Villager: Difference between revisions
Capopanzone (talk | contribs) mNo edit summary |
No edit summary Tag: Mobile edit |
||
Line 1: | Line 1: | ||
<!-- DO NOT EDIT OR CHANGE THE WORD 'ILLAGER' TO VILLAGER, THE NAME IS ALREADY CORRECT AND IS NOT REFERRING TO VILLAGERS, BUT RATHER TO VINDICATORS, EVOKERS AND ILLUSIONERS. IF YOU DO SO, YOUR EDIT WILL BE REVERSED. --> |
<!-- DO NOT EDIT OR CHANGE THE WORD 'ILLAGER' TO VILLAGER, THE NAME IS ALREADY CORRECT AND IS NOT REFERRING TO VILLAGERS, BUT RATHER TO VINDICATORS, EVOKERS AND ILLUSIONERS. IF YOU DO SO, YOUR EDIT WILL BE REVERSED. --> |
||
{{Entity |
{{Entity |
||
|image=Farmer.png; Librarian.png; Priest.png; Blacksmith.png; Butcher.png; Nitwit.png |
|image=Farmer.png; Librarian.png; Priest.png; Blacksmith.png; Butcher.png; Nitwit.png; VillagerFace.png |
||
|image2=Baby Farmer.png; Baby Librarian.png; Baby Priest.png; Baby Blacksmith.png; Baby Butcher.png; Baby Nitwit.png |
|image2=Baby Farmer.png; Baby Librarian.png; Baby Priest.png; Baby Blacksmith.png; Baby Butcher.png; Baby Nitwit.png; ZombieVillagerHead.png |
||
|imagesize=x272px |
|imagesize=x272px |
||
|image2size=x136px |
|image2size=x136px |
Revision as of 09:23, 7 November 2018



Health points |
20HP × 10 |
---|---|
Hitbox size |
Adult: |
Spawn |
Village |
{ "title": "Villager", "rows": [ { "field": "20<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)</span> × 10</span>", "label": "(link to Health article, displayed as Health points)" }, { "field": "'''Adult:'''<br>Height: 1.95 Blocks<br>Width: 0.6 Blocks</br>\n'''Baby:'''<br>Height: 0.975 Blocks<br>Width: 0.3 Blocks", "label": "(link to Hitbox article, displayed as Hitbox size)" }, { "field": "(link to Village article, displayed as Village) <br> When a zombie villager is cured", "label": "(link to Mob spawning article, displayed as Spawn)" } ], "invimages": [ "Villager Spawn Egg" ], "images": [] }
Villagers are intelligent passive mobs that the player can trade with. Villagers wear clothing according to one of six professions, and many of these professions are subdivided into various careers.
Spawning
Natural generation
Villagers spawn inhabiting their villages, which spawn in several biomes such as plains, forests, savannas, deserts and taigas.
A priest villager and priest zombie villager spawn locked up in the basements of igloos, under the carpet of the floor. In Bedrock Edition, the villager and zombie villager inside igloo basements have random professions instead of always being priests.
Baby villagers
Villagers will breed autonomously, but need doors and need to be willing in order to spawn baby villagers. After exactly 20 minutes, the baby villager will grow up to an adult. See this section for more information.
Curing
Villagers will spawn if a player uses a splash potion of weakness on a zombie villager and then feeds it a regular golden apple. It will then shake and turn into a villager within 2-5 minutes. During the change, the zombie villager can still burn in the sun.
Variants
Zombie villagers
When a zombie kills a villager, it can turn the villager into a zombie villager, depending on the difficulty: 0% chance on Easy, 50% chance on Normal and 100% chance on Hard. Zombie villagers also spawn naturally in the Overworld in the same conditions as a normal zombie.
Illagers
Illagers are hostile villager-like mobs that spawn in woodland mansions. There are 3 kinds: vindicators, evokers and illusioners. Illagers are considered to be outcasts from villages.[1] In addition to attacking players, they will also attack villagers.

Witches
Witches are hostile villager-like mobs, which spawn in the Overworld according to the usual mob spawning rules. They can also spawn exclusively in witch huts, or spawn from a villager struck by lightning.
NPC
NPCs are villager-like mobs in Education Edition or Bedrock Edition
Drops
Villagers do not drop anything when they die. They do not drop experience points.
Behavior
Movement patterns
Upon spawning, villagers will leave their homes and begin to explore the village. Generally, they wander aimlessly inside the village during the day. They may go indoors or outdoors. Occasionally, two villagers may stop and turn to look at each other, in a behavior called socializing, in which they will stare at another villager for 4-5 seconds at a time. In the case of players, they will continuously stare at them as long as the player is close enough, unless the villager tries to get into a house at night, farm food, or flee from a zombie. When a player attacks a villager, the villager will not run away, but anger particles will fly out from the villager if it is in a village.
In Bedrock Edition, villagers do not stop continuously in front of players. They will also sprint away if the player attacks them.
