
We're now introducing a second round of changes as part of our Villager Trading rebalancing experiment. The latest rebalances focus on the cartographer, armorer, and structure loot - here's a breakdown of what's changed:
Cartographer
- Cartographers can sell 7 new maps - pointing to a different village or structure and can be used to find seven different biomes. This will help players who want to quickly find a specific location without waiting until they come across it by chance.
- Cartographers now sell 7 new maps: Desert Village Maap, Jungle Explorer Map, Plains Village Map, Savanna Map, Snow Village Map, Swamp Explorer Map, and Taiga Explorer Map

Armorer
- Buying diamond armorer now requires paying a small amount of diamonds as well as emeralds.
- Most master-level Armorers buy Iron Blocks (and pay very well for them).
- Chainmail armor is exclusively sold by the secret Jungle and Swamp Armorers.
- The Savanna armorer sells cursed diamond armor at reduced prices.
- The Taiga Armorer can swap one piece of diamond armor for another.

Structure Loot
Certain Enchanted Books now have a high chance of generating in some structures:
- Ancient Cities: Mending
- Mineshafts: Efficiency (I to V)
- Pillager Outpots: Quick Charge (I to III)
- Desert Temples: Unbreaking (I to III)
- Jungle Temples: Unbreaking (I to III)
You can read up on the changes in more detail in the latest changelog! Once you've played, please let us know what you think in the comments.
Note that these changes are coming to Bedrock soon!
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想要促进玩家探索的初心是好的,但方法太生硬了,一下有两种个人认为比较好的改动方法
第一种,可以改成所有图书管理员能刷到任意附魔书但可获得的最高附魔等级为实际最高附魔等级减一级,只有对应群系的图书管理员可以获得最高级的附魔书(例如保护四,从随机图书管理员处可获得三级保护,但最高级的保护四需要对应群系的图书管理员)。
第二种,可以改成需获得对应群系的特殊方块以更新村民的交易内容。I think that let the trade cursed could be at random, not a biome specified.
Can this be left as an option permanently? I am a casual Minecraft player and there is simply not enough free time in my day to set up custom villages in order to access specific books for example.
By keeping it as an optional setting, those who feel villager trading is unbalanced can enjoy a more challenging setup but those of us who are struggling as it is can keep it turned off.A fully maxed librarian trading hall is not Over Powered. It's a solution to a problem. It's also a challenge to build a good one. It's not really something that needed to be fixed. No one is forced to build one. I don't see why this is even a problem. We had 10 people on our server at it's height, only 2 of us were willing to build trading halls and only 1 of us had time to build a full librarian hall. That's with the old mechanics. Now I guarantee no one will want to build a trading hall. This is a great game but without maxed trading halls I'm not really interested in playing any more. I can barely find the time to build the things I want to build now everything will absolutely take way longer. I already don't want to start a new world because building new trading halls is hard enough as is. If these changes are made I don't think I'll ever want to play again. Not trying to be dramatic that's just how I feel about it. Villager trading is what got me interested in this game and if anything it needed to be made easier and less frustrating to build trading halls. It also makes dying that much more stressful if you lose your stuff. WAY harder to replace max gear. I mean you're basically forcing me to cheat or stop playing the game. Because I'm not going to enjoy playing with half enchants and this difficult a process for trading halls. Basically this only makes sense for very large servers with huge amounts of people to spread the work. Everyone else is left out to dry.
I can understand the desire to level things out with librarian trades, however I believe this attempt at rebalancing swings too far in the wrong direction. If a rebalance is implemented as described above, it will make village trading tedious to the point of frustration for players. Villager trades - and yes I am mostly talking about the massive nerf on librarians - are fairly easy at the moment, but this type of rebalance will take them from easy to far too difficult and demanding. If you really want to nerf villagers, just get rid of the stick trade! Yes, there is probably a solution. But I don't believe this is it. (I also don't think villager trading should be a developmental priority at the moment, when there is so much potential elsewhere)
A suggestion I have would be to eliminate the biome-dependent aspect and just have different types of librarians (i.e. one type of librarian specializes in a given "category" of enchantments OR have certain other villagers (i.e. smiths, fletchers, and armorers) offer enchanted books as well. I do think integrating the enchantments offered into the villager rank system is a great idea, so that players have to put in a bit of work to obtain high level enchantments such as mending, unbreaking III, efficiency V, etc. Maybe there is a chance that even a master rank librarian doesn't offer the enchantment the player wants. Nerfing the zombification/curing discount mechanic isn't a bad idea either
I'm not a fan of this mechanics change. I spent months building a radical trading hall with trader re healing that you took away already.
