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Minecraft:Villager

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Revision as of 12:24, 8 April 2026 by imported>NmF (Redirects)
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Template:Distinguish

Template:Redirect Template:Infobox entity Villagers are humanoid Minecraft:passive mobs that inhabit Minecraft:villages, work at their professions (see Minecraft:Villager professions), Minecraft:breed, and interact with each other. Their outfit varies according to their occupation and Minecraft:biome, and a Minecraft:player can Minecraft:trade with them using Minecraft:emeralds as currency, with their prices affected by reputation.

Spawning

Each villager spawns with an empty inventory. Villagers never spawn with Minecraft:armor or other equipment, but Template:In a Minecraft:dispenser can be used to equip armor on a villager.

Natural generation

Villagers can be found in Minecraft:villages, which spawn in several Minecraft:biomes such as Minecraft:plains, Minecraft:snowy plains, Minecraft:savannas, Minecraft:deserts, Minecraft:taigas, and Minecraft:snowy taigasTemplate:Only and can cut into other biomes such as Minecraft:swamps and Minecraft:jungles. When the Minecraft:village is generated, unemployed villagers spawn in them, the number of which depends on the buildings in that village, as some buildings generate villagers inside and some do not.

Minecraft:Igloo basements always generate with one villager in the left cell and one Minecraft:zombie villager in the right cell.

  • Template:IN, the generated villager is always unemployed.<ref>Template:Bug</ref> The villager cannot pathfind to the Minecraft:brewing stand or Minecraft:cauldron to take on a profession unless some of the blocks confining them are broken. The generated zombie villager always has the profession of cleric and becomes unemployed once cured.
  • Template:IN, the villager has a random profession and the zombie villager is unemployed.
    • Both mobs are the snowy variant.
    • The villager can change its professions to cleric or leatherworker, due to the presence of the brewing stand and cauldron. The zombie villager can do the same after being cured.
    • Changing profession takes time. If the player manages to trade with the villager before it changes its profession, the villager keeps its initial profession.
    • The zombie villager is unemployed immediately after being cured, so the player cannot lock in its profession.

Curing

Template:See also Giving a Minecraft:zombie villager the Minecraft:Weakness effect and then feeding it a Minecraft:golden apple starts the curing process. After five minutes, it transforms into a villager, displaying purple Minecraft:Nausea status effect particles for 10 seconds after being cured.

The villager retains the profession it had, if it had one before turning into a zombie villager. If employed, a cured villager offers discounts on most of its trades.

Template:IN, if the zombie villager is spawned by a player, it adopts a randomly chosen profession. The villager can also be a nitwit, but it becomes a normal unemployed villager when cured.

Template:IN, curing a Minecraft:zombie villager riding a Minecraft:chicken results in the villager riding a chicken. Eventually, the villager grows up and gains a profession while still being on the chicken.

Drops

Farmers using Minecraft:bone meal when farming have an 8.5% chance to drop it when killed by a player or tamed wolf. Each level of Minecraft:Looting increases the chance by 1% per level. Adult<ref>Template:Bug</ref> villagers can drop armor equipped through Minecraft:dispensers. Otherwise, a villager, whether it is an adult or a baby, does not drop any Minecraft:items or Minecraft:experience when killed.

When a villager dies or is converted to a zombie villager, any items in its hidden inventory slots are lost (see Template:Slink).

If a villager is displaying a trade item to offer a trade, it will not drop it when it dies. Villagers also do not drop any other Minecraft:trading-related items.

Upon successful trading, a villager drops Template:Xp.

Upon successful trading, while willing to Minecraft:breed, Template:Xp is dropped.

Curing a Minecraft:zombie villager with any Minecraft:armor or held Minecraft:items causes it to drop them as items.

Hero of the Village

Template:Main Template:IN, a villager can drop various items, depending on its profession, by throwing a gift toward a nearby player with the Minecraft:Hero of the Village effect. The gift is randomly selected from a list of items for the villager's individual profession, and there is a random cooldown before the villager can throw another gift.

Behavior

Movement patterns

Socializing

Nitwit and unemployed villagers leave their homes at day and begin to explore the village. Generally, they wander inside the village during the day. They may go indoors or outdoors, periodically making mumbling sounds. Occasionally, two villagers may stop and turn to look at each other, in a behavior called socializing, during which they stare at another villager for 4–5 seconds at a time. They continuously stare at a nearby player unless the villager is trying to get into a house at night, farm food, work, or flee from a zombie or illager. Baby villagers may jump on beds and play tag with each other, similarly to how baby Minecraft:piglins and baby Minecraft:hoglins play tag.

Template:IN, baby villagers do not stop in order to stare at players, and thus continue moving as if the player is not there.

A villager tries not to travel far from its bed in a large village unless the job site or the nearest gossip site (Minecraft:bell) is far away.

Villagers emit green Minecraft:particles if they join a village, set a bed, or acquire a job site/profession.

Villagers run inside at night or during rain, closing doors behind them. They attempt to sleep at night, but if they cannot claim a bed, they stay indoors near a bed until morning. In the morning, they head outside and resume normal behavior. However, some villagers, such as nitwits, stay outside later than others unless being chased by an Minecraft:illager or Minecraft:zombie.

Migration

If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it quickly moves back within the boundary. A villager taken more than 32 blocks away from its village boundary forgets the village within about 6 seconds. Whether in a village or not, a villager never Minecraft:despawns.

Pathfinding

Villagers, like most other mobs, can find paths around obstructions, avoid walking off cliffs of heights greater than 3 blocks, and avoid some blocks that cause harm. However, in crowded situations, one villager can push another off a cliff or into harm's way.

Villagers can open all wooden and copper doors and find paths to blocks of interest behind the doors. However, they cannot open any trapdoors, fence gates, or iron doors. Villagers can climb Minecraft:ladders, but do not recognize them as paths and do not deliberately use them. Any climbing of ladders seems to be a side effect of them being pushed into the block by another mob (usually by other villagers). Climbing a ladder can leave a villager stranded on the second floor and roof of some village structures, as they lack the necessary AI to intentionally descend ladders.

