How to train your Librarian

How to train your Librarian

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You tried to get away from the randomness of the enchanting table by using librarians - at least their trades are repeatable once locked-in. But even the reduced randomness of librarians can be frustrating if you are joining a new world and need to redo all the lectern placing and breaking to get the exact enchantment (and cost) you want.

Now this data pack will save countless hours of your life by inputting exactly what you want into the pretty little head of your librarian, literally, using a hopper and a written book.

NOTES:

1. A lectern, reachable by the librarian, is still required. Otherwise the librarian will not be able to restock their inventory if depleted.

2. This data pack does not change the vanilla game play much, only quality of life improvement. Everything this data pack does can be obtained in vanilla with lots of time and patience. So, this data pack does not support enchantments that can't be bought from librarians (currently only Soul Speed from 1.16).

3. To try and keep the game play from becoming too easy - a) A trained librarian can sell only one book, the one of your choice. They can't gain new trades as they gain XP. b) An already trained librarian can’t be retrained. You will need more villagers to get a full set of enchantments. c) They can't trade other items like paper, bookshelves, etc. You will need regular villagers to gain emeralds. d) Cured zombie villagers don’t provide a discount. Everything is already at the lowest undiscounted cost.


USAGE:

1. To train one librarian you will need: a) One Villager - Can’t use already trained librarians. But vanilla villagers with existing professions and trades are ok, they will get replaced. b) One Book and Quill. c) One Hopper (not consumed, can be removed later).

2. Select the Book and Quill in your hotbar and use it (right click). Type whatever you want inside the book, it should not be empty. Press the ‘Sign’ button.

3. Type the required enchantment name, without the level and press the ‘Sign and Close’ button. See the table below for exact spelling and capitalization (or better yet, copy + paste)

4. After signing you will have a new Written Book in your inventory (shining with magic like an enchanted book, but without the red ribbon).

5. Trap the Villager from moving (or use trading hall designs) and place a hopper right above the villager (the hopper direction doesn’t matter, it will be fixed by the data pack)

6.Stand within 2 blocks from the villager, the villager will start emitting green particles to indicate they are ready to receive training.

7. Open the hopper inventory, add the book from step 4 and close the inventory screen. The hopper should contain only the book and nothing else.

8. If all the steps were done correctly, the book will be consumed and the villager will be trained to become a librarian of the type in the book. The librarian's name will be changed to indicate the type of the enchantment and the cost in emeralds. You will also hear the sound of using an enchantment table and see purple particles if you closed the hopper inventory screen fast enough.

9. (Optional) The hopper can now be removed.


SUPPORTED ENCHANTMENTS:

Name

Cost (in emeralds)

Level

Aqua Affinity

5

Bane of Arthropods

5

V

Blast Protection

5

IV

Channeling

5

Curse of Binding

10 (treasure enchantment)

Curse of Vanishing

10 (treasure enchantment)

Depth Strider

5

III

Efficiency

5

V

Feather Falling

5

IV

Fire Aspect

5

II

Fire Protection

5

IV

Flame

5

Fortune

5

III

Frost Walker

10 (treasure enchantment)

II

Impaling

5

V

Infinity

5

Knockback

5

II

Looting

5

III

Loyalty

5

III

Luck of the Sea

5

III

Lure

5

III

Mending

10 (treasure enchantment)

Multishot

5

Piercing

5

IV

Power

5

V

Projectile Protection

5

IV

Protection

5

IV

Punch

5

II

Quick Charge

5

III

Respiration

5

III

Riptide

5

III

Sharpness

5

V

Silk Touch

5

Smite

5

V

Sweeping Edge

5

III

Thorns

5

III

Unbreaking

5

III