The Villager is a passive, intelligent NPC that can trade with the player.There are 6 professions in Villager: Farmer (brown robe), Librarian (white robe), Cleric (purple robe), Blacksmith (black apron), Butcher (white apron), and Nitwit Villager (green robe).
Catalog
[hidden]
1 Generation
1.1 Natural Generation
1.1 Small Villagers
1.2 Cure
1.3 Cure
2 Variants
2.1 Zombie Villagers
2.2 Mistletoe Folk
2.3 Witches
3 Dropped Objects p>
4 Behavior
4.1 Picking up items
4.2 Sharing food
4.3 Farming
4.4 Small villagers
4.5 Zombies
4.6 Lightning
5 Breeding
5.1 Willingness
6 Specializations and professions
7 Trading
8 Data values
9 History
10 Vulnerabilities
11 Did you know
11.1 April Fool's Day jokes
12 Gallery
13 See also
14 References
Generation[edit | edit source code]
Natural generation[edit | edit source code]
Villagers will naturally generate various buildings inside the village.
A priest villager and a zombie priest villager will also naturally spawn in the basement of the snow house.
Small villagers[edit | edit source]
Villagers can be bred and spawn as small villagers. after 20 minutes, they will grow up. See the Villager Breeding paragraph for details.
Cure [Edit | Edit Source]
If the player uses a Weakness Splash Potion on a Zombie Villager and then feeds it a normal Golden Apple, the Zombie Villager will begin to shiver and turn back into a Villager after 5 minutes. During this time, the Zombie Villager will still spontaneously combust in sunlight, unless he is a Small Zombie Villager.
Variants[edit | edit source]
Zombie Villagers[edit | edit source]
Main: Zombies
Zombie Villagers spawn when a zombie kills a villager (relies on the current difficulty) as well as being able to spawn naturally with normal zombies.
Illagers[edit | edit source]
Main Entry: Illager and Defender
Illagers are hostile villagers and spawn in woodland mansions. There are two types of them: the Demon Witch and the Defender.
Witches[edit | edit source]
Main Entry: Witches
Witches are creatures much like villagers that can spawn with other creatures, or spawn in swamp huts, and when villagers are struck by lightning.
Drops[edit | edit source]
Villagers have no drops.
Behavior[edit | edit source]
After spawning, villagers will leave their homes and begin exploring the village. Typically, they will explore aimlessly within the village during the day. They will go outdoors or inside a household. Occasionally, 2 villagers may meet and look at each other, this is the social behavior of villagers. They will keep watching the player as long as the player is close enough, unless it is nighttime and the villager is trying to get back into the house or is hiding from zombies. Villagers will not run away when attacked by a player, but they will emit rage pellets if they are inside the village.
Villagers, like other creatures, will seek out paths to avoid obstacles, hurtful blocks and cliffs. However, in crowded situations, villagers can be pushed off cliffs by other villagers or run into damaging blocks.
At night or when it rains, villagers will take shelter in their houses and close the doors until morning. In the morning, they will go outside and escape any remaining zombies. Once the zombies are gone, the villagers will return to their normal behavior.
If the villager realizes he has gone outside the village boundary, or if the villager detects a village within 32 squares, he will quickly return to the village boundary. If the villager is 32 squares away from the village, he will forget about the village after 6 seconds.
The villager does not control live board gates, fence gates, or iron gates.
There is evidence of villagers concentrating in certain areas of the village and leaving other areas empty. When moving around the house, the AI is more interested in doors within 16 squares (Euclidean distance). They also preferred doors with fewer villagers in the neighborhood, however the "neighborhood" was only 1.5 squares when moving inside the house. However, villagers are willing to move 2.5 squares when the interior is facing south or east, and thus will be outside the inspection range. During the day, it has been observed that villagers will focus on a single stranded villager or large clusters of villagers due to the "social" AI overriding the walking behavior
Picking up items[Edit | Edit Source]
Villagers have 8 item squares. Villagers don't specifically look for items to pick up, but they do go and collect bread, carrots, potatoes, wheat, seeds, beet, and beet seeds that are within their range. These are the only items they can pick up. If both the player and the villager are within pickup range of an item at the same time, the player will always pick up the item first.
Note that villagers will not be able to pick up any items if the game rule mobGriefing is set to false.