Getting attacked

Like other passive mobs, villagers sprint away when attacked, but they also flee from some nearby mobs even before being attacked.

Minecraft:Zombies, Minecraft:zombie villagers, Minecraft:husks, Minecraft:drowned and Minecraft:zoglins attack villagers and cause them to flee.

Minecraft:Pillagers, Minecraft:vindicators, Minecraft:evokers, Minecraft:illusioners and Minecraft:ravagers cause villagers to flee but only attack adults. Minecraft:Vexes also cause villagers to flee but only attack adults when spawned by an Minecraft:evoker.

Minecraft:Pufferfish, Minecraft:wardens and Minecraft:withers attack villagers but don't cause them to flee until actually attacked.

Preferred path

Template:Exclusive When Minecraft:pathfinding, villagers prefer to stay on low cost blocks, such as Minecraft:dirt paths, Minecraft:cobblestone, Minecraft:bricks, and Minecraft:planks. They do this by trying to minimize the path cost of all of the blocks they walk across. They also avoid jumping, because it has a high path cost, but babies don't avoid it as much.

colspan="2" rowspan="2" Template:Tc colspan="2" Template:Tc
Adult villager Baby villager
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50
Other 3 1.5
Jump cost 20 5

Job site blocks

Template:For

Unemployed villagers (other than babies and nitwits) seek employment at job site blocks (also referred to as workstations), and employed villagers use job site blocks to refresh their trades (see Template:Slink). Villagers who have made their first trade must claim a site block that corresponds with their profession, whereas tradeless villagers may change their profession to match a site block.

Template:IN, an unemployed villager claims job site blocks by searching for the nearest unclaimed site in a 48-block sphere. When a suitable site block is detected, the villager starts pathfinding to it, staking a provisional claim. This can occur only while the villager is awake. A provisional claim is released if the villager cannot reach the block within 60 seconds, however the villager may try again immediately.<ref>Template:Bug</ref> To fully claim the site and change profession, the villager must approach within a 2-block radius of the job site's center. When a job site block is fully claimed, its owner emits green particles, and no other villager can claim the block unless the owner relinquishes it.

Template:IN, all villagers in a village search for unclaimed job sites in a 16 block radius and 4 block height. If a site block is found, it is added to a shared list of valid job site blocks for the whole village. An unemployed villager with a bed claims the first site block on that list and immediately acquires the profession to match, regardless of the distance or accessibility to the site block.<ref>Template:Bug</ref> The villager can even claim the site block while sleeping. When a job site block is claimed, both the block and the villager making the claim emit green particles and the site block is removed from the list. If a villager cannot pathfind to its claimed site, both the site block and villager emit anger particles. The site block may need to be broken or interacted by a piston before the villager unclaims it.Template:Verify

Gossiping

Template:Anchor Template:For

File:Gossping.png
A desert villager and a plains villager gossiping.

Villagers can store positive and negative memories about players and share them with other villagers. A player's reputation is determined by these memories, and can be changed by trading with, curing, attacking and killing villagers, which influences trading prices and the hostility of Minecraft:iron golems.

Source Internal name Gain Decay Sharing cost Maximum Multiplier
Each trade Template:Cd 2 2 20 25 1
Curing the villager Template:Cd 20 0 100 20 5
Template:Cd 25 1 5 25 1
Attacking the villager Template:Cd 25 20 20 200 -1
Killing a nearby villager Template:Cd 25 10 10 100 -5

Killing a villager increases the value of the corresponding gossip for all villagers whom it has a line of sight inside a box extending 16 blocks from the villager in all coordinate directions. Minecraft:Trading with, Minecraft:curing or attacking a villager only increases the value of the corresponding gossips for the targeted villager. Attacks and kills only result in negative gossip when villagers can determine their source, so indirect methods like Minecraft:fire, Minecraft:lava and suffocation from Minecraft:falling blocks can be used to kill villagers without losing reputation.

Villagers can share gossip by talking to each other, though the shared gossip's value will be decreased by the sharing cost. Because the cost of sharing the major gossip gained from curing is greater than its maximum, it can never be shared.

Every 20 minutes, all gossips of a villager decays by the amount in the "Decay" column. This rate does not depend on the time of day and cannot be sped up by sleeping. Because the decay of the major gossip gained from curing is 0, the gossip is permanent.

A player's total reputation with a villager is determined by multiplying each gossip's value by its respective multiplier and adding the results together.

When Minecraft:trading, villagers will change prices based on reputation. Template:IN negative reputation can only cancel out positive reputation and other price discounts but not increase the price.

Minecraft:Iron golems that were not built by players become hostile toward all players whose reputation is -100 or lower with any villager within a box centered on the golem and extending 10 blocks in every horizontal and 8 in both vertical directions.

Picking up items

Each villager has eight hidden inventory slots, which are initially empty when the villager is spawned. A villager can fill its inventory slots with items it picks up.

Template:IN, a villager does not intentionally seek out items to pick up, but does collect any Minecraft:bread, Minecraft:carrots, Minecraft:potatoes, Minecraft:wheat, Minecraft:wheat seeds, Minecraft:beetroot, Minecraft:beetroot seeds, Minecraft:torchflower seeds, Minecraft:pitcher pods, and Minecraft:bone meal within reach.Template:Info needed Template:IN, a villager seeks out these items within 4 blocks. The listed items are the only items villagers can pick up, although the Template:Cmd command can put any arbitrary item into a villager's inventory. Bone meal can be picked up only by a farmer villager. In Bedrock Edition, only farmers can pick up seeds and wheat.

If a player and a villager are in the pickup range of an item at the same time, the player always picks it up first. If several villagers are next to an item, the same one picks up the item every time. This behavior prevents villagers from successfully sharing food or breeding in a small space.

When killed or converted to a zombie villager, any inventory item of the villager is lost, even when Template:Cmd is set to true.

If Template:Cmd is false, villagers cannot pick up items, and farmer villagers cannot plant or harvest crops.

