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.
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.
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- 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