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Can You Make a Master Village Apprentice Again Using Mcedit

This guide seeks to teach the player how to create a villager trading hall.

Contents

  • 1 Purpose
  • 2 Mechanics
    • 2.ane Input
    • 2.two Storage
    • two.3 Output
  • iii Designs
    • 3.one Eggfur's simple trading hall
    • three.ii Eggfur's advanced trading hall
    • three.3 IanXO4'southward pattern
    • 3.4 Mysticat's design
    • 3.5 Tango Tek's design
    • 3.6 sZPeddy'southward design
    • 3.vii LogicalGeekBoy's Pattern (after hamlet and Pillage update)
    • 3.8 Standard design
  • 4 Useful villagers
  • 5 Decoration

Purpose [ ]

Villager trading halls maximize the number of villagers that tin can be easily reached. They also provide a fashion to apace discard unwanted villagers and replace the ones that are discarded. They can have the form of a literal "hall", with villagers lined up and waiting for the player to trade with them.

Mechanics [ ]

At that place are three parts to a villager trading hall: the input, storage, and output.

Input [ ]

The villagers for a trading hall generally come up from a villager breeder. A source anywhere else is impractical given the amount of effort exerted to transport villagers out of a village. More advanced designs can include areas for players to reroll trades or permanently reduce their costs past zombifying and curing them.

For a fully automatic arrangement, the machinery that puts the villager into the hall must exist able to shut off the jail cell once the villager enters to foreclose more villagers from entering that jail cell, and to open the adjacent cell to allow for a villager to enter.

Storage [ ]

Sometimes, the thespian will desire to keep a villager considering it has valuable or worthwhile trades. These villagers must be accessed, so they stay in separate "cells" until a better villager comes along; at which signal the player may wish to discard them. They must be protected from zombies, lightning, and other things that could bring impairment to them. The villagers must too have workstation blocks nearby, then that they can restock their trades.

Output [ ]

A villager may come along with undesirable trades, or no trades at all. Too, a improve villager might come along that would replace i that already exists in the hall. At this point, the histrion may wish to discard the villager, and the trading hall must provide a way to do then.

This discarding mechanism must be able to remove the villager from the cell and so open information technology upwardly to allow for more than villagers to drop in.

In one case a villager is discarded, it is up to the histrion to do what they want with them. The almost common thing to do is movement the discarded villagers into ane area, where they are killed by whatever means suits the player. Information technology is not recommended to kill them manually, because that will lower the role player's popularity, and if the popularity gets too depression, any fe golems of that village become hostile toward that thespian. An alternative to killing the discarded villagers is to shop them for an iron golem farm, put them into a village, or put them to work in farms and breeders.

Designs [ ]

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Designs come in all shapes and sizes, but they all accept the same basic parts, as described above.

Eggfur'south simple trading hall [ ]

Simple 1.16.100+ pattern for Boulder with automatic zombification of private villagers.

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Eggfur's advanced trading hall [ ]

Automated ane.16.100+ design for Bedrock with automatic villager loading from a villager breeder, fast trade re-rolls and automatic zombification of individual villagers.

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IanXO4'southward design [ ]

Java 1.16 design that is extremely like shooting fish in a barrel to build and expand.

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Mysticat's design [ ]

Here is a 1.16 blueprint that is super compact, low resources, and infinitely tileable.

Tango Tek's design [ ]

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sZPeddy's pattern [ ]

LogicalGeekBoy's Pattern (after village and Pillage update) [ ]

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Standard design [ ]

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Supercede the crafting table with the villager'southward job site block. The woods tin be whatsoever cake you lot want.

