So i cant make vilagers lose their jobs even though i never traded with them and i am just coming back when thats fixed so mad at the server is so laggy
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the villager part is a server limit to "stabilize" the economy, sorry about the lagSo i cant make vilagers lose their jobs even though i never traded with them and i am just coming back when thats fixed so mad at the server is so laggy and i got banned for no reason D:
src:the villager part is a server limit to "stabilize" the economy, sorry about the lag
I tried to retrain my villager to have another job the other day without success... I guess this is why.
Is this posted somewhere visible in game? Should I have know that it's not going to work? ... so frustrating (I just gave up and went back to towny)
So instead of having a handful of villagers and cycling them, people will build huge villager breeders (and instead of cycling their jobs they will kill them and breed new ones) which will cause more server load/lag... and just make the game harder than it has to be... to "stabilize" the economy somehow?
I don't get it.
So instead of having a handful of villagers and cycling them, people will build huge villager breeders (and instead of cycling their jobs they will kill them and breed new ones) which will cause more server load/lag... and just make the game harder than it has to be... to "stabilize" the economy somehow?
That’s basically how I understand it.
If I were making the decisions, I wouldn’t have done things this way. But hey, I’m probably still misunderstanding something...
I have tried everything I can think of to understand this "feature" and come up with nothing. It only incentivizes larger, laggier villager farms and makes it harder for people who are solo / in small groups to catch up to the big groups that pump out a lot of villagers per hour.
its not a bug its a featureSo i cant make vilagers lose their jobs even though i never traded with them and i am just coming back when thats fixed so mad at the server is so laggy
this.I now instead need to build a several storey tall tower full of villagers - many of which with bad trades. So rather than my trading hall I have built on another 1.16 server which has 40 villagers, I am already on my way to having 100+ and counting.
I have tried everything I can think of to understand this "feature" and come up with nothing. It only incentivizes larger, laggier villager farms and makes it harder for people who are solo / in small groups to catch up to the big groups that pump out a lot of villagers per hour.
Yeah, I don't really understand the reason why the economy needs stabilizing or how this achieves that.
I think at best it will delay change, and more importantly make it harder for new people (and people with full time jobs) to catch up or understand these server specific "features" or at worst just make them quit out of frustration.
... well I guess I figured out how will this stabilize the economy: if no one plays on the server then the economy will be stable.
Exactly. I still don't understand how profession cycling ruins the current economy. However, let's say it does somehow. I would think that the in-game economy would take t a maximum of one week to adjust and restabilize as the player base would naturally adjust the pricing of items to reflect how obtainable they are.Unless I'm missing something, removing this would have no negative effect on the economy. I know what Jawa said about basing the economy on a certain market, but imo it's not relevant because there are so many other markets (ex guardian drops, ores, raid drops, misc mob drops, etc)
Yuup. Haven't seen many advocations for this...Plus, I havn't seen a single soul who enjoys this "feature" from looking through conversations on the LTT MC discord or here on the forum, so maybe take a hint that nobody wants this.