Zombifying a nitwit, then curing it causes it to become an unemployed villager who does not eat or sleep
When you zombify a nit wit villager, It becomes a zombified unemployed villager, and so when it is cured, it becomes an unemployed villager
Steps to reproduce
- Set game difficulty to hard
- Get a nit wit villager ( Green coat)
- Use a zombie to make the villager into a zombie
- Cure the zombie villager with a weakness potion and a golden apple
- Wait for it to cure, and it will become an unemployed villager
Linked Issues
is duplicated by2
Created Issue:
Zombifying a nitwit, then curing it causes it to become an unemployed villager
When you zombify a nit wit villager, It becomes a zombified unemployed villager, and so when it is cured, it becomes an unemployed villager
Steps to reproduce
Set game difficulty to hard,
Get a nit wit villager ( Green coat)
use a zombie to make the villager into a zombie
Cure the zombie villager with a weakness potion and a golden apple
Wait for it to cure, and it will become a unemployed villager
- Unresolved
- Open
- Unconfirmed
- Windows
- Windows 10
- 1.16.1
is duplicated by
When you zombify a nit wit villager, It becomes a zombified unemployed villager, and so when it is cured, it becomes an unemployed villager
Steps to reproduce
Set game difficulty to hard,
Get a nit wit villager ( Green coat)
use a zombie to make the villager into a zombie
Cure the zombie villager with a weakness potion and a golden apple
Wait for it to cure, and it will become a unemployed villager
When you zombify a nit wit villager, It becomes a zombified unemployed villager, and so when it is cured, it becomes an unemployed villager
Steps to reproduce
- Set game difficulty to hard
- Get a nit wit villager ( Green coat)
- Use a zombie to make the villager into a zombie
- Cure the zombie villager with a weakness potion and a golden apple
- Wait for it to cure, and it will become an unemployed villager
is duplicated by
Zombifying a nitwit, then curing it causes it to become an unemployed villager who does not eat or sleep
Thank you for your report!
We're actually already tracking this issue at MCPE-89210, so I will resolve and link this ticket as a duplicate.
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Thank you for your report!
We're tracking this issue in MCPE-89210, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
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I made a video but its file size is too large :/
Edited : i got the video on, took a bit of trimming
This should not be fixed as it is helpful and would be a nice feature that should be added to both versions of the game. It's not overpowered as curing a nitwit still takes longer and more resources than breeding a new one.
What evidence do you have that this is not intended. We haven't found any reliable evidence that it is intended, so it doesn't meet our standards for resolving this report as "works as intended" on our own. That means we'd have to pass it along to get the developers' verdict on the question. However, we don't want to distract them every time somebody thinks making some vaguely defined or completely undefined behavior work differently would improve the game; those are suggestions and belong on the Feedback site. So what evidence do you have to substantiate that this is a bug? Does a nitwit in Java cure back into a nitwit? Something else?
This report will automatically reopen when you reply.
Although I have not personally tested with nitwits, I know that on Java edition, the zombie villagers have different textures based on biome and profession (like regular villagers), but on Bedrock, we have no indication to the profession of the zombie villager, just the biome layer. Perhaps it is simply randomized for those that don't have locked trades, which should change to have parity with Java in that the zombie villagers have professions and keep the professions once cured even if they haven't been traded with.
[MCPE Mod] Auldrick Yes, in Java Edition villagers always retain their professions when cured. Furthermore, this could be used to exploit nitwits by turning them into regular villagers through zombification and curing.
Both your arguments depend on defining "nitwit" as a profession, but it isn't one, at least not in Bedrock (or Java either, I think). The vanilla behavior pack implicitly defines a hierarchy for villagers in which the top level breaks them into three groups. Two of these groups correspond to babies and nitwits; the third corresponds to employable villagers. The latter are initially called "unskilled" internally, but once they acquire a workstation their internal label gets changed to their profession name, their behavior is enhanced with a more refined schedule, and additional behaviors are added for certain professions. Babies and nitwits cannot receive these enhancements, so they're distinct from professions.
