Not to be confused with Village & Pillage.
This article is about the structure. For the mobs that inhabit villages, see Villager. For the novel, see Minecraft: The Village.

A village is a group or complex of buildings and other structures that generate naturally in the Overworld. A village is inhabited by villagers, as people, cats, as pets/strays, iron golems, for defense, passive livestock mobs, for farms, and wandering traders with their trader llamas. A village is a source of resources to the player, obtained from trading, loot chests, and other materials found in the village. Villages are also a target of illager raids when a player with the Bad Omen effect enters a village, transforming it into Raid Omen, triggering a raid.

Village
Biomes
Mobs
Generates in
existing chunks

No

Consists of

Generation

A visual of a plains village.
A desert village that generated into the Ice Spikes biome.
A plains style village in a Meadows biome.
A taiga village showing distinguishing design features, such as roofs made of spruce logs.

Villages generate naturally in plains, savanna, taiga, meadows, snowy plains, and desert biomes. In Bedrock Edition, they also generate in snowy taiga and sunflower plains biomes. The type of the village, and therefore the style of all structures within it, is determined by the biome at the village center or meeting point. The buildings and wood depend on the biome the village is in. If the meeting point does not generate in one of the above biomes, the village defaults to plains style.

The following table shows the village styles corresponding to different biomes.

Village style Biome
Desert Desert
Plains Plains
Sunflower plains[BE only]
Meadow
Any other not listed here‌[BE only][note 1]
Savanna Savanna
Snowy Snowy plains
Taiga Taiga
Snowy taiga[BE only]
  1. If generated through behavior packs [verify]

The number of villagers spawned depends on the number of beds in the village. Villagers spawn only in houses that have beds, while job site buildings (with no beds) always generate without villagers.

If a building or pathway generates over open-air, circular or square platforms of grass or sand (depending on the terrain) generates below the structure, which can cause surface oddities. These platforms do not generate beside cliffs or over the void; rather, they generate on the lowest blocks. Platforms can be clearly seen when a village building generates over an ocean. Farms generate a few blocks of open space above them if they happen to generate inside a hill. Village buildings can also generate suddenly on the top of a windswept hills while the other buildings are at the bottom of the windswept hills. This happens often in savanna villages.

Some villages generate as abandoned; see § Abandoned villages below.

Villages are slightly more common in Bedrock Edition than in Java Edition. There is a roughly 12 chance that at least one village is present within 500 blocks of the world spawn point in Java Edition, while this chance is about 23 in Bedrock Edition. This is due to the fact that villages can generate in more biomes in Bedrock Edition, as well as being closer to each other within an eligible biome.

Despite the existence of jungle and swamp villagers, village structures do not generate in these biomes. Jungle and swamp villagers can only spawn naturally in rare cases where a village overlaps a swamp or jungle. They can also be spawned by breeding villagers in a jungle or swamp, or by curing a jungle or swamp zombie villager.

Upon generation
Armor stand
[JE only]
Camel Cow Horse Iron golem Pig Sheep Villager Zombie villager
  • Villagers spawn in regular villages only.
  • Iron golems spawn in regular villages only, one spawns near a village meeting point.
  • Zombie villagers spawn in abandoned villages only.
  • Horses, pigs, cows, and sheep spawn in regular villages and abandoned villages.
  • Camels spawn in regular desert villages and abandoned desert villages.[verify]
  • Two armor stands are part of the taiga village with pieces of armor.‌[JE only]
Periodically
Cat Iron golem
  • Cats spawn naturally inside villages, one for every four beds for a maximum of five.
  • One wandering trader spawns periodically at a village meeting point.
  • Two trader llamas spawn periodically at a village meeting point alongside a wandering trader.
  • In Bedrock Edition, iron golems spawn periodically around the village center if there are at least 10 villagers and 20 beds in a village, for a maximum of two. In Java Edition, they are summoned by a Villager if the villager spawning them has slept.
During events
Chicken
[JE only]
Evoker Illusioner
[JE only]
Pillager Ravager Vex Vindicator Witch Zombie
[JE only]
  • Zombies spawn during zombie sieges. Chickens can spawn rarely during zombie sieges as chicken jockeys.
  • Pillagers, vindicators, evokers, vexes, ravagers, and witches spawn during raids.
    • Illusioners also spawn and join raids when spawned by players.
    • Evoker fangs spawn when summoned by evokers.
    • Witches also spawn when a villager is struck by lightning within four blocks of the bolt.

