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<!-- 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
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Revision as of 09:23, 7 November 2018

Villager
Health points

20HP♥ × 10

Hitbox size

Adult:
Height: 1.95 Blocks
Width: 0.6 Blocks
Baby:
Height: 0.975 Blocks
Width: 0.3 Blocks

Spawn

Village
When a zombie villager is cured

This article is about the mob found in villages. For the mob found in woodland mansions, see Illager. For the mob exclusive to Education Edition, see NPC. For information on the trades they offer, see Trading. For the zombified villager, see Zombie Villager.
"Librarian" redirects here. For the achievement, see Achievements § Librarian.

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

Main article: Zombie Villager

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

Main articles: Evoker, Vindicator and Illusioner

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.

An illusioner attacking villagers.

Witches

Main article: Witch

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

Main article: 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 is false, villagers will not be able to farm.

Baby villagers

A group of villager children playing a game of tag.

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

Main articles: Siege and Zombie

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

Two villagers mating.

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.

Clothing Profession Profession ID Career Career ID Probability Combined Probability
Farmer 0 Farmer 1 124 (4.17 %) 16 (16.67 %)
Fisherman 2 124 (4.17 %)
Shepherd 3 124 (4.17 %)
Fletcher 4 124 (4.17 %)
Librarian 1 Librarian 1 112 (8.33 %) 16 (16.67 %)
Cartographer 2 112 (8.33 %)
Priest 2 Cleric 1 16 (16.67 %) 16 (16.67 %)
Blacksmith 3 Armorer 1 118 (5.56 %) 16 (16.67 %)
Weapon Smith 2 118 (5.56 %)
Tool Smith 3 118 (5.56 %)
Butcher 4 Butcher 1 112 (8.33 %) 16 (16.67 %)
Leatherworker 2 112 (8.33 %)
Nitwit 5 Nitwit 1 16 (16.67 %) 16 (16.67 %)

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

It started because players could summon villagers without a career by using commands: it was the only way to get villagers with green robes. Whenever we discover we have a bug which is used by the community we just see it as 'undefined behaviour' - and ‘fix’ it by making it a feature. In this case we just needed a profession for the green-robed villager. I don’t remember what name we came up with first - I think it was ‘unemployed’ or something, but it doesn’t really fit in the world, because I don’t really think the other villagers are employed by anyone either. So I think the next suggestion was ‘village idiot’ but I thought ‘nitwit’ was a more fun name.

Jeb about the Nitwit,[2] January 23, 2017

Trading

Main article: Trading
The pre-1.8 trading interface displaying a trade of 28 paper for 1 emerald.

Right click on a villager and you can trade with them, offering them emeralds in exchange for better equipment, maps to notable treasures or food. Unless you are trying to trade with a nitwit, of course, in which case you’re going to get squat. Who’s the nitwit now?

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

See also: Chunk format

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[show]
    • Tags common to all entities see Template:Nbt inherit/entity/template[show]
    • Tags common to all mobs see Template:Nbt inherit/mob/template[show]
    • Tags common to all villagers see Template:Nbt inherit/villager/template[show]
    • [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.
    • [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[show][edit]

Main article: Villager/DV

Villager profession[show][edit]

Main article: Villager/DV2

Achievements

[hide]
IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
The HagglerAcquire or spend 30 Emeralds by trading with villagers or with wandering trader. [sic]30Silver
Treasure HunterAcquire a map from a cartographer villager, then enter the revealed structureVisit the structure indicated while the purchased map is in your main hand (hotbar).40Silver

Advancements

IconAdvancementIn-game descriptionActual requirements (if different)
A Throwaway JokeThrow a Trident at something.
Note: Throwing away your only weapon is not a good idea.
Hit a mob with a thrown trident.
Take AimShoot something with an ArrowUsing a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow.
Very Very FrighteningStrike a Villager with lightningHit a villager with lightning created by a trident with the Channeling enchantment, turning it into a witch.
What a Deal!Successfully trade with a VillagerTake an item from a villager or wandering trader's trading output slot.