Like other mobs, villagers have four slots for worn Minecraft:armor, separate from their inventory slots. An adjacent dispenser can equip armor, Minecraft:elytra, Minecraft:mob heads or Minecraft:carved pumpkins to a villagerTemplate:Only<ref>Template:Bug</ref>, but the armor is not rendered (except for carved pumpkins and mob heads). The equipment functions as normal; for example, a villager wearing an armor piece enchanted with Minecraft:Thorns can inflict Thorns damage to attackers, and a villager wearing Minecraft:Frost Walker Minecraft:boots is able to create Minecraft:frosted ice. If a villager is converted into a zombie villager, the armor it was wearing is dropped, though it may be able to pick it up and equip it again. A villager with Thorns III deals more damage to zombies that attacked the villager than the villager takes damage.

Sharing food

File:Villager Sharing Food MCPE 1.14.60.png
Villagers sharing carrots.

Template:IN, villagers collect bread, carrots, potatoes, beetroots, wheat seeds, beetroot seeds, and wheat. If a villager has at least 24 of these items, it gives the extra amount to a villager with 4 or fewer of each of these food items. That other villager can also do this until all villagers have shared all items they could (for example, on a group of three villagers one receives 60 bread, then it shares 36 to another villager to keep 24<ref>Template:Bug</ref>, and that same villager then shares 12 to the third villager).

In the case of wheat, villagers have a distinct behavior. They do the same as other crops, but if a villager has at least 32 wheat, it tries to give half of it to another villager, making both have 16 wheat.

If a villager has 8 fullTemplate:Verify stacks of any kind of food or seeds and then tries to share with another villager, it leaves at least 24 items in each stack. Thus it can never empty inventory slots to pick up other items, unless it uses the items when trying to breed or when farming if it is a farmer villager.<ref>Template:Bug</ref><ref>Villager food sharing (java 1.16) - Only the last part and the bugs are relevant</ref> A bait villager can be used in a farm taking advantage of this mechanic to have a farmer villager collect and deposit crops.

Template:IN, 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, 12 carrots, 12 potatoes, or 12 beetroots for non-farmers; 15 bread, 60 carrots, 60 potatoes, or 60 beetroots, or 45 wheat for farmers), the villager may decide to share food with that villager.

To share, a villager finds its 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

Template:Main

File:Villagerpickingup.gif
Farmer villager picking and planting carrots.

Farmer villagers can tend planted Minecraft:wheat, Minecraft:carrots, Minecraft:potatoes, and Minecraft:beetroots, harvesting them if they are fully grown or Minecraft:bonemealing them if possible.

Breeding

Template:For

Adult villagers breed depending on the time of the day and need to be willing to spawn Template:Section link, who require Minecraft:beds with at least two empty blocks above their heads. Job sites are not required for villagers to breed.

Breeding depends on the number of valid beds. If a villager is "willing" (see Template:Slink below), villagers breed as long as there are unclaimed beds available within the limits of the village. All baby villagers are initially unemployed.

Template:IN, two villagers nearby one another periodically enter mating mode if both have enough food and are not on cooldown. Breeding fails (with angry villager particles displayed) if no unclaimed bed can be reached via pathfinding within a 48-block radius. The appearance of the child is randomly determined by either the biome type of the parents or by the biome where the breeding occurred.

Template:IN, a census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village are 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 the spherical boundary of the village attempts 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 breed and produce a child. The appearance is determined by the biome where the breeding occurs Template:In.

Willingness

File:VillagerInLove.png
Two villagers willing to breed.

Villagers must be willing to breed. Willingness is determined by the amount of food items a villager has. Becoming willing consumes the villager's food stock; therefore, after mating, villagers cease to be willing for 5 minutes, at which point they must gather a sufficient stock of food items to breed again.

Villagers must have enough beds within village boundsTemplate:Only/loaded terrainTemplate:OnlyTemplate:Verify for baby villagers to spawn. The villager must be able to path-find to the bed from its current position. (Note that mobs view certain blocks, such as slabs, trapdoors, etc., as full blocks for pathfinding, so putting these types of blocks above a bed invalidates the bed.)

Villagers can become willing by having either 3 Minecraft:bread, 12 Minecraft:carrots, 12 Minecraft:potatoes, or 12 Minecraft:beetroots in one slot in their inventory. Any villager with an excess of food (usually farmers) throws food to other villagers, allowing them to pick it up and obtain enough food to become willing. The player can also throw bread, carrots, beetroots, or potatoes at the villagers themselves to encourage breeding. Villagers consume the required food upon becoming willing. If Template:Cmd is false, villagers don't pick up food or break crops.

Baby villagers

File:Babyvillagers new.png
Some baby villagers in a village.

Baby villagers (sometimes called children, or child villagers) sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at other villagers, the playerTemplate:Only, or an Minecraft:iron golem. If the iron golem is holding out a Minecraft:poppy, a child may cautiously take the flower from its hands. Baby villagers tend to group and chase one another around the village as if playing tag. They also jump on beds.

Minecraft:Illagers (except "Johnny" Minecraft:vindicators Template:In) ignore baby villagers until they reach adulthood.

Baby villagers give gifts of Minecraft:poppies or Minecraft:wheat seeds to players who have the Template:EffectLink effect Template:In.

Baby villagers can fit through 1×1 block gaps.

A baby villager becomes an adult 20 minutes after birth, even when in a boat or a minecart. Baby villagers with no AI do not grow up.

Minecraft:Golden dandelions do not work on baby villagers.

Lightning

File:Villager becoming Witch.gif
A villager gets struck by lightning.

When Minecraft:lightning strikes within 3–4 blocks of a villager, the villager is replaced by a Minecraft:witch that can't despawn. Even a baby villager that is struck by lightning is turned into a two-block-tall witch.

Iron golems also attack any villagers that turn into witches.

Iron golem summoning

Template:Main

Template:IN, villagers can summon an Minecraft:iron golem to protect themselves from hostile mobs. This requires either a villager panicking in a group of 3 villagers or 5 gossiping villagers. If they don't find an iron golem within 16 blocks of their location for 30 seconds, another one is summoned.

Template:IN, villagers can summon an iron golem if there are more than 10 villagers per existing golem, the village has at least 20 beds, and 75% of these villagers must have worked in the past day.