Sharing food[edit | edit source]
If a villager has a relatively sufficient amount of food in 1 of his or her item compartments (Farmer: 6 loaves of bread or 24 carrots, potatoes, or beet, or 18 wheat) and sees that there is a villager who does not have enough food in his or her item compartment (Non-farmer: 3 loaves of bread or 12 carrots, potatoes, or beet; Farmer: 15 loaves of bread, 60 carrots, potatoes, or beet, or 45 wheat), he may decide to share the food with that villager.
To share, the villager finds his first item compartment with at least 4 loaves of bread, carrots, potatoes, or beet, or at least 6 wheat, and throws half that amount in the direction of the target villager (rounding down). If the share is wheat, it will be synthesized into bread before being ****ed, which may result in the share being one or two wheat short of half that amount.
Farming[edit | edit source]
Adult villagers in brown robes and lesser villagers, including farmers and those of other professions, will tend to crops that are in the village. Villagers far enough away from the village will also tend to crops near it.
Cultivated land that needs tending is done by looking for specific squares that are 15 squares away from the villager in the XZ direction and 1 square away in the Y direction (total volume 31x x 31z x 3y).
If a brown-robed villager has less than 1 stack of food in his item bar (15 loaves of bread, 60 carrots, potatoes, or beet, or 45 wheat) and finds ripe wheat, carrots, potatoes, or beets, he will move to those crops and destroy them.
If a brown-robed villager has any Seed, Carrot, Potato, or Beet Seed in his or her item and finds an Air Cube 1 square above a plowed field, he or she will move to that farmland and plant the crops. They will always plant the first crop that can be grown in the item bar.
Little villagers[edit | edit source]
A group of little villagers are playing tag.
The little villagers will run around and move freely in and out of the house. They will also chase each other to simulate that they are playing tag. Sometimes they will stop running and watch the iron golem. If the golem is holding a poppy, the villagers will discreetly remove it from the golem's hand.
Unlike other reproducible creatures, there is no personal interaction between the two generations other than socialization.
Zombies[edit | edit source]
Main Entry: Zombie Siege and Zombies
Zombies will seek out all villagers (including stealthy ones) within a 42-square radius and attempt to break in. Zombie break-ins are only successful in Hard Mode; although only a small percentage of zombies generated in Hard Mode will be able to break down doors. If a zombie pigman finds a door, then this will work for them as well. Villagers will flee from zombies attempting to attack villagers. The villagers' only "natural" defense is the Iron Golem, which helps protect them from nearby creatures.
The zombies will either kill the villagers or convert them into zombie villagers. The chance of this is 0% in easy mode, 50% in normal mode, and 100% in hard and extreme modes. Zombies can also infect small villagers.
Villagers can also escape zombie pigmen.
Lightning[edit | edit source]
Villagers will turn into witches if the lightning strikes 3-4 squares away from where the villager is.
Breeding [Edit | Edit Source]
See also: Tutorial/Village Mechanics
Two villagers who love each other.
The reproduction of villagers depends on the number of active gates. Villagers will reproduce until the number of adult villagers is equal to or higher than 35% of the number of gates. The remaining young villagers will grow up normally. A young villager's villager type does not depend on the type of its parents.
The criterion for a valid gate is that there must not be the same number of "outside" spaces within 5 squares on one side of a straight gate as there are "outside" spaces within 5 squares on the other side. An "outside" space is determined by having no squares other than transparent squares from it to the sky.
The game engine periodically counts the current village population. All villagers that lie horizontally within the village boundaries and vertically within 5 squares of the center will be counted in the population to determine whether or not to continue to allow villagers to reproduce. Nonetheless, as long as there is at least one villager located in the area, then any villager that lies horizontally within the village boundary but vertically within 32 squares below the center will attempt to enter breeding mode. If two villagers enter breeding mode at the same time while in close proximity to each other, they will mate and produce a child.
Willingness[edit | edit source]
Additionally, villagers will only reproduce if they are "willing" to do so. After mating, they will lose their will and will need to fulfill requirements to become willing again.
Villagers may become willing after trading with a player. The first time they trade with a new option they will be given a will, and subsequent trades will have a 1?5 chance of becoming willed. If a villager becomes willing in a trade a green pellet will appear. However, this will not cause them to immediately attempt to reproduce.
Villagers also become willing when they have 3 bread, 12 carrots, 12 potatoes, or 12 beet in one compartment of the item bar. Any villager (usually a farmer) with extra food will throw it to other villagers for them to pick up and get enough to become willing. You can also throw bread, carrots, potatoes, or beet to them yourself to promote reproduction, and the villagers will consume the required food as they become willing.