Villagers, like other mobs, will find paths around obstructions and will avoid some harmful blocks and walking off cliffs. However, in crowded situations it's possible for one villager to push another off a cliff or into harm.
At night or during rain, villagers will run inside, closing doors behind them, and staying indoors until morning. In the morning they will head outside and resume normal behavior.
Villagers will run away from zombies, vindicators and vexes within 8 blocks, and evokers within 12 blocks.
If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it will move quickly back within the boundary. A villager taken more than 32 blocks away from its village boundary will forget the village within about 6 seconds. Whether in a village or not, a villager is never prone to despawning.
Villagers cannot open trapdoors, fence gates, or iron doors.
There is evidence that villagers are prone to overcrowding certain areas of a village while leaving other areas completely empty. When moving inside, the AI prefers doors within 16 blocks (Euclidean distance). It also tends to prefer doors with fewer villagers nearby, however "nearby" in this case is only 1.5 blocks and, when moving inside, villagers prefer to move 2.5 blocks inside when the inside is to the south or east and therefore will be out of range of this check. During the day, it has been observed that villagers will tend to cluster near a trapped villager or any existing large cluster of villagers, likely due to the "socialize" AI routine overriding their inclination to wander.
Picking up items
Villagers have eight hidden inventory slots, which start empty whenever the villager is spawned. Villagers will not intentionally seek out items to pick up, but they will collect any bread, carrots, potatoes, wheat, seeds, beetroot and beetroot seeds they happen to come within range of. These are the only items they are able to pick up, though the player may use the /replaceitem
command to put an arbitrary item into a villager's inventory. If a player and a villager are in the pickup range of an item at the same time, the player will always pick it up first.
Any items in these slots are lost if a villager becomes a zombie villager; a zombie villager has no inventory slots.
If /gamerule mobGriefing
is false, villagers will not pick up items.
A Dispenser can be used, if adjacent to a villager, to place armor on it. While not visible in most cases (other than Pumpkins and Mob Heads) the equipment will be fully functional, for example, the Thorns Enchantment will hurt zombies that attack a Villager with a piece of armor enchanted with Thorns equipped.
Sharing food
If a villager has enough food in one inventory stack (6 bread or 24 carrots, potatoes, beetroots, or 18 wheat for farmers only) and sees a villager without enough food in one inventory stack (3 bread or 12 carrots, potatoes or beetroot for non-Farmers; 15 bread, 60 carrots, potatoes, or beetroot, or 45 wheat for Farmers), the villager may decide to share food with that villager.
To share, a villager finds his first inventory stack with at least 4 bread, carrots, potatoes, or beetroot or with at least 6 wheat, and then throws half the stack (rounded down) in the direction of the target villager. When wheat is shared, it is first crafted to bread which may result in 1 or 2 less than half the stack being shared.
Farming
Adult and baby brown-robed villagers, both farmers and other careers, will tend crops within the village boundary. Villagers far enough outside the boundary of any village will also tend nearby crops.
Farmland to be tended is found by seeking for certain blocks up to 15 blocks away from the villager in X and Z and up to 1 away in Y (a 31×31×3 area total).
- If a brown-robed villager does not have enough food in one stack in his inventory (15 bread, 60 carrots, potatoes, or beetroot, or 45 wheat) and finds fully-grown wheat, carrots, potatoes or beetroot, he will move to the crop block and break it.
- If a brown-robed villager has any seeds, carrots, potatoes, or beetroot seeds in his inventory and finds an air block above farmland, he will move to it and plant a crop. They will always plant from the first eligible slot in their inventory.
- If
/gamerule mobGriefing
isfalse
, villagers will not be able to farm.
Baby villagers

Baby villagers will sprint around, entering and leaving houses at will. They will sometimes stop sprinting to stare at an Iron Golem. If the Iron Golem is holding a poppy, the children will cautiously take the flower from its hands.
Baby Villagers in Bedrock Edition have a slightly bigger head than in the Console/Java Edition, this also can be seen in different baby mobs in the game as well.
Unlike other breed-able mobs, the parents and child have no personal interactions other than socializing.
Zombies
Zombies will try to find and attack villagers within a 42 block radius (even when the villager is invisible), and will attempt to break down doors. Zombies will only successfully break doors if the difficulty is set to hard, though only a fraction of zombies spawned in hard mode have the capacity to break doors. This also applies to zombie pigmen if they path find through a door. Villagers will run away from zombies, sometimes hiding in houses. The villager's only "natural" defense are the iron golems, which attack nearby hostile mobs.
Zombies will try to kill villagers, or convert them to zombie villagers. The chance that the villager will become a zombie villager on death is 0% on Easy, 50% on Normal, and 100% on Hard. Baby villagers can be infected by zombies as well.
Villagers will also run from zombie pigmen, though the latter will not attack them.
Drowned will chase and attack villagers in the same way zombies will, and villagers will run from drowned in the same way they run from zombies. Drowned can also convert villagers to zombie villagers, even when attacking from a distance with a trident.
Lightning
When lightning strikes within 3–4 blocks of a villager, it will turn into a witch.