Panicking

File:Panicked Villager.gif
A villager panicking.

Villagers sometimes panic during a Minecraft:raid or a Minecraft:zombie siege by emitting water particles (sweat) and shaking.

In Java Edition, villagers panic if they see a mob that is hostile toward villagers, like a zombie, zombie villager, husk, drowned, zoglin, illager, vex, wither, or ravager and flee frantically from them, sometimes hiding in houses.

In Bedrock Edition, villagers panic by running around in circles around a bed in a village house, such as when a raid happens or when the player rings the village bell.

Java Edition villagers in panic are more likely to summon iron golems. To see these mobs, the villager must have an unobstructed line of sight to it (eye-level to eye-level), and be within a certain range (spherical distance between feet center bottom-most point of the villager and hostile mob):

Mob Panic radius
Template:EntityLink, Template:EntityLink, Template:EntityLink,
Template:EntityLink, Template:EntityLink
8
Template:EntityLink, Template:EntityLink 10
Template:EntityLink, Template:EntityLink, Template:EntityLink 12
Template:EntityLink 15

Zombies

Template:Main

Zombies, zombie villagers, husks, and drowned seek out and attack villagers within a 35– to 52.5–block radius (depending on Minecraft:regional difficulty)Template:Only or a 16-block radiusTemplate:Only (even when the villager is invisible). Zombies attempt to break down Minecraft:doors, but only a fraction of zombies can do so and can succeed only when difficulty is set to hard. Zombies who cannot break doors tend to crowd around a door that separates them from a villager. If a zombie or a drowned comes across a set of doors with one open, it usually tries to go through the closed door.

All zombies either kill villagers or convert them into Minecraft:zombie villagers. The chance of the villager becoming a zombie villager upon death depends on Minecraft:difficulty, being 0% on Easy, 50% on Normal, and 100% on Hard. Baby villagers can be infected by Minecraft:zombies as well, becoming baby zombie villagers. Drowned are able to convert villagers into zombie villagers even when attacking with a Minecraft:trident from a distance.

Raids

Template:Main

During a Minecraft:raid, villagers flee from Minecraft:illagers and run to the nearest house, similar to a Minecraft:zombie siege. For a villager to hide, the house must have a door and at least one bed.

Before the first raid wave Template:In, at least one villager rushes to ring the bell in the center of the village (if they are close enough) to warn the other villagers of an incoming raid before going into their house. Template:IN, the bell rings automatically regardless of whether a villager is nearby. Template:IN, when a bell is rung, all illagers within 48 blocks get the Minecraft:glowing effect for 3 seconds.

A villager often stays in the house it first entered, but may exit the house occasionally. The Minecraft:player can still trade with villagers during a Minecraft:raid.

Template:IN, the villager displays water Minecraft:particles on random occasions as if sweating.

Hero of the Village

Template:Main

Template:IN, once the player gains the Minecraft:Hero of the Village status after defeating a raid, villagers give them a discount for their trades and throw them gifts related to their profession. Template:IN, the villagers do not throw the player gifts, but they still give them a discount for their trades.

Staring

File:Villager Staring.png
A villager staring at the player.
File:An Army of Villagers Staring!.png
Several villagers staring at the player.

Villagers stare at any player that stares at them, or goes near them, even if they have the Minecraft:Invisibility effect. This also applies for some mobs, especially Minecraft:cats. A villager first turns its head toward the player, then the body. Villagers can keep staring at the player unless a raid happens or a zombie comes and chases them off.

Schedules

Villagers have set schedules depending on their age and employment status. Schedules define the villager's goals, which mostly determine how they behave throughout the day. However, their goals can be interrupted by higher priority behaviors most villagers have, such as fleeing from an attack, trading, and getting out of the rain.

Villager schedule Template:In
Image Ticks (time) Employed Unemployed/Nitwit Baby
Template:ClockPhase 00010 (06:00:36) colspan=2 Template:Tc rowspan=2 Template:Tc
Template:ClockPhase 02000 (08:00:00) rowspan=3 Template:Tc rowspan=3 Template:Tc
Template:ClockPhase 03000 (09:00:00) rowspan=1 Template:Tc
Template:ClockPhase 06000 (12:00:00) rowspan=2 Template:Tc
Template:ClockPhase 09000 (15:00:00) colspan=2 rowspan=2 Template:Tc
Template:ClockPhase 10000 (16:00:00) rowspan=2 Template:Tc
Template:ClockPhase 11000 (17:00:00) colspan=2 Template:Tc
Template:ClockPhase 12000 (18:00:00) colspan=3 Template:Tc
Villager schedule Template:In
Image Ticks (time) Employed Unemployed Baby Nitwit
Template:ClockPhase 00000 (06:00:00) rowspan="2" Template:Tc rowspan=2 Template:Tc rowspan=4 Template:Tc Template:Tc
Template:ClockPhase 02000 (08:00:00) colspan=1 rowspan=5 Template:Tc
Template:ClockPhase 08000 (14:00:00) colspan="2" Template:Tc
Template:ClockPhase 10000 (16:00:00) Template:Tc Template:Tc
Template:ClockPhase 11000 (17:00:00) colspan="3" Template:Tc
Template:ClockPhase 12000 (18:00:00) colspan="3" rowspan="3" Template:Tc
Template:ClockPhase 13000 (19:00:00) Template:Tc
Template:ClockPhase 14000 (20:00:00) Template:Tc

Working

Employed villagers spend most of their day standing next to their job site blocks. From time to time, they "gather supplies" by wandering a short distance away, then returning.

Some professions have additional job-specific goals that are part of their work schedule:

  • Farmers harvest and sow crops.
  • Librarians inspect bookshelves.Template:Only

When a villager reaches its job site block, it commences "work". Two times a day, working resupplies any locked trades, even without having a bed or while sitting in a minecart. A villager can "reach" its job site block if the block is in any of the 8 directly adjacent or diagonal block spaces horizontally around it at the height of their feet, or at the 9 blocks below that. Villagers can still "reach" them diagonally, even if they can't see or touch the face of the block.