Specializations and professions[edit | edit source]
Each villager's specialization can be determined by their clothing. There are also corresponding professions below each specialty. Their professions can be recognized by the headings at the top of the trading screen. The following table lists several villagers with relatively different professions, along with their already defined IDs.
Each profession has a 20% chance of appearing, so the probability of each profession appearing is shown in the following table:
Profession
Chance
Farmer 5%
Fisherman 5%
Shepherd 5%
Arrowsmith 5%
Armorer 6.7%
Weaponsmith 6.7%
Toolsmith 6.7%
Butcher 10%
Leatherworker 10%
Librarian 10%
Cartographer 10%
Priest 20%
When a villager is transformed into a zombie villager, the occupation does not change. Similarly, when a zombie villager is cured, he retains his original occupation but refreshes the trade.
Clothing
Profession
ID
Occupation
ID
Brown Robe Farmer 0 Farmer 1
Fisherman 2
Shepherd 3
Arrowmaker 4
White Robe Librarian 1 Librarian 1
Cartographer 2
Purple Robe Priest 2 Priest 1
Black Apron Black Apron Blacksmith 3 Armor Dealer 1
Weapon Dealer 2
Tool Dealer 3
White Apron Butcher 4 Butcher 1
Leatherworker 2
Green Robe Nitwit 5 Nitwit 5
Farmer
Librarian p>
Priest
Blacksmith
Butcher
Nitwit
Trading [Edit | Edit Source]
Main entry: Trading
Trading screen, trading 28 sheets of paper for an emerald
Trading is a part of the game that allows players to trade emeralds with villagers for items and other resources. and vice versa. They are traded in good and bad combinations depending on how much you spend and what items they offer. Trading is only available to adult villagers; players cannot trade with younger villagers.
Right-clicking on a villager allows the player to trade with them, and reveals their profession. Villagers will offer different trade combinations depending on their profession, and will only trade in the combination they offer. If there is more than one trade combination, click the left and right arrows to see the other combinations. Most combinations use emeralds as currency, while some items are related to the villager's profession. The advent of the trading system makes it possible to hold rare items that are difficult to obtain, such as chainmail. Trading is also the only legal way to get Vials of Enchantment in Survival mode. When a trade is successful, a purple pellet and a green crosshair pellet appear on the villager.
After a few trades, the villager locks the trade and has a chance to open a new trade. After 2-12 trades, the villager locks the trade, at which point the player must perform this trade combination until it is also locked (or it has been used one or more times) and then wait a while. If the villager emits green particles, then all trades will reopen. Each villager has its maximum trade level, depending on its profession. Once a villager has unlocked all levels of trading, no new trades will be available. However, you will still be able to update all trades.
When a villager sends out pellets from one new trade, they get the Regeneration I potion effect that gives them 4 ().
Using commands or an external editor, villagers can make special deals. These trades are always not necessarily limited to involving emeralds or unlocking new trades.
Nitwit villagers have no trades.
In the carry version, trades are not yet available.
Data values[edit | edit source]
See also: Block format
The entity ID of a villager relates to their wide variety of characteristics. Their entity ID is Villager [before 1.11] (villager [coming in 1.11]).
Entity data
Recipes: list of trades
rewardExp: 1 or 0 (true/false) - true means that the trade will provide an experience orb.
maxUses: Represents the maximum number of trades that can be made before the option is turned off. When a trade is refreshed, it is increased by a random number from 2 to 12.
uses: The number of times a trade has already been made, if it is greater than or equal to maxUses, the trade will be closed.
buy: The first item acquired, with no slot label.
buyB: May not exist. Second acquired item with no slot label.
sell: Sell item, no slot label.
Tags owned by all items [show]
Tags owned by all items [show]
Tags owned by all items [show]
Individual trading options
One item in a backpack, excluding bit tags
Tags owned by all items [show]
All Entities have the tag [show]
All creatures have the tag [show]
Propagable creatures have the following additional fields [show]
Profession: the material ID of the villager. this also affects the trading options.
Riches: Temporarily unused. Rises as villagers receive emeralds.
Career: The villager's career ID, which also affects the trading options and has an effect on its entity name in the GUI (if it's not named). If the value is 0, the game will give it a new career and reset its CareerLevel to Lv.1 the next time the trade menu is refreshed.
CareerLevel: The current level of the villager's trade options. This affects the trade options formed by the villager, and if its value is greater than the maximum level of the career, no new trade options will be formed. It grows as a trade is completed and refreshed. If it is zero, the next transaction will assign the villager a new profession and reset his CareereLevel to Lv.1. Setting a value higher than this profession will not form new trade options.