I'm not sure how using the described behavior to convert a nitwit to a regular villager can be described as an "exploit". Nitwits don't spawn frequently enough to provide a significant numerical advantage, and most babies grow up to be professional workers, so if using nitwits this way is an "exploit", isn't breeding baby villagers an even bigger one?
I have linked related tickets reporting issues with the skins of zombie villagers. They have already been passed to the developers, so eventually they should give us a verdict on the intended results of curing zombie villagers. This report will depend on exactly how those other tickets are resolved, so I'm not sure what to do with it at the moment. I'll consult with Mega_Spud.
While I agree that it’s a fairly minor exploit in comparison to many other game mechanics, things should be brought to parity as much as possible, as the devs have made it clear that this is one of their main goals for the future of the game. If indeed baby villagers and nitwits have a similar structure in the vanilla behavior pack, then nitwit zombie villagers should also have this similar definition like baby zombie villagers.
Here’s how the Minecraft wiki describes the java mechanics:
In Java Edition, if the villager is not locked to a profession (i.e by trading with it once), the villager is unemployed unless it was a nitwit, in which case it remains a nitwit; if it was locked to a profession it will keep both that profession and trades.
I'm aware that it works that way in Java and that parity is a goal, but it's an oversimplification to say that "things should be brought to parity as much as possible". Obviously, there should be parity in matters such as how big a creeper's hit box is, and just as obviously, asserting that trivial differences that don't affect gameplay, such as the precise pattern of a creeper's texture, is taking parity farther than is reasonable.
One thing that people often don't understand is that when the developers agree to honor the parity goal in some respect, they're voluntarily limiting themselves in how they can solve certain kinds of problems that might come up during new feature development. For example, if they agree that exactly when and how a player drops their inventory when they die should be identical in Java and Bedrock, that could complicate or even block a future feature that alters how player drops work (such as netherite armor floating on lava). And because they're written in vastly different languages, a certain precise implementation in one platform might be very hard to reproduce exactly in the other. So we as players need to leave the developers some wiggle room and not insist on parity of tiny details just because it makes it easier for us to remember the rules of play.
This issue lies somewhere between the parity extremes, so whether it's a reasonable target for a fix is vague enough to be a judgment call. My own feeling is that nitwits converting into unskilled villagers doesn't affect gameplay in any material way unless you're trying to gather a lot of nitwits, and in that case why zombify them in the first place? My point is that we shouldn't be demanding "parity" fixes unless they change gameplay significantly, either by forcing us to do something an entirely different way, or by making one platform substantially more difficult than the other. Parity for the sake of parity is not the goal.
affects 1.16.220
affects 1.17.0
Nitwit zombie villagers exist in Bedrock Edition--they are defined in zombie_villager_v2.json in the vanilla behavior pack. The reason they don't cure into nitwit villagers is that in the villager_v2.json entity behavior file, the event minecraft:entity_transformed does not assign nitwit component groups to them. It does not assign unskilled (unemployed) component groups either. It simply has no filter for either nitwit or unemployed zombie villagers.
Aside from losing nitwits, this has two consequences:
The fix for these problems as well as the bug reported here would just be to add the appropriate filters to the minecraft:entity_transformed event in villager_v2.json and based on those filters add the same component groups to nitwits and unemployed that are added when they spawn or grow up.
Related to this, the unskilled group in villager_v2.json does not assign the "unskilled" family, unlike the corresponding group in zombie_villager_v2.json. That has the effect of making zombified unskilled villagers into what we might call undefined zombie villagers, instead of unskilled (in contrast to naturally-spawned unskilled zombie villagers). This doesn't have any impact beyond what was already described above, but it is important to take into account if the profession texture bugs are going to be fixed along with this one, because the families are used as the filter for matching variants/professions when transforming.
Affects 1.17.40.20
"...who does not eat or sleep"
The villager will not be able to sleep until the villager's profession type is updated with a workstation block.
Example of Profession update: unskilled to toolsmith