Genaric Villager[edit | edit source]
- They don't exist anymore - generic villagers are a removed feature. | violine1101(Talk) 17:49, 21 March 2015 (UTC)
- Basically, originally the green villager skin was the default for villagers with improper ids, but now the default is the farmer skin, causing the skin to no longer be referenced anywhere in the game. It also does not state mods anywhere. –KnightMiner t/c 18:07, 21 March 2015 (UTC)
Villagers Not Trampling Crops?[edit | edit source]
Villagers have been running across my crops a lot recently. But it seems they don't trample them and turn them back into regular dirt. Is this a bug? (If it's a bug, I'm grateful for it.) I am not using any mods, the different models visible are part of 1.8's editable resource pack models.
- Crops get trampled from villagers / mobs / players when the farmland gets jumped on, or fallen on, from about a block or more of height. Not from just running across it -- they intentionally changed it from that in version 1.1. You used to have to sneak, now walking and running are fine. You have a low roof there, so your villagers will be fine with your farmland. – Sealbudsman (Aaron) t/c 21:05, 13 May 2015 (UTC)
Career chances[edit | edit source]
I was curious about how often which career type is chosen. I summoned 550 villagers (to get an average of 50 villagers per career) and counted the villager careers. Maybe someone ist interested in it.
|Profession ID||Profession||Amount||%||Guessed %|
|Profession ID||Career ID||Career||Amount||%||% per Profession||Guessed % per Profession|
184.108.40.206 19:39, 25 September 2015 (UTC)
- A quick look at the code suggests that the chances of each profession, and of each career within a profession, are equal. Your data agrees with this for the most part, though you had an unusually small number of shepherds; probably just a fluke of the random number generation. -- Orthotopetalk 20:43, 25 September 2015 (UTC)
Transport villagers one by one[edit | edit source]
Hello, I built an infinite villager breeder and collect the villagers in a 1x1 pit. I usually collect them and work on other things until there are about 30 villagers in the pit. Near it I built a shop to where I wanna get the villagers into. I already have a sorting system where I can sort a single villager into its category. But I can't figure out how to get these villagers out of the pit one by one to throw them into the sorting system. I already experimantated a lot with minecarts, powered rails and water tunnels. The best transporter I built worked in about 90% but in about 10% the minecart got stuck inside the pit and I had to open the pit again to get the minecart out. Powered rails also didn't help to automaticaly move it out again in all cases. Does anyone have an idea how to fully automatic separate a single villager out of a group of villagers without repairing the system every few times? -- 220.127.116.11 09:55, 3 October 2015 (UTC)
- Powered rails trap minecart said if they are unpowered. Try placing a redstone torch next to it. 14:22, 3 October 2015 (UTC)
- I usually place redstone blocks under the powered rails so that they are powered. In most cases my it works: The minecard drives through a hole in the wall into the villagers pit, picks up one villager, hit the wall and returns with the villager through the hole, powered by the rails. Or otherwise a dispenser inside the pit sets the minecart on the powered rails, it picks up a villager and drives out through the hole. But in some cases in both szenarios it just get stuck inside the pit or in the hole in the wall and doesn't move anymore, although it stands on powered rails. I think it maybe misses a redstone update or it get stuck because of the large amount of villagers inside the pit. If there are no villagers in the pit it works without any problems. I search for a solution so that the minecart doesn't get stuck anymore. -- 18.104.22.168 17:03, 3 October 2015 (UTC)