
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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I personally like the new changes to the armor but I play skyblock quite a bit and was wondering if there would be a way to get diamonds for the trade or if I would have to change their trades manually.
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With biome based trades, there should be ruins of sorts that the player can rebuild to make homes for the jungle and swamp villagers. Then trade the biome explorer maps for ruin maps.
Jungle City States would have upgraded Jungle Temples at their centers with “homes” surrounding them. There are several home styles that have workstations in them, hinting to their purpose.
Swamp Ruins would be stone building ruins surrounding a ruined nether portal. The nether portal suggests a connection to the nether used by clerics (and witches).
Both of these would also be archeological dig sites.
Overall I think these changes are going in the right direction. Altough I really hope these changes somehow acknowledge the fact that right now the most efficient way of trading is literally making prisions for villagers. I always found them very creepy to be honest :(
Maybe a system where the game encourages players to make nicer places for villagers could be nice? Perhaps, for example, having villages in a 1x1 could increase the price of things, or viceversa: Having them in a bigger place with a bed, decorations, or similar things gives you a discount. But then again, these are just examples. This is a complex problem so saddly I don't think there is an easy answer.
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My opinion is always the same: This trading update(including librarian changes) is a bad thing and rollback everything. It would be not good but a little more acceptable for me if there exists a in-game way to find the biomes and a more convenient way to transport villagers(such as lead or emerald block). Sure you guys have complete the first part, but the cartographer's changes make the second part more essential. And the enchantment book for things like fishing rods still can't be sold by librarians.
To make people move away from villager trading, a much better way is just enhance enchantment table to make them not so dependent on rng, and remove the anvil limit(127 level xp is still difficult to gain with mob farms).
Armorer's changes is more acceptable for me than the librarian, but still not good. First, why I need to use emerald to switch chestplate for blank helmet in Taiga instead of just made it by myself? Second, for those players who get used to build farms to get resources, banning a way to regenerate a thing (such as the diamond armor after this update) will just push them to use more bugs to duplicate items, or simply not play the newest version. People used to use bugs to duplicated shulker shells, but after the Shulker could be spawned after being hit by other Shulkers in 1.17, most of these people would make a farm to get them instead of simply duplicating them.
Please guide players to play the game instead of teaching them to play. Instead of weakening village transactions, why not think about how to increase the return on exploration?
Villager trading is very not fun, but it is undoubtedly even more boring for players to explore the map on a large scale in this situation. When players spend a lot of time and energy searching for structures and biome to obtain what they want, the gameplay has been greatly reduced, because in the player's opinion, this gameplay process is too repetitive and boring, and mining is also the same, No player wants to spend too much time on this repetitive behavior.
In addition, when there are enough explored chunks in a save, the burden on the computer will also become abnormally high, and various factors limit players' exploration of the map. How can players be interested?
I like where some of these changes are going, but so many trades are still not guaranteed. Players still have to "reroll" librarians in each biome until they sell all three normal (non-master level) books at decent enchantment levels. This is also an issue with many other villagers that have more than 2 possible trades at specific levels: like these new armourers having the iron block trade instead of the diamond armour trade/vice versa, or fletchers selling the wrong (or no) tipped arrow, and many other examples of villagers having the "wrong" trades after the player has invested time and resources into levelling it. These issues could be fixed by either letting villagers trade more items at each level, or encouraging them to offer trades that surrounding villagers aren't already offering.
Also, if we are supposed to make our own villages in swamp/jungle, moving villagers should be made significantly easier (maybe let the player lead them with emeralds to follow them, or reduce their linking range so they stop trying to link to a workstation 30 blocks away instead of the one directly in front of them...)
Anvils are also currently in a poor and completely unintuitive state (unreasonable increasing exp costs, confusing hidden item "anvil uses" system, "Too Expensive!"). They are in desperate need of a rework (maybe remove level costs entirely?) and their issues will be made significantly worse if players need to combine books from librarians.
I really dont like the biome locked enchants. It makes the game so much more tedious. There is not efficient way to transport villagers which makes moving them to all the different biome locations so frustrating. People like building one big villager hall with all the trades in one location. Forcing people to build multiple trading halls that they have to travel thousands of blocks to get to is a bad change in my opinion. I also dislike the diamond cost for diamond armor, just let the players who know how to utilize villager trades have their fun. Let players play how they want to and dont force exploration. These changes just make the game more difficult to play because now more steps are involved to get good enough gear to have fun doing other stuff (like building).
