Minecraft:Villager/Upstream
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For the {{{Description}}} of the same name, see [[{{{Destination}}}]]. |
Template:Hatnote Template:Infobox entity Villagers are humanoid passive mobs that inhabit villages, work at their professions (see Minecraft:Villager professions), breed, and interact with each other. Their outfit varies according to their occupation and Minecraft:biome, and a player can 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 in Template:Editions a Minecraft:dispenser can be used to equip armor on a villager.
Natural generation
Villagers can be found in villages, which spawn in several Minecraft:biomes such as plains, snowy plains, savannas, deserts, taigas, and snowy taigasTemplate:Only and can cut into other biomes such as swamps and jungles. When the 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.
Igloo basements always generate with one villager in the left cell and one zombie villager in the right cell.
- in Template:Editions, the generated villager is always unemployed.<ref>Template:Bug</ref> The villager cannot pathfind to the 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.
- Both mobs are the plains variant. See Template:Slink.
- in Template:Editions, 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
{{#vardefine:params|0 }}Template:Hatnote Giving a zombie villager the Weakness effect and then feeding it a golden apple starts the curing process. After five minutes, it transforms into a villager, displaying purple 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.
in Template:Editions, 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.
in Template:Editions, curing a zombie villager riding a 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 bone meal when farming have an 8.5% chance to drop it when killed by a player or tamed wolf. Each level of 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 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 trading-related items.
Upon successful trading, a villager drops
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Upon successful trading, while willing to breed,
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Template:Redr is dropped.
Curing a zombie villager with any Minecraft:armor or held Minecraft:items causes it to drop them as items.
Hero of the Village
{{#vardefine:params|0 }}Template:Hatnote in Template:Editions, a villager can drop various items, depending on its profession, by throwing a gift toward a nearby player with the 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 hoglins play tag.
in Template:Editions, 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 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 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 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, zombie villagers, Minecraft:husks, drowned and zoglins attack villagers and cause them to flee.
Pillagers, vindicators, evokers, illusioners and ravagers cause villagers to flee but only attack adults. Vexes also cause villagers to flee but only attack adults when spawned by an evoker.
Pufferfish, Minecraft:wardens and Minecraft:withers attack villagers but don't cause them to flee until actually attacked.
Preferred path
Script error: No such module "Exclusive". When pathfinding, villagers prefer to stay on low cost blocks, such as 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.
Job site blocks
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.
in Template:Editions, 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.
in Template:Editions, 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.{{
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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 iron golems.
| Source | Internal name | Gain | Decay | Sharing cost | Maximum | Multiplier |
|---|---|---|---|---|---|---|
| Each trade |
|
2 | 2 | 20 | 25 | 1 |
| Curing the villager |
|
20 | 0 | 100 | 20 | 5 |
|
25 | 1 | 5 | 25 | 1 | |
| Attacking the villager |
|
25 | 20 | 20 | 200 | -1 |
| Killing a nearby villager |
|
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. Trading with, 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 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 trading, villagers will change prices based on reputation. in Template:Editions negative reputation can only cancel out positive reputation and other price discounts but not increase the price.
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.
in Template:Editions, a villager does not intentionally seek out items to pick up, but does collect any Minecraft:bread, Minecraft:carrots, Minecraft:potatoes, Minecraft:wheat, wheat seeds, Minecraft:beetroot, beetroot seeds, torchflower seeds, pitcher pods, and bone meal within reach.<more information needed></more information needed> in Template:Editions, a villager seeks out these items within 4 blocks. The listed items are the only items villagers can pick up, although the
- REDIRECT Template:Command
Template:Redr 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
- REDIRECT Template:Command
Template:Redr is set to true.
If
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Template:Redr 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, mob heads or 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 Thorns can inflict Thorns damage to attackers, and a villager wearing Frost Walker Minecraft:boots is able to create 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
in Template:Editions, 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 full{{
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}} 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.
in Template:Editions, 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
{{#vardefine:params|0 }}Template:Hatnote
Farmer villagers can tend planted Minecraft:wheat, Minecraft:carrots, Minecraft:potatoes, and Minecraft:beetroots, harvesting them if they are fully grown or bonemealing them if possible.