Events

These events are not tied to generated village structures, but these structures (except for abandoned villages) typically satisfy the game's definition in the context of village mechanics. Specifically, these events consider any chunk section (aka. "subchunk") within a 3×3×3 cube of sections centered on a section containing a bed, bell, or job site as part of a village.

Raids

Main article: Raid

A player who drinks an ominous bottle (dropped by pillager captains) receives the Bad Omen effect for 100 minutes. Like other status effects, Bad Omen can also be cleared by dying or drinking milk. Entering a village boundary while the effect is active turns it into Raid Omen, which starts a raid after the effect runs out. The raid spawns groups of illagers in waves, which attack the village. The higher the level, the higher the chance for the raiding mobs to wield enchanted weapons.

Zombie sieges

Main article: Zombie siege
This feature is exclusive to Java Edition.
 

Zombie sieges are in-game events where many zombies spawn in a village, regardless of how well lit or walled off a village is. They have a 10% chance of occurring at midnight every night or during thunderstorms when a village has at least 20 valid beds. There is no indication of a zombie siege happening except for an unusually high number of zombies.

Structure

For the technical details behind village structures, see Village/Structure. For the blueprints of village structures, see Village/Structure/Blueprints. For structures prior to Village & Pillage, see Village/Structure (old). For blueprints of structures prior to Village & Pillage, see Village/Structure (old)/Blueprints.
The Snowy Village seed template, featuring a village near a pillager outpost.Only bedrock
Loft houses

Buildings

The number of buildings making up a village can vary, and not every village consists of all building types at once. Apart from the meeting point, which is unique and systematic, the number of buildings of each type is randomly generated and increased in superflat[Java Edition only] worlds. More than one meeting point can generate in superflat worlds. The number of lamp posts and decorative structures (hay bales, melon patch, pumpkin patch, farms, snow and ice patches) has no restriction, as they are generated where no other buildings can be placed. These structures could have functions, and could be of great use to the player. Paths are found between the buildings of the village and often extend beyond them.

Structures are chosen randomly from a pool of possible buildings.

The full list of the village house blueprints can be accessed by going here.

Architecture style, and blocks making up the village structures, vary according to village type. Not every building can generate in a single village, although some blocks can be found in any village, such as job site blocks and food items.

In Java Edition, buildings have different probabilities of generating, depending on village type; for example, a weaponsmith shop is more likely to appear in a Taiga village than other villages.

In Bedrock Edition, villages don't generate with expected structures; for example, a fletcher house doesn't appear in a plains village and a stone mason house doesn't appear in a savanna village.[1]

Paths

Village paths without any buildings nearby, generated in a Buffet world type with cave generation before Village and Pillage.

Villages generate paths between the buildings and extending outside of the village. Village paths generate at the level of existing terrain, potentially going up steep hills or down ravines without regard for whether an entity could actually traverse the path. Paths do not go below sea level and replace only grass blocks (with air above), water, lava, sand, sandstone, and red sandstone; all other blocks are ignored and the blocks underneath are considered for replacement instead. Villagers use these paths to travel across the village.

In plains, savanna, taiga, and snowy villages, paths are comprised of dirt paths and grass. Savanna villages also generate farmland and crops in some paths. Dirt paths that generate over water are replaced by the village style's planks type. Desert villages generate with smooth sandstone paths.

In Buffet worlds with cave generation, paths may generate on a separate layer from the rest of the buildings. In floating island generation, paths may not generate at all.

Trees, lamp posts, and other decorative structures can generate in the middle of paths as obstructions.[2]

Loot[show][edit]

Main article: Village/Loot

Abandoned villages

Not to be confused with Zombie Town.
A plains zombie village

A village has a 2% chance of generating as an abandoned village[3] (also known as zombie village).

In an abandoned village, all generated villagers are instead zombie villagers, and all doors and torches are missing. The zombie villagers do not despawn, but have no resistance to sunlight. The zombie villagers spawned inside these villages behave similar to drowned as they stay in the shade even when a player or villager are nearby, only coming out when the sun has set. In abandoned villages, most cobblestone blocks are replaced by mossy cobblestone, random blocks (particularly wood) are replaced by cobwebs, and all glass panes are replaced by brown stained glass panes to represent dirty glass. Abandoned villages also spawn stray cats, as well as the usual village livestock, but they do not spawn iron golems. The amount of buildings in an abandoned village can be slightly more than a normal village.

