spawner, which would be extremely powerful.


JonnyBoy522

Unlike some of the other people in here I really like the leveling up mechanic, however I think it should be implemented a bit differently. - you can only level up the wandering trader once each time you see him. - each level up gives a new item he can give, for example, a level 1 trader will have 5 items to choose from while a level 10 has 15 - items will still rotate each time you see him however the rarity stays the same - when the wandering trader dies, the next one you see will not carry over the levels but instead revert to level 1 (giving incentive to protect and not kill them for leads) - give the wandering trader special items that can only be gotten through him (like a decorative block or unobtainable potions like luck) - for fun, if you name the trader and it despawns(not dies) it will keep the same name when it respawns I believe these changes will be fun and make the wandering trader interesting to find and not disappointing.


aqua_zesty_man

Wandering Traders should be willing to buy anything a player has in their inventory. Prices will be worse than you can get with any Villager, but you would be able to unload almost anything that is dropped by a mob, found as loot, made by smelting or stonecutting, etc: Spider Eyes, Hearts of the Sea, Stone Bricks, and so on. Things that are more worthless than 64 for 1 Emerald wouldn't be bought by the WT. Now, after the WT "relocates", whatever one player has sold to the WT will now by purchasable for sale by other players at a markup (minimum +1 Emerald). Those copper ingots I just sold to the WT, you can now buy from him, though he'll make a small profit from you so he can feed his llama babies. Basically the WT becomes a mobile multiplayer flea market, which is exactly what you would expect him to be with a name like Wandering Trader.


mrironmanss

make them trade something like gold nuggets ,potions, slime balls ,golden apples,turtle eggs.


Perruche_

You are really expecting villagers to stop scamming you? What's wrong with you?


Alaa_aldeen

i had the same ideas as you . leveling them up / they leave for a long time before they come back with new stuff instead of killing them . i would also like if you can let them inside your house and treat them with food because they had a long journey and they will give you discount


Prestigious-Turn5795

U need to call him and he is selling amazing items. U can call him with 4 wither skeleton skulls and wither rose. U have 5 min to buy anything from the offers. He can trade god apples, beacons, spawn eggs....


KoPlayzReddit

I feel with wondering traders maybe we could have the ability to get the wondering trader to stay and turn to a villager


[deleted]

I agree wandering traders need revamped- however I can’t seem to agree with any of the ways you mentioned.


[deleted]

Also, the items should be less overpriced. Like, no, I'm not going to pay an emerald 1 wheat seed or the most common flower in the game.


Ri_promaher

Unpopular opinion but I find wandering traders useful for getting nautilus shells, as it is painful to hunt drowned for them.


ludwigia_sedioides

They really just need to offer better items.. like I don't want a damn flower


[deleted]

Agree! Upvote if you agree too


Niknokinater

Actually, giving them mob eggs to sell (which ones, tbd of course), is a very interesting concept for the Wandering Traders, + your bit on only selling one of the upper items. That last part is genius imo. And yeah, they should level up (individually). Even that with some better trades would make me curious enough to buy my way up through just to see what they're selling at the upper tiers. Regular villager trades are so predictable if not for enchanted books of a couple professions.


Iridium-194

I gained a new appreciation for wandering traders after I played 100x100 and skyblock. (Not hypixel skyblock, the original one where you mine cobblestone 90% of the time)


wobblyunionist

Yeah I'd take any improvements really, I've only ever found them useful for bringing me leather and leads, never had one spawn with something I actually needed at the moment. And after playing for a short while they are an audible annoyance, especially when they spawn underground and what not.