Baby villager minecraft

Baby villager minecraft DEFAULT
Paeonia (texture) TU1.png
This page describes content that exists only in outdated versions of Java Edition.&#;

This feature used to be in the game but has since been removed.

Villagers were passivemobs that inhabit villages, with different professions, breed, and interact. Their clothing varied according to their occupation. A player could trade with villagers, using emeralds as currency. They were replaced with a revamped version of themselves in the Village & Pillage update.

Spawning[]

Natural generation[]

In Java Edition, old villagers can only spawn in versions of Minecraft prior to In Bedrock Edition, old villagers can only spawn if they existed from a template world prior to , and any old villager spawned after outside a template world will be converted into villager_v2.

Baby villagers[]

Villagers will breed autonomously, but need doors and need to be willing in order to spawn baby villagers. After exactly 20 minutes during which the baby villager is within render distance, the baby villager will grow up to an adult. See this section for more information.

Curing[]

Villagers will spawn if a player uses a splash potion of weakness on a v1 zombie villager in template world and then feeds it a regular golden apple. It will then shake and turn into a villager within minutes. During the change, the zombie villager can still burn in the sun.

Drops[]

Villagers drop nothing upon death.

Trade: 3–6 Trade while willing: 8–11

Behavior[]

Movement patterns[]

Upon spawning, villagers will leave their homes and begin to explore the village. Generally, they wander aimlessly inside the village during the day. They may go indoors or outdoors, and they periodically make mumbling sounds. Occasionally, two villagers may stop and turn to look at each other, in a behavior called socializing, in which they will stare at another villager for seconds at a time. In the case of players, they will continuously stare at them as long as the player is close enough, unless the villager tries to get into a house at night, farm food, or flee from a zombie.

In Legacy Console Edition, when a player attacks a villager, the villager will not run away, but anger particles will fly out from the villager if it is in a village. In Bedrock Edition, villagers do not stop continuously in front of players. They will also sprint away if the player attacks them.

Villagers, like other mobs, will find paths around obstructions, avoiding walking off cliffs and some blocks that cause harm. However, in crowded situations it is possible for one villager to push another off a cliff or into harm. Villagers also occasionally walk off of ledges high enough to cause fall damage.

At night or during rain, villagers will run inside, closing doors behind them, and staying indoors until morning. In the morning they will head outside and resume normal behavior.

Villagers will run away from zombies, illagers and vexes within 8 blocks.

If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it will move quickly back within the boundary. A villager taken more than 32 blocks away from its village boundary will forget the village within about 6 seconds. Whether in a village or not, a villager is never prone to despawning.

Villagers cannot open trapdoors, fence gates, or iron doors.

There is evidence that villagers are prone to overcrowding certain areas of a village while leaving other areas completely empty. When moving inside, the AI prefers doors within 16 blocks (Euclidean distance). It also tends to prefer doors with fewer villagers nearby, however "nearby" in this case is only blocks and, when moving inside, villagers prefer to move blocks inside when the inside is to the south or east and therefore will be out of range of this check. During the day, it has been observed that villagers will tend to cluster near a trapped villager or any existing large cluster of villagers, likely due to the "socialize" AI routine overriding their inclination to wander.

Picking up items[]

Villagers have eight hidden inventory slots, which start empty whenever the villager is spawned. Villagers will not intentionally seek out items to pick up, but they will collect any bread, carrots, potatoes, wheat, seeds, beetroot and beetroot seeds they happen to come within range of. These are the only items they are able to pick up, though the player may use the command to put an arbitrary item into a villager's inventory. If a player and a villager are in the pickup range of an item at the same time, the player will always pick it up first.

Even when is set to , villagers that are killed with any of the available items above will not drop them once they are killed.

Any items in these slots are lost if a villager becomes a zombie villager; a zombie villager has no inventory slots.

If is , villagers will not pick up items.

A dispenser can be used, if adjacent to a villager, to place armor on it. While not visible in most cases (other than pumpkins and mob heads) the equipment will be fully functional; for example, the Thorns enchantment will hurt zombies that attack a villager with a piece of armor enchanted with the Thorns enchantment equipped.

Sharing food[]

If a villager has enough food in one inventory stack (6 bread or 24 carrots, potatoes, beetroots, or 18 wheat for farmers only) and sees a villager without enough food in one inventory stack (3 bread or 12 carrots, potatoes or beetroot for non-Farmers; 15 bread, 60 carrots, potatoes, or beetroot, or 45 wheat for Farmers), the villager may decide to share food with that villager.

To share, a villager finds his first inventory stack with at least 4 bread, carrots, potatoes, or beetroot or with at least 6 wheat, and then throws half the stack (rounded down) in the direction of the target villager. When wheat is shared, it is first crafted to bread which may result in 1 or 2 less than half the stack being shared.

Farming[]

Adult and baby brown-robed villagers, both farmers and other careers, will tend crops within the village boundary. Villagers far enough outside the boundary of any village will also tend nearby crops.

Farmland to be tended is found by seeking for certain blocks up to 15 blocks away from the villager in X and Z and up to 1 away in Y (a 31×31×3 area total).