Useful villagers [ ]

  • Butcher – Butchers buy raw meat for emeralds, which is useful if you lot have animate being farms. They likewise buy dried kelp blocks and sweet berries, piece of cake-to-subcontract items. They sell cooked meat, which is useful if you don't desire to apply your coal, wood, or lava for cooking nutrient.
  • Farmer – Farmers buy crops for emeralds. The best starting trades are carrots and potatoes, considering using fortune on the crop gives more than carrots and potatoes respectively. This doesn't work on wheat or beetroot, every bit it simply drops more seeds. They can also purchase pumpkins and melons, which can be farmed automatically without using villagers. The apples some sell at apprentice level tin be converted into gilt apples, for apply in curing villagers or as a defensive panic button for players. Master level farmers will sell golden carrots and glistering melons, providing valuable potion ingredients without the need for players to dip into their own gilt reserves.
  • Fisherman – To a kickoff thespian, a fisherman's trades can be expensive, such as the villager buying coal and cord for emeralds. Yet, they can cook fish for you and sell campfires. A master level fisherman will buy a gunkhole for an emerald, meaning that two logs tin can go y'all an emerald. Also, three emeralds can exist used to purchase a bucket of cod. A bucket is worth much more than three emeralds. They tin even sell an enchanted fishing rod.
  • Librarian – Until y'all accept a expert sugarcane farm, the librarian's paper trade won't be worthwhile. Even so, one librarian can sell up to 3 enchanted books, which can be useful early game. You lot tin enchant tools with an anvil, or disenchant them to get bonus experience. Their utility can terminal or even increment well into the tardily game, as their enchanted books tin can be a renewable source of treasure enchantments or other enchantments that are difficult to obtain consistently, such as Thorns III. At journeyman level they provide an piece of cake source of glass, which a player tin take for decoration, or, if they take large enough discounts, craft into panes and bottles and sell to cartographers and clerics respectively at a profit.
  • Cleric – Clerics sell exotic items, such as redstone, lapis lazuli, glowstone, and bottles of enchanting. They buy rotten flesh, which is a proficient way of getting rid of your accumulated rotten flesh or if you take a pigman/mob subcontract. Clerics aren't a very adept source of emeralds, especially in the early game, due to the difficulties associated with farming gold and nether wart. Furthermore, selling gold to clerics diverts it from potential use in bartering farms.
  • Rock Bricklayer – Stone masons buy dirt, stone, and other rocks. This is an easy fashion to go emeralds especially if yous have a Silk Impact pickaxe. Quartz is another good item to trade with if yous have a Fortune 3 pickaxe. Still, don't trade too much clay and other rocks if you accept whatsoever use for them, every bit other rocks are hard to farm until you have a bartering farm since you need quartz to craft other rocks. Clay is non renewable in Exist, and information technology is difficult to farm in Coffee edition. If y'all don't have a dirt farm or dyes, stone masons tin also sell colored or glazed terracotta for decorative employ.
  • Shepherd – Shepherds have 1 of the cheapest job site blocks. They sell one colored wool for 1 emerald, and y'all accept a risk of getting brown, black, or white wool, which you lot need to requite the villager 18 to get one emerald. Their best use would exist buying shears, which price 2 emeralds. You can too sell dye, which is like shooting fish in a barrel to obtain if you accept a large supply of bonemeal or a flower or even squid farm.
  • Leatherworker – Leatherworkers generally offer bad trades, selling leather armor for an expensive price. Nevertheless, they will sell a saddle at master level, and they are a skillful fashion to offload excess leather, which can be particularly useful if you accept cow or hoglin farms which produce it as a byproduct.
  • Cartographer – Cartographers buy paper and glass panes. Glass panes are easy to go if you take a automobile smelter and a highly enchanted shovel. They besides sell banner patterns, and explorer maps.
  • Fletcher – Fletchers are a good source of low-cost emeralds, because fletchers buy 32 sticks for one emerald. That is, four logs crafted into sticks can get you one emerald. They too sell arrows, enchanted bows, and crossbows.
  • Blacksmith – The three professions below belong in this category. They buy the same things coal, iron, diamond, and lava, and they all sell bells. In the early game they can't be depended on for getting emeralds, since coal and atomic number 26 are hard to subcontract, and diamond and lava are nonrenewable (But <1.17). If you practice have an fe farm, however, these villagers tin can go a strong supplier of emeralds.
    • Toolsmith – Sells rock, atomic number 26, and enchanted diamond tools. They always sell an enchanted diamond pickaxe at master level.
    • Weaponsmith – Sells iron and enchanted diamond swords and axes.
    • Armorer – Sells iron, chainmail, and diamond armor. The diamond armor is enchanted, and you will get upwardly to 2 different pieces. Chainmail boots and helmets price one emerald. When combined with the fletcher's stick merchandise, or the fisherman'due south boat trade, y'all can convert ii-4 wood logs into iron by selling a boat or 32 sticks for an emerald, and so buying chainmail boots/helmet and smelting it into a nugget.