Breeding
Adult villagers breed depending on the time of the day and need to be willing to spawn § Baby villagers, 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.
in Template:Editions, 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.
in Template:Editions, 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 in Template:Editions.
Willingness
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:Only{{
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}} 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
- REDIRECT Template:Command
Template:Redr is false, villagers don't pick up food or break crops.
Baby villagers
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 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" vindicators in Template:Editions) ignore baby villagers until they reach adulthood.
Baby villagers give gifts of poppies or wheat seeds to players who have the
- REDIRECT Template:EffectLink effect in Template:Editions.
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.
Golden dandelions do not work on baby villagers.
Lightning
When 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
{{#vardefine:params|0 }}Template:Hatnote
in Template:Editions, villagers can summon an 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.
in Template:Editions, 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
Villagers sometimes panic during a raid or a 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 |
|---|---|
|
8 |
|
10 |
|
12 |
|
15 |
Zombies
{{#vardefine:params|2 }}Template:Hatnote
Zombies, zombie villagers, husks, and drowned seek out and attack villagers within a 35– to 52.5–block radius (depending on 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 zombie villagers. The chance of the villager becoming a zombie villager upon death depends on 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
{{#vardefine:params|0 }}Template:Hatnote
During a raid, villagers flee from Minecraft:illagers and run to the nearest house, similar to a zombie siege. For a villager to hide, the house must have a door and at least one bed.
Before the first raid wave in Template:Editions, 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. in Template:Editions, the bell rings automatically regardless of whether a villager is nearby. in Template:Editions, when a bell is rung, all illagers within 48 blocks get the glowing effect for 3 seconds.
A villager often stays in the house it first entered, but may exit the house occasionally. The player can still trade with villagers during a raid.
in Template:Editions, the villager displays water particles on random occasions as if sweating.
Hero of the Village
{{#vardefine:params|0 }}Template:Hatnote
in Template:Editions, once the player gains the 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. in Template:Editions, the villagers do not throw the player gifts, but they still give them a discount for their trades.
Staring
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 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.
| Image | Ticks (time) | Employed | Unemployed/Nitwit | Baby |
|---|---|---|---|---|
| Script error: No such module "ClockPhase". | 00010 (06:00:36) | colspan=2
Template:Redr || rowspan=2
| ||
| Script error: No such module "ClockPhase". | 02000 (08:00:00) | rowspan=3
Template:Redr || rowspan=3
| ||
| Script error: No such module "ClockPhase". | 03000 (09:00:00) | rowspan=1
| ||
| Script error: No such module "ClockPhase". | 06000 (12:00:00) | rowspan=2
| ||
| Script error: No such module "ClockPhase". | 09000 (15:00:00) | colspan=2 rowspan=2
| ||
| Script error: No such module "ClockPhase". | 10000 (16:00:00) | rowspan=2
| ||
| Script error: No such module "ClockPhase". | 11000 (17:00:00) | colspan=2
| ||
| Script error: No such module "ClockPhase". | 12000 (18:00:00) | colspan=3
|
| Image | Ticks (time) | Employed | Unemployed | Baby | Nitwit |
|---|---|---|---|---|---|
| Script error: No such module "ClockPhase". | 00000 (06:00:00) | rowspan="2"
Template:Redr || rowspan=2
Template:Redr || rowspan=4
| |||
| Script error: No such module "ClockPhase". | 02000 (08:00:00) | colspan=1 rowspan=5
| |||
| Script error: No such module "ClockPhase". | 08000 (14:00:00) | colspan="2"
| |||
| Script error: No such module "ClockPhase". | 10000 (16:00:00) |
| |||
| Script error: No such module "ClockPhase". | 11000 (17:00:00) | colspan="3"
| |||
| Script error: No such module "ClockPhase". | 12000 (18:00:00) | colspan="3" rowspan="3"
| |||
| Script error: No such module "ClockPhase". | 13000 (19:00:00) |
| |||
| Script error: No such module "ClockPhase". | 14000 (20:00:00) |
|
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
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.
in Template:Editions, they sometimes stop to jump and bounce on a bed or to stare at an iron golem they encounter. in Template:Editions, if the 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.
