How to Make Villagers Trade Again

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

Contents

  • 1 Purpose
  • 2 Mechanics
    • two.one Input
    • 2.2 Storage
    • 2.3 Output
  • three Designs
    • 3.1 Eggfur's simple trading hall
    • 3.ii Eggfur's avant-garde trading hall
    • 3.three IanXO4's design
    • 3.iv Mysticat's blueprint
    • 3.v Tango Tek's design
    • 3.6 sZPeddy'southward design
    • 3.seven LogicalGeekBoy's Pattern (afterward village and Pillage update)
    • 3.viii Standard blueprint
  • 4 Useful villagers
  • 5 Decoration

Purpose [ ]

Villager trading halls maximize the number of villagers that tin be easily reached. They also provide a manner to rapidly discard unwanted villagers and replace the ones that are discarded. They can accept the grade of a literal "hall", with villagers lined up and waiting for the histrion to merchandise with them.

Mechanics [ ]

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

Input [ ]

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

For a fully automatic organization, the mechanism that puts the villager into the hall must be able to shut off the cell once the villager enters to preclude more villagers from entering that cell, and to open the side by side cell to allow for a villager to enter.

Storage [ ]

Sometimes, the role player volition want to go on a villager because it has valuable or worthwhile trades. These villagers must be accessed, and then they stay in separate "cells" until a better villager comes along; at which point the player may wish to discard them. They must be protected from zombies, lightning, and other things that could bring damage to them. The villagers must also have workstation blocks nearby, and then that they can restock their trades.

Output [ ]

A villager may come along with undesirable trades, or no trades at all. Also, a ameliorate villager might come along that would supersede one that already exists in the hall. At this point, the player may wish to discard the villager, and the trading hall must provide a manner to do and then.

This discarding machinery must be able to remove the villager from the prison cell then open up it upwards to allow for more villagers to drop in.

Once a villager is discarded, it is up to the player to exercise what they want with them. The most common matter to do is motility the discarded villagers into one surface area, where they are killed past whatever means suits the player. It is not recommended to kill them manually, because that will lower the actor's popularity, and if the popularity gets too low, any iron golems of that village get hostile toward that player. An alternative to killing the discarded villagers is to store them for an iron golem subcontract, 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 take the aforementioned basic parts, as described above.

Eggfur's uncomplicated trading hall [ ]

Simple one.16.100+ design for Bedrock with automated zombification of individual villagers.

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Eggfur'southward advanced trading hall [ ]

Automated 1.16.100+ 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's pattern [ ]

Java 1.16 pattern that is extremely easy to build and expand.

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Mysticat's design [ ]

Here is a 1.sixteen pattern that is super meaty, depression resource, and infinitely tileable.

Tango Tek's design [ ]

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sZPeddy'due south design [ ]

LogicalGeekBoy'south Blueprint (afterward village and Pillage update) [ ]

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Standard design [ ]

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Supercede the crafting table with the villager's job site block. The wood tin be any block you lot want.

Useful villagers [ ]