Employed villagers do not breed with each other during their work schedule. Nitwits and unemployed villagers do not follow this rule, as they can breed with each other and employed villagers that are not working.

Leatherworker villagers can work at any cauldron, not only their job site block. Also, the cauldron does not have to be filled with water in order for the villager to work at it.

Wandering

All villagers wander from time to time, but for the unemployed and nitwits, they wander for the majority of their day. A wandering villager chooses a random block and walks toward it, then stands there for a variable amount of time before wandering again. If at any time it detects a job site block it can claim, it does so, assumes the skin for the associated profession, and immediately begins following the appropriate schedule.

A villager attempts to claim a job site block by finding a path to a block next to one, showing angry particles when unable to reach it. After a villager fails to reach the job site block several times, it becomes unclaimed, indicated by showing angry particles on it. The villager loses its job site block and eventually becomes unemployed if the villager is at novice-level and no nearby job site block is available. Any other nearby unemployed villager has a chance to become the block's new owner. If there are no unemployed villagers nearby, then the villager who lost the job site block seeks for another unclaimed one or tries to reclaim the same unreachable one in an endless loop (this also happens for claiming beds).

The wander schedule includes a job-specific goal called "exploring the outskirts" that causes villagers to wander near the edges of the village. This enables them to detect new beds, job site blocks, bells, and houses that players have used to extend the village.

During this time of the day, they may also share items.

Gathering

Late in the day, adult villagers gather at a meeting place (the area around a Minecraft:bell). When two villagers encounter one another, they mingle (look at each other and "converse" by humming at other villagers). They may also share food, or breed if both are willing.

If a villager isn't close enough to detect a bell, it wanders randomly, searching for one.

Playing

File:ChildrenTag.png
Six baby villagers chasing another baby villager.

Baby villagers wander randomly around the village. When they encounter another baby villager, the two of them follow each other for a while and sometimes run as if racing or chasing each other.

Template:IN, they sometimes stop to jump and bounce on a bed or to stare at an iron golem they encounter. Template:IN, if the Minecraft:iron golem offers them a poppy, the baby villager cautiously accepts it.

Returning home

All villagers head home a short time before sunset. They roam around until they get near their beds, then target a block beside the bed. The bed's head must be accessible for the villagers to "see" it. Once they reach their beds, they do not go through a door again before sleeping.

A villager who has no bed simply waits inside a house until morning. This includes players stealing a villager's bed to sleep in, mostly the villager stays in the house and doesn't move until sunrise. But sometimes, if they detect an unclaimed bed nearby they walk out of the house and toward the bed.

File:How Do You Even Sleep!.png
A villager pushed on a bed in Java Edition. The villager falls off the bed if it is pushed again.
File:The Anvil Bounces on a Sleeping Villager.png
In Java Edition, when a villager is sleeping, the hitbox is reduced to only the half of the bed with the pillow. Therefore, dropping an anvil on the other half of the bed does not hurt the villager nor does it cause the villager to wake up.

Sleeping

File:Villager sleeping.png
A top view of a savanna villager sleeping in a bed at night.

At sunset, villagers lie down in their beds and remain there until morning. Villagers wake early if food is thrown at themTemplate:Only, they are pushed out of bed, or if their bed is destroyed. They also wake up when their bed is Template:Ctrl, if they are Template:Ctrl, or when a bell is rung. If possible, they return to sleeping in a bed after the interruption.

Jumping on a bed with a villager sleeping in it does not cause the villager to get up.

In Java Edition, a villager can be pushed on its bed and sometimes turn its head. A villager can be pushed off a bed,<ref>Template:Bug</ref> but is most likely to go back to sleeping after staring at the player who pushed the villager for a few seconds.

When sleeping in Java Edition, a villager's hitbox reduces to a cube restricted to the pillow part of the bed. If an anvil is dropped on the hitbox, the villager takes damage and wakes up and the anvil is dropped as an item.

In Bedrock Edition, dropping an anvil on a villager that is sleeping causes the villager to take damage but remain sleeping in the bed and the anvil remains on top of the bed.

A villager who has no bed continues wandering in search of a bed to claim.

Villagers follow their Overworld schedules regardless of which dimension they are in. They can sleep in Minecraft:the Nether or Minecraft:the End, without causing the usual consequences of the bed exploding (See Template:Slink), if the Overworld's time is correct.<ref>Template:Bug</ref> This is because the daylight cycle continues in these dimensions, even though it is not normally apparent to the player.

Sometimes when a villager gets in a bed from another direction they turn their body until their head is on the pillow of the bed. Villagers also sleep with their eyes open.

Healing

A villager gets a brief regeneration effect once leveling up in its profession. Pink regeneration particles (Template:EffectSprite) appear while it is healing.

Template:IN, when a villager successfully sleeps, they immediately heal themselves when waking up at dawn (if they are hurt).

Professions

Template:Main

File:Isometric Render of Job Sites.png
Job site blocks next to each other.
File:All Professions In 18w50a.png
All plains biome variant professions (except unemployed) corresponding to their different job site blocks.
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Each villager can have a profession except for the nitwit, indicated by their clothing as well as by the title at the top of the Minecraft:trading interface. A villager can choose their profession by claiming a job site block. When they go to work, they use their daily schedule to get to their claimed job site block. Some professions, like farmers and librarians, do other things. Farmers plant crops, and librarians can inspect bookshelvesTemplate:OnlyTemplate:Verify. If an adult villager does not have a profession (either they are unemployed or a nitwit), they wander instead.

A job site block can be claimed only if it is unclaimed. Removal of a claimed job site block causes the owner to switch to another profession or become unemployed, provided that the villager has no prior trades with the player. If the villager has prior trades, it keeps its profession and claims a new job site block that matches its profession if one is available. This means that once a player trades with a villager, the villager keeps its profession forever.

Nitwits and baby villagers cannot change their profession.

Template:IN, villagers summoned by a spawn egg or via command Template:Cmd are always unemployed until they have claimed a job site block. Template:IN, however, villagers summoned in similar ways have a random profession<ref>Template:Bug</ref>; their profession can be changed by a job site block, though.