Mechanics

Main article: Village mechanics

Java Edition

A subchunk is a "village center" if it contains at least one claimed bed, bell, or job site block. The 26 subchunks in a 3×3×3 cube around such a subchunk are also considered part of a village.

Villages as a whole have no defined "center", "size", or "radius"; they are defined only based on proximity to any "village center" subchunk.

Bedrock Edition

A village always consists of at least one acceptable bed and one villager. Rarely, a village structure can generate without beds, thus not qualifying as a village. Upon creation, a village center is defined as a POI claimed by the first villager, and the village's size is the greater of 32 blocks or the distance to the furthest bed from the center. Any villager, village golem, or raid-spawned illagers can pathfind back into the village if they find themselves farther than that many blocks from the center.

Villages are established by the number of valid beds in the village.

The maximum population of a village is the number of valid beds. If the population drops below that point (due to death or removal), but there are at least two villagers left who can reach each other, the villagers mate and breed until the population is at the maximum.

A village is created when at least one villager links to one bed. The village continues to exist as long as one of its villagers remains linked to one of its beds. If all beds are unlinked (by being destroyed, by players sleeping in them, or by villagers failing to pathfind to them), then the village ceases to exist. When this happens the villagers lose all links to job site blocks and bells, and cannot use them.

When the first villager links to a bed a village of size 65×25×65 blocks is created, centered on the pillow of that bed. The boundaries, and consequently the center (which is important because it defines where cats and iron golems can spawn), may change as other villagers link or unlink from point of interest (POI) blocks. When the boundaries change the center usually shifts to the location of POI block near the midpoint between the farthest out POI in each direction. In naturally generated villages there is usually a bell near the village center, but aside from that bells have no special role distinct from other POI in how the game defines and manages the village center and boundaries.

Gathering site

Villages have gathering sites where villagers may mingle. A gathering site is defined as a bell located within the village boundary. A wandering trader may spawn at a gathering site, accompanied by trader llamas. A villager also rings the bell when a raid starts.

Job site blocks

Job site blocks are blocks such as grindstones, smithing tables, and lecterns, which are used by villagers. Villagers with the corresponding professions spend their time in front of their job site block, except for nitwits, baby villagers and unemployed villagers (villagers without profession overlays). Upon claiming a job site block, green particles appear above both the villager and the job site block, and the villager takes up the profession of the job site block if unemployed. Villagers that have already been traded with can claim only job site blocks related to their profession. Employed villagers that are not linked to a job site block are unable to restock their trades. Villagers cannot link to a job site block that has already been claimed by another villager. There are thirteen job site blocks in the game, each linking to their respective villager profession.

Data values

ID

Java Edition:

Structure type[hide]Identifier
BlockSprite jigsaw.png: Sprite image for jigsaw in Minecraft Jigsawjigsaw
Structure[hide]Identifier
EnvSprite desert-village.png: Sprite image for desert-village in Minecraft Desert Villagevillage_desert
EnvSprite plains-village.png: Sprite image for plains-village in Minecraft Plains Villagevillage_plains
EnvSprite savanna-village.png: Sprite image for savanna-village in Minecraft Savanna Villagevillage_savanna
EnvSprite snowy-village.png: Sprite image for snowy-village in Minecraft Snowy Villagevillage_snowy
EnvSprite taiga-village.png: Sprite image for taiga-village in Minecraft Taiga Villagevillage_taiga

Bedrock Edition:

StructureIdentifier[hide]Translation key
EnvSprite village.png: Sprite image for village in Minecraft Villagevillagefeature.village

