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Talk:Wandering Trader

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Latest comment: 16 March by Mamelao in topic The trade table says "Villager wants"
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There can be multiple Wandering Traders in the world by naturally spawning.

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Latest comment: 16 February 20214 comments4 people in discussion

In my own survival world where I dont cheat already spawned multiple Wandering traders at the same time so please stop changing it. --31.18.254.205 14:04, 17 February 2019 (UTC)

19w05a says only 1 can spawn per world, meaning only one at a time. Your world may be bugged, have you submitted a report to the bug tracker just in case? I haven't encountered multiple spawns nor have I seen others get multiple ones to show up at once? Was this Java or Bedrock Edition? I think until it can be verified it should remain reflective of what is said in 19w05a snapshot log.Esperenderman (talk) 18:31, 17 February 2019 (UTC)
Perhaps what's happening is that a wandering trader spawns in one chunk and then the player moves far enough away for the chunk to unload, and then another wandering trader spawns. The comment above isn't the only one we've received on this; another anon editor recently added a similar comment directly into the article (which was reverted). ~ Amatulic (talk) 02:17, 22 April 2019 (UTC)

Hey, Um I have bedrock pocket edition And I am on this one island and so far I have Seen 2 or 3 wandering traders i dont know whether or not they spawned at the same time, but last time i read this part of this wiki it said that only 1 wandering trader can spawn per world, i dont know if maybe i read it wrong but YEH so um lemme know cause i have NOOOOOO idea Alpha 1 AKA Alexia Barnes (talk) 08:44, 16 February 2021 (UTC)

Does harming a wandering trader affect reputation?

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Latest comment: 27 May 20192 comments2 people in discussion

Does hitting or killing a wandering trader in a village affect the player's reputation in the village? This isn't addressed in the article. I suppose I could test it by attacking a wandering trader and see if the village iron golem becomes hostile. ~ Amatulic (talk) 13:30, 16 May 2019 (UTC)

I don't think so, since the Trader is a separate mob entirely. --AwesomeNinja886 (talk) πŸ‘ Image
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02:34, 27 May 2019 (UTC)

Blue Villager in 1.6.1 Poster looks like the Wandering Trader

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Latest comment: 27 May 20197 comments4 people in discussion

Look, I know the blue villager PROBABLY wasn't the Trader, but I mean really, the original Trader seriously looks like him.

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You can see the similarities, right? Well, User Amatulic doesn't see it, and keeps reverting my edits despite me making it perfectly clear that it was just being like "Hey, these kind of look similar even though they might not be the exact same thing, I just saw the similarity and thought it was cool".

You get what I'm saying, right? --AwesomeNinja886 (talk) πŸ‘ Image
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02:33, 27 May 2019 (UTC)

There are similarities, but it really is subjective. There's no fact here, and as such, it shouldn't be listed on this page. -PancakeIdentity (talk) 03:29, 27 May 2019 (UTC)
Just because you see a similarity doesn't mean it should be mentioned. The articles on this wiki are supposed to convey factual information about Minecraft, not the personal views of players. The closest thing we have to personal viewpoints on this wiki would be the Tutorial pages, and even then this pictorial comparison wouldn't really fit. If you could find a reference to someone associated with Mojang who makes the same observation, then we can include it. This is a reference website, not a blog or social media platform. ~ Amatulic (talk) 06:24, 27 May 2019 (UTC)
Agreeing with the others, additionally this is what I see: completely different mobs except for the villager face; the clothes are vastly different. FVbico (talk) 06:29, 27 May 2019 (UTC)
Okay, I get what User PancakeIdentity and User Amatulic are saying. I don't know how far back the Wandering Trader was being developed, it very well may have been back in 1.6.1, but I have no official source. Sorry about that. User FVbico, look at the color of the clothes. They are similar shades of blue.--AwesomeNinja886 (talk) πŸ‘ Image
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13:02, 27 May 2019 (UTC)
Similar, but not the same, and ONLY the color is similar, the design is vastly different, so nothing about the traders resembles that villager in my point of view. FVbico (talk) 13:15, 27 May 2019 (UTC)
To me, that picture above of the 3 views of a wandering trader look like D&D miniatures... but we sure wouldn't want to say THAT! πŸ‘ Image
~ Amatulic (talk) 18:53, 27 May 2019 (UTC)

He does drink invisibility on the PS4 version.