Breeding

Villagers will mate depending on the number of valid doors. If "willing" (see below), villagers will mate as long as the population is less than 35% (Bedrock Edition: 100%) of valid doors, rounded down. The type of villager that spawns is independent of the villager's parents.
A valid door is any door within the village radius where the number of "outside" spaces within 5 blocks in a straight line on one side of the door is not the same as the number of "outside" spaces within 5 blocks on the other side of the door. A space is considered to be "outside" if it has nothing but transparent blocks above it all the way to the sky.
A census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village and within 5 vertical blocks (Bedrock Edition: no apparent height limit) of the center will be counted as part of the population to determine if continued villager mating is allowed. However, any villager within the horizontal boundary of the village and within the spherical boundary of the village will attempt to enter mating mode as long as there is at least one villager within the boundary. If two villagers simultaneously enter mating mode while they are close to one another, they will mate with each other and produce a child.
Willingness
Additionally, villagers must be "willing" in order to breed. After mating, they will no longer be willing, and must be made willing again.
Villagers may become willing when the player trades with them. Willingness is granted the first time a new offer is traded, or at a one-in-five chance on subsequent trades. Green particles will appear if the villager becomes willing by trading. This will not cause them to immediately seek out a mate, however.
Villagers can also become willing by having either 3 bread, 12 carrots, 12 potatoes, or 12 beetroots in one stack in their inventory. Any villager with an excess of food (usually farmers) will throw food to other villagers, allowing them to pick it up and obtain enough food to become willing. You can also throw bread, carrots, beetroots, or potatoes at the villagers yourself to encourage breeding. Villagers will consume the required food upon becoming willing.
Professions and careers
Each villager has a profession, which can be identified by their clothing. Villagers also have careers specific to their profession. The player can identify a villager's career by reading the title at the top of the trading interface. Below is a table listing the various villagers, with their careers in relation to their professions, as well as the IDs specifying these. While each profession has a 1 in 6 chance (16.67%) of occurring, the probabilities for individual careers to occur are more diversified. They are listed in the table as well.
When transformed into a zombie villager, the profession of the zombified villager will remain unchanged however the career is reset and randomly picked again if turned back into a villager allowing for the player to get a villager with a new career with new trade offers. Old trade offers will disappear, even if the same career is chosen again.
Nitwit
![]() |
“ |
|
„ |
— Jeb about the Nitwit,[2] January 23, 2017 |
Trading

![]() |
“ |
|
„ |
— Marsh Davies[3] |
The trading system is a gameplay mechanic that allows players to trade emeralds for items and vice-versa with villagers.Their trades can be good or bad, depending on what the cost is and what items you might get. Trading is only available for adult villagers; the player cannot trade with baby villagers or the nitwit villager.
Right-clicking a villager will allow a player to trade with them, and display their career. Villagers will make offers based on their profession and career, and will only make trades based on whatever offers they are making. Different offers may be viewed by pressing the left and right buttons next to the currently displayed offer. All offers involve emerald as a currency, and some item pertinent to the villager's profession and career. Trading allows the acquisition of rare items that would otherwise be fairly difficult to obtain, such as chain armor. The trading mechanic allows players to get bottle o' enchanting in survival mode. When villagers get a new trade, pink particles and green cross particles appear.
After trading a new offer once, the villager will allow a new tier of offers. After 2-12 times an offer is repeated, the villager will lock the trade offer. That is, the villager will no longer offer this trade. When this happens, the player will have to use another new trade offer in the villager's window once (or several times if it is already used once), and then wait for a short time. If green particles appear, all trades unlock. That is, the villager will start offering all trades. There is a maximum number of tiers each villager can possess, varying by career. Once the villager has unlocked all tiers, it will not open any new ones. However, players will still be able to renew all offers by trading.
When a villager gives off particles from a new trade, they get 10 seconds of regeneration I, which gives them 4HP.
Commands or external editors can help villagers get new trades.
If a villager unintentionally picks up certain seeds or crops, it will throw it to another villager to simulate trading between the villagers.
Data values
Villagers have entity data associated with them that contain various properties of the mob. Their entity ID is villager
.
- [NBT Compound / JSON Object] Entity data
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Tags common to all villagers see Template:Nbt inherit/villager/template
- [NBT List / JSON Array] Inventory: Each compound tag in this list is an item in the villager's inventory, up to a maximum of 8 slots. Items in two or more slots that can be stacked together are automatically condensed into one slot. If there are more than 8 slots, the last slot is removed until the total is 8. If there are 9 slots but two previous slots can be condensed, the last slot returns after the two other slots are combined.
- [NBT Compound / JSON Object] An item in the inventory, excluding the Slot tag.
- Tags common to all items see Template:Nbt inherit/itemnoslot/template
- [NBT Compound / JSON Object] An item in the inventory, excluding the Slot tag.
- [Long] LastRestock: The last tick the villager went to their job site block to resupply their trades.
