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r/technicalminecraft • … • u/TheRealToLazyToThink

Villager Indoctrination Station

Presenting the Villager Indoctrination Station:

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![video](c83eecvptn841)

World Download: [Villager Indoctrination Station](https://drive.google.com/uc?export=download&id=1CxoVnSLySUB1XSfX_ivXDZxZLVW7bdG7)

TLDR: Rail station for unlocking and curing villagers in bulk before sending out to their permanent homes which can be simpler and cheaper since all the hard work was done upfront.

# How Does This Compare to Other Builds?

This started as a cross between Logical Geek Boy's [trading hall](https://www.youtube.com/watch?v=s1CkqRjQEQY) and Iskall85's [villager prison](https://www.youtube.com/watch?v=6HNsEP5F250). I liked the dial a villager builds, but worry about how hard it would be to avoid the workstation bugs below with them.

I think the 3 biggest points are:

1) Bulk Processing

A lot of the villager designs I've seen unlock (and sometimes cure) villagers 1 at a time. Considering how long it takes to cure a zombie villager, and that you need to cure them 5 times for the maximum benefit, I prefer being able to process my villagers in bulk. I also prefer it when unlocking villagers since I can move between them as I wait for them to restock or reset their trade lists.

2) Reusable, Flexible

I like that I don't have to build a new cell for every villager I want to trade with. I can reuse the conversion stations and ship the "indoctrinated" to bulk trading houses, or my enchantment librarians to decorative redstoneless trading areas.

From one central location I can ship villagers throughout my world.

3) Avoiding Villager Bugs

There are 2 big bugs related to villagers. I do my best to avoid/mitigate them. See below for more details

* **Locked Villagers/Stolen Workstations** \- Villagers can easily get locked by grabbing an unexpected workstation, or by another villager stealing their workstation. Once this happens it can be very painful figuring out how to fix it. I had troubles with locked villagers in my starting dirt trading hall, and had seen several you tubers having issues with locked villagers. I had issues trying to adapt existing designs to avoid this, although that could just be my limited experience at the time working with these problems. * **Slow Villager Switching** \- The more workstations in an area, the slower villagers switch professions/reset their trade lists. My solution to this is to build my station in the middle of nowhere so there are no workstations nearby. This works since I only need the small number of conversion cells and my final trading locations can still be in my base.

# Villager Gossip

The full details are far too long for here. See [here](https://pastebin.com/ZtGFmNAu) for everything I've found. The short version is curing villagers causes both minor positive (+25) and major positive (+20) gossip. The max is 100 major positive and 200 minor positive. This is why it doesn't help (long term) to cure your villagers more than 5 times. The major positive will never go down, but the minor will. This is why prices will sometimes go up after a villager has been cured for a while. It will take 25 days for the minor positive to fade after curing, so to be sure your discount will last forever it makes sense to just cure the full 5 times. This is even more true in 1.15 when demand can cause prices to rise requiring a larger discount to offset.

Unlike major positive gossip, major negative gossip (from killing villagers) will fade. It takes 2 days for a villager to forgive you for hitting him, and 3 day to forgive murder.

# What About Locked Villagers/Stolen Workstations?

I've ran into many problems with villagers picking the wrong workstation, or unknown villagers stealing a villagers workstation. I've seen various you tubers having similar problems. My solution has been paranoia. I do everything I can to ensure villagers never have a path to find a different workstation. Keep in mind it doesn't matter if the villager can actually reach the workstation, they just need to think they can. That means things like trap doors and carpets aren't good enough. The villager may not be able to escape, but they think they can allowing them to grab unintended workstations. For that matter, you need to protect their workstation from others. Make sure no random passing by villager can grab it. Villagers can even grab a workstation when trapped in a boat or rail cart.

The villagers in this build are locked in their cells, and the entry is designed so no outsiders can path in, but of course you will need to apply the same level of paranoia when enclosing the rail tracks in/out, and when designing you final destinations for villager trading.

# What About Slow Villager Switching?

If you don't know about slow villager switching, check out [logical geek boy's video](https://www.youtube.com/watch?v=jyiJPvzvyEs). Basically villagers are really dumb about finding workstations. They will search a 48 block radius searching for a workstation, but the algorithm doesn't scale, and noticeably slows down as workstations are added. There is a vast difference when the stations are inside the chunk (sub-chunk?) vs outside of it. It can cause minutes of delay. I've been careful to make sure all the villager cells are in the same sub-chunk, and recommend building this at least 48 blocks from the nearest workstation.

# Does it work in 1.15?

I built this in 1.14.4, my survival world is still on 1.14.4. But, I did test it in 1.15 and everything was working as far as I could tell. There are some things that could be improved in 1.15. For example: water bottles could be filled automatically in the potion brewer, and the bell for the villager clock could be directly powered.

# Does it still make sense in 1.15?

Once again, my survival world is still on 1.14.4, but I think so. In fact, I think it might be even more valuable in 1.15.

1.15 "fixed" villager restocking. This had two effects: villagers only restock twice(?) a day, and demand now works (villagers raise prices when you keep using the same trade over and over).

The restocking "fix" means in order to do bulk trading, you will need large numbers of villagers. Some trades will no longer make sense, but some will. For example: the librarian glass trade. A librarian will trade 4 glass for one emerald, and will trade 12 times before they need to restock. To fill a shulker box without waiting for restocks, you would need 36 villagers. With this design you can process them in bulk, and your trading hall can store them in a checker box pattern allowing for a pretty dense low-tech layout.

The demand fix means your villagers could start raising prices. Having the maximum major positive gossip (5 cures) can help offset the increased prices from demand.

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