Novice-level villagers who have not yet traded can lose their profession and change into unemployed villagers.

Unemployed adults actively seek for an unclaimed job site block and change into the corresponding profession.

Below is a table listing the various professions, along with the specific job site block that each profession requires (13 jobs in total, not including unemployed/nitwit):

Profession Job site block /
Workstation
Biome
Desert Jungle<ref group="note" name="biomenote">Natural Minecraft:Jungle and Minecraft:swamp villages do not exist, but a village from another biome can intersect with any biome, including jungles and swamps, so jungle and swamp villagers can spawn naturally. These villagers can also be obtained by breeding villagers in the desired biome or by using a Minecraft:spawn egg in the desired biome, as well as by curing a zombie villager spawned in a jungle or swamp.</ref> Plains Savanna Snow Swamp<ref group="note" name="biomenote" /> Taiga
Template:EntitySprite Unemployed None File:Desert Villager Base.png File:Jungle Villager Base.png File:Plains Villager Base.png File:Savanna Villager Base.png File:Snowy Villager Base.png File:Swamp Villager Base.png File:Taiga Villager Base.png
Template:EntityLink File:Desert Nitwit.png File:Jungle Nitwit.png File:Plains Nitwit.png File:Savanna Nitwit.png File:Snowy Nitwit.png File:Swamp Nitwit.png File:Taiga Nitwit.png
Template:EntityLink Template:BlockLink File:Desert Armorer.png File:Jungle Armorer.png File:Plains Armorer.png File:Savanna Armorer.png File:Snowy Armorer.png File:Swamp Armorer.png File:Taiga Armorer.png
Template:EntityLink Template:BlockLink File:Desert Butcher.png File:Jungle Butcher.png File:Plains Butcher.png File:Savanna Butcher.png File:Snowy Butcher.png File:Swamp Butcher.png File:Taiga Butcher.png
Template:EntityLink Template:BlockLink File:Desert Cartographer.png File:Jungle Cartographer.png File:Plains Cartographer.png File:Savanna Cartographer.png File:Snowy Cartographer.png File:Swamp Cartographer.png File:Taiga Cartographer.png
Template:EntityLink Template:BlockLink File:Desert Cleric.png File:Jungle Cleric.png File:Plains Cleric.png File:Savanna Cleric.png File:Snowy Cleric.png File:Swamp Cleric.png File:Taiga Cleric.png
Template:EntityLink Template:BlockLink File:Desert Farmer.png File:Jungle Farmer.png File:Plains Farmer.png File:Savanna Farmer.png File:Snowy Farmer.png File:Swamp Farmer.png File:Taiga Farmer.png
Template:EntityLink Template:BlockLink File:Desert Fisherman.png File:Jungle Fisherman.png File:Plains Fisherman.png File:Savanna Fisherman.png File:Snowy Fisherman.png File:Swamp Fisherman.png File:Taiga Fisherman.png
Template:EntityLink Template:BlockLink File:Desert Fletcher.png File:Jungle Fletcher.png File:Plains Fletcher.png File:Savanna Fletcher.png File:Snowy Fletcher.png File:Swamp Fletcher.png File:Taiga Fletcher.png
Template:EntityLink Template:BlockLink File:Desert Leatherworker.png File:Jungle Leatherworker.png File:Plains Leatherworker.png File:Savanna Leatherworker.png File:Snowy Leatherworker.png File:Swamp Leatherworker.png File:Taiga Leatherworker.png
Template:EntityLink Template:BlockLink File:Desert Librarian.png File:Jungle Librarian.png File:Plains Librarian.png File:Savanna Librarian.png File:Snowy Librarian.png File:Swamp Librarian.png File:Taiga Librarian.png
Template:EntityLink Template:BlockLink File:Desert Mason.png File:Jungle Mason.png File:Plains Mason.png File:Savanna Mason.png File:Snowy Mason.png File:Swamp Mason.png File:Taiga Mason.png
Template:EntityLink Template:BlockLink File:Desert Shepherd.png File:Jungle Shepherd.png File:Plains Shepherd.png File:Savanna Shepherd.png File:Snowy Shepherd.png File:Swamp Shepherd.png File:Taiga Shepherd.png
Template:EntityLink Template:BlockLink File:Desert Toolsmith.png File:Jungle Toolsmith.png File:Plains Toolsmith.png File:Savanna Toolsmith.png File:Snowy Toolsmith.png File:Swamp Toolsmith.png File:Taiga Toolsmith.png
Template:EntityLink Template:BlockLink File:Desert Weaponsmith.png File:Jungle Weaponsmith.png File:Plains Weaponsmith.png File:Savanna Weaponsmith.png File:Snowy Weaponsmith.png File:Swamp Weaponsmith.png File:Taiga Weaponsmith.png

Nitwit

Template:Main

File:Nitwit refusing.gif
A nitwit bobbling its head.Template:Only

Nitwit villagers wear robes that are green on top. They cannot change their profession, Minecraft:trade, or gather around Minecraft:bells, but are still able to breed. They are not equipped with a level stone since they cannot trade.

Template:IN, pressing Template:Control on a nitwit causes it to grunt and bobble its head at the Minecraft:player. A nitwit must be born or spawned; no villagers change to nitwit from unemployed or a profession, and vice versa. Due to a bug, nitwits cannot spawn in through breeding.<ref>Template:Bug</ref> As such, they can only be found naturally or by curing naturally spawned zombie villagers. Zombie villagers can also be spawned as babies, so this is the only way to encounter baby nitwits in Survival mode.

Template:IN, every baby villager has a 10% chance to become a nitwit when they become an adult, as well as having a different sleep schedule where they wander around the village for about 2000 ticks (1 minute 40 seconds) after other villagers go to sleep, before seeking a bed. If they can claim a bed, they arise in the morning 2000 ticks after the rest of the village wakes up.

Appearance

Villagers and Minecraft:zombie villagers have seven skin types corresponding to the biome they spawn in. Their appearance also varies based on their profession and their five tiers. They show which trade tier they have unlocked by a badge of a varying material on their belt. A new tier is obtained every time a player trades with a villager and the badge appears as stone, iron, gold, emerald, and diamond.