These proposed changes are definitely going to nix my enjoyment of the game if I decide to start a new world. I'm done with running all over exploring new bioms. I don't see any advantage in game play. It just going to make the game unnecessary difficult and mundane.
I appreciate your taking slow steps b4 just forcing it on everyone.
Lately you guys are removing several features that we have depended on.
Villager retraining didn't feel like a bug. It was a feature that provided skills to reinfect. You could have made it harder to do instead of removing it altogether.
I play bedrock. You don't allow us to build above the nether roof. You do allow Java players. It's said the building above the roof is a glitch but you done remove it because of how many depend on the farm mechanics people put in.
Same thing goes for villager trading halls.
This change will essentially kill trading halls. I see no gain in game play.
Instead of just nixing the feature how about giving us options.
I'm seriously starting to mistrust the game. I have no idea when or if your going to remove features. I don't want to speed hours and hours building farms just so oneday that farm is broken.
I understand fixing glitches like the furnace glitch. We all knew it was a glitch. Villager trading halls were not considered a glitch.I would also like to add that changing the villager trading mechanics would force me to grind more than im comfortable with.
But I expect that if 75% don't want the change mojang is going to do it. You never seem to listen to anyone other than your youtubers anyway. The rest of 14 million don't count.Registered User commentedComment actions Permalink- Edited
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I just wasted 2 to 3 hours trying to move two villagers from a village to a base I built some 200 blocks away. I can't use a boat because the village is set about 5 blocks below the base. The fact that the villagers are completely uncooperative, can move through you and will do everything they can to escape any kind of enclosure makes it extremely frustrating. With that in mind, how do you expect us to transfer a bunch of villagers across hundreds if not thousands of blocks to a biome for a trade? I'd rather reroll the trade for that 2 to 3 hours to get what I want than constantly get upset at your villager AI making what should be a simple task near impossible. I get you're trying to force us to explore, but your new updates don't even update the older explored areas, so why would we want to open new area anyway? If it isn't broke, don't fix it! You're only ruining the game, since you're not bothering to fix other problems that complicate these matters. I'm sure more advanced players can figure this out, but midline and newer players shouldn't have to deal with this bs because your team is bored.
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I think making the villages change will make the game unfun for a lots of people like myself that don't have the time to play for hours everyday, it well make it not worth getting villages and if people really don't like the villages they don't have to use them, this game is a sandbox so if people want to use villages they can but only change to the villages i can agree on, is diamond armor and not make allowing to make the villages cheap as much as you want will make worse and taking a villager for over 1000 blocks away would just make the game unfun grind
Could you make it so that the wandering trader can buy 3 things off of you like 3 hay bales or 3 buckets of water or whatever he needs. Could you also update his skin, like if he spawns in the plains it be the regular blue but in the snowy biomes he has a jacket on.
I think we can all agree that the villagers need some attention, and also that we love that the developers want our feedback for this project. I hope that I haven't waited too long to comment and missed the chance to be heard on some of the changes.
In regards to biome specific trades, it sounds like a good idea to encourage exploration, but please keep in mind some of the world seeds/creation rules and how they can make some trades impossible.
In regards to villager curing discounts: players that set up a villager trading hall aren't casual players that will reset their world file after playing for a month. Trading halls are for long-term players that plan to spend year/s in one world. These are players that want the challenge of survival mode while they build creations. How about putting a cap on how many times a villager can be cured. In addition change how trade prices are calculated, by starting with a base emerald/item quantities that cannot be overridden by cure discounts.
In regards to village types and specific trades: can you make more village types like beach/shore villages that focus on water themed trades; badlands village with a focus on heat/fire trades? End Village full of End Explorer Villagers, and Nether Outpost with Nether Explorer Villagers?
Can you let us cure witches for Swamp Villagers; Piglins for Nether Explorers; and Enderman(?) for End Explorers?
Maybe make a new play mode for players that like to play (Survival-Creative).
Thank you for considering us.
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I do like the thought of needed exploration but, how about instead of the need to transport villagers from other biomes to your base, or make a new base in that biome only to get 1 specefic enchantment. You instead is able to get a item from the different villages for example (Jungle Villager Manual) and if you make a lectern with it, it makes an Jungle lectern that gives jungle trades. I do feel like there could be some bugs implementing this, but if a Jungle librarien and a Plains librarien are counted as different jobs, it may minimize the amount of bugs possible.
I've already commented on a few community posts, as I could not find this official one, so I will make my comment again, sorry.
I agree with the trade rebalancing, in that though I do not personally like it, I can see where you all and the devs are coming from. The idea of only Master level librarians giving certain trades is neat. However, as with the Librarian trade changes, the Cartographer also has some issues. If you are making certain trades biome specific, and are trying to get players to stop grinding for certain trades, perhaps villages should be added to all biomes that have trade possibilities. In that, rather than players grinding for Mending or whatever, they would actually have an interest in going to and exploring those biomes to find villages.