Decoration [ ]

Even though you lot can simply create long, utilitarian halls with villagers locked upwards inside, you lot tin can design your trading halls to make them expect nicer. Here are a few suggestions:

  • Farmers – Brand a barn and build the long hall within. Give the villagers some crops and farmland. Sort them so yous know which villager sells/buys what. You can also give your farmers more freedom, or accept your farmer trading location double every bit an automated crop subcontract. Have ane area with beds, and another area with farmland, crops, and composters. Make sure the villagers buy the crops you want. Break and replace the composter until y'all become the trade you desire. If you traded with that villager, he cannot alter his trades. Accept private farms outside the farmers' pen, and use those to get crops and sell them for emeralds.
  • Butchers – Build a butcher's shop. Have a row of smokers and a row of holes for you lot to merchandise with them. Build a roof, add counters, and add a chimney. Take particular frames with axes/swords (knives) above the holes inside the trading hall. Take animal pens behind of the buildings.
  • Fishermen – Build multiple docks each with a bed and butt and bridges connecting them, or yous can build one giant dock with many beds/barrels. Make sure the villagers can't fall into water.
  • Librarians – Build a library. Don't forget your building style. Include rows of bookshelves, chests with book and quills, and virtually importantly, the librarians. Build the long trading hallway in the library. Utilize bookshelves and oak fences.
  • Cleric – Make an exotic items shop with a counter for the clerics. Mushrooms, mucus, chorus copse, or many of the items sold by wandering traders can be used to adorn it. If you lot really desire to become the extra mile you lot can add pens or cages for brewing-related mobs such as zombies, pufferfish, or turtles, or simply exotic ones such as mooshrooms or striders. Consider including stained glass like to naturally generated temples. Alternatively, you can build a bar in a eating place, peradventure with butchers working in that location as well. (Clerics sell Bottles of Enchanting, which look like potions). Don't forget the brewing stands and beds. Make certain the villagers cannot escape.
  • Rock Bricklayer – Endeavor building mine shacks and accept the stone masons work there, or employing them in the blacksmith. (For stone used to make rock tools).
  • Leatherworkers and Shepherds – Put them in a clothes store, or take the leatherworker work in a stable (saddles). You lot can also have shepherds operate a sheep farm.
  • Cartographer – Build a edifice with a behemothic compass on the roof. Get in a map factory, or cover the walls with clones of your maps ready in item frames. Thematically this makes a great location for a lodestone. Lock up cartographers and brand them merchandise with you.
  • Fletcher – Build a building with a giant bow and arrow symbol. It can be a fletching factory. Accept bow/arrow production machines (won't exercise anything except ornamentation). You could even endeavor building a continued archery range, with a fenced perimeter and target blocks.
  • Blacksmith – Build a blacksmith like the one in the hamlet, merely much bigger. Accept an auto-smelter for decoration, and have smooth stone slab counters. If you have a lot of iron, consider placing 1 or more anvils. Place the nail furnaces, grindstones, and smithing tables for the villagers to utilise.

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Source: https://minecraft.fandom.com/wiki/Tutorials/Villager_trading_hall