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Latest comment: 6 June 20191 comment1 person in discussion

Just happened on my wife's PS4 game. –Preceding unsigned comment was added by 47.223.88.37 (talk) at 12:45, 06 June 2019 (UTC). Please sign your posts with ~~~~

Is spawning in villages Bedrock exlusive?

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Latest comment: 24 August 20206 comments4 people in discussion

See title.--Delibirda (talk) 11:30, 17 October 2019 (UTC)

I've never seen or heard of it happening in Java, so I'd guess yes. Not entirely sure though. -PancakeIdentity (talk) 15:21, 17 October 2019 (UTC)
I play only Bedrock, and I've seen wandering traders in villages, but I was never certain if they spawned there, or arrived there from someplace else. At some point I notice that one has appeared but I never see how they get there. ~ Amatulic (talk) 18:31, 17 October 2019 (UTC)
Based on my testing on Bedrock. When I create an artificial village, wandering trader spawn most of time on claimed bell, so wandering trader spawn in village. ImakerB (talk) 22:10, 17 October 2019 (UTC)
It's been verified that it's not a behavior in Java. -PancakeIdentity (talk) 22:45, 17 October 2019 (UTC)

Followup: It seems in Bedrock 1.6.1, wandering traders simply spawn in the vicinity of the player, regardless of whether there's a village around. I'm playing an island survival game and a wandering trader keeps spawning in the water (but never on my island). There isn't a village anywhere within 1000 blocks. Because it's island survival, I have no emeralds, so I kill the trader and its llamas whenever they appear, as a source of leads and leather. There's nothing else I can do with them. I have plenty of leads now, to tie up the cows I plan to put on a platform above a nearby monument, for milk while I conquer the monument. ~ Amatulic (talk) 02:08, 24 August 2020 (UTC)

Vertification

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Latest comment: 28 October 20192 comments2 people in discussion

I added that the trader will despawn even when named. Can someone check if it is true?--Delibirda (talk) 08:53, 28 October 2019 (UTC)

Don't add information that you don't know to be true. -PancakeIdentity (talk) 15:11, 28 October 2019 (UTC)

Is this page protected?

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Latest comment: 24 February 20201 comment1 person in discussion

It doesn't seem this page is protected from anonymous editing, given the execcive vandalism. Is it?--Delibirda (talk) 16:42, 24 February 2020 (UTC)

Baby Trader?

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Latest comment: 24 August 20202 comments2 people in discussion

In the infobox, it mentions the baby's size. Correct me if I'm wrong, but I don't think there is a baby wandering trader... -FezEmerald ([[User_talk:Fezemerald|Talk to me]]|[[Special:Contributions/Fezemerald|See what I've been up to]]) (talk) 02:23, 19 March 2020 (UTC)

Baby traders aren't mentioned in the article anymore. ~ Amatulic (talk) 02:01, 24 August 2020 (UTC)

Are there penalties for killing a wandering trader?

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Latest comment: 29 September 20202 comments2 people in discussion

Is there any negative consequence for killing a wandering trader? Do subsequent traders change their offers? (It doesn't seem so.)

The only consequence I see is that the llamas spit at me.

I'm playing an island survival game. There are no villages around. Wandering traders appear frequently anyway β€” and almost always in the water, not on the island. I can't trade with them because I have no emeralds. So basically the trader and llamas are nothing more than a free and frequent source of leads and leather. Sometimes the trader gets killed on its own, so now I have a small collection of llamas tied with leads to fence posts (they despawn even when tied up, but I'm seeing if the ones I've ridden will continue to hang around). In my island survival world, I've built a slime drowning farm under the island, and a wandering trader even appeared in that, deep underground (about level 35) and drowned.