Sleeping
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 (Script error: No such module "SpriteFile".) appear while it is healing.
in Template:Editions, when a villager successfully sleeps, they immediately heal themselves when waking up at dawn (if they are hurt).
Professions
{{#vardefine:params|0 }}Template:Hatnote
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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 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:Only{{
#vardefine: verifyedition |
}}<verify for {{#var:verifyedition}}></verify for {{#var:verifyedition}}>{{
#vardefine: verifyedition |
}}. 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.
in Template:Editions, villagers summoned by a spawn egg or via command
- REDIRECT Template:Command
Template:Redr are always unemployed until they have claimed a job site block. in Template:Editions, 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):
Nitwit
{{#vardefine:params|0 }}Template:Hatnote
Nitwit villagers wear robes that are green on top. They cannot change their profession, trade, or gather around Minecraft:bells, but are still able to breed. They are not equipped with a level stone since they cannot trade.
in Template:Editions, pressing {{#vardefine: control | right click on mouse or left trigger on gamepad }}use on a nitwit causes it to grunt and bobble its head at the 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.
in Template:Editions, 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 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 in Template:Editions, 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:
- Script error: No such module "SpriteFile". Desert
- Script error: No such module "SpriteFile". Savanna
- Script error: No such module "SpriteFile". Taiga
- Script error: No such module "SpriteFile". Snowy
- Script error: No such module "SpriteFile". Swamp
- Script error: No such module "SpriteFile". Jungle
- Script error: No such module "SpriteFile". Plains
- Notes
<references group="n">
</references>
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)
- Trades minerals, bells and enchanted melee weapons. The axe enchantments are weapon related, such as Sharpness or Smite.
- 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
{{#vardefine:params|0 }}Template:Hatnote
From left to right: stone (novice), iron (apprentice), gold (journeyman), emerald (expert), and diamond (master).
The trading system is a 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 {{#vardefine: control | right click on mouse or left trigger on gamepad }}use 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 enchanted books with "treasure" enchantments (e.g. Mending), bottles o' enchanting, or chainmail Minecraft:armor.
When a villager gets a new trade, they receive 10 seconds of 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
- REDIRECT Template:Experience
Template:Redr; while willing to breed, instead,
- REDIRECT Template:Experience
Template:Redr 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 {{#vardefine: control | right click on mouse or left trigger on gamepad }}use on an unemployed or nitwit villager in Template:Editions causes it to grunt and bobble their head; doing so in Template:Editions does nothing.
Using a name tag on a villager always names the villager instead of opening the trading interface.
in Template:Editions, using Script error: No such module "keys". inside of the trading interface after one trade was made refills the trading slots with items from the inventory.{{
#vardefine: verifyedition |
}}<verify for {{#var:verifyedition}}></verify for {{#var:verifyedition}}>{{
#vardefine: verifyedition |
}}
Supply and demand
Template:Hatnote 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
When a 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. in Template:Editions, 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 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
in Template:Editions, villagers increase their prices of trades if a player's 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 zombie villager also increases the player's popularity by 10.
in Template:Editions, a villager's prices are affected by the player's reputation with that villager rather than by village popularity.
Hero of the Village
{{#vardefine:params|0 }}Template:Hatnote
When a player receives
- REDIRECT Template:EffectLink, players receive discounted prices on all the items traded by villagers in both editions. The
- REDIRECT 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 seeds) to rare items (like chainmail armor).
A player's popularity increases by 10 in Template:Editions and doesn't increase in Template:Editions. Villagers also shoot off fireworks, with different colored fireworks with no pattern.