History

February 21, 2010NPC villages and "monster towns" are mentioned.
July 1, 2011A picture of villages was released by Notch before Beta 1.8 was released. In the early screenshot, villages were partly made of moss stone.
July 13, 2011An early interview with Notch discussed his plans for the village.
August 10, 2011Notch originally worked on villages by himself, but eventually gave the task to Jeb, so that he could work on other things.
August 11, 2011Jeb has said that during early tests of villages, the lava in a blacksmith often set the village on fire.
August 26, 2011Villages were shown to the public during the PAX 2011 demo, including the interiors.
[hide]Java Edition Beta
1.8Pre-releaseAdded villages, which only generated in plains and desert biomes.
They were originally intended to be populated with pigmen.[4]
[hide]Java Edition
1.0.0Beta 1.9 PrereleaseVillagers have been added to villages. They have 'TESTIFICATE' written above their heads.
1.112w01aBlacksmith buildings in villages now hold chests with loot.
releaseVillages now generate in superflat.
1.2.112w07aVillagers now repopulate villages based on how many houses there are available.
Zombie sieges can now occur once a village has reached a certain size.
The player may now add houses to villages, provided they are enclosed with a roof and wooden door.
12w08aLarger villages now spawn iron golems to defend them.
1.3.112w21aDesert villages are now made of sandstone instead of wood and cobblestone.
1.4.212w32aVillages now track the "popularity" of individual players by username.
12w36aPotatoes and carrots can now be found in villages.
1.513w03aChanges to water-block generation now make wells proper infinite water sources.
13w06aThe lamppost glitch in villages has been fixed.
?Wells in desert villages are now made of cobblestone instead of sandstone.
1.7.213w36aAdded the savanna biome, which villages can now generate in.
1.814w03aGravel roads in villages now have cobblestone underneath, to prevent them from collapsing into caves.
14w04aDoors are now added to the closest village.
14w25aZombie sieges have been re-implemented.
14w30aWells in desert villages are now made of sandstone instead of cobblestone.
1.915w31aFarms now include beetroot crops.
1.1016w20aVillage structures are no longer restricted by biome boundaries, meaning that a village that starts in a valid biome can now spread into an adjacent invalid biome.
Villages now generate in taiga biomes (but not their variants), and are made of spruce wood.
As a result of the above two reasons, the amount of villages that generate has been greatly increased.[5]
Savanna villages are now made of acacia wood rather than oak. Acacia logs replace cobblestone in all structures except churches.
Paths no longer generate below sea level, and they are made with different material depending on the existing terrain.
Grass paths now generate rather than gravel paths, when generated on grass blocks.
Paths made of planks now generate over water and lava to form bridges.
Villages now have a 2% chance of generating as an abandoned village, which are inhabited only by zombie villagers, and generate without any doors or torches.
16w21aBlacksmiths now generate with cobblestone in all biomes, rather than acacia logs in savannas and sandstone in deserts.
pre1Zombie villagers generated in zombie villages no longer despawn.
Wooden fences are now substituted with the correct wood type for the biome.
Paths no longer replace most blocks, instead considering the blocks underneath, preventing them from generating in treetops or bridging ravines.
1.1418w47aAdded raids, in which groups of illagers attack villages after a player kills an illager patrol leader then enters a village.
November 28, 2018A hotfix for all 1.14 snapshots is released, updating the main menu with a panorama of the new villages.
18w48aUpdated the plains village look, and removed its zombie village accordingly.
18w49aAdded snowy tundra villages.
Updated the savanna village look, and removed its zombie village accordingly.
18w50aUpdated the taiga and desert village looks, and removed their zombie villages accordingly.
19w04aRe-added zombie villages in desert and taiga biomes.
19w06aImproved village blacksmith building generation to prevent them from catching on fire from lava inside them.
19w07aRe-added zombie villages in plains and savanna biomes.
Added snowy tundra zombie villages.
19w08aVillages now spawn with at least one iron golem.
19w11aVillage detection is now based on beds, job sites, and meeting points instead of doors.
1.14.1Pre-Release 1Many structures are tweaked to have better lighting.
1.16Pre-release 2"Jellie" cats now spawn naturally in villages.
1.1720w45aDue to normal and water cauldrons being split into different blocks, cauldrons no longer generate in villages. Instead, water cauldrons generate.
1.18experimental snapshot 3Villages now generate in meadows.
21w40aVillages now generate slightly more spread out.