I understand that the Swamp might not have a village due to Witch Hut's spawning, but there is no real in-game reason to have a lack of Jungle villages. Either way, if the issue is with players grinding to get certain villagers, then perhaps you should negate that by adding villages to those biomes. As it is looking right now, if someone is a casual player, looking to get a certain enchantment, then they have to wander far to get that, more so if they have Large Biomes enabled.
(also the new maps for Cartographer sound super cool)
I think a lot of these changes sound really fun, but I dislike the diamond requirements for armor trading, as it makes playing challenges harder (superflat, sky island ect) I find that most of the time I don't bother with villagers till I'm later game (past diamond armor) and manly only for enchantments, well I think the new trades may cause me to interact with villagers sooner I still feel like the price to lvl up armors is enough of a deterrent for normal game play.
"We are trying out these changes to rebalance the villager trade system and make it more fair and fun for everyone."
What does this even mean? Fair? Fair to who? I'm not playing a competition game. I Plat for relaxation now.
I have hundreds of hours designing my villager trading hall. Hundreds of hours building extensive farms. Hundreds of hours learning how certain mechanics work.
Now you guys come in and decide that the things I built are not fair and you nerf them?
You talk about fair?
How does my world effect anyone? Why is it important to you?Registered User commentedComment actions Permalink- Edited
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Oen thing I AM impressed with: the feedback site is actually accepting negative feedback. There was a time when no negative feedback would have been approved by the people who make such decisions.
Kudos to whoever changed those parameters.
Because it's really nice to know how OVERWHELMINGLY people despise this update. In the old days, the devs would never have known, because all the negative comments would have been rejected.
Thanks!CORRECTION: I was wrong. They deleted my post (without notification or reason) AND they refused to post my request to find it. So they seem to be back to their old tricks. Hopefully, they don't go back and purge the hundreds of negative posts in this thread, so at least the devs will know.
I absolutely hate the librarian changes. If you're going to futz with the balance of obtaining mending, which is practically a fundamental enchantment for gear, you should make repairing better. As it stands, repairing is terrible.
It's better to buff things than to nerf things. The diamond upgrade smithing templates were bad enough. You're not making exploration better, you're making it worse.Registered User commentedComment actions Permalink- Edited
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Correction to the above post (two posts back):
It doesn't take 7 compasses. That was a bug, I think. It was 8 emeralds and 1 compass, but because I had traded with the villager, it was only 7 emeralds. But the 7 was right next to the compass icon, so it appeared it was 7 compasses and no emeralds.Apparently, the original post has been purged for some reason. So this one makes no sense any more.
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Honestly I do not enjoy these changes. There is no fun in unnecessarily expanding the world size in order to get all trades. It's simply a grind. There is no new mechanic added. How exactly is this supposed to improve the gameplay experience? It will simply make getting access to all trades an even bigger chore thus locking this game feature away but for the most dedicated players.
Requiring diamonds to buy diamond armour is also a bad desing choice in my opinion.
Once again this makes the game more grindy instead of more fun. There is no new mechanic to explore.Please dont put them in the game, keep it on experiemental.
[Please do NOT butcher the Librarian trades]
The rework in the librarian trades will make treasure enchantments more exclusive to structure loots. I understand that this is a way to encourage players to explore their world more, but I must argue that instead of achieving its intended purpose, this rework will instead be a major inconvenience.
The latest few updates have been introducing new sites for us players to explore, and I certainly appreciate these features. However, I am only looting and exploring these structures because I want to (as each of them provide exciting challenges that I must face), not be because I need to (as getting a specific enchantment in a specific structure). That is what makes exploring these structures so fun. If the alternative method of consistently getting good enchantments becomes constantly looting structures, then the experience would quickly turn to a grind. Not fun.
I think the way librarian villagers work now is perfectly balanced. A player must invest time to first build a villager trading structure, then find a librarian that sells good enchantments, and lastly pay a generous sum to get good enchantments. The efforts invested in building the base and making that money IS worth a consistent income of good enchantments. If you really want to “rebalance” librarians, just increase their prices; don’t make the villagers completely useless, and us players who just want to build a nice base and relax frustrated.It’s amazing to me that the “rebalancing” update idea with concepts like biome trading is still being talked about despite how very vastly unpopular it is. The player base doesn’t want a giant grind update, you do.