- [Long] LastGossipDecay: The last tick all gossip of the villager has decreased strength naturally.
- [Int] RestocksToday: The number of restocks a villager has done in 10 minutes from the last restock, or
0
if the villager has not restocked in the last 10 minutes. When a villager has restocked twice in less than 10 minutes, it waits at least 10 minutes for another restock. - [Byte] Willing: 1 or 0 (true/false) – true if the villager is willing to mate. Becomes true after certain trades (those that would cause offers to be refreshed), and false after mating.
Villager type[edit]
Villager profession[edit]
Achievements
[hide] | |||||||
---|---|---|---|---|---|---|---|
Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
PS4 | Other | ||||||
![]() | ![]() | The Haggler | Acquire or spend 30 Emeralds by trading with villagers or with wandering trader. [sic] | — | 30 | Silver | |
![]() | ![]() | Treasure Hunter | Acquire a map from a cartographer villager, then enter the revealed structure | Visit the structure indicated while the purchased map is in your main hand (hotbar). | 40 | Silver |
Advancements
Icon | Advancement | In-game description | Actual requirements (if different) |
---|---|---|---|
![]() ![]() | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
![]() ![]() | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
![]() ![]() | Very Very Frightening | Strike a Villager with lightning | Hit a villager with lightning created by a trident with the Channeling enchantment, turning it into a witch. |
![]() ![]() | What a Deal! | Successfully trade with a Villager | Take an item from a villager or wandering trader's trading output slot. |
Video
History
[hide]Java Edition | |||||||
---|---|---|---|---|---|---|---|
1.0.0 | Added villagers with the same AI as pigs and had the name "TESTIFICATE" displayed over their heads as player names are displayed in multiplayer. They had 5 main professions, (0, 1, 2, 3, 4) and other profession numbers were a green-robed unnamed villager.
{"type": "java", "version": "1.0.0", "exp": "", "snap": "", "content": "Added villagers with the same (link to Mob AI article, displayed as AI) as (link to pig article, displayed as pigs) and had the name \"TESTIFICATE\" displayed over their heads as player names are displayed in multiplayer. They had 5 main professions, (0, 1, 2, 3, 4) and other profession numbers were a green-robed unnamed villager."} | ||||||
"We added them in 2011, but in the beginning they were completely useless - you couldn’t trade with them, they didn’t have any sound effects or anything. Their only purpose was to live in the villages. We discussed a lot about what they would do - we knew we wanted trading, but we weren’t sure about what would happen with the village itself. Would the player do quests around the village? Would it expand?" – Jeb[3]
{"type": "java", "version": "1.0.0", "exp": "", "snap": "", "content": "''\"We added them in 2011, but in the beginning they were completely useless - you couldn’t trade with them, they didn’t have any sound effects or anything. Their only purpose was to live in the villages. We discussed a lot about what they would do - we knew we wanted trading, but we weren’t sure about what would happen with the village itself. Would the player do quests around the village? Would it expand?\"'' – (link to Jeb article, displayed as Jeb)"} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Removed "TESTIFICATE" name above villager's heads.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Removed \"TESTIFICATE\" name above villager's heads."} | ||||||
1.1 | Added Villager spawn egg in Creative mode. Only farmer Villagers were spawned.
{"type": "java", "version": "1.1", "exp": "", "snap": "", "content": "Added Villager (link to spawn egg article, displayed as spawn egg) in Creative mode. Only farmer Villagers were spawned."} | ||||||
1.2.1 | Villagers can now open and close doors.
{"type": "java", "version": "1.2.1", "exp": "", "snap": "", "content": "Villagers can now open and close doors."} | ||||||
Villagers will now go inside at night and detect houses.
{"type": "java", "version": "1.2.1", "exp": "", "snap": "", "content": "Villagers will now go inside at night and detect houses."} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Villagers can now socialize with each other and passive mobs.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Villagers can now socialize with each other and passive mobs."} | ||||||
Villagers are now attacked by and run away from zombies.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Villagers are now attacked by and run away from (link to zombie article, displayed as zombies)."} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Villagers will now repopulate villages by the number of houses there are.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Villagers will now repopulate villages by the number of houses there are."} | ||||||
Villager children will sprint.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Villager children will (link to sprint article, displayed as sprint)."} | |||||||
1.3.1 | Villagers spawned via a spawn egg will now have a random profession.
{"type": "java", "version": "1.3.1", "exp": "", "snap": "", "content": "Villagers spawned via a (link to spawn egg article, displayed as spawn egg) will now have a random profession."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Added trading with villagers. Leaving a trading window open will cause villagers not to wander under normal circumstances.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Added trading with villagers. Leaving a trading window open will cause villagers not to wander under normal circumstances."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Villagers will now reassign their profession if there is a lack of a specific profession or if the number of villagers in a profession is unbalanced (i.e., if there are many Farmer villagers and no Blacksmith villagers, one will change its skin, showing it has changed its profession).