Willing: 1 or 0 (true/false) - true means the villager is willing to mate. Willing becomes true after a confirmed trade (a trade that is refreshed from the trade menu) and then false after mating.
Inventory: Every tag and item that falls under this list will be placed in the villager's backpack, up to a maximum of 8 bits. If there are identical stackable items in two compartments, they will be merged into the first. If more than 8 squares are placed, the last square will be removed until the total number of squares is 8. If the first two squares are stackable, the items in the last square will be displayed and the first two squares will be merged.
Offers: spawned the first time the trade menu was opened
History [Edit | Edit Source]
Official Version
1.0.0
Beta 1.9-pre1
Adds villagers that have the same AI as the pigs and show up in multiplayer over their heads as "Beta Creature (TESTIFICATE)".
Beta 1.9-pre2
Removed the name "TESTIFICATE" from villagers' heads.
1.1
11w49a
Added villager swipe eggs to creation mode.
1.2.1
12w05a
Villagers can now open/close doors.
Villagers can now detect houses and walk into them at night.
12w06a
Villagers can now interact with each other or other passive creatures.
Zombies will now attack villagers and villagers will run away from zombies.
12w07a
Villagers will now have offspring based on the number of wooden gates to build a village. House definitions were removed.
Child villagers will no longer sprint.
1.3.1
12w18a
Villagers spawned from brush eggs will have randomized professions.
12w21a
Added trading system to villagers. Keeping the trade window open will prevent villagers from loitering under normal circumstances.
12w22a
If there is a scarcity of a particular profession, or a very unbalanced number of a particular profession, villagers will switch (e.g. if there are a lot of farmers in the village but no blacksmiths, one of them will change his skin as if he had switched professions). The trading system has been changed: a new space has been added so that tools put in can be enchanted or repaired.
12w25a
If the same trade set is traded multiple times in a row and that trade set is not the only trade set for the villager, the trade set will be removed. Trading combinations are removed randomly, but will allow you to trade at least 3 times before that; after 13 or more trades the combination will definitely be removed
12w26a
Swipe crates that spawn villagers with green tops can be created with mods or mods.
1.4.2
12w32a
Villagers will react positively or negatively based on your behavior.
Villagers will mutate into zombie villagers. They will change their appearance and attack the player.
1.4.4
Child villagers can be easily spawned by right clicking on the villager while holding the villager swipe egg.
1.6.1
13w22a
Added sound effects, including various sound effects for taking damage, talking to villagers, successful trades, and canceling trades.
1.7.4
An exploit caused small zombie villagers to spawn when a small zombie kills an adult villager.
1.8
14w02a
Added new villager professions, each of which trades different items. The villager's profession will be displayed in the trading screen.
Rewrote the trading system to reduce randomness; the trading system is now tiered and may generate multiple trading options at once.
Attempting to generate regular villagers will crash the game due to changes in the trading system.
Villagers will only reproduce when they wish to; this is intended to prevent the creation of infinite villages of reproducing villagers.
14w02c
The normal villager's file has been removed, leaving only his material. Spawning normal villagers will only spawn peasant villagers. However, it is still possible to generate normal villagers using a negative profession ID.
14w03a
If a villager is hit in a thunderstorm weather condition it will turn into a witch.
14w04a
Farmer villagers can now harvest ripe crops.
Using 3 bread, 12 carrots, or potatoes will make the villagers willing.
14w20a
Can't spawn normal villagers with negative profession IDs anymore, now negative profession IDs will only spawn peasant villagers.
1.8.1
1.8.1-pre4
Villagers no longer ignore NBT stats or damage values.
1.9
15w31a
Farmer villagers will now harvest beet.
15w38a
Villagers will now pick up beet and beet seeds.
Villagers will now share beet as food.
Farmer villagers can now plant beet seeds.
15w39a
Villagers are a bit taller. (Was 1.8 squares taller, now 1.95 squares taller; small villager was 0.9 squares taller, now 0.975 squares taller)
15w43a
The trapped priest villager can be found in the snow house.
1.11
16w32b
Re-added normal villagers with their zombie variants.
Changed entity ID from Villager to villager.
16w39a
Added a new profession called "Cartographer" to Librarian.
Portable (Alpha)
0.9.0
build 1
Added villagers. Same AI as villagers added in PC version 1.0.0 - can't trade, breed, and open/close doors.
build 2
Villagers now have sound effects.
build 3
Villagers now get attacked by zombies and run away from them.