  • If a brown-robed villager does not have enough food in one stack in its inventory (15 bread, 60 carrots, potatoes, or beetroot, or 45 wheat) and finds fully-grown wheat, carrots, potatoes or beetroot, it will move to the crop block and break it.
  • If a brown-robed villager has any seeds, carrots, potatoes, or beetroot seeds in its inventory and finds an air block above farmland, it will move to it and plant a crop. They will always plant from the first eligible slot in their inventory.
  • If is , villagers will not be able to farm.

Baby villager behavior[]

Baby villagers will sprint around, entering and leaving houses at will. They will sometimes stop sprinting to stare at an Iron Golem. If the Iron Golem is holding a poppy, the children will cautiously take the flower from its hands. They tend to group and chase one another around the village as if playing tag. They also love to jump on beds!

Baby Villagers in Bedrock/Legacy Console Editions have a slightly bigger head than in the Java Edition, this also can be seen in different baby mobs in the game as well.

Unlike other breed-able mobs, the parents and child have no personal interactions other than socializing.

Zombies[]

Main articles: Siege and Zombie

Zombies will try to find and attack villagers within a 42 block radius (even when the villager is invisible), and will attempt to break down doors. Zombies will only successfully break doors if the difficulty is set to hard, though only a fraction of zombies spawned in hard mode have the capacity to break doors. This also applies to zombie pigmen if they path find through a door. Villagers will run away from zombies, sometimes hiding in houses. The villager's only "natural" defense are the iron golems, which attack nearby hostile mobs.

Zombies will try to kill villagers, or convert them to v1 zombie villagers. The chance that the villager will become a zombie villager on death is 0% on Easy, 50% on Normal, and % on Hard. Baby villagers can be infected by zombies as well.

Villagers will also run from zombie pigmen, though the latter will not attack them.

Drowned will chase and attack villagers in the same way zombies will, and villagers will run from drowned in the same way they run from zombies. Drowned can also convert villagers to zombie villagers, even when attacking from a distance with a trident.

Lightning[]

When lightning strikes within 3–4 blocks of a villager, it will turn into a witch.

Breeding[]

See also: Tutorials/Legacy Console village mechanics

Villagers will mate depending on the number of valid doors. If "willing" (see below), villagers will mate as long as the population is less than 35% (Bedrock Edition: %) of valid doors, rounded down. The type of villager that spawns is independent of the villager's parents.

A valid door is any door within the village radius where the number of "outside" spaces within 5 blocks in a straight line on one side of the door is not the same as the number of "outside" spaces within 5 blocks on the other side of the door. A space is considered to be "outside" if it has nothing but transparent blocks above it all the way to the sky.

A census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village and within 5 vertical blocks (Bedrock Edition: no apparent height limit) of the center will be counted as part of the population to determine if continued villager mating is allowed. However, any villager within the horizontal boundary of the village and within the spherical boundary of the village will attempt to enter mating mode as long as there is at least one villager within the boundary. If two villagers simultaneously enter mating mode while they are close to one another, they will mate with each other and produce a child.

Willingness[]

Additionally, villagers must be "willing" in order to breed. After mating, they will no longer be willing, and must be made willing again.

Villagers can become willing by having either 3 bread, 12 carrots, 12 potatoes, or 12 beetroots in one stack in their inventory. Any villager with an excess of food (usually farmers) will throw food to other villagers, allowing them to pick it up and obtain enough food to become willing. The player can also throw bread, carrots, beetroots, or potatoes at the villagers themselves to encourage breeding. Villagers will consume the required food upon becoming willing.

Villagers may also become willing when the player trades with them. Willingness is granted the first time a new offer is traded, or at a one-in-five chance on subsequent trades. Most of the time, villagers becomes willing after the second or third trade. Green particles will appear if the villager becomes willing by trading. This will not cause them to immediately seek out a mate, however.

Before Java Edition , willingness was not implemented. The only factor needed is enough valid doors.

Professions and careers[]

Each villager has a profession, which can be identified by their clothing. Villagers also have careers specific to their profession. The player can identify a villager's career by reading the title at the top of the trading interface.

Below is a table listing the various villagers, with their careers in relation to their professions, as well as the IDs specifying these. While each profession has a 1 in 6 chance (%) of occurring, the probabilities for individual careers to occur are more diversified. They are listed in the table as well.

When a villager is transformed into a zombie villager, the profession of the zombie villager will remain unchanged. However, the career will be reset and randomly picked again if the zombie villager is cured, allowing for the player to get a villager with a new career and new trade offers. Old trade offers will disappear, even if the same career is chosen again.

Nitwit[]

Jens Bergensten Mojang avatar.png

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

Jeb about the Nitwit[1]

The Nitwit villager is a villager that wears a green robe and cannot be traded with.

Trading[]

Main article: Trading/Before Village and Pillage

Marsh Davies Mojang avatar.png

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

Marsh Davies[2]

The trading system is a gameplay mechanic that allows players to trade emeralds for items and vice-versa with villagers.Their trades can be good or bad, depending on what the cost is and what items you might get. Trading is only available for adult villagers; the player cannot trade with baby villagers or the nitwit villager.