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Villagers will now reassign their profession if there is a lack of a specific profession or if the number of villagers in a profession is unbalanced (i.e., if there are many Farmer villagers and no Blacksmith villagers, one will change its skin, showing it has changed its profession)."} | ||||||
Trading has also been changed where an extra input space has been added where tools can be placed for buying enchantments and/or repair.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Trading has also been changed where an extra input space has been added where tools can be placed for buying enchantments and/or repair."} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Villagers may remove a trade option after it has been used at least 3 times.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Villagers may remove a trade option after it has been used at least 3 times."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Although requiring external tools or modifications to apply, monster spawners can spawn the previously unavailable Green Robe Villagers in unmodified Minecraft clients.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Although requiring external tools or modifications to apply, (link to monster spawner article, displayed as monster spawners) can spawn the previously unavailable Green Robe Villagers in unmodified Minecraft clients."} | ||||||
1.4.2 | Villagers will like and dislike you, depending on how you react to them.
{"type": "java", "version": "1.4.2", "exp": "", "snap": "", "content": "Villagers will like and dislike you, depending on how you react to them."} | ||||||
Villagers can be infected by zombies, causing them to change their appearance and attack the player and other villagers.
{"type": "java", "version": "1.4.2", "exp": "", "snap": "", "content": "Villagers can be infected by (link to zombies article, displayed as zombies), causing them to change their appearance and attack the player and other villagers."} | |||||||
1.4.4 | Villager children can now be spawned easily by right clicking a villager with a villager spawner egg.
{"type": "java", "version": "1.4.4", "exp": "", "snap": "", "content": "Villager children can now be spawned easily by right clicking a villager with a villager spawner egg."} | ||||||
1.6.1 | Added sound effects for villagers. They have different sounds for taking damage, talking to villagers, successful trades, and canceled trades.
{"type": "java", "version": "1.6.1", "exp": "", "snap": "", "content": "Added sound effects for villagers. They have different sounds for taking damage, talking to villagers, successful trades, and canceled trades."} | ||||||
1.7.4 | A bug caused Adult Villagers killed by baby zombies to turn into baby villager zombies.
{"type": "java", "version": "1.7.4", "exp": "", "snap": "", "content": "A bug caused Adult Villagers killed by baby zombies to turn into baby villager zombies."} | ||||||
1.8 | Added careers to villagers, splitting up the trade offers within a profession. This career is shown in the trading interface.
{"type": "java", "version": "1.8", "exp": "", "snap": "", "content": "Added careers to villagers, splitting up the trade offers within a profession. This career is shown in the trading interface."} | ||||||
Reworked the trading system to be less random; it is now tier-based instead, and several offers may be generated at one time.
{"type": "java", "version": "1.8", "exp": "", "snap": "", "content": "Reworked the trading system to be less random; it is now tier-based instead, and several offers may be generated at one time."} | |||||||
Due to the changes in the trading system, attempting to trade with generic villagers will crash the game.
{"type": "java", "version": "1.8", "exp": "", "snap": "", "content": "Due to the changes in the trading system, attempting to trade with generic villagers will crash the game."} | |||||||
Villagers only breed when willing. This limits the amount of villagers and prevents infinite breeding villages.
{"type": "java", "version": "1.8", "exp": "", "snap": "", "content": "Villagers only breed when willing. This limits the amount of villagers and prevents infinite breeding villages."} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Villagers that had professions more than 4 now repeat in 0-4.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Villagers that had professions more than 4 now repeat in 0-4."} | ||||||
Generic villagers can now only be spawned using negative profession numbers.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Generic villagers can now only be spawned using negative profession numbers."} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Villagers struck by lightning will turn into witches.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Villagers struck by lightning will turn into (link to witch article, displayed as witches)."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Farmer (profession) villagers now harvest fully grown crops
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Farmer (profession) villagers now harvest fully grown crops"} | ||||||
Villagers can be made willing using 3 bread, 12 carrots or 12 potatoes.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Villagers can be made willing using 3 (link to bread article, displayed as bread), 12 (link to carrot article, displayed as carrots) or 12 (link to potato article, displayed as potatoes)."} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Villagers now have an NBT tag that allows control over getting Experience for trading (rewardExp).
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Villagers now have an NBT tag that allows control over getting Experience for trading (rewardExp)."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | The generic villager is completely removed. However, the texture still exists on the Minecraft files.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "The generic villager is completely removed. However, the texture still exists on the Minecraft files."} | ||||||
1.8.1 | Villagers no longer ignore data tags or damage values.
{"type": "java", "version": "1.8.1", "exp": "", "snap": "", "content": "Villagers no longer ignore data tags or damage values."} | ||||||
1.9 | Farmer villagers now harvest beetroot crops, but ignore the drops.
{"type": "java", "version": "1.9", "exp": "", "snap": "", "content": "Farmer villagers now harvest beetroot crops, but ignore the drops."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Villagers now pick up beetroot and beetroot seeds.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Villagers now pick up beetroot and beetroot seeds."} | ||||||
Villagers now use and share beetroot as food.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Villagers now use and share beetroot as food."} | |||||||
Farmer villagers can now plant beetroot seeds.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Farmer villagers can now plant beetroot seeds."} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Villagers are slightly taller (1.95 blocks tall rather than 1.8, with babies 0.975 blocks tall rather than 0.9).