I personally am against the villager trading changes concept entirely. I think for the people that want this, they can toggle a switch to turn this feature on or off before creating a world, like phantoms. I get that you all are trying to encourage more exploration in the world, but if you're like me, and you use trades to get enchants for your tools/armor, then this does not "encourage" exploration to get these enchants... it forces it. To put it simply, that's just not how I like to play Minecraft, the sandbox game where you can play however you want with no limitations other than your mind, if you forgot.
Please keep mine and other's objections about this feature in mind. I'm sure there are some positive comments and suggestions for this feature, but for those who are opposed to this idea, please do not completely ignore us and figure out some middle ground to make all parties happy. Like I mentioned, you could very easily have a switcher for this feature in the world, much like phantoms.
While I appreciate what mojang is trying to do with the villager changes, I think that half of what they're trying to 'fix' was never broken in the first place. Locking certain things to certain biomes while yes, does encourage exploration, may put many players off the game if exploration is something they have no interest in. There are many, many different playstyles found within the minecraft community, not all of which like to explore. In this way, people are being cut off from things they previously have had access to.
Additionally; the 'risk' must be worth the 'reward'. To travel to such lengths and to transport one of the most fickle mods should have massive benefits to the player, and yet... it doesn't. I am thinking primarily in terms of librarian villagers, as they are one of the villager types that I have most experience with trading with, and are undergoing experimental 'rebalances'. I can confidently say that the risk is no longer worth the reward. I am content to spend two hours cycling villager trades to find high powered books, I think that method works well; you need to have the dedication to get what you want, but it's worth it in the end. But now that will be impossible. Even if I find the correct biome and manage to breed the correct villagers and transport them wherever I need to transport them, the ultimate reward—powerful enchanted books—is impossible to get with this method. Not just very difficult, actually impossible. It's no longer worth it to trade.
Why are savannas so awful?
I love how much developers do not listen to the community's posts on this. Stop messing with villagers and making a massive waste of a grind for no reason. The villagers are fine as is. This kills all legacy worlds, now we would all have unnecessary loaded chunks, and you all have failed to even make an easy way to MOVE villagers. Not all of us can afford to have all these chunks loaded, especially on your guy's own low-frame realms we PAY FOR.... PLEASE just fix this game's massive inventory problem and move on. This villager 'grind' is so unnecessary.
If you add more maps to the game, please fix the impact they have on world file size. This will make that problem so much worse if you don't.
I personally really like the addition of new maps to other villages, that’s great, but what i dont like is the fact that it now costs diamonds to trade for diamond armour. Now, that might soundlike a great idea on paper, and it is, but it makes diamond and netherite armor incredibly harder to obtain in super-flat. Please and thank you.
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Making chainmail even rarer feels really bad. I'm probably a part of the only 1% of players that uses chainmail, and its only real use is cosmetic considering where it sits in the durability teirlist. By the time you're looking for a big project to do on the scale of "making a jungle village" you probably already have diamond AND some armor trims that you like, so chainmail seems even less "worth it".
Id be fine with the change if there were an easier alternative to getting chainmail. For example, adding a crafting recipe to the game where you could make chain mail out of chains, it'd be both convenient for the players that like the look of chainmail, and give a reason to go look for those villagers (trading would be WAY cheaper than crafting armor out of chains)
I like everything except biome-specific things it makes super flat and sky-block challenges much harder or downright impossible to get some things. please just make enchants what they were before except maybe a bit more expensive. But apart from that this is amazing I like the added diamonds to armorers and nerfed zombification method so keep up the great work.
Starting with the Cartographer Changes:
- I love, love, love these changes
- The maps work well, and I love how the explorer maps also take us to structuresOn the Armorer Changes:
- overall, these are excellent; I'd recommend some other changes though
- Savannah having curse of binding - Please no. This just feels cruel.
- The taiga has such unique trades with the armor swapping and diamond block trade. It feels like this should be hidden in a secret village.Structure Loot Changes
I couldn't really tell these got boosted from playing around in the snapshot, so I think an even bigger boost is nessecary
General Villager Trade Feedback
Making the villager trades vary by biome is something that I absolutely love. It enhances my play style of building interconnected worlds across many biomes and places. But, I wonder how I would find this as a new player? I bet slightly confusing... why do some biomes seemingly unrelated to plains biomes seem to have plains villagers (ie Cherry Blossom biomes). More hidden villager types (mushroom and cherry villagers for example) like this could be really beneficial to spreading out the more interesting trades across the landscape, and help encourage new players too explore all of these differently dressed villagers.