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Please don’t make this a permanent feature, this is a luxury for players(including me) that have trouble finding multiple diamonds, biomes, and beating the ender dragon. If you make different biome villagers have different trades, it will require a different level of difficulty, having to find a village and a certain biome. I also think the diamonds and emeralds to diamond armour is too harsh, because not getting diamonds is the whole reason why people want to trade with certain villagers for tools and armour. And the whole zombification thing getting nerfed is just rubbish in general, due to people needing gapples and weakness pots to cure them in the first place, but you would need LOADS of them to cure and recure multiple villagers for a full on trading hall. Of course we have emerald farms, but for those players who don’t know of them or don’t have the materials, it would be better to just cure villagers for better deals. Please take this into consideration on your recent “rebalancing”, and just know I am a Minecrafter through and through, but I can’t really get materials, so as a YouTuber, it would be even more embarrassing to not be able to do what I want with villagers. It would keep me at a low and it would be very difficult to get out of, due to my limited time daily on the amazing game.
Again, please take this into consideration,
T1t@n-Fe@rLeSSDon't do these with librarians . It will definitely make the game more frustrating. It's not possible to go every biome. Moreover villagers also disappear . How anyone possibly do trading in every village .
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If you're making it so we can't buy max enchants from villagers anymore to force us to combine books, then rework the anvil mechanics so survival doesn't become unplayable as a result. Like seriously, if we can't get maxed enchants from villagers, I guess I'll only need one to make a raid farm and get around this change cuz how else am I supposed to get unbreaking 3 on all my gear when it's "too expensive"? And where is Protection 4?
But if the change is happening, I'm excited for swift sneak to become renewable from ancient city villagers since there's gonna be a trade for every biome why would they leave out deep dark?
Really hope the armorer changes do not make it into the full game. Having trades exclusive to certain biomes means many trades will never be seen by some players. It is already a hassle to get the trades you want and this just makes it ten times harder. I understand wanting to make mending and certain enchants more rare, but there are better ways to go about doing it. Also this would make savanna villages useless.. would it not?
As for the cartographer and structure loot changes, those look good! Would love to see more loot changes and more variety in them!
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After being worried at first cause I'm not that good of a player and struggle a lot in the game, I think this looks interesting, having a better certainty of how to get a certain enchantment instead of being hours rerolling sounds good, also taking us out of that home-spawn point seems interesting too, maybe it should be something that can be changed in the rules of the game part so people that are playing super flat o world generating packs can still access the trades, but it doesn’t mean it ain’t a good change. And using the maps to help us with that gives more use to the cartographer and give us struggle players a way to get to those trades (even tho we have never used the elytra because we literally have just beaten the game once and can’t go flying and finding the biomes easier.) I also wouldn’t give the curse of binding to any village that’s a enchantment that is only fun to multiplayer and will make the savanna village an undesirable village to find, and wouldn’t take out max enchantments for librarians and dunno if it already works like this but just in case, removing enchantments from the armor should not count as an increase in experience points when combining and should even remove all the cost for an armor making it like it is being enchanted for the first time, that would make the armor villager change not that crazy (but as I said I don’t know if it already works like that).
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Regarding armorsmiths:
Two major problems with the rework:
First, requiring almost as many diamonds to buy armor pieces as it does to craft them makes no sense. The enchantments are almost always worthless, and just get removed. So all you've done is add an exchange of emeralds for diamonds at a not-very-good rate of exchange.
Have chest armor cost ONE diamond, or maybe chest and leg armor. But no more.
Second, get rid of all cursed armor from armorsmiths. What business (an armorsmith in this case) would ever sell something that no customer can EVER use? Remove all cursed armor from armorsmiths.Registered User commentedComment actions Permalink- Edited
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I think that the diamond armour trades should not require diamonds. Instead they should be cured with wanishing or another new curse to balance them.
Also, I think it should cost exp to remove cursed enchantments.
I believe that this specific aspect of minecraft and the way that the updates have handled it could not have been worse than what has been done. As requested and also proposed by many players (with more upvotes than the original POST by the way) is that, its already a pain in order to get all the villagers required for all your trades, and in the endgame, someone should just be able to have a renewable source of *everything* somewhere. Like the cartographer changes are absolutely fine, but the armorer changes AND the librarian changes are a terrible idea, and a huge step back.
As already mentioned by a lot of the players, diamonds are not renewable, emeralds are, and this was just a QOL feature that everyone loved. Removing this AND also making it biome specific just makes it THAT much harder to just... have some fun? Its a sandbox game after all, and having fun exploring is the exact opposite of being forced to explore because ur armor's just gonna break after a little bit and ur gonna need to either get insane numbers of mending books just by travelling. Not fair. Please dont add these.
The librarian changes are also BRUTAL. Like, come on. What do u want us to do, go to every single biome, collect every single villager just to get some insanely bad final trades, and you cant even breed them at home and get those trades to be renewed. Man, i cant express how much this update would suck, because its already such a pain, and its being made more of a pain. Please remove this.
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