I basically leave them alone now, but I can't help thinking that there is (or should be) some sort of consequence for killing a wandering trader. ~ Amatulic (talk) 06:41, 29 September 2020 (UTC)

No, but I think it should be.--Delibirda (talk) 10:49, 29 September 2020 (UTC)

Shouldn't the page mention that they are commonly used more for their leads instead of their trades?

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Latest comment: 18 February 20211 comment1 person in discussion

Think about it. When was the last time you traded with a wandering trader? I think the only time I've done it was to get a pumpkin. The page should reference the metagame surrounding these guys being quite a good source of leads as well.

Nopetinope.--Olivia Capucine Elisabet (talk) 10:46, 18 February 2021 (UTC)

spawning of the wandering trader

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Latest comment: 29 August 20219 comments2 people in discussion

I'm going to build a wandering trader farm and I didn't understood really the spawning algorithm. So I looked it up in the code. The game makes 10 attemps to spawn a wandering trader, also for the Llamas. However, only the heighest non-air block is chosen for random X/Z positions for each attempt. So as long as there is no block that doesn't support like water there should always succeed at least one attempt. So it's correct that the spawning has a chance of 2.5%, 5.0% and 7.5% of succeeding. However I find it not really clear. I would like to add the information I gave above. What do you think?

Also, I couldn't verify from the code that the wandering trader either spawns on water or in caves. So I'll put a "verify" on that. It also never happened to me. GuiTaek (talk) 23:36, 12 August 2021 (UTC)