1.19.3
Experiment
Update 1.20
22w42aCamels now generate in desert villages.
[hide]Pocket Edition Alpha
v0.9.0build 1Added villages. They generate with gravel, wooden or sandstone bridges.
build 2Desert villages are now made of sandstone.
build 4Villages are now rare.
build 7Villages are now more common.
v0.11.0build 1Grass path blocks now replace gravel paths in villages.
v0.12.1build 1Larger villages now spawn iron golems to defend them.
build 8Farms now include beetroot crops.
v0.14.0build 3The door-to-villager ratio in villages has been increased (was previously 1:1).
v0.15.0build 1Added savanna and taiga village variants.
Villages can now generate in cold taiga and ice plains biomes. Buildings are made out of spruce wood like taiga villages.
Villages now have a 2% chance of generating as zombie villages. Buildings in zombie villages include cobweb and moss stone.
v0.16.0build 5Farms no longer generate crops in ice plains and cold taiga villages.
Chests can now generate inside large houses in ice plains and cold taiga villages containing farming supplies.
[hide]Bedrock Edition
1.8.0beta 1.8.0.8Cats now spawn in villages.
1.10.0beta 1.10.0.3Updated the look of plains, desert, savanna, taiga, snowy tundra, and snowy taiga villages.
Taiga villages are now more common.
Villages are now set by the number of beds in the village instead of doors.
Villages now have gathering sites in which a wandering trader can appear.
Villages now have job sites where villagers go to work.
Removed zombie villages.[verify]
1.11.0beta 1.11.0.1Villages now always spawn at least one iron golem.
Changed some structures; plains tannery now include a single cauldron, some poorly lit areas have torches, lava is no longer a fire hazard, added floors in some floorless houses.
Changed village generation by rebalancing the number of houses (buildings with beds) and job sites (buildings with job site blocks). Sand now also has sandstone support below.
Plains farms and plains toolsmith houses can now generate in new plains villages.
Animals now spawn in the village stables, animal pens, shepherd houses, and butcher houses.
Added chest loot to non-plains village variants.
Added raids, in which groups of illagers attack villages.
beta 1.11.0.3Players with bad omen now trigger a raid when in villages.
1.13.0beta 1.13.0.9Re-added zombie villages.
1.17.30beta 1.17.30.22The chances of a village being abandoned have been reduced to 2%.
1.17.40beta 1.17.40.20Villages now generate in meadows.
1.18.0beta 1.18.0.22Village buildings carve out less terrain around them on generation.
1.19.50
Experiment
Next Major Update
Preview 1.19.50.21Camels now generate in desert villages.
[hide]Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU5CU11.001.001.00Patch 11.0.1Added villages.
TU9Blacksmith buildings in villages now hold chests with loot.
TU141.04Desert villages are now made of sandstone instead of wood and cobblestone.
TU19CU71.121.121.12Wells in desert villages are now made of cobblestone instead of sandstone.
TU25CU141.171.171.17Wells in desert villages are now made of sandstone instead of cobblestone.
TU31CU191.221.221.22Patch 3Savanna biome added, which villages can now generate in.
Gravel roads in villages now have cobblestone underneath, to prevent them from collapsing into caves.
TU43CU331.361.361.36Patch 13Villages now generate with grass paths instead of gravel.
Farms now include beetroot crops.
Villages now have a 2% chance of generating as an abandoned village, which are inhabited only by zombies, and generate without any doors or torches.
Villages in savanna biomes now generate with acacia wood.
Taiga villages now generate, only if the well generates between a taiga and a valid biome.
TU46CU361.381.381.38Patch 15Villages now generate in the taiga biome through normal means.
TU54CU441.521.521.52Patch 241.0.4Abandoned villages now generate with villagers instead of zombies.
TU56CU471.551.551.55Patch 261.0.6Abandoned villages now generate with zombie villagers instead of villagers.
TU57CU491.571.561.56Patch 271.0.7Villages generated in the desert or the savanna biome now replace the most sandstone/acacia wood with cobblestone.
Abandoned villages now generate with cobwebs and moss stone.
TU60CU511.641.641.64Patch 301.0.11Villages now generate naturally in cold taiga and snow plains biomes generating with spruce wood.
Desert villages no longer generate with cobblestone, including blacksmith and church buildings.
Paths around village wells now made up of grass path (sandstone in deserts).
Tables in villages now have brown carpet instead of a pressure plate.
1.91 Added raids, in which groups of illagers attack villages after a player kills an illager patrol leader then enters a village.
Updated the look of plains, desert, savanna, taiga, snowy tundra, and snowy taiga villages.
Village detection is now based on beds, job sites, and meeting points instead of doors.
[hide]New Nintendo 3DS Edition
0.1.0Added villages.