Villagers have different outfits depending on their biome. Naturally generated villagers take on the outfit from the biome they were spawned in. When breeding occurs, the outfit of the child is determined by the biome where the breeding occurs, but Template:In, there is a 50% chance it's inherited from the biome type of the parents (equal chance for both parents). In case the villager's outfit is determined by biome but the biome has no specific villager type, it always becomes a plains villager. The outfits available are the following:

Template:EntitySprite Desert

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Template:EntitySprite Savanna

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Template:EntitySprite Taiga

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Template:EntitySprite Snowy

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Template:EntitySprite Swamp

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Template:EntitySprite Jungle

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Template:EntitySprite Plains

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Notes

Template:Reflist

Villagers have 13 professions and 2 non professions for a total of 15 outfits:

  • Farmer (straw hat)
    • Trades crops and natural foods, such as bread and cookies.
  • Fisherman (fisher hat)
    • Trades campfires and fishing items.
  • Shepherd (brown hat with white apron)
    • Trades shears, wool, dyes, paintings and beds.
  • Fletcher (hat with feather and quiver on the back)
    • Trades bows, crossbows, all types of arrows (except luck) and archery ingredients.
  • Cleric (purple apron and creeper cloak)
    • Trades magic items like ender pearls, redstone dust, glowstone dust, and other enchanting or potion ingredients.
  • Weaponsmith (eyepatch and black apron)
  • Armorer (welding mask)
    • Trades foundry items and sells chain, iron and enchanted diamond armor tiers.
  • Toolsmith (black apron)
    • Trades minerals, bells and harvest tools. The axe enchantments are tool related.
  • Librarian (eyeglasses and a book as a hat)
    • Trades enchanted books, clocks, compasses, name tags, glass, ink sacs, lanterns, and book and quills.
  • Cartographer (golden monocle)
    • Trades banners, compasses, banner patterns, papers and various maps, including explorer maps.
  • Leatherworker (brown apron and brown gloves)
    • Trades scutes, rabbit hide, and leather-related items.
  • Butcher (red headband and white apron)
    • Trades meats, sweet berries, rabbit stew, and dried kelp blocks.
  • Mason (black apron and black gloves)
    • Trades polished stones, terracotta, clay, glazed terracotta and quartz.
  • Nitwit (green coated, no badge)
    • No trades, no badge
  • Unemployed (no overlay, base clothing of biome without any extra features)
    • No trades until employed. No badge until employed.
  • Villagers have different trades based on the biome in which they spawn.

Trading

Template:Main

File:Villager GUI 1.14.png
The Java Edition trading interface, displaying basic novice-level trading options.
File:Villager GUI Master.png
Trading options of a max-level weaponsmith.
File:Minecraft villager level badges.png
Villager badge changes color depending on the level of the villager.
From left to right: stone (novice), iron (apprentice), gold (journeyman), emerald (expert), and diamond (master).

The trading system is a Minecraft:gameplay mechanic that allows players to buy and sell various Minecraft:items to and from villagers, using Minecraft:emeralds as a currency. Their trades can be valuable or somewhat meaningless, depending on the cost, the Minecraft:items the player might get, and how the player treats the villagers.

Only adult villagers with professions can trade; the player cannot trade with nitwits, unemployed villagers, or baby villagers. Attempting to do so causes the villager to display a head-bobbling animation and play the villager's declined trade soundTemplate:Only.

Pressing the Template:Control control on an employed villager allows a player to trade, making offers based on the villager's profession and profession level. All offers involve emeralds as a currency, and items related to the villager's profession.

Trading can allow the acquisition of items that would otherwise be difficult or impossible to obtain, such as Minecraft:enchanted books with "treasure" enchantments (e.g. Minecraft:Mending), Minecraft:bottles o' enchanting, or chainmail Minecraft:armor.

When a villager gets a new trade, they receive 10 seconds of Minecraft:Regeneration I (totaling to Template:Hp of restoration), which emits pink particles. The villager also emits green particles suggesting contentment.

Completing a trade with a villager increases its professional level, and makes the villager drop Template:Xp; while willing to Minecraft:breed, instead, Template:Xp is dropped. Some trades grant higher levels to the villager than others. As it advances through its profession, the villager offers additional trades. When a villager unlocks a new trade at a higher level, it almost always grants more experience than lower-level trades.

Villagers have a maximum supply of items and after the player has traded for an item that many times, the villager's supply of the item is exhausted. This results in the trade being temporarily locked. A player can continue to trade for the villager's other available items if any. Exhausted items are restocked when the villager works at a job site, up to twice per day.

Clicking Template:Control on an unemployed or nitwit villager Template:In causes it to grunt and bobble their head; doing so Template:In does nothing.

Using a Minecraft:name tag on a villager always names the villager instead of opening the trading interface.

Template:IN, using Template:Keys inside of the trading interface after one trade was made refills the trading slots with items from the inventory.Template:Verify

Supply and demand

Template:For The price of an item can rise and fall with changes in demand. The price of a traded item can rise when next resupplied, or fall from a risen price if not traded. Demand is stored per item, not per villager.

Trade offering

File:VillagerOfferingItems.jpg
Several villagers offering trade items to a player.

When a Minecraft:player holds an Minecraft:emerald or other item near a villager who wants that item, the villager holds up an item it offers in exchange. Template:IN, villagers raise their arms when showing trade items. For example, a farmer villager who buys 20 Minecraft:wheat for one emerald holds up an emerald, offering it to a player holding wheat.

If the villager has more than one trade for an item, it cycles through the trades, offering a different item every few seconds. This kind of trading interaction makes it easier to find villagers who offer a particular trade, but the player must still open the trading interface to complete the trade. Note that villagers do not hold items to offer trades during their gather or sleep phases, even though it is still possible to trade with them.

Villagers do not offer trades that are currently out of stock.

Economic trade

Villagers have various professions that progress through experience-based levels, unlocking new trade tiers.