Sounds
Java Edition: Template:SoundTable
Working
Bedrock Edition: Template:SoundTable
Working
Data values
ID
Template:!((Java EditionTemplate:))!: Template:ID table
Template:!((Bedrock EditionTemplate:))!: Template:ID table Template:ID table
Entity data
Villagers have entity data associated with them that contains various properties.
- REDIRECT Template:Edition
Template:Rcat: {{#vardefine:params|0 }}Template:Hatnote
<section begin="entity data" />
- Template:Nbt/sprite Entity data
- Template:Nbt inherit
- Template:Nbt inherit
- Template:Nbt inherit
- <section begin="villager base data"/>Template:Nbt/sprite Gossips: Pieces of gossip that can be exchanged between villagers when they meet. Is not preserved when removed.
- Template:Nbt/sprite A piece of gossip.
- Template:Nbt/sprite Value: The strength of the gossip.
- for
major_negative: weight -5, max 100, +25 if the villager sees you kill another villager, -10 every 20min, -10 when shared - for
minor_negative: weight -1, max 200, +25 when hit, -20 every 20min, -20 when shared - for
major_positive: weight 5, max 20, +20 when cured, does not decrease and never shared - for
minor_positive: weight 1, max 200, +25 when cured, -1 every 20min, -5 when shared - for
trading: weight 1, max 25, +2 per trade, -2 every 20min, -20 when shared
- for
- Template:Nbt/sprite Target The Minecraft:UUID of the player who caused the gossip, stored as four ints.
- Template:Nbt/sprite Type: An ID value indicating the type of gossip. The possible values are
- Template:Nbt/sprite Value: The strength of the gossip.
- Template:Nbt/sprite A piece of gossip.
- REDIRECT Template:Code
- Template:Nbt/sprite Offers: Is generated when the trading menu is opened for the first time.
- Template:Nbt/sprite Recipes: List of trade options.
- Template:Nbt/sprite A trade option.
- Template:Nbt/sprite buy: The first 'cost' item, without the Slot tag.
- Template:Nbt/sprite buyB: Optional. The second 'cost' item, without the Slot tag.
- Template:Nbt/sprite demand: The price adjuster of the first 'cost' item based on demand. Updated when a villager resupply.
- Template:Nbt/sprite maxUses: The maximum number of times this trade can be used before it is disabled. Increases by a random amount from 2 to 12 when offers are refreshed.
- Template:Nbt/sprite priceMultiplier: The multiplier on the Template:Nbt/sprite demand price adjuster; the final adjusted price is added to the first 'cost' item's price.
- Template:Nbt/sprite rewardExp: 1 or 0 (true/false) – Whether this trade provides XP orb drops. All trades from naturally-generated villagers in Java Edition reward XP orbs.
- Template:Nbt/sprite sell: The item being sold for each set of cost items, without the Slot tag.
- Template:Nbt/sprite specialPrice: A modifier added to the original price of the first 'cost' item.
- Template:Nbt/sprite uses: The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses.
- Template:Nbt/sprite xp: How much experience the villager gets from this trade.
- Template:Nbt/sprite A trade option.
- Template:Nbt/sprite Recipes: List of trade options.
- Template:Nbt/sprite VillagerData: Information about the villager’s type, profession, and level.
- Template:Nbt/sprite level: The current level of this villager's profession. Influences the trading options generated by the villager. If it is greater than their profession's maximum level, no new offers are generated. Increments when the villager fills his trading xp bar. Also used for badge rendering.
- 1: Novice
- 2: Apprentice
- 3: Journeyman
- 4: Expert
- 5: Master
- Template:Nbt/sprite profession: A resource location indicating the villager's profession; see Template:Slink.
- Template:Nbt/sprite type: A resource location indicating the villager's type; see Template:Slink. Represents the Template:DCL component.
