+ (if(Demand>0, Demand, 0) * OriginalPrice * PriceMultiplier) int Taking all of these things into account, the final formula would look something like this: ((OriginalPrice * 0.3) + (OriginalPrice * HOTVLevel / 16)) intĪlso note that the HOTVLevel is based off of the nbt value (so HOTV I would be level 0, II would be level 1, III would be level 2 etc.) The effect is based off of the original price rather than the price multiplier and regardless of the level or original cost, if you have the status effect it will always give you at least 1 emeralds worth of a discount. (if(Demand>0, Demand, 0) * OriginalPrice * PriceMultiplier) int The formula looks somewhat like this as far as I can tell: Demand for a trade can become negative if the player doesn't use a particular trade, but demand discounts can never go lower than 0, they can only go higher. Villagers can also spread gossip and the value will decrease by 10 to each villager that obtains it.
(GossipMultiplier * GossipValue * PriceMultiplier) int The gossip formula looks like this as far as I can tell: Price multipliers can be 0.05 for most normal trades, 0.1 and 0.2 for trades like armor, weapons, books, and bells. You get "minor_negative" from hurting villagers, and "major_positive" from curing them "trading" from trading. With the exception of minor_negative, each of these can have a value of up to 25. + DemandDiscount - HOTVDiscount + OriginalPrice = DiscountedPriceĬurrently, there are three gossips that affect prices, each their own multipliers: Villager prices are based off of demand, price multiplier, HOTV and gossips. I thought I'd post this here as not many people seem to know how discounts work in 1.14? Please leave any feedback in the sticky thread there. I made it as there are often questions that get repeatedly asked here and resources/information/tools that get lost and forgotten about so I reorganised some info. I'm also opening up my subreddit r/minecraft_layout_test to test out edits to this sub's style, sidebar and wiki. Credit to Mojang too :)Įdit: Other (better?) versions below.
Please tell me if I have made any errors or if you have any suggestions for alternative arrangements/information to display. This is strange considering the general goal of feature parity. I wanted to include Bedrock edition but there are just too many differences (many of the workstation crafting recipes for example). Lapis Lazuli, cocoa beans, ink sacs and tall grass are not available in Bedrock as advertised on the wiki. No tall flowers (includes large ferns) are available in Java edition. There were also errors in the Wandering trader section. I spawned in many villagers at all levels with enchanted tools and found Fabian42's dataset to be accurate.
I realise that my one is far less compact but that's a fair bit to do with the number of possible trades drastically increasing, including the addition of two new traders (mason and wandering trader). Credit to wiki user Fabian42, whose data set gave me the cost ranges for enchanted tools.Ĭredit to wiki user Superspace who originally posted the previous version, which I took cues from. TLDR: Paying credit to people edits to the chart posted below check out my test version of this sub hereĬredit to u/sliced_lime, whose video prompted me to, and was used as a reference in making this chart. Instead of continuing to reply to each awarder, here is a link to the 1.15 version.
(#spoiler) = neat! (/rose) = ( full list)Ģ021 Edit: I can't believe people are still awarding this. News Builds Gameplay Maps Tutorials Redstone Command Blocks FanArt Comment Formatting