Right-clicking a villager will allow a player to trade with them, and display their career. Villagers will make offers based on their profession and career, and will only make trades based on whatever offers they are making. Different offers may be viewed by pressing the left and right buttons next to the currently displayed offer. All offers involve emerald as a currency, and some item pertinent to the villager's profession and career. Trading allows the acquisition of rare items that would otherwise be fairly difficult to obtain, such as chain armor. The trading mechanic allows players to get bottle o' enchanting in survival mode. When villagers get a new trade, pink particles and green cross particles appear.

After trading a new offer once, the villager will allow a new tier of offers. After times an offer is repeated, the villager will lock the trade offer. That is, the villager will no longer offer this trade. When this happens, the player will have to use another new trade offer in the villager's window once (or several times if it is already used once), and then wait for a short time. If green particles appear, all trades unlock. That is, the villager will start offering all trades. There is a maximum number of tiers each villager can possess, varying by career. Once the villager has unlocked all tiers, it will not open any new ones. However, players will still be able to renew all offers by trading.

Regeneration[]

When a villager gives off particles from a new trade, they get 10 seconds of regeneration I, which gives them 4♥♥.

Commands or external editors can help villagers get new trades.

If a villager unintentionally picks up certain seeds or crops, it will throw it to another villager to simulate trading between the villagers.

Sounds[]

Java Edition

Data values[]

ID[]

Java Edition:

Bedrock Edition:

NameResource locationNumeric ID Translation key
Villager

Entity data[]

See also: Chunk format

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

Villager (old)/ED

Achievements[]

IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS4)
PS4Other platforms
The HagglerAcquire or spend 30 Emeralds by trading with villagers or with wandering trader.30GSilver
Treasure HunterAcquire a map from a cartographer villager, then enter the revealed structureVisit the structure indicated while the purchased map is in your main hand (hotbar).40GSilver

Advancements[]

History[]

Java Edition
Beta PrereleaseFarmer.pngLibrarian.pngPriest.pngBlacksmith.pngButcher.pngNitwit.png Added villagers.
Villagers share the same AI as pigs.
Villagers have the name "TESTIFICATE" displayed over their heads as player names are displayed in multiplayer.
Villages have 5 main professions (0, 1, 2, 3, 4), and other profession numbers were a green-robed unnamed villager.
"We added them in , but in the beginning they were completely useless - you couldn't trade with them, they didn't have any sound effects or anything. Their only purpose was to live in the villages. We discussed a lot about what they would do - we knew we wanted trading, but we weren't sure about what would happen with the village itself. Would the player do quests around the village? Would it expand?" – Jeb[2]
Beta Prerelease 2The "TESTIFICATE" name above villager's heads has been removed.
11w49aAdded the villager spawn egg to creative mode. However, only farmer villagers are spawned.
12w05aVillagers now go inside at night and detect houses.
12w05bVillagers can now open and close doors.
?Farmer.pngLibrarian.pngPriest.pngBlacksmith.pngButcher.pngNitwit.png Added baby villagers.
12w06aVillagers can now socialize with each other and passive mobs.
Villagers are now attacked by and run away from zombies.
Villagers now go inside shelter whenever it rains.
12w07aVillagers now repopulate villages by the number of houses there are.
Villager children now sprint.
12w18aVillagers spawned via a spawn egg now have a random profession.
12w21aAdded trading with villagers. Leaving a trading window open cause villagers not to wander under normal circumstances.
12w22aVillagers now reassign their profession if there is a lack of a specific profession or if the number of villagers in a profession is unbalanced (i.e., if there are many farmer villagers and no blacksmith villagers, one change its skin, showing it has changed its profession).
Trading has also been changed, where an extra input space has been added where tools can be placed for buying enchantments and/or repair.
12w25aVillagers may now remove a trade option after it has been used at least 3 times.
12w26aAlthough requiring external tools or modifications to apply, spawners can now spawn the previously unavailable green robe villagers in unmodified Minecraft clients.
12w32aVillagers now like and dislike the player, depending on how they react to them.
Villagers can now be infected by zombies, causing them to change their appearance and attack the player and other villagers.
preVillager children can now be spawned easily by right-clicking a villager with a villager spawn egg.
13w22aAdded sound effects for villagers. They have different sounds for taking damage, talking to villagers, successful trades, and canceled trades.
14w02aAdded careers to villagers, splitting up the trade offers within a profession. This career is shown in the trading interface.
The trading system has been reworked to be less random; it is now tier-based instead, and several offers may be generated at one time.
Due to the changes in the trading system, attempting to trade with generic villagers crashes the game.
Villagers now breed only when willing. This limits the number of villagers and prevents infinite breeding villages.
14w02cVillagers that had professions more than 4 now repeat in
Generic villagers can now be spawned only by using negative profession numbers.
14w03aVillagers struck by lightning now turn into witches.
14w04aFarmer (profession) villagers now harvest fully grown crops.
Villagers can now be made willing using 3 bread, 12 carrots or 12 potatoes.
14w04bVillagers now have an NBT tag that allows control over getting experience for trading (reward exp).
14w20aThe generic villager has been completely removed. However, the texture still exists in the Minecraft files.
pre4Villagers no longer ignore data tags or damage values.
15w31aFarmer villagers now harvest beetroot crops, but ignore the drops.
15w38aVillagers now pick up beetroot and beetroot seeds.
Villagers now use and share beetroot as food.
Farmer villagers can now plant beetroot seeds.
15w39aVillagers are now slightly taller ( blocks tall rather than , with babies blocks tall rather than ).
15w43aA priest villager can now be found caged in an igloo basement.
16w32bNitwit.png Generic villagers have been re-added. They are now called Nitwits, as profession 5. However, they can no longer trade, because right-clicking on a generic villager does nothing.
The entity ID has been changed from to
16w39aAdded a new career for the librarian villager called "Cartographer".
16w43aVillagers are now able to draw from their own loot tables.
17w47aThe weapon smith's career ID has been changed from 3 to 2 and the Tool Smith's from 2 to 3.
18w11aVillagers now run away from drowned.