In Bedrock Edition, they spawn in water (even deep water) and underground. I mentioned this three sections up in #Are there penalties for killing a wandering trader?.
I'm playing an island survival game in Bedrock Edition, and I've found that my island is effectively a wandering trader farm. There is always a wandering trader and a couple of llamas bobbing around somewhere offshore. They never spawn on my island; they always appear in the water.
I used to kill the wandering traders for leads and llamas, but after having more than enough leads and llamas, I just let them be. Sometimes I'd push a boat at one to see if it would stay in the boat forever but it eventually despawned while in the boat. After getting a couple of emeralds from vindicators that appeared in patrols (also usually spawning in the water), I was able to trade with two of the wandering traders.
There's always a wandering trader around. When one despawns, another appears shortly thereafter in a different location.
I also have a slime farm that I built deep under my island, and once I found a lead and some leather in the collection chest, indicating that a wandering trader and llamas spawned in the underground farm and drowned there.
Mind you, this is Bedrock Edition, so the spawning conditions may be different from Java Edition. Amatulic (talk) 11:44, 13 August 2021 (UTC)
Jesus Amatulic you are very active. You have literally in every page a watch. But that's good, I think we both work good together. They must be enormously different, for me it happened rarely in my old 1.17 World I played 53 hours and I got as far as I remember only 3 wandering trader one while exploring which I did only like two or three times. It makes totally sense as my base was in a mountain biome covered with snow so the wandering trader failed 10 times in a row... or the llamas. in my new skyblock world after (as the game says) 120 hours, I found also only found three wandering traders. Unfortunately to test how that work you need hours and days of being afk so there's no way to test the spawning algorithm. Maybe changing the code so it happens like every tick and not every 20 min but I'm not sure if I'm able to get the deobfusicated code to work. Also again, no bedrock code available. So maybe a tag [more information needed]? GuiTaek (talk) 00:22, 16 August 2021 (UTC)
Yeah, I have a lot of pages on my watchlist. I have way too many Minecraft Dungeons pages in my watchlist; I don't even play that game but those pages are generally a mess of fancruft and style guide violations. I'm about ready to remove all of them from my watch list and wash my hands of them.
I agree with your tagging suggestion.
Try an island survival seed, like maybe -6185261765285097501 or Google for "java edition island survival seed". Because this is just a test, play in Creative so you don't actually have to work to survive on the island (but it's a fun challenge, starting harvesting seeds from tall grass, diving into the ocean to harvest kelp and kill fish by hand, killing skeletons for bone meal to make more tall grass if you run out, making a small wheat farm, and eventually killing enough spiders to get some string for a fishing rod, after which you're all set for food). I'm curious to know if wandering traders appear as frequently in the water as they do in Bedrock Edition. I kill one wandering trader, and then about a game-day or so later another one appears. Amatulic (talk) 18:54, 16 August 2021 (UTC)
In the middle of an ocean I let this farm:
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wandering trader farm
run for approx. 24 hours and got not a single wandering trader. How do you know, that the wandering trader spawned in the ocean and didn't walked there (they always walk to the player when freshly spawned)? Btw, I answered the rest in your talk page. GuiTaek (talk) 21:57, 17 August 2021 (UTC)
so I found out what the problem was, the computer was probably only 30mins working; after that time my bedrock version seems to crash. I didn't payed much attention to my laptop not responsing as my java edition farm produced a lot of zombified piglin so I thought it must have worked but then I used a hopper, a piston, an observer and a daylight sensor to measure the time and it only measured this said 30mins. Also, after I restarted the world, I found two wandering traders walking in the ocean and therefore 1) not being attracked to the bell and 2) probably this ocean spawning is right.
It occurs to me that I have never actually seen a wandering trader walking. They appear and may move a bit but no more than a few blocks from where they appeared. When they appear in the water, they bob endlessly in one place, maybe moving a little bit slowly.
What you need is a water current. A 48-block radius platform, tiered every 7 blocks to make a waterfall that sweeps the wandering trader toward the ocean trap. That's quite a large platform, spanning 8 chunks. You might be able to get away with a smaller one because the wandering trader tries to spawn near a bell, but they can spawn up to 48 blocks away. With a big water platform you don't even need to build it in an ocean. Amatulic (talk) 01:31, 19 August 2021 (UTC)
Yeah that's right. Unfortunately it doens't help if I'm not able to let this run more than half an hour. I think we need to wait for someone with code access. BTW, is that OK, what I have written? GuiTaek (talk) 12:28, 21 August 2021 (UTC)
Looks fine to me.
I have to ask, what is the purpose of a wandering trader farm? A renewable source of leads and leather?
Also, why push them into the Nether instead of letting them fall through a sheet of lava?
I'm also curious, if you push them into the Nether without killing them, do you get more than one wandering trader in the same location? Amatulic (talk) 04:24, 22 August 2021 (UTC)

The purpose of a wandering trader farm is to get all the stuff that they sell. Such a farm only makes sense if you either have enough emeralds or need desperately what they sell. For example RayWorks (a minecraft-tech Youtuber) started a world with a tree and a netherrack in the nether and a grass block and a lava source in the overworld. In order to be able to trade gravel for dirt and make therefore make nearly every plant farm, to let nearly every animal spawn and make a sheep-farm you need more dirt. The first 3 dirt you can get from a wandering trader (3x podsol). They made a fox farm, because they have a chance to spawn with an emerald and used this with a wandering trader farm to get their first non-grass dirt. In my skyblock world (that is a world with a small island over endless void) I need them for all the things I can't get otherwise like dripleaf plant all saplings and (as I didn't found a warm ocean yet) all the special fishes. Also brown color is very valueable as there is no way to get coco beans (at least without data pack).

And yes, when in the nether, they almost (after 15 sec) immediately unload so there are after one night afk round about 3 to 4 wandering traders.

