Some interesting changes to trading in this snapshot. Changelog: https://www.minecraft.net/en-us/article/minecraft-snapshot-23w31a
not a huge fan of the villager nerf imo, realistically it doesn’t make villager trading more interesting or challenging but just a hassle; people will just build villager breeders in every biome
@mounderfod oh hi mounderfod, cool seeing you here
hello haha
I think this is a good change overall. Mojang has been putting a lot of effort into getting people to explore the world over the past few updates, and this feels like the next step of that. Making book trades biome dependent forces players that want to maximise to go out into the world, and maybe even set up infrastructure to make travelling less tedious.
I do worry about the anvil costs, now that you’re always going to have to combine books together to level them up. The “Too expensive” message adds nothing to the game, and only punishes players for a mechanic that was almost completely redundant the update immediately after the redesign (anvil rework in 1.8, mending added in 1.9).
From a datapacking perspective, this is the greatest update ever!
We just got:
- String concatenation
- Dynamic command execution
- Ability to return with dynamic data from functions
- Everything else possible from function macros
- Nice little random command too
Second greatest, only beaten by the big overhaul in 1.13
They really need to improve how to transport villagers. As of now it feels like you have to glitch them into a minecart or boat to move them.
This is going to make getting mending so much harder… Makes sense
I’ll be honest I’m kind of ok with it. I think villager trading has always been a little OP. The only thing is that it does put more emphasis on using anvils to get high level enchantments and those are just broken. I don’t want to memorize the order or use a website every time I need to combine enchantments. There shouldn’t be a Too Expensive! cap on anvils just let me pay the ridiculous xp markup.
Maybe if villages were a little more common in the world, this would be okay. The real problem is people are going to need to find really good seeds.
See:
https://www.chunkbase.com/apps/seed-map
https://github.com/Cubitect/cubiomes-viewer/releasesOn larger scale multiplayer worlds this is going to be a huge issue.
But honestly with it being impossible to get most general enchants, prot, efficiency, unbreaking maxed.
It’s just going to be an enderman or whatever good xp farm you want enchant a shit ton of books and just pick out the ones you want. Oh and I guess 1 swamp villagers.
You can combine books, you know. 2 + 2 = 3
I’m really excited to see the technical changes, specifically the move towards a more data-driven system. This should make it a lot easier for servers to change stuff like biomes when a player is already playing, especially on larger networks. Currently you’d have to set the biomes on join, without a way to update them or make them “sub-server” specific.
The datapack changes are also very nice to see, hopefully this can help people write some more performant functions _
Macros are not really necessarily more performant in every case, but wow do they let you minimize the amount of functions you need to make ans run. This is quite the amazing thing, ngl. And the other datapack changes are amazing, too!
Did they change mending?
Librarian trades are biome dependent and only master level swamp villagers have mending.
Thanks for letting me know, curious on how this’ll impact gameplay