- Template:Nbt/sprite level: The current level of this villager's profession. Influences the trading options generated by the villager. If it is greater than their profession's maximum level, no new offers are generated. Increments when the villager fills his trading xp bar. Also used for badge rendering.
- Template:Nbt/sprite Xp: 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/sprite 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.
- Template:Nbt/sprite An item in the inventory, excluding the Slot tag.
- Template:Nbt/sprite LastRestock: The last tick the villager went to their job site block to resupply their trades.
- Template:Nbt/sprite LastGossipDecay: The last tick all gossip of the villager has decreased strength naturally.
- Template:Nbt/sprite RestocksToday: The number of restocks a villager has done in 10 minutes from the last restock, or
0if 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/sprite 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.
- Template:Nbt/sprite Offers: Is generated when the trading menu is opened for the first time.
| Type | Data value |
|---|---|
| File:Desert Villager Base.png Desert | minecraft:desert
|
| File:Jungle Villager Base.png Jungle | minecraft:jungle
|
| File:Plains Villager Base.png Plains | minecraft:plains
|
| File:Savanna Villager Base.png Savanna | minecraft:savanna
|
| File:Snowy Villager Base.png Snowy | minecraft:snow
|
| File:Swamp Villager Base.png Swamp | minecraft:swamp
|
| File:Taiga Villager Base.png Taiga | minecraft:taiga
|
| 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" />
- REDIRECT Template:Edition
Achievements
Script error: No such module "Achievement".
Achievements that apply to all mobs: Template:Collapse
Advancements
Script error: No such module "Advancement".
Advancements that apply to all mobs: Template:Collapse
Videos
- REDIRECT Template:YouTube
History
Announcement
Java Edition
Historical renders
Baby villagers before Minecraft:Tiny Takeover (Java Edition 26.1):
-
Plains baby villager
-
Desert baby villager
-
Jungle baby villager
-
Savanna baby villager
-
Snowy baby villager
-
Swamp baby villager
-
Taiga baby villager
Bedrock Edition
Historical renders
Baby villagers before Minecraft:Tiny Takeover (Minecraft:Bedrock Edition 26.10):
-
Plains baby villager
-
Desert baby villager
-
Jungle baby villager
-
Savanna baby villager
-
Snowy baby villager
-
Swamp baby villager
-
Taiga baby villager
Legacy Console Edition
PlayStation 4 Edition
New Nintendo 3DS Edition
Data history
Issues
Script error: No such module "Issue list".
Trivia
- The villagers were inspired by the shopkeepers in
- REDIRECT Template:Wikipedia
Template:Redr.<ref>http://www.reddit.com/r/Minecraft/comments/xfzdg/i_am_markus_persson_aka_notch_creator_of/c5m0p26</ref>
- Originally, the mobs populating villages were to be pigmen.<ref>Template:Tweet</ref>
- When a villager is in love mode, it walks slowly. However, when a villager runs indoors as the night falls, it runs faster than the player's sprinting speed.
- The villager skins added in the Village and Pillage update were inspired by 2018 fashion shows, such as Gucci's.<ref>Template:Tweet</ref>
- Villagers are genderless, meaning they are neither male nor female.<ref>Template:Tweet</ref>
- Villagers occasionally sleep in odd ways during the night inside their beds, sometimes hanging halfway off the side of the bed or even glitching into walls.
- Although the villages in snowy taiga biomes spawn the snowy villager variant in Template:Editions, they use the taiga village variant.
- in Template:Editions, when the Programmer Art resource pack is enabled, all villagers wear a green hood on their heads.<ref>Template:Bug</ref> This is because the Programmer Art nitwit texture (which is directly copied from the pre-1.14 vanilla resource pack and had the hood in the texture since its addition) is called the same as the Village & Pillage base villager texture (
...\entity\villager\villager.png).- in Template:Editions, when the Classic Textures pack from the Minecraft:Marketplace is enabled, the villagers still use their default texture instead of the old texture.<ref>Template:Bug</ref> This is because the old textures of villager are located in
...\entity\villager, while the textures for new villagers are in...\entity\villager2.