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Villagers are slightly taller (1.95 blocks tall rather than 1.8, with babies 0.975 blocks tall rather than 0.9)."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | A priest can be found caged in an igloo basement.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "A priest can be found caged in an (link to igloo article, displayed as igloo) basement."} | ||||||
1.11 | Re-added Generic Villagers, who are now called Nitwits, as Profession 5. However they can no longer trade, because right clicking on a Generic Villager does nothing.
{"type": "java", "version": "1.11", "exp": "", "snap": "", "content": "Re-added Generic Villagers, who are now called Nitwits, as Profession 5. However they can no longer trade, because right clicking on a Generic Villager does nothing."} | ||||||
Changed entity ID from Villager to villager
{"type": "java", "version": "1.11", "exp": "", "snap": "", "content": "Changed entity ID from <code>Villager</code> to <code>villager</code>"} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Added a new career for the librarian villager called "Cartographer".
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Added a new career for the librarian villager called \"Cartographer\"."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Villagers are now able to draw from their own loot tables.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Villagers are now able to draw from their own loot tables."} | ||||||
1.13 | Changed the Weapon Smith's career ID from 3 to 2 and the Tool Smith's from 2 to 3.
{"type": "java", "version": "1.13", "exp": "", "snap": "", "content": "Changed the Weapon Smith's career ID from 3 to 2 and the Tool Smith's from 2 to 3."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Villagers will now run away from drowned.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Villagers will now run away from (link to drowned article, displayed as drowned)."} | ||||||
[hide]Pocket Edition Alpha | |||||||
0.9.0 | Added villagers. Same level of AI as Java Edition version 1.0.0 - They cannot trade, breed or open doors.
{"type": "pocket Alpha", "version": "0.9.0", "exp": "", "snap": "", "content": "Added villagers. Same level of AI as Java Edition version 1.0.0 - They cannot trade, breed or open doors."} | ||||||
Alpha | Villagers now have sounds.
{"type": "pocket Alpha", "version": "", "exp": "", "snap": "", "content": "Villagers now have sounds."} | ||||||
Alpha | Villagers are now attacked by and run away from zombies.
{"type": "pocket Alpha", "version": "", "exp": "", "snap": "", "content": "Villagers are now attacked by and run away from (link to zombie article, displayed as zombies)."} | ||||||
Villager children will now sprint.
{"type": "pocket Alpha", "version": "", "exp": "", "snap": "", "content": "Villager children will now (link to sprinting article, displayed as sprint)."} | |||||||
0.9.2 | Villagers now have sounds on iOS and Fire OS.
{"type": "pocket Alpha", "version": "0.9.2", "exp": "", "snap": "", "content": "Villagers now have sounds on iOS and Fire OS."} | ||||||
0.10.0 | Changed Villager walking animation.
{"type": "pocket Alpha", "version": "0.10.0", "exp": "", "snap": "", "content": "Changed Villager walking animation."} | ||||||
0.12.1 | Villagers can now open and close doors.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Villagers can now open and close doors."} | ||||||
Villagers will now go inside at night and detect houses.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Villagers will now go inside at night and detect houses."} | |||||||
Villagers can now socialize with each other and passive mobs.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Villagers can now socialize with each other and passive mobs."} | |||||||
Farmer villagers now harvest fully grown crops.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Farmer villagers now harvest fully grown crops."} | |||||||
Villagers will now repopulate villages by the number of houses there are.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Villagers will now repopulate villages by the number of houses there are."} | |||||||
Villager children will sprint.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Villager children will (link to sprint article, displayed as sprint)."} | |||||||
Villagers will like and dislike you, depending on how you react to them.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Villagers will like and dislike you, depending on how you react to them."} | |||||||
Villagers can be infected by zombies, causing them to change their appearance and attack the player and other villagers.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Villagers can be infected by (link to zombie article, displayed as zombies), causing them to change their appearance and attack the player and other villagers."} | |||||||
Alpha | Villagers will always become zombie villagers in Hard difficulty.
{"type": "pocket Alpha", "version": "", "exp": "", "snap": "", "content": "Villagers will always become zombie villagers in Hard difficulty."} | ||||||
0.13.0 | Villagers will now open all wooden doors (rather than just oak).
{"type": "pocket Alpha", "version": "0.13.0", "exp": "", "snap": "", "content": "Villagers will now open all wooden doors (rather than just oak)."} | ||||||
0.14.0 | Villagers struck by lightning will spawn witches.
{"type": "pocket Alpha", "version": "0.14.0", "exp": "", "snap": "", "content": "Villagers struck by (link to lightning article, displayed as lightning) will spawn (link to witch article, displayed as witches)."} | ||||||
Villagers are now slightly taller (1.95 blocks tall rather than 1.8, with babies 0.975 blocks tall rather than 0.9).