Finally, we need a better way to transport villagers (in addition to the easy way of curing zillagers on site), namely: with camels. In single player, a camel can't carry two players because they don't exist. Let us do this instead!
For some people the changes to the villagers are great, for other it’s tedious to have to travel and grind so hard. Especially since some of the enchantment books can be found in structors around your world. It also make access to diamonds armor impossible for those who play on skyblock survival. Since the community is very split on this topic, there should be an option in the settings menu before creating a new world with a new game rule. This game rule would enable or disabled these changes. That way people are able to play however they want. If they would rather grind and set up multiple outpost in different biomes to get access to these special triades. They can do that. But if they want to keep it simple and less complex, there still able to do that while being able to enjoy the latest version.
I think this is an incredible change that will help players navigate the world!
Thank you so much for considering such opportunities for exploration, as it is a huge part of the game. For the cartographer maps, i think the directions to other villages were a great addition. For the Swamp, which has no village, it makes sense to have the map display a witch hut. However, for the Jungle, I think the Jungle temple does not align with the "destination perspective", that being, as there are little other maps to similar temples, such as the one in the desert. I suggest two changes, then:
1) Make a desert map direct to either a desert village, or a desert temple as well, to match the given theme.
2) Make the jungle map lead to the ancient archeology ruins for that biome, and add a "Forest Explorer Map" that would lead to ruins in any of the forests, since they're rather hard to come by.
One of, if not both of these changes will, imo, make the Cartographer a better source of exploration objectives for the player.I dont super like the changes because villagers are already INCREDIBLY DIFFICULT! If these changes are made (librarian, armorer, cartographer) then please give them a luring function just like the rest of the animals PLEASE!
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I do like the new villager changes. However it still needs some work in my opinion:
• I'd love desert monument, ancient city, igloo and pillager outpost maps aswell (just so that all structures finally have a map).
• They must make jungle and swamp villages!
• the idea of piglin map bartering for fortress/bastion maps would also be nice.
• some easier transport method for villagers would be appreciated now.
• the anvil limit must really be reworked swing as the librarians no longer sell max level enchantments.But i love the directions of the changes. Thanks mojang
My two pieces of feedback are 1 if your going to give all the other protection types a spot in villages replace the curse of binding enchantment in Savannahs with Fire Protection that way we can get fire protection books and armour easy and it won’t frustrate players who don’t want curse of binding. 2. If your going to make a master level villager sell the base level one of an enchantment either make it a higher level like Protection II or III for a master level villager and/or remove or buff the anvil too expensive tag. I recommend either level 100 or 150 as the limit because in modern Minecraft with XP farms reaching level 100 or 150 is doable quite easily. This would also solve the problem we face of getting max armour being more difficult with each new enchant coming to the game.
I think this change is a cool idea and would be fun to play with. However, I think that nothing necessarily NEEDS to be changed. I also think making existing trades exclusive to the hidden villagers is slightly problematic, especially for new players. I think its cool, but there should be a way to get the trades in other villagers, because it is pretty difficult finding a jungle/swamp, transporting villagers there, then letting them have a family just to get an already existing trade. Maybe adding a completely new trade to these villagers would be better.
I like the changes to librarians, cartographers, wandering traders and loot tables, don’t get me wrong, the problem is transportation. I would agree, even support, the biome specific trades if villagers weren’t so darn hard to move around the world.
I like the added functionality to previously unused villagers but i think that this is the wrong way to go about it.
You talk of making it “more fun for everyone” but all im seeing is making the game even more time consuming to the point of shattering the communities’s trust in Mojang and their ability to add new and exciting things to the game. The armourer makes it harder for people in superflat to get diamond anything, and removing some enchantments entirely from the librarian’s trades was a bad decision. If you want to add something that the community likes, either update the end or add “the dark” demention.
Please take into consideration the community’s feedback and add the best of these and remove the worst of these.Please and Thank you.
-a user who caresThis is straight up just... BAD. I do NOT like the nerfs at all.
As if the Netherite Upgrade needing Diamonds wasn't enough, now Diamond Armour isn't renewable.