- in Template:Editions, when the Classic Textures pack from the Minecraft:Marketplace is enabled, the villagers still use their default texture instead of the old texture.<ref>Template:Bug</ref> This is because the old textures of villager are located in
- Giving a villager any item (with commands) causes it to hold the item as if offering it, but it cannot be traded.
- Fisherman villagers have been intentionally textured by Jasper Boerstra to display the long-since-removed raw fish texture.<ref>Template:Bug</ref>
- Villagers display their held items differently than most creatures do, using the "ground" parameter instead of the usual hand parameter in model display settings.
- Villagers (and baby villagers) on boats that have claimed a bed can still sleep when the bed is near to them resulting in them sleeping in the boat instead.Template:Only
- Ancient villagers have been shown in Minecraft Legends, although they were hinted at in Minecraft Dungeons.
- in Template:Editions, the death messages of villagers are recorded in the game's logs.<ref>Template:Bug</ref>
- Baby villagers taking poppies from iron golems is a reference to the 1986 Japanese animated movie
- REDIRECT Template:Wikipedia
Template:Redr, in which a giant robot covered in vines (inspiration for the iron golem) gives the main characters flowers to put on a memorial.<ref>Template:Tweet</ref>
- Their vocal sounds are performed by Daniel Rosenfeld.<ref>Daniel also used his voice for the villagers who inhabit the strange, isolated towns. Dallas’s Daughter: All they go is “Hmm hmm hmm.” Daniel: I think some sound effects got lost with the villagers, because I originally did the "eh" sounds [sfx: Minecraft villager], but then I also made very contrasting sound effects for the children villagers. They were like, "Hahahaha." Like screechy little kids. And I'm kind of bummed that that never got into the game, because like what they put in the game ultimately was just the “eh” but pitched up, [sfx: Minecraft villager child] which was really bizarre for little children. Like “eeeh.”</ref>
- If a villager accidentally harms a neutral or hostile mob by setting off a firework, the mob retaliates and attacks the villager. For example, a villager that accidentally damages a player by setting off a firework causes tamed wolves and trusting foxes to attack the villager.
April Fools
{{#vardefine:params|0 }}Template:Hatnote Script error: No such module "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 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
-
Plains villager
-
Plains nitwit
-
Desert villager
-
Desert nitwit
-
Jungle villager
-
Jungle nitwit
-
Savanna villager
-
Savanna nitwit
-
Snowy villager
-
Snowy nitwit
-
Swamp villager
-
Swamp nitwit
-
Taiga villager
-
Taiga nitwit
-
Plains baby villager
-
Desert baby villager
-
Jungle baby villager
-
Savanna baby villager
-
Snowy baby villager
-
Swamp baby villager
-
Taiga baby villager
Template:Hidden end Template:Collapse
-
Desert Villager
-
Jungle Villager
-
Plains Villager
-
Savanna Villager
-
Snowy Villager
-
Swamp Villager
-
Taiga Villager
-
Desert Armorer
-
Jungle Butcher
-
Plains Cartographer
-
Savanna Cleric
-
Snowy Farmer
-
Swamp Fisherman
-
Taiga Fletcher
-
Desert Leatherworker
-
Jungle Librarian
-
Plains Mason
-
Savanna Nitwit
-
Snowy Shepherd
-
Swamp Toolsmith
-
Taiga Weaponsmith
Mojang images
-
Announced New Villagers in MINECON Earth 2018 in desert
-
Bugged sleeping villager appearing to walk on a wall
-
Bugged sleeping villagers appearing to walk on walls
-
A villager
-
A villager in a minecart in a boat near a portal
-
A villager farming
Screenshots
-
A trading menu for a villager in JE
-
A Minecraft:Java Edition master Weaponsmith’s trading model
-
Two villagers from a rare multi-biome village (in this case plains and desert) meeting
-
A plains farmer villager holding bread
-
A librarian inspecting a bookshelf
-
A group of villager children playing tag
-
A villager sweating during a raid
-
All plains biome variant professions (except unemployed) corresponding to their different job site blocks
-
Every villager skin type per profession and biome
-
A villager panicked
-
A creeper face on the robe of a plains biome cleric villager
-
The base skin for all villagers. This is never seen in-game.