{"type": "pocket Alpha", "version": "0.14.0", "exp": "", "snap": "", "content": "Villagers are now slightly taller (1.95 blocks tall rather than 1.8, with babies 0.975 blocks tall rather than 0.9)."} | |||||||
0.15.0 | Villagers now run away from husks.
{"type": "pocket Alpha", "version": "0.15.0", "exp": "", "snap": "", "content": "Villagers now run away from (link to husk article, displayed as husks)."} | ||||||
[hide]Pocket Edition | |||||||
1.0 | Villagers now spawn in igloo basements.
{"type": "pocket", "version": "1.0", "exp": "", "snap": "", "content": "Villagers now spawn in igloo basements."} | ||||||
1.0.4 | Added trading with villagers.
{"type": "pocket", "version": "1.0.4", "exp": "", "snap": "", "content": "Added (link to trading article, displayed as trading) with villagers."} | ||||||
Baby villagers now have larger-sized heads.
{"type": "pocket", "version": "1.0.4", "exp": "", "snap": "", "content": "Baby villagers now have larger-sized heads."} | |||||||
Nitwit villager added for resource packs.
{"type": "pocket", "version": "1.0.4", "exp": "", "snap": "", "content": "Nitwit villager added for resource packs."} | |||||||
1.1 | Villagers now run away from illagers and vexes.
{"type": "pocket", "version": "1.1", "exp": "", "snap": "", "content": "Villagers now run away from (link to illager article, displayed as illagers) and (link to vex article, displayed as vexes)."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Added a new career for librarian villager called "Cartographer".
{"type": "pocket", "version": "", "exp": "", "snap": "", "content": "Added a new career for librarian villager called \"Cartographer\"."} | ||||||
[hide]Bedrock Edition | |||||||
1.4 | Villagers now run away from drowned.
{"type": "bedrock", "version": "1.4", "exp": "", "snap": "", "content": "Villagers now run away from (link to drowned article, displayed as drowned)."} | ||||||
[hide]Legacy Console Edition | |||||||
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU7 | CU1 | Patch 1 | Patch 1 | Added villagers. Same level of AI as Java Edition version 1.0.0 - They appear only as farmers and cannot trade, breed or open doors.
{"type": "console", "xbox": "TU7", "xbone": "CU1", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 1", "switch": "Patch 1", "content": "Added villagers. Same level of AI as Java Edition version 1.0.0 - They appear only as farmers and cannot trade, breed or open doors."} | |||
TU11 | Increased the limit for villagers in a world.
{"type": "console", "xbox": "TU11", "xbone": "", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Increased the limit for villagers in a world."} | ||||||
TU12 | Villagers can now open and close doors.
{"type": "console", "xbox": "TU12", "xbone": "", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Villagers can now open and close doors."} | ||||||
Villagers will now go inside at night and detect houses.
{"type": "console", "xbox": "TU12", "xbone": "", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Villagers will now go inside at night and detect houses."} | |||||||
Villagers can now socialize with each other and passive mobs.
{"type": "console", "version": "Villagers can now open and close doors.", "exp": "", "snap": "", "content": "Villagers can now socialize with each other and passive mobs."} | |||||||
Villagers are now attacked by and run away from zombies.
{"type": "console", "version": "Villagers can now open and close doors.", "exp": "", "snap": "", "content": "Villagers are now attacked by and run away from (link to zombie article, displayed as zombies)."} | |||||||
Villagers will now repopulate villages by the number of houses there are.
{"type": "console", "version": "Villagers can now open and close doors.", "exp": "", "snap": "", "content": "Villagers will now repopulate villages by the number of houses there are."} | |||||||
Villager children will sprint.
{"type": "console", "version": "Villagers can now open and close doors.", "exp": "", "snap": "", "content": "Villager children will (link to sprinting article, displayed as sprint)."} | |||||||
TU13 | Added a limit to the number of villagers spawned by breeding.
{"type": "console", "xbox": "TU13", "xbone": "", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Added a limit to the number of villagers spawned by breeding."} | ||||||
Added the hearts display when villagers enter 'Love Mode'.
{"type": "console", "xbox": "TU13", "xbone": "", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Added the hearts display when villagers enter 'Love Mode'."} | |||||||
TU14 | Added trading with villagers.
{"type": "console", "xbox": "TU14", "xbone": "", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Added trading with villagers."} | ||||||
Villagers are assigned random professions.
{"type": "console", "xbox": "TU14", "xbone": "", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Villagers are assigned random professions."} | |||||||
Villagers that are spawned from a Spawn Egg will have a random profession.
{"type": "console", "version": "Added trading with villagers.", "exp": "", "snap": "", "content": "Villagers that are spawned from a Spawn Egg will have a random profession."} | |||||||
Villagers now make noises from being hurt, trading & wandering.