Trivia[]

  • The villagers were inspired by the shop keepers in Dungeon Master 2.[3]
  • Originally, the mobs populating villages were to be pigmen.[4]
  • Villagers tend to often cram into houses that are in the southern-eastern area of their village.
  • Name tags used on villagers will always name the villager instead of opening the trading interface.
  • Villagers can see invisible players.
  • After a zombie villager is cured, the villager gets Nausea for 10 seconds (indicated by the purple status effect particles).
  • When a villager is in love mode, it walks very slowly. However, when a villager runs indoors as the night falls, it runs extremely fast, even faster than the player's sprinting speed.
  • The release poster showed a blue-robed villager in the background. Such a villager has never been seen in-game.
  • The Priest, Librarian and Nitwit villagers have an unused hood in their textures.
  • Originally, villagers used rubies as their currency, but they were later replaced with emeralds.

April fools[]

Main article: Easter eggs&#;§&#;

On April 1, , Mojang announced that villagers have taken over the skin servers and content delivery networks (CDN) as an April Fools joke. This caused players' current skin to turn into villager skins. This also caused users to be unable to change their skins. Different career villager skins were used, including the then-unused nitwit villager (green robe).

Many of the sounds were also changed, supposedly by the villagers. They seem to be similar to a villager talking (with words, rather than their normal sounds). The in-game music has also been altered to include villager like noises, and also features a villager version of the "Game of Thrones" theme on the title screen. The sounds originate from the sound resource pack created by Element Animation, titled The Element Animation Villager Sound Resource Pack (T.E.A.V.S.R.P), which is based on the villagers appearing in their fan videos. The villagers were voiced by Dan Lloyd, Director of Element Animation.

Gallery[]

  • Villager in Beta pre1, when villagers had the word "TESTIFICATE" displayed over their heads.

  • A group of villager children socializing together.

  • The previously-unused Nitwit villager in-game.

  • A house full of villagers.

  • A villager looking at the player, who is invisible, thus proving that Villagers can see invisible players.

Sours: https://minecraft.fandom.com/wiki/Villager_(old)

Not to be confused with Illager&#;or Pillager.

Not to be confused with NPC.

Not to be confused with Wandering Trader&#;or Witch.

For the mob in Minecraft Dungeons, see MCD:Villager.

"Librarian" redirects here. For the achievement, see Achievements&#;§&#;Librarian.

Villagers are passive mobs that inhabit villages, work at their professions, breed, and interact. Their outfit varies according to their occupation and biome. A player can trade with villagers using emeralds as currency.

Spawning[]

Natural generation[]

Villagers can be found in villages, which spawn in several biomes such as plains, snowy tundras, savannas, deserts, taigas, and snowy taigas 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 with villagers inside and some do not.

A cleric villager and cleric zombie villager spawn locked up in the basements of igloos (if the basement generates) under the carpet of the floor. In Bedrock Edition, the villager and zombie villager inside igloo basements have random professions instead of always being clerics. The cleric villager can also turn into a leatherworker villager since the cauldron in the basement is closer to the villager.

Curing[]

See also: Zombie Villager&#;§&#;Curing

When a zombie villager is cured, it transforms into a villager, displaying purple Nausea status effect particles for 10 seconds after being cured. The villager retains the profession it had as a zombie, if it had one before turning into a zombie villager. If the zombie villager is player spawned, it adopts a randomly chosen profession&#;[Bedrock Edition only], since all zombie villagers are unemployed in Bedrock Edition. The villager can also be a nitwit, as the game counts it as a "profession" but the nitwit villager still can't work. If employed, such as in Java Edition, where the zombie villagers have a profession, the cured villager offers discounts on each of its trades.

Variants[]

Zombie villagers[]

Main article: Zombie Villager

When a zombie kills a villager, it can turn the villager into a zombie villager, depending on the difficulty: 0% chance on easy, 50% chance on normal and % chance on hard. Zombie villagers also spawn naturally in the Overworld in the same conditions as a normal zombie, although much less commonly, with a 5% chance. Zombie villagers also spawn in abandoned villages (zombie villages) and igloos, in place of villagers in zombie villages.

Illagers[]

Main articles: Illager, Evoker, Vindicator, Illusioner, Pillager, Ravager, Vex, Raid and Patrol

Illagers are hostile villager-like mobs that spawn in woodland mansions as well as pillager outposts, illager patrols, or raids. The varieties of illagers are vindicators, evokers, pillagers, and illusioners&#;[Java Edition only] (which can be summoned only by using commands), along with two associated mobs: vexes and ravagers. The ravager is considered a illager in Bedrock Edition, but not in Java Edition, which means that vindicators named "Johnny" attack ravagers in Java Edition. Illagers are considered to be outcasts from villages, meaning they were once villagers, but turned evil, so the villagers kicked them out forever, leaving them the hatred of villagers[1]. In addition to attacking players, they also attack villagers, wandering traders, and iron golems. They do not go seeking for villagers, and never naturally come to villages, except during raids and patrols. In Bedrock Edition, sometimes a pillager outpost can generate on the border of a village, leading to altercations if any villager or iron golem goes near the outpost.

In Bedrock Edition, illagers attack snow golems but do not attack baby villagers, although baby villagers still flee from them. "Johnny" vindicators still attack baby villagers in Bedrock Edition.

In upcoming Java Edition , illagers and ravagers will not attack baby villagers anymore.

Witches[]

Main article: Witch

Witches are hostile villager-like mobs that spawn anywhere in the Overworld in light levels of 7 or less, in swamp huts, as part of raids, or when a villager gets struck by lightning. Once a villager becomes a witch it cannot be turned back to a villager. Witches attack by throwing splash potions of harming, slowness, weakness and poison. They also use beneficial potions on themselves, especially healing potions when damaged, fire resistance potions if on fire, and water breathing potions if submerged in water.

Witches in raids heal and buff illagers and other raider mobs by throwing beneficial potions and healing potions on them in Java Edition. Despite being allies with and looking similar in appearance to illagers, witches themselves are not considered illagers, are passive toward villagers and wandering traders, and are neutral toward iron golems in Java Edition, attacking only if attacked or another witch in that area is attacked. If a witch's negative splash potion hits a illager, the illager retaliates, leading to a fight in Bedrock Edition.

Witches attack villagers only if in a pillager patrol or through other commands.

Wandering trader[]

Main article: Wandering Trader

Wandering traders are a type of villager that spawn randomly close to the player in both editions, or periodically in village gathering sites in Bedrock Edition. Wandering traders also spawn near bells. Two trader llamas spawn leashed to the wandering trader when a wandering trader is either naturally spawned, summoned or spawned using a spawn egg in Bedrock Edition.

Players may use emeralds to buy items from wandering traders without the need of unlocking the previous trade, but cannot trade items for emeralds, although wandering trader trades can be customized using commands in Java Edition. They also lock trades like villagers, but never unlock the trade, nor they can work at any job site blocks. Like villagers, wandering traders are attacked by most zombie variants (though they do not have a zombified form, they die if a zombie kills it, even on hard difficulty), illagers, ravagers&#;[Java Edition only], and vexes.

Wandering traders also drink a Potion of Invisibility at night (or when they see a hostile mob such as an illager or zombie). In Java Edition, they drink a milk bucket in the morning to remove the Invisibility. They despawn after minutes (even with a name tag or in a minecart or boat) with their llamas, and sooner if all the trades are locked.

Old villagers[]

Main article: Villager (old)

Old Villagers in Minecraft

In Bedrock Edition, villagers that are in a world created before the Village & Pillage update look like old villagers.

Old villagers are not used in Minecraft and above in both editions. In Java Edition, villagers in any world templates gets updated into the new villager, although the old villages in that world are not updated if the player been to the same chunk as that village before (any chunks the player haven't been to before loads the new villages instead).

NPC[]

Main article: NPC

NPCs are villager-like mobs in Education Edition and in Bedrock Edition if "educational features" are turned on. NPCs can behave almost like players. They can also chat to players, turn their heads, and even rotate their body degrees. They are the only companions to chat with in a single player game. but can't move, even when hit. NPCs cannot be pushed, but are affected by gravity. Breaking a block under a NPC causes it to fall like an armor stand. Using a bubble column on a NPC makes it go up.

NPCs are also affected by any effects but cannot die from the wither effect or fatal poison. They also don't take any fall damage, fire damage, drowning damage, suffocation damage, or any external damage from another mob/player, but they can die in the void.

The only way to kill a NPC is to go into world builder () and hit it once or use the command.

Drops[]

A villager, either adult or baby, does not ordinarily drop any items or experience when killed. However, when a player holds an emerald or other item a villager is willing to trade for, the item it offers in trade appears in its hands, alternating between items if there are multiple items the villager wants to trade.

Upon successful trading, a villager drops 3–6.

Upon successful trading, while willing to breed, 8–11 is dropped.

Behavior[]

Movement patterns[]

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 piglins and baby hoglins play tag.

In Bedrock Edition, baby villagers do not stop continuously in front of players, though they still do stare as they move.

Villagers tend to not travel far from their beds in a large village unless the job site or the nearest gossip site (bell) is far from their beds.

Villagers, like 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 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 illager or zombie.

If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it moves quickly 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 is never prone to despawning.

Villagers can open all wooden doors and find paths or 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, (likely, and most often, other villagers). Unfortunately, this behavior can leave them stranded on the second floors and roofs of some village structures, as they lack the necessary AI to intentionally descend ladders.[verify] A simple fix for these situations is for the player to manually push the villager back toward the ladder hole and then install a wooden trap door at the top, after the villager is returned to the ground level. One way to prevent a villager from climbing ladders is to break the first ladder touching the ground thus requiring a player to jump to the ladder to climb.

Getting attacked[]

Villagers flee from zombies, zombie villagers, husks, drowned, zombified piglins &#;[Bedrock Edition only], zoglins, vindicators, pillagers (even if their crossbow has been broken), ravagers, and vexes within 8 blocks, and evokers and illusioners within 12 blocks. Like other passive mobs, villagers sprint away when attacked. Villagers do not run away from skeletons (and their variants), spiders, or cave spiders since these hostile mobs are passive towards villagers, although a skeleton arrow might hit a villager by accident.

Preferred path[]

Villagers favor pathways to reach a selected destination and try to stay in low cost blocks, like the dirt path or cobblestone blocks. They also avoid jumping.

Job site blocks[]

For a list of job site blocks and the professions they are required for, see &#;§&#;Professions.

Villagers who have already claimed beds&#;[Bedrock Edition only] (other than babies and nitwits) seek employment by searching a block horizontal radius[verify] for a job site block. An unemployed villager acquires a profession and a job by claiming the first unclaimed job site block it can detect in that area. A job site block can be detected as long as it is in range, not already claimed, and the villager can pathfind to the block to claim it. This means if they cannot see or get to the block, they cannot claim it.&#;[Java Edition only]

When the block is claimed, its owner emits green particles and no other villager can claim it unless the owner relinquishes it.

If a job site block is broken or destroyed, its owner (if any) emits anger particles&#;[Bedrock Edition only] and becomes jobless, but retains its profession after trading. A villager who already has a profession but no job site attempts to find one:

  • A villager who has not yet traded can claim any job site block and changes its profession along with acquiring a new job.
  • Villagers who have made their first trade can claim a job site block only if the block is associated with their profession.
  • For a villager to claim a job site block in Java Edition, the block must be on the ground to allow the villager to pathfind to the job block. A job site block placed decoratively on scaffolding or a fence post, for example, cannot be found by a villager and no job assignment results.

In Java Edition, villagers can change professions only while awake. Villagers also tend to walk to the job site block before claiming it. They also stare at the block while walking towards it.

In Bedrock Edition, villagers can still claim job site blocks when asleep, while green particles still appear around the block and the villager. Villagers change their profession before walking to their job site block. They stare at the block while walking just like Java Edition.

Gossiping[]

For the mechanic for entire villages, see Popularity.

Villagers can store certain memories about players in the form of gossip. These get spread to other villagers whenever they talk with each other. Each piece of gossip is one of five types, and it stores a value as well as a target. Gossips generate and increase in value as a result of various player actions. The target is the player who caused the gossip. Together the gossip values determine a player's reputation with the villager, which influence trading prices and the hostility of naturally spawned iron golems.

Type Caused by Amount

gained

Decay Share

penalty

Max

value

Reputation

multiplier

Major positive Curing 20 0 5
Minor positive Curing 25 1 5 1
Minor negative Attacking 25 20 20 -1
Major negative Killing 25 10 10 -5
Trade Trading 2 2 20 25 1

Trading with or curing a villager increase the value of the corresponding gossips for the targeted villager only. When a villager is attacked or killed, however, it instead generates the major negative gossip in every other villager it could see (eye-to-eye line of sight) inside a box extending 16 blocks from the villager in all coordinate directions.

When a piece of gossip is shared it is received at a lower value than the sharer has it. Gossips also decay a certain amount every 20 minutes. Since major positive gossip have a decay of 0 and a share penalty equal to its max value, it cannot be shared and never decays.

A player's total reputation with a villager is determined by multiplying each gossip's value by their respective multiplier and adding the results together. For example, if a player has recently cured a villager for the first time but also attacked the villager twice, their reputation with that villager would be 5×20 + 25 - 50 = After 40 minutes the gossips have decayed twice, making the player's reputation 5×20 + 23 - 10 =

The prices of a villager's trades all get reduced by reputation times the price multiplier rounded down, meaning that a positive reputation lowers prices but a negative reputation increase them. The price multiplier is either or depending on the item, see trading. Prices can not get lower than 1 or higher than the item's stack size. The exact function to calculate the price affected by the gossips is y = x - floor((5a + b + c - d - 5e) × p), Where y is the final price, x is the base price, a is the value of , b is the value of , c is the value of , d is the value of , e is the value of , and p is the value of .

Iron golems that were not built by a player become hostile towards players whose reputation with any nearby villager is or lower. The golem checks all villagers inside a box centered on the golem and extending 10 blocks in every horizontal direction and 8 blocks in both vertical directions.

Players can set villagers on fire using flint and steel or lava without affecting gossips. The same is true for TNT activated by redstone or a dispenser. However, TNT ignited directly by a player (using flint and steel, fire charges or flaming arrows) does generate gossip for damaged or killed villagers, because the TNT's damage is attributed to the player.

Picking up items[]

Villagers have eight hidden inventory slots, which start empty whenever the villager is spawned. Villagers do not intentionally seek out items to pick up, but they do collect any bread, carrots, potatoes, wheat, wheat seeds, beetroot, beetroot seeds, and bone meal within range (bone meal can be picked up only by farmer villagers). These are the only items they can pick up, although the player may use the replace command to put an arbitrary item into a villager's inventory. If a player and a villager are in the pickup range of an item at the same time, the player always picks it up first. If several villagers are next to an item, the same one picks up the item every time. Consequently, in constrained space, the same villager picks up any item dropped. This behavior prevents villagers from sharing food in a one-block space.

As of villagers can fill all 8 inventory slots with the same item.

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

If is , Villagers cannot pick up items, and farmer villagers cannot plant or harvest crops.

Like other mobs, villagers have four slots for worn armor, separate from their inventory. An adjacent dispenser can equip armor, elytra, mob heads or carved pumpkins to a villager, 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 Walkerboots 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.

Despite villagers using emeralds to trade, they do not pick up any emeralds they see since they're not greedy.

Sharing food[]

If a villager has enough food in one inventory stack (6 bread or 24 carrots, potatoes, beetroots, or 18 wheat for farmers only) and sees a villager without enough food in one inventory stack (3 bread, 12 carrots, 12 potatoes, or 12 beetroots for non-farmers; 15 bread, 60 carrots, potatoes, or beetroot, or 45 wheat for farmers), the villager may decide to share food with that villager.

To share, a villager finds 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[]

Farmer villagers tend crops within the village boundary. Villagers far enough outside the boundary of any village also tend nearby crops.

Farmland to be tended is found by seeking for certain blocks up to 9 blocks away from the villager in the X and Z coordinates and up to 1 away in the Y coordinate (a 19×19×3 volume total).

  • If a farmer villager does not have enough food in one stack in its inventory (15 bread, 60 carrots, 60 potatoes, 60 beetroots, or 45 wheat) and finds fully-grown wheat, carrots, potatoes, or beetroot, the villager moves to the crop block and harvests it.
  • If a farmer villager has any seeds, carrots, potatoes, or beetroot seeds in his inventory and finds an air block above farmland, the villager moves to it and plants a crop. They always plant from the first eligible slot in their inventory.
  • Farmer villagers use and pick up bone meal. They also fill their composter with seeds.
  • If is &#;[Java Edition only], villagers cannot farm.
  • Farmer villagers cannot turn dirt, grass blocks, or dirt paths into farmland. Nor they pick up any hoes to till the blocks.
  • If a hoe is placed into a farmer villager's mainhand or offhand via commands, they still cannot till any blocks.
  • Farmer villagers often share their crops and food with other villagers if they have any extras.

Breeding[]

For tutorials on breeding mechanics, see Tutorials/Village mechanics&#;§&#;Breeding and population cap and Tutorials/Legacy Console village mechanics.

Adult villagers breed depending on the time of the day and need to be willing to spawn § Baby villagers, who also require beds. Job sites are not required for villagers to breed.

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

A census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village and 5 vertical blocks&#;[Java Edition only] of the center 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 Bedrock Edition.[2] In Java Edition, the appearance is randomly determined by either the biome type of the parents or by the biome where the breeding occurred.

Sours: https://minecraft.fandom.com/wiki/Villager
  1. Amp goes into protect mode when rca
  2. Stages flight app
  3. Tripping relay

Say you’ve already created your starter base in Minecraft, but you want to learn more. Villages in Minecraft are inhabited, and you can grow the population by breeding villagers. This enhances trading in the game while making the vast world of Minecraft a little less lonely. If you’re confused about how to breed villagers in the game, we’re here to help.

In this guide, we will explain how to breed villagers in different versions of Minecraft, and how to protect them from zombies. Additionally, we will answer some of the most common questions related to village inhabitants and breeding in the game.

How to Breed Villagers in Minecraft Version and Earlier?

To breed villagers in Minecraft or earlier, follow the steps below:

  1. Find or build a village. A couple of buildings close to each other are already considered a village.
  2. Each of the buildings needs to have an entrance door. The breeding-building for your villagers will need at least three beds.
  3. Make sure that the villagers are willing to breed. You need to feed every breeding villager three loaves of bread, 12 carrots, or 12 potatoes to inspire them.
  4. Once all the requirements are met, leave two villagers alone in one of the buildings.
  5. Check the building in about 20 minutes – a baby villager should appear.

Tip: Be aware of new villages – they may be inhabited by zombies, pillagers, vindicators, evokers, or illusioners.

How to Breed Villagers in Minecraft Version ?

With the new version of the game, the villager breeding process has changed slightly. Follow the instructions below to grow your village population in Minecraft

  1. Find or build a village. A couple of buildings close to each other are already considered a village.
  2. There should be three times more doors than adult villagers in your village.
  3. Ensure that the building where your villagers are going to breed has at least three beds with two or more empty blocks above them.
  4. Trade at least once with your villagers.
  5. For the villagers to breed, ensure that there are three loaves of bread, 12 carrots, 12 potatoes, or 12 beetroots in the inventory per one villager. Feed it to your villagers.
  6. Leave two villagers alone in a building.
  7. Check the building in about 20 minutes – a baby villager should appear.

Tip: Be aware of new villages – they may be inhabited by zombies, pillagers, vindicators, evokers, or illusioners.

How to Breed Villagers in Minecraft Bedrock?

Breeding villagers in Minecraft Bedrock isn’t much different from doing it in Minecraft To do that, follow the steps below:

  1. Find or build a village. A couple of buildings close to each other are already considered a village.
  2. There should be three times more doors than adult villagers in your village.
  3. Ensure that the building where your villagers are going to breed has at least three beds with two or more empty blocks above them.
  4. Trade at least once with your villagers.
  5. For the villagers to be willing to breed, ensure that there are three loaves of bread, 12 carrots, 12 potatoes, or 12 beetroots in the inventory per one villager. Feed them to your villagers.
  6. Leave two villagers alone in a building. In Minecraft Bedrock, there male and female villagers, but it doesn’t matter for breeding.
  7. Check the building in about 20 minutes – a baby villager should appear.

Tip: if your village is full, you have to either build more houses or send newborn villagers away to another village to breed more. Don’t worry; newborn villagers grow up in about 20 minutes and quickly forget about their home.

How to Breed Villagers in Survival Mode?

Breeding villagers in Minecraft survival mode is the same as breeding them in the creative mode. Follow the instructions below:

  1. Find or build a village. A couple of buildings close to each other are already considered a village.
  2. There should be three times more doors than adult villagers in your village.
  3. Ensure that the building where your villagers are going to breed has at least three beds with two or more empty blocks above them.
  4. Trade at least once with your villagers.
  5. For the villagers to be willing to breed, ensure that there are three loaves of bread, 12 carrots, 12 potatoes, or 12 beetroots in the inventory per one villager. Feed them to your villagers.
  6. Leave two villagers alone in a building. In Minecraft Bedrock, there are male and female villagers, but it doesn’t matter for breeding.
  7. Check the building in about 20 minutes – a baby villager should appear.

Tip: In survival mode, you want to ensure the extra safety of your villagers. Read on to find out how to make your village zombie-proof.

How to Make a Village Zombie-Proof in Minecraft?

If you’re playing in survival mode, your villagers can be killed by zombies, and you will have to breed more to replace them. If you don’t want to spend time breeding, ensure that your village is safe. Follow the steps below:

  1. Ensure that there’s always plenty of light in the village. Craft torches from sticks and coal and place them around and inside your buildings.
  2. Create a wooden fence or a cobblestone wall around your village. Ideally, it should cover the whole perimeter and have a gate that you can close at night.
  3. If your village has less than 16 inhabitants, create iron golems to protect the village. In large villages, they spawn automatically.
  4. Optionally, instead of iron golems, tame wolves to protect the village. Feed 12 bones to a wolf to tame it.
  5. Craft steel doors instead of wooden ones – zombies can’t break them.
  6. Optionally, use wooden doors but raise them one block from the ground.

Frequently Asked Questions

Read this section to find out more about village inhabitants and breeding in Minecraft.

What Else Can Be Bred Other Than Villagers?

Villagers aren’t the only species that can be bred in Minecraft. You can also breed pets, tamed animals, such as horses, donkeys, cows, and even bees! Every animal species has different breeding requirements. So, to breed horses, you need to feed them a golden apple or a golden carrot. Cows, goats, and sheep are willing to breed after eating wheat. Pigs will eat carrots, potatoes, and beetroot – same as villagers, though you only need one instead of

Wolves will breed after eating most types of meat. Chickens want to be fed seeds, and cats – raw fish. You can also make baby animals grow faster by feeding them certain types of food. For example, sheep grow faster when eating grass, horses – when consuming sugar. Another species that you can (but likely won’t want to) breed is hoglins. You can kill them to get two-four raw pork chops and one leather, but they will attack you and the village inhabitants.

What Good Does It Do to Breed Villagers in Minecraft?

There are a couple of reasons to breed villagers in Minecraft. Firstly, you can trade with them. As every villager has a different profession, you’d want to have enough villagers to ensure a supply of all necessary goods.

Secondly, your villagers can die for various reasons, and you have to replace them. Thirdly, growing your village is simply fun, and when the village is large enough, iron golems spawn automatically to protect the inhabitants.

What Professions Can Villagers Have in Minecraft?

Most of the villagers have professions and supply certain goods. They have a different appearance that helps to identify them. Armorers will trade various iron, chainmail, and diamond armor for emeralds. You can get emeralds and meat from butchers. Cartographers trade maps and banners for emeralds and compasses.

To get gemstones, visit a cleric villager. Fletchers will help you to get crafting and hunting tools. Other villager professions include farmers, fishermen, leatherworkers, librarians, shepherds, and more. Some villagers are unemployed – they look like a plain villager model without any additional details