  • Butcher – Butchers buy raw meat for emeralds, which is useful if y'all have beast farms. They as well purchase dried kelp blocks and sugariness berries, easy-to-farm items. They sell cooked meat, which is useful if you don't want to use your coal, wood, or lava for cooking food.
  • Farmer – Farmers buy crops for emeralds. The best starting trades are carrots and potatoes, because using fortune on the crop gives more carrots and potatoes respectively. This doesn't work on wheat or beetroot, as information technology just drops more than seeds. They tin can also purchase pumpkins and melons, which can exist farmed automatically without using villagers. The apples some sell at amateur level tin exist converted into aureate apples, for use in curing villagers or as a defensive panic button for players. Principal level farmers will sell golden carrots and glistering melons, providing valuable potion ingredients without the need for players to dip into their own gold reserves.
  • Fisherman – To a beginning player, a fisherman'southward trades tin be expensive, such as the villager ownership coal and string for emeralds. Nevertheless, they can cook fish for you and sell campfires. A chief level fisherman volition buy a gunkhole for an emerald, meaning that 2 logs tin go yous an emerald. Besides, iii emeralds tin be used to buy a bucket of cod. A bucket is worth much more than 3 emeralds. They can even sell an enchanted fishing rod.
  • Librarian – Until you lot have a good sugarcane farm, the librarian's paper trade won't be worthwhile. Nevertheless, one librarian can sell upwards to 3 enchanted books, which tin can exist useful early on game. You can enchant tools with an anvil, or disenchant them to become bonus feel. Their utility tin can last or even increase well into the late game, as their enchanted books can be a renewable source of treasure enchantments or other enchantments that are difficult to obtain consistently, such equally Thorns Iii. At journeyman level they provide an easy source of drinking glass, which a player can take for ornamentation, or, if they accept big enough discounts, craft into panes and bottles and sell to cartographers and clerics respectively at a turn a profit.
  • Cleric – Clerics sell exotic items, such as redstone, lapis lazuli, glowstone, and bottles of enchanting. They buy rotten flesh, which is a good style of getting rid of your accumulated rotten flesh. Clerics aren't a very good source of emeralds, specially in the early on game, due to the difficulties associated with farming gold and nether wart. Furthermore, selling gilt to clerics diverts it from potential use in bartering farms.
  • Stone Stonemason – Stone masons buy clay, rock, and other rocks. It is a fashion of getting a lot of emeralds, equally yous get lots of cobblestone when mining. Withal, don't trade too much dirt and other rocks if you have whatever apply for them, as other rocks are hard to farm until you have a bartering subcontract since yous need quartz to craft other rocks. Clay is not renewable in Exist, and it is hard to subcontract in Coffee edition. If y'all don't have a dirt subcontract or dyes, stone masons can also sell colored or glazed terracotta for decorative use.
  • Shepherd – Shepherds have ane of the cheapest task site blocks. They sell one colored wool for 1 emerald, and you accept a chance of getting chocolate-brown, black, or white wool, which you lot need to give the villager xviii to become one emerald. Their best use would be buying shears, which cost two emeralds. Yous can also sell dye, which is piece of cake to obtain if you have a large supply of bonemeal or a bloom or even squid farm.
  • Leatherworker – Leatherworkers generally offer bad trades, selling leather armor for an expensive price. However, they will sell a saddle at master level, and they are a good way to offload excess leather, which can exist particularly useful if you have cow or hoglin farms which produce it every bit a byproduct.
  • Cartographer – Cartographers purchase paper and glass panes. Glass panes are easy to get if y'all have a auto smelter and a highly enchanted shovel. They also 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 tin can go you one emerald. They also sell arrows, enchanted bows, and crossbows.
  • Blacksmith – The iii professions below vest in this category. They buy the aforementioned things coal, atomic number 26, diamond, and lava, and they all sell bells. In the early game they can't be depended on for getting emeralds, since coal and iron are hard to farm, and diamond and lava are nonrenewable (Only <1.17). If y'all do take an atomic number 26 farm, still, these villagers can become a stiff supplier of emeralds.
    • Toolsmith – Sells rock, iron, and enchanted diamond tools. They always sell an enchanted diamond pickaxe at principal 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 up to two different pieces. Chainmail boots and helmets cost one emerald. When combined with the fletcher's stick trade, or the fisherman'south boat trade, y'all can convert two-4 woods logs into fe past selling a boat or 32 sticks for an emerald, then ownership chainmail boots/helmet and smelting it into a nugget.

Decoration [ ]

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

  • Farmers – Make a barn and build the long hall inside. Give the villagers some crops and farmland. Sort them so you know which villager sells/buys what. Y'all tin besides give your farmers more liberty, or have your farmer trading location double every bit an automated crop farm. Have one surface area with beds, and another surface area with farmland, crops, and composters. Brand sure the villagers buy the crops you want. Interruption and supervene upon the composter until you get the trade y'all desire. If you traded with that villager, he cannot alter his trades. Have private farms outside the farmers' pen, and apply 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 to trade with them. Build a roof, add counters, and add a chimney. Accept item frames with axes/swords (knives) above the holes inside the trading hall. Take brute pens behind of the buildings.
  • Fishermen – Build multiple docks each with a bed and barrel and bridges connecting them, or you can build one behemothic dock with many beds/barrels. Make sure the villagers can't fall into water.
  • Librarians – Build a library. Don't forget your building way. Include rows of bookshelves, chests with book and quills, and most chiefly, the librarians. Build the long trading hallway in the library. Apply bookshelves and oak fences.
  • Cleric – Brand an exotic items shop with a counter for the clerics. Mushrooms, mucus, chorus trees, or many of the items sold by wandering traders tin be used to adorn it. If y'all really want to become the extra mile you tin add pens or cages for brewing-related mobs such every bit zombies, pufferfish, or turtles, or merely exotic ones such as mooshrooms or striders. Consider including stained drinking glass similar to naturally generated temples. Alternatively, you tin can build a bar in a eatery, perhaps with butchers working there also. (Clerics sell Bottles of Enchanting, which look similar potions). Don't forget the brewing stands and beds. Make sure the villagers cannot escape.
  • Rock Stonemason – Try edifice mine shacks and have the stone masons work there, or employing them in the blacksmith. (For stone used to brand stone tools).
  • Leatherworkers and Shepherds – Put them in a clothes shop, or have the leatherworker work in a stable (saddles). You lot can also have shepherds operate a sheep farm.
  • Cartographer – Build a building with a giant compass on the roof. Make information technology a map factory, or cover the walls with clones of your maps set in item frames. Thematically this makes a swell location for a lodestone. Lock upwardly cartographers and make them trade with y'all.
  • Fletcher – Build a building with a giant bow and arrow symbol. It tin can be a fletching manufacturing plant. Have bow/arrow production machines (won't practise anything except decoration). You lot could even try edifice a connected archery range, with a fenced perimeter and target blocks.
  • Blacksmith – Build a blacksmith similar the one in the village, merely much bigger. Accept an auto-smelter for ornament, and accept shine stone slab counters. If you have a lot of fe, consider placing ane or more anvils. Identify the smash furnaces, grindstones, and smithing tables for the villagers to utilise.

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

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