-
The new Jungle villager textures shown at MINECON Earth 2018
-
New villager textures, shown at MINECON Earth 2018, announced as the Taiga biome variants. They are instead used for the Snowy Plains biome variants
-
The new villager textures as seen during MINECON Earth 2018
-
A vindicator raid captain chasing a villager in a savanna
-
A Cleric villager and a Farmer villager talking near a well
-
Five baby villagers stare at an adult villager
-
The particles around villagers change with the player's popularity
-
A villager (farmer) stands alongside a piglin wielding a netherite sword. Piglins do not attack villagers.
-
A villager becoming a fletcher upon finding a fletching table in Java Edition
-
A pillager firing its crossbow at a panicking villager in Java Edition
Textures
-
The base villager texture file
-
Desert overlay texture file
-
Jungle overlay texture file
-
Plains overlay texture file
-
Savanna overlay texture file
-
Snow overlay texture file
-
Swamp overlay texture file
-
Taiga overlay texture file
-
Armorer overlay texture file
-
Butcher overlay texture file
-
Cartographer overlay texture file
-
Cleric overlay texture file
-
Farmer overlay texture file
-
Fisherman overlay texture file
-
Fletcher overlay texture file
-
Leatherworker overlay texture file
-
Librarian overlay texture file
-
Mason overlay texture file
-
Sheperd overlay texture file
-
Toolsmith overlay texture file
-
Weaponsmith overlay texture file
-
Nitwit overlay texture file
-
Novice badge overlay texture file
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Apprentice badge overlay texture file.
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Journeyman badge overlay texture file
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Expert badge overlay texture file
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Master badge overlay texture file
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The base baby villager texture file
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Baby desert overlay texture file
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Baby jungle overlay texture file
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Baby plains overlay texture file
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Baby savanna overlay texture file
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Baby snow overlay texture file
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Baby swamp overlay texture file
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Baby taiga overlay texture file
In other media
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Jungle villager
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Villagers in promotional artwork for the World of Color Update
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A group of villagers shown in the Village and Pillage update artwork
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A villager in promotional artwork for Education Edition 1.14.50
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Artwork of a villager
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LEGO journeyman plains villager
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LEGO desert villager
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LEGO savanna villager
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A LEGO minifigure of a villager for A Minecraft Movie
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A group of villagers, staring at a player
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A villager in real life
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The potato villager from 24w14potato
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The traitor villager from 25w14craftmine
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Party Villager
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A LEGO villager (exclusive version from the "Advent Calendar 2025" set)
Other appearances
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Nurm, a villager in Minecraft: Story Mode
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A villager as it appears in Minecraft Dungeons
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A villager as it appears in Minecraft Legends
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Ditto
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A villager as it appears in
- REDIRECT Template:Woodsword Chronicle
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Villagers as seen in
- REDIRECT Template:AMCM
See also
- REDIRECT Template:EntityLink
- REDIRECT Template:EntityLink
- REDIRECT Template:EntityLink
- REDIRECT Template:EntityLink
- REDIRECT Template:EntityLink – the old version of the villager, used before the Village & Pillage update.
Notes
References
<references group="">
</references>
| Villager professions | |||
|---|---|---|---|
| Workstations | |||
| Mechanics |
| ||
| Structures | |||
| Related mobs |
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cs:Vesničan de:Dorfbewohner es:Aldeano fr:Villageois hu:Falusi it:Villico ja:村人 ko:주민 lzh:鄉民 nl:Dorpeling pl:Osadnik pt:Aldeão ru:Деревенский житель th:ชาวบ้าน uk:Селянин zh:村民