Issues

Issues relating to "Village" are maintained on the bug tracker. Issues should be reported and viewed there.

Java Edition

  • MC-140619 – Water in savanna village farms can generate in invalid states on slopes
  • MC-220538 – Villagers linking to workstation/bed only emit green particles at themselves instead of also at the bed/workstation, unlike on Bedrock
  • MC-153904 – Villagers sometimes disappear without any trace
  • MC-192711 – Villagers "Home" POI can sometimes be stuck at a location without a bed
  • MC-194518 – The bottom half of village wells can generate offset
  • MC-238689 – Villages and pillager outposts don't generate in savanna plateau biomes
  • MC-256129 – Villagers regularly don't close their doors
  • MC-265936 – Villagers indefinitely panic when in enclosed spaces next to their beds
  • MC-271599 – Raiders cannot patrolling effectively in a village with scattered houses/or a village with densely packed beds in one place and scattered beds in other place
  • MC-170550 – The snowy_shepherds_house_1 village structure never generates
  • And 292 other open issues.

Bedrock Edition

  • MCPE-186753 – Villagers teleport through blocks when loading
  • MCPE-54183 – Villager leader/center changes every time you log in and out
  • MCPE-162250 – Villagers no longer prioritize walking on path blocks
  • MCPE-42912 – Villagers cannot pathfind around walls to their beds
  • MCPE-50441 – Villagers detecting beds and workstations they can't reach
  • MCPE-63311 – Villagers claim workstations and beds that are too far away and/or get stuck unemployed
  • MCPE-106839 – Quitting the game while curing villagers causes them to forget curing history
  • MCPE-176397 – Villagers lose connection to beds and workstations
  • MCPE-183033 – Bad Omen isn't replaced with Raid Omen when going near a village
  • MCPE-184710 – Some mash-up pack world templates still spawn old villagers despite having a base game version of >1.11.0
  • And 116 other open issues.

Trivia

A close look of the architecture of an abandoned village from a plains biome. In the background there is a savanna and a desert.
  • According to Jeb, originally they wanted a system for a village to expand in population if the player improves it. But they found that it was computationally expensive to evaluate what constituted a house, so to make it simple, they decided that a door with an inside and outside counts as a house; however, the house was later changed to beds.[6]
  • Prior to Village and Pillage, the farms in villages would avoid overhanging by filling in the area below them with dirt when they spawned. When a farm overhangs a ravine, a tall rectangular dirt structure generates underneath. Buildings would fill the area below them with cobblestone, often resulting in the same behavior.
  • Occasionally, surface ravines generate through villages, causing missing pathways or even entire buildings sunken into the ravine. This also applies to cave entrances and other surface oddities.
  • In rare cases, players can find a tiny village consisting of one house, or even just one job site-building (a building with job site blocks) without any houses (building with beds), causing the village to not spawn any villagers.
  • The plains village is the only type of village with much of its architecture resembling its old counterpart prior to Village & Pillage.
  • In Java Edition, village paths generated as dirt paths only on grass blocks and used gravel in other cases. This is no longer the case due to a bug.[7]
  • Because of the relatively large amount of biomes, a village house designed for one a particular biome might be located on the border of two biomes.

Gallery

Screenshots

Pre–Village and Pillage

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In other media

References

  1. MCPE-100217 — Villages don't generate with expected structures.
  2. MC-140460 — Hay bales, trees and light posts can generate on paths — resolved as "Works As Intended".
  3. "Minecraft Beta - 1.13.0.9 (Xbox One/Windows 10/Android)" , August 27, 2019.
  4. "It's very likely the townspeople will be pigmen"@notch (Markus Persson) on X (formerly Twitter), April 25, 2011
  5. MC-152966 — Increase villages generate in versions after 1.10 — resolved as "Fixed".
  6. "Meet the Villagers in Minecraft" by Marsh Davies – Minecraft.net, March 13, 2017.
  7. MC-147895 — Village paths don't generate gravel
  8. "Just found this village when testing, they got their own turtle civilization! ^^"@_LadyAgnes (Agnes Larsson) on X (formerly Twitter), November 28, 2018
  9. "Minecraft Live is back for 2023!" – Minecraft on YouTube, September 13, 2023

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