If I'm going to mine Diamonds anyway, I might as well just mine a few more to get the whole set. Why in the world would I travel millions of blocks away into different Biomes just to get a full set of Armour?
Besides, now the Enchanting Table gives off better enchants than the new Librarians. The "rebalancing" is just making the villagers utterly useless. At least to me, that is.
P.S. The villager maps thingy is kinda cool tho ngl. BUT THE REST OF IT IS JUST BAD.I know Minecraft want players go outside more, but this update is bad for new players also it makes player more want to use chunk base to find the biome.overall this update is a really bad update
I like all the changes in this experiment
1 a. I really like the solution for finding the jungles, swamps, and other villages using maps from the cartographer
b. I still feel it needs more work if trades are going to be biome dependent like an easier and better way of transporting villagers between biomes and also a easier and better way to change the biome of a villager besides breeding
2 I really like the armorer changes and balancing my favorite part is the trading one item for multiple emeralds which has never been a possibility before. I also like the linking and continuity of the enchantments per biomeThat’s all I got thanks for the great work devs
Add jungle and swamp villages, then it is easier to find the villager for mending, so you dont have to take 2 villagers to a swamp biome and breed them. And with the armorer, they need to do the same thing with toolsmith and weaponsmith.
These trades are much better than the previous ones, being able to get diamond armor just by selling a few sticks was crazy. I'm glad you guys are making these changes, they were needed.
Now, a few things I'd like to see:
- Different textures for village and biome maps.
- Trades without random order. IMO it doesn't look good that the iron block trade is not always the last one.
- Now that we can find villages with maps, make them much rarer.
- Trade chains and emeralds for chain mail armor, and maybe iron nuggets for a few chains. It would be a clue as to how they manage to make this armor, even if we don't have the ability to make it.
- Trade charcoal to some villagers, perhaps those with many trees around.
- Trade damaged armor with taiga villagers. There may be a problem with this, but I'm not seeing it.
- Lure and Luck of the Sea books in Ocean Ruins.
- Flame and Fire Aspect books in Fortresses.
- Being able to combine enchanted books and armor in the anvil as many times as necessary without limitations.
Cartographer changes: I like the additional maps, this goes some way to addressing the issues with locating biomes, especially given the focus on making villagers more unique to their biome. I would like to see potential map trades available for other biomes and structures (like the Pillager Outpost).
Armorer changes: I am lukewarm on these changes, I can't see myself ever using the Iron armor or shield trade outside of very specific survival-based map building. Essentially, Iron is easier to get than emeralds. Chainmail is nice to get (but I fail to see why I would want it). As far as enchanting is concerned, I personally like the limited enchantments on the armor as it incentivizes enchanting - the cursed armor seems entirely pointless though, and the armor swap trades make no sense to me.
Structure Loot: Broadly speaking I like these.
The Issue: (At least as I see it) is the fact that moving villagers is not simple and making swamp and Jungle villagers is not obvious to uninformed players. Add villagers to these biomes. As for enchanting, focus on making the base enchantment system more reliable (meaning less need for a librarian trading hall) and make mending less essential by removing the level cap on anvil repairs as well as the cost increase for additional repairs.Enchanting improvement: Just an Idea, allow players to collect enchanted books that can be placed in chiseled bookshelves that permit players to choose those enchantments in the enchanting table.
I am very disappointed to see that y'all are continuing to dig into this hole. As many have already said, here and in the prior feedback space, the move to restrict enchantments to certain biomes simply adds more tedium - not more fun. Y'all are designers, you should understand the concept that improving a game should come from adding features, not restricting what is already there. Just as with the recent change to netherite armor, you are making changes that remove current features and hide them behind many more layers of work simply to, what... extend gameplay and perceived value? Minecraft is a very "grindy" game, naturally, so I can't be opposed to that in concept, but boy - these latest moves just seem to be steps in a very unappealing design direction. The Allay, for example, doesn't particularly interest me, and that's okay - I simply don't pursue playing with them; what you're doing here, though, is proposing changes that alter the rules I already play by and that removes player choice. You've stated that the villager trade changes are intended to make it "more fair and fun for everyone", but I honestly don't see how that is the case - not for everyone. Is it fair to the more casual player, such as myself, that I'll lose access to some of these trade options because I'm not intending to travel everywhere and establish multiple village points of contact? Because I can tell you, directly, that it certainly doesn't sound fun.
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