Smaller villagers can sprint.
0.9.2
Villagers now have sound effects on iOS and Fire OS.
0.10.0
build 6
Changed the walking animation for villagers.
0.12.1
build 1
Villagers are now able to open and close doors.
Villagers are now able to look for and walk into houses at night.
Villagers are now able to interact with each other and other creatures.
Farmer villagers are now able to harvest ripe crops.
Villagers are now able to increase their population based on the number of houses in the village.
Smaller villagers now sprint.
Villagers will now like and dislike you depending on how you treat them.
Villagers can now be infected by zombies, causing them to change their appearance and attack the player and other villagers.
build 10
On hard difficulty, villagers will always turn into zombie villagers.
0.13.0
build 2
Villagers will open all kinds of wooden doors, not just oak doors.
0.14.0
build 1
Villagers turn into witches when struck by lightning.
Villagers are now slightly taller. (Adult villagers are 1.95 frames taller instead of 1.8 frames taller, and young villagers are 0.975 frames taller instead of 0.9 frames taller.)
Console Version
TU7
CU1
1.0
Patch 1
Added villagers. Same AI as villagers added in PC version 1.0.0 - can't trade, breed, and open/close doors.
TU11
Added a limit to the number of villagers in the world.
TU12
Villagers can now open/close doors.
Villagers can now spot houses and hide in them at night.
Villagers will now interact socially with other villagers and passive creatures.
Villagers will now be attacked by zombies and flee from them.
Small villagers can now sprint.
TU13
Added a limit on the number of villagers that can reproduce.
Added heart animation when villagers enter "Breeding Mode".
TU14
1.04
Added villager trading system.
Villagers' professions are randomly assigned.
Villagers spawned with a swipe egg will also have their professions randomly assigned
Villagers will now make sounds when trading, getting hurt, and hanging out.
Pressing or using a Swipe Egg on a villager will spawn small villagers.
TU31
CU19
1.22
Patch 3
Villagers have additional professions and a trading system.
Villagers can now harvest crops.
Villagers will only reproduce if they are willing to do so; using 3 bread, 12 carrots, or 12 potatoes will make a villager willing.
If a villager is hit during a thunderstorm condition it will turn into a witch.
Exploits[edit | edit source]
Exploits regarding "Villagers" are maintained by the exploit tracker. Please report exploits there.
Did you know[edit | edit source]
The villagers were inspired by the shopkeepers of Dungeon Master 2. [1]
The Little Farmer villager will harvest and plant crops like an adult farmer.
Notch agrees that the villagers look like "Squidward the Caveman." [2]
The villages' original inhabitants were pigmen. [3]
Using the command /gamerule mobGriefing false causes the farmer to stop harvesting and transplanting crops.
You can use a nametag directly after an adult villager enters the Lower Realm portal; any other time will cause the trading interface to open and leave the unnamed villager behind. In 1.11, [Coming Soon] Fate name tags can be used on villagers at any time.
Villagers can see stealthy players.
After healing a zombie villager, the villager suffers a 10 second regurgitation effect. (There is a purple regurgitation status effect particle displayed.)
When the villager goes into courtship mode, he walks slowly. When night falls, however, he still runs into the house and runs exceptionally fast, faster than the player.
Villagers will climb ladders if they exist in their path, just like any other creature.
Sometimes, villagers will not enter houses at night, but instead lean against them.
In the poster for the 1.6 Horses update, a green-robed villager and a blue-robed villager appeared. However, the blue-robed villager never appears in the game.
April Fools' Day joke[edit | edit source]
Main Entry: Eggs #2014
On April 1, 2014, Mojang announced as an April Fools' Day joke that villagers had taken over the Player Skinning Network Content Interactive System (CDN) in its entirety. This resulted in player skins becoming villager skins. It also resulted in players not being able to change their own skins. The skins used this time include skins for the villagers' various professions, as well as unused regular villagers (green robes).
Most of the sound effects have also been changed, probably all by the villagers. They are similar to the sounds of villagers talking (with words, rather than their normal conversational sounds). The background music of the game was also changed to sound like villagers making noise. The title of the villager version was also changed to "Game of Thrones". The original sound resource pack was created by Element Animation, known as The Element Animation Villager Sound Resource Pack (T.E.A.V.S.R.P), and the new sounds are based on their fan videos. The villager sound effects were recorded by Dan Lloyd, Director of Element Animation.
Gallery [Edit | Edit Source]
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