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Starts when · Starts a flow

When a villager learns a trade

Starts when a villager gets a new trade. Change the trade to control what villagers sell.

Basic plan m.on.villager_acquire_trade

In a flow

“When a villager learns a trade, the steps wired after it run.”

When a villager acquires a new trade → Broadcast {trigger.entity_type}

What it does

Starts when a villager gets a new trade. Change the trade to control what villagers sell. It starts a flow, and gives the steps after it values about what happened. It gives 2 values later steps can use. Find it under Starts when in the palette.

When to use it

Use it to start a flow when a villager learns a trade.

When not to

If the flow should start from a click or a command instead, pick that trigger: a flow has exactly one.

Typical wiring

Values it gives

Entity Entity

The entity of the villager acquire trade. e.g. Zombie

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

Connects toAccept applicationAdd a forum tagAdd a labelAdd a Notion pageAdd a row to a Google SheetAdd a staff noteAdd a stickerAdd a Trello cardand 554 more

Entity type Text

The entity type of the villager acquire trade. e.g. minecraft:stone

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

Connects toAccept applicationAdd a forum tagAdd a labelAdd a Notion pageAdd a row to a Google SheetAdd a staff noteAdd a stickerAdd a Trello cardand 578 more

Often next

Related in Starts when

Wires and sockets · Data values · Plans