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 by 2
relates to 1
Attachments
Comments 13
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.
@unknown 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.
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:
Cured nitwits/unemployed do not have a schedule. They simply wander (possibly away from the village) and they do not sleep.
Cured nitwits/unemployed do not pick up or share food.
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.
I made a video but its file size is too large :/
Edited : i got the video on, took a bit of trimming