Thanks for your help with english. Are you mother tongue english? GuiTaek (talk) 21:24, 29 August 2021 (UTC)

Dimensions

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Latest comment: 28 September 20252 comments2 people in discussion

I dont see any information about in what dimensions the wandering trader spawns, if its all or just overworld shout be added. If its overworld only (i guess so but its not stated) then is being in the nether/end affecting time for trying to spawn a new one? /188.150.209.166 19:18, 11 September 2021 (UTC)

I just checked the code and the wandering trader spawner is only running in the overworld, and the only check for running the custom spawners is doMobSpawning. I'd assume given the spawn chunks must still be loaded that the wandering trader spawner is still running, but it won't ever succeed if no player is in the overworld, and would reset the spawn chance to 2.5%. If you would come back to the overworld every 20 minutes (18 nether 2 overworld) then the spawn chance wouldn't reset until a successful spawn attempt takes place. MargaretDax (talk) 14:18, 28 September 2025 (UTC)

Bells in JE

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Latest comment: 7 October 20221 comment1 person in discussion

IP 73.51.177.141 requested verification for traders using bells as a spawning location. This is in net.minecraft.world.entity.npc.WanderingTraderSpawner.spawn(), it searches for PoiTypes.MEETING which is how bell locations are recorded in the PoiManager. Use of PoiManager.Occupancy.ANY means that the bell does not need to be claimed as part of a village. Anomie x (talk) 19:42, 7 October 2022 (UTC)

Trades in 24w44a

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Latest comment: 30 October 20243 comments2 people in discussion

Wandering traders don't seem to actually sell resin clumps, even though everyone says they do... I tested with 100 wandering traders and not a single one sold resin clumps??

This could be a bug or just extremely rare? I took it out of the history section but it should probably be added back in Indigoid (talk) 21:40, 30 October 2024 (UTC)

It can't trade resin clump (in Java at the very least), just checked the code.--Capopanzo (talk | contribs) 22:02, 30 October 2024 (UTC)
Thanks! Xisumavoid said that they traded resin clumps, and so did like 10 twitter posts and the wiki page, so I had to check because I was already checking villager trades anyway Indigoid (talk) 22:07, 30 October 2024 (UTC)

Feedback (Sat, 24 May 2025 06:09:49 UTC)

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Latest comment: 2 February2 comments2 people in discussion
Resolved

Add a render without the second layer

--FeedbackBot 06:09, 24 May 2025 (UTC)
Someone at some point added a render without the second layer 216.103.96.253 14:25, 2 February 2026 (UTC)

Traders can spawn in deep dark biome

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Latest comment: 30 June 20251 comment1 person in discussion

In java edition, the only biome restriction they have is the without_wandering_trader_spawns biome tag which only contains the void biome.

To counteract the rng during testing, /tick sprint 61d in a superflat deep dark biome world is sufficient to get at least 1 trader 99% of the time.

I'm not too familiar with testing on bedrock and used this world generator tool to create a superflat deep dark and left the game running until I hear wandering trader noises. I also wasn't sure if the biome would be set correctly, but no passive or hostile mobs ever spawned in this setup when all other conditions except the biome would've allowed for their spawning.

Using code provided by fabric, the void biome check existed in 1.14.4, switched to using biome tag without_wandering_trader_spawns in 1.19 with the tag only containing the void biome, and the same can be seen in 1.21.6.
I don't know where the deep dark restriction came from or if there's a version/snapshot for which it is correct.

WaterGenie3 (talk) 04:59, 30 June 2025 (UTC)

No JE bugs? Suspicious

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Latest comment: 21 July 20253 comments3 people in discussion

At least "Doesn't spawn on snow" hasn't been solved and it's found nowhere on the page Czheng (talk) 05:32, 21 July 2025 (UTC)

It's on the page. == Rout | Talk 05:48, 21 July 2025 (UTC)
hm, it's not for me - it only lists bedrock bugs currently. | violine1101 (talk) 08:36, 21 July 2025 (UTC)

The trade table says "Villager wants"

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Latest comment: 16 March1 comment1 person in discussion

Shouldn't it say "Wandering trader wants" as villagers are different in some attributes from wandering traders so a wandering trader is not a villager? Mamelao (talk) 16:26, 16 March 2026 (UTC)

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