Video

Note: This video does not include all villager types, cartographers and nitwits are added in 1.11.

Villager/video

History

[hide]Java Edition
1.0.0Added 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.
"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]
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).Removed "TESTIFICATE" name above villager's heads.
1.1Added Villager spawn egg in Creative mode. Only farmer Villagers were spawned.
1.2.1Villagers can now open and close doors.
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.
Villagers are now attacked by and run away from 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.
Villager children will sprint.
1.3.1Villagers spawned via a 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.
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).
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.
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.
1.4.2Villagers 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.
1.4.4Villager children can now be spawned easily by right clicking a villager with a villager spawner egg.
1.6.1Added sound effects for villagers. They have different sounds for taking damage, talking to villagers, successful trades, and canceled trades.
1.7.4A bug caused Adult Villagers killed by baby zombies to turn into baby villager zombies.
1.8Added 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.
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.
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.
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.
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
Villagers can be made willing using 3 bread, 12 carrots or 12 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).
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.
1.8.1Villagers no longer ignore data tags or damage values.
1.9Farmer 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.
Villagers now use and share beetroot as food.
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).
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.
1.11Re-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
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".
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.
1.13Changed 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.
[hide]Pocket Edition Alpha
0.9.0Added villagers. Same level of AI as Java Edition version 1.0.0 - They cannot trade, breed or open doors.
AlphaVillagers now have sounds.
AlphaVillagers are now attacked by and run away from zombies.
Villager children will now sprint.
0.9.2Villagers now have sounds on iOS and Fire OS.
0.10.0Changed Villager walking animation.
0.12.1Villagers can now open and close doors.
Villagers will now go inside at night and detect houses.
Villagers can now socialize with each other and passive mobs.
Farmer villagers now harvest fully grown crops.
Villagers will now repopulate villages by the number of houses there are.
Villager children will sprint.
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.
AlphaVillagers will always become zombie villagers in Hard difficulty.
0.13.0Villagers will now open all wooden doors (rather than just oak).
0.14.0Villagers struck by lightning will spawn witches.
Villagers are now slightly taller (1.95 blocks tall rather than 1.8, with babies 0.975 blocks tall rather than 0.9).
0.15.0Villagers now run away from husks.
[hide]Pocket Edition
1.0Villagers now spawn in igloo basements.
1.0.4Added trading with villagers.
Baby villagers now have larger-sized heads.
Nitwit villager added for resource packs.
1.1Villagers now run away from illagers and 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".
[hide]Bedrock Edition
1.4Villagers now run away from drowned.
[hide]Legacy Console Edition
Xbox 360 Xbox One PS3 PS4 PS Vita Wii U Switch
TU7CU1Patch 1Patch 1Added villagers. Same level of AI as Java Edition version 1.0.0 - They appear only as farmers and cannot trade, breed or open doors.
TU11Increased the limit for villagers in a world.
TU12Villagers can now open and close doors.
Villagers will now go inside at night and detect houses.
Villagers can now socialize with each other and passive mobs.
Villagers are now attacked by and run away from zombies.
Villagers will now repopulate villages by the number of houses there are.
Villager children will sprint.
TU13Added a limit to the number of villagers spawned by breeding.
Added the hearts display when villagers enter 'Love Mode'.
TU14Added trading with villagers.
Villagers are assigned random professions.
Villagers that are spawned from a Spawn Egg will have a random profession.
Villagers now make noises from being hurt, trading & wandering.
Baby villagers can now be spawned by using Left trigger on an adult form of that mob using a spawn egg.
TU31CU19Patch 3Villagers have additional professions and trading schemes.
Villagers will now harvest crops.
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.
TU54CU44Patch 24Patch 4Added 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

Main article: Easter eggs § 2014

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

References