An automatic trading hall design that requires minimal work to set up and integrates seamlessly with a breeding village. Coupled with a few "instant" iron farms, this becomes a powerful build in early survival. This video was recorded in Java 1.16 and still works in 1.17. The strategy doesn't work as well in Bedrock because the villagers maintain their claim on a bed even if it remains inaccessible, so you will need many more beds.
Discord: [ Ссылка ]
Reference for villager behavior:
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Tips, post-production notes, and corrections:
1:42 Zombies can reach villagers in stalls starting in 1.20.2
4:38 - You can add a trapdoor under the villager by first raising the villager with water, and then placing the trapdoor underneath it, similar to what is done at 5:52.
4:50 - Just "golden apples" are needed to cure zombified villagers, not "enchanted golden apples". The zombie in a minecart starts on a powered rail that is activated by pressing the button on the steps. This allows you to stay out of view as the zombie is transported to the villager. A mob that rides in a minecart doesn't despawn, so you don't need to worry about any nametags for this zombie.
5:58 - If 2 villagers become trapped in a stall, just make a step so they can escape. The villager that has a claim on the job site will either stay behind or return to the job site later to work.
In 1.17+, a lightning rod about a chunk away from the farm will protect the villagers from lightning. Otherwise, build a roof over the villagers to protect them from lightning. A lightning strike within 4 blocks of a villager will convert it to a witch, and there's no way to convert it back.
Breeding farmers need to be able to pathfind to the pillows on 3 unclaimed beds within about 40 blocks of distance, and there must be at least 2 blocks of clearance over the bed so that baby villagers have room to jump on it.
Here is the easiest iron farm to build, by far:
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Just a few of these iron farms will provide a steady source of emeralds for all your trading needs. The weaponsmith and toolsmith reliably have iron ingots as a second tier trade, and most armorers also have iron ingots as a second tier trade (3 ingots per emerald, when traded in high volume). It's a good idea to have a mix of these 3 iron traders so that you can just buy all of your diamond gear instead of having to mine for them. And when its time to zombify and cure villagers, target the iron traders first so that you get 1 emerald per iron ingot. This triples your income and effectively makes all other trades in the game cost a third of what they used to. And on top of emeralds, iron trading will give you a lot of XP.
Another key profession is the librarian, of course. Most of the stalls in your trading hall should be filled with them. Just make sure that on your first librarian, that it has a bookcase as one of its initial trades so that you can buy more bookcases to make more lecterns as job sites. Overwhelmingly, you should not settle for anything less than the top level of an enchantment. Don't lock in Sharpness 4 only to regret it later when you find Sharpness 5. You'll need around 25 librarians to get all the useful enchantments in the game, with the exception of Soul Speed, which comes from piglin bartering. Librarians also sell nametags in their final trade tier, which is extremely useful.
Farmers will provide golden carrots, which will probably be your main food for the rest of the game.
Clerics will provide ender pearls, glowstone, red stone dust, and bottles of enchanting. These are essentially bottles of XP, letting you get even more XP from trading, or you can stockpile the XP for later use or you can use it for repairing your mending gear on the go.
Here is a link to the schedule that villagers follow every day. Searching for job sites and breeding usually occur during the wandering phase. Gathering occurs around the village bell and serves to concentrate a lot of villagers in a small area right after they have harvested crops so that they can breed when the schedule switches to wandering again.
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