Experience levels

Name Minimum XP level
Novice 0
Apprentice 10
Journeyman 70
Expert 150
Master 250
  • To rank up a villager, the Minecraft:player needs to trade. Trading with a Novice-level villager adds 1 or 2 XP per trade and each level progressively gains more XP per trade until the Master rank which earns up to 30 XP per trade. To see more, go to Trading.

Popularity or reputation

Template:IN, villagers increase their prices of trades if a player's Minecraft:popularity is low, (e.g. from damaging villagers), and decrease it if their popularity is high (e.g. from trading with multiple villagers). Curing a Minecraft:zombie villager also increases the player's popularity by 10.

Template:IN, a villager's prices are affected by the player's reputation with that villager rather than by village popularity.

Hero of the Village

Template:Main

When a player receives Template:EffectLink, players receive discounted prices on all the items traded by villagers in both editions. The Template:EffectLink also gets gifts.Template:Only

Each villager throws gifts related to its profession, and nitwits and unemployed villagers throw wheat seeds instead. These gifts range in value from common (like Minecraft:seeds) to rare items (like Minecraft:chainmail armor).

A player's popularity increases by 10 Template:In and doesn't increase Template:In. Villagers also shoot off Minecraft:fireworks, with different colored fireworks with no pattern.

Sounds

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Working

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Working

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Data values

ID

Template:Edition: Template:ID table

Template:Edition: Template:ID table Template:ID table

Entity data

Villagers have entity data associated with them that contains various properties.

Template:El: Template:Main

<section begin="entity data" />

  • Template:Nbt Entity data
    • Template:Nbt inherit/breedable
    • Template:Nbt inherit/entity
    • Template:Nbt inherit/mob
    • <section begin="villager base data"/>Template:Nbt: Pieces of gossip that can be exchanged between villagers when they meet. Is not preserved when removed.
      • Template:Nbt A piece of gossip.
        • Template:Nbt: The strength of the gossip.
          • for Template:Code: weight -5, max 100, +25 if the villager sees you kill another villager, -10 every 20min, -10 when shared
          • for Template:Code: weight -1, max 200, +25 when hit, -20 every 20min, -20 when shared
          • for Template:Code: weight 5, max 20, +20 when cured, does not decrease and never shared
          • for Template:Code: weight 1, max 200, +25 when cured, -1 every 20min, -5 when shared
          • for Template:Code: weight 1, max 25, +2 per trade, -2 every 20min, -20 when shared
        • Template:Nbt The Minecraft:UUID of the player who caused the gossip, stored as four ints.
        • Template:Nbt: An ID value indicating the type of gossip. The possible values are Template:Cd.
    • Template:Nbt: Is generated when the trading menu is opened for the first time.
    • Template:Nbt: Information about the villager’s type, profession, and level.
    • Template:Nbt: How much experience the villager currently has, increases with trading in various amounts.
      • 0 to 9: Novice
      • 10 to 69: Apprentice
      • 70 to 149: Journeyman
      • 150 to 249: Expert
      • 250 and more: Master<section end="villager base data"/>
    • Template:Nbt: 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.
    • Template:Nbt: The last tick the villager went to their job site block to resupply their trades.
    • Template:Nbt: The last tick all gossip of the villager has decreased strength naturally.
    • Template:Nbt: 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.
    • Template:Nbt: 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.

Template:Anchor

Type Data value
File:Desert Villager Base.png Minecraft:Desert minecraft:desert
File:Jungle Villager Base.png Minecraft:Jungle minecraft:jungle
File:Plains Villager Base.png Minecraft:Plains minecraft:plains
File:Savanna Villager Base.png Savanna minecraft:savanna
File:Snowy Villager Base.png Snowy minecraft:snow
File:Swamp Villager Base.png Minecraft:Swamp minecraft:swamp
File:Taiga Villager Base.png Minecraft:Taiga minecraft:taiga

Template:Anchor

Profession Data value
File:Plains Armorer.png Armorer minecraft:armorer
File:Plains Butcher.png Butcher minecraft:butcher
File:Plains Cartographer.png Cartographer minecraft:cartographer
File:Plains Cleric.png Cleric minecraft:cleric
File:Plains Farmer.png Farmer minecraft:farmer
File:Plains Fisherman.png Fisherman minecraft:fisherman
File:Plains Fletcher.png Fletcher minecraft:fletcher
File:Plains Leatherworker.png Leatherworker minecraft:leatherworker
File:Plains Librarian.png Librarian minecraft:librarian
File:Plains Nitwit.png Nitwit minecraft:nitwit
File:Plains Villager Base.png Unemployed minecraft:none
File:Plains Mason.png Mason minecraft:mason
File:Plains Shepherd.png Shepherd minecraft:shepherd
File:Plains Toolsmith.png Toolsmith minecraft:toolsmith
File:Plains Weaponsmith.png Weaponsmith minecraft:weaponsmith

<section end="entity data" />

Template:El:

See Minecraft:Bedrock Edition level format/Entity format.

Achievements

Template:Load achievements

Achievements that apply to all mobs: Template:Collapse

Advancements

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Advancements that apply to all mobs: Template:Collapse

Videos

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History

Announcement

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Java Edition

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Historical renders

Baby villagers before Minecraft:Tiny Takeover (Minecraft:Java Edition 26.1):

Bedrock Edition

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Historical renders

Baby villagers before Minecraft:Tiny Takeover (Minecraft:Bedrock Edition 26.10):

Legacy Console Edition

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PlayStation 4 Edition

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New Nintendo 3DS Edition

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Data history

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Issues

Template:Issue list

Trivia

April Fools

Template:Main Template:Exclusive

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 the player's current skin to turn into villager skins, and caused users to be unable to change their skins unless modifying the Minecraft:launcher.json file. 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.

The skins and the sounds were reverted to the way they were before on April 2, 2014. However, since this was a server side update, this update cannot be activated by setting the computer's date to April 1, 2014.

Gallery

Renders

Idle

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Template:Hidden end Template:Hidden begin

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Mojang images

Screenshots

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Textures

In other media

Other appearances

See also

Notes

Template:Notelist

References

Template:Reflist

Navigation

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