{"type": "console", "version": "Added trading with villagers.", "exp": "", "snap": "", "content": "Villagers now make noises from being hurt, trading & wandering."} | |||||||
Baby villagers can now be spawned by using ![]() {"type": "console", "version": "Added trading with villagers.", "exp": "", "snap": "", "content": "Baby villagers can now be spawned by using (link to File:XboxOne LT.png article, displayed as 25px|Left trigger|link=) on an adult form of that mob using a (link to spawn egg article, displayed as spawn egg)."} | |||||||
TU31 | CU19 | Patch 3 | Villagers have additional professions and trading schemes.
{"type": "console", "xbox": "TU31", "xbone": "CU19", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 3", "switch": "", "content": "Villagers have additional professions and trading schemes."} | ||||
Villagers will now harvest crops.
{"type": "console", "xbox": "TU31", "xbone": "CU19", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 3", "switch": "", "content": "Villagers will now harvest (link to crops article, displayed as crops)."} | |||||||
Villagers will only breed when willing (and can be made willing by giving them 3 bread, 12 carrots or 12 potatoes).
{"type": "console", "version": "Villagers have additional professions and trading schemes.", "exp": "", "snap": "", "content": "Villagers will only breed when willing (and can be made willing by giving them 3 bread, 12 carrots or 12 potatoes)."} | |||||||
Villagers will turn into witches when struck by lightning.
{"type": "console", "version": "Villagers have additional professions and trading schemes.", "exp": "", "snap": "", "content": "Villagers will turn into (link to witch article, displayed as witches) when struck by lightning."} | |||||||
TU54 | CU44 | Patch 24 | Patch 4 | Added a new career for librarian villager called "Cartographer".
{"type": "console", "xbox": "TU54", "xbone": "CU44", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 24", "switch": "Patch 4", "content": "Added a new career for librarian villager called \"Cartographer\"."} |
Issues
Issues relating to "Villager" are maintained on the bug tracker. Issues should be reported and viewed there.
Trivia
- The villagers were inspired by the shop keepers in Dungeon Master 2.[4]
- Originally, the mobs populating villages were to be pigmen.[5]
- Villagers tend to often cram into houses that are in the southern-eastern area of their village.
- Name tags used on villagers will always name the villager instead of opening the trading interface.
- Villagers can see invisible players.
- After a zombie villager is cured, the villager gets Nausea for 10 seconds (indicated by the purple status effect particles).
- When a villager is in love mode, it walks very slowly. However, when a villager runs indoors as the night falls, it runs extremely fast, even faster than the player's sprinting speed.
- The 1.6 release poster showed a blue-robed villager in the background. Such a villager has never been seen in-game.
- The Priest, Librarian and Nitwit villagers have an unused hood in their textures.
- In the Bedrock Edition, an emerald will appear above a villager while opening the trading GUI.
- The Nitwit has not appeared in the Bedrock Version of Minecraft.
April fools
On April 1, 2014, Mojang announced that villagers have taken over the skin servers and content delivery networks (CDN) as an April Fools joke. This caused players' current skin to turn into villager skins. This also caused users to be unable to change their skins. Different career villager skins were used, including the then-unused nitwit villager (green robe).
Many of the sounds were also changed, supposedly by the villagers. They seem to be similar to a villager talking (with words, rather than their normal sounds). The in-game music has also been altered to include villager like noises, and also features a villager version of the "Game of Thrones" theme on the title screen. The sounds originate from the sound resource pack created by Element Animation, titled The Element Animation Villager Sound Resource Pack (T.E.A.V.S.R.P), which is based on the villagers appearing in their fan videos. The villagers were voiced by Dan Lloyd, Director of Element Animation.
Gallery
-
Villager in Beta 1.9-pre1, when villagers had the word "TESTIFICATE" displayed over their heads.
-
A group of villager children socializing together.
-
The previously-unused Nitwit villager in-game.
-
The 13w22a Banner.
-
A house full of villagers.
-
A villager looking at the player, who is invisible, thus proving that Villagers can see invisible players.
-
A villager riding a minecart.
-
A priest villager giving bread to a librarian.
-
A baby zombie villager (before 1.9) getting cured.
-
A baby villager cured from being a zombie.
-
Comparison of a villager to a witch
-
The blue-robed villager found in the 1.6 update poster.
-
A brown-robed villager running away from a group of burning zombies.
-
A villager floating in a world border.
-
The unused angry villager particle
-
the unused villager speech bubble
-
an odd combination of steve and a villager
-
The new jungle villager textures shown in MINECON Earth 2018
-
The new taiga villager textures shown in MINECON Earth 2018
References
- ↑ https://youtube.com/watch?v=Vm6oplvyyh0&t=23m7s
- ↑ https://minecraft.net/article/meet-nitwit
- ↑ Jump up to: a b https://minecraft.net/article/meet-villagers
- ↑ http://www.reddit.com/r/Minecraft/comments/xfzdg/i_am_markus_persson_aka_notch_creator_of/c5m0p26
- ↑ https://twitter.com/notch/status/62531431175421952
[hide] | |||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| |||||||||||||||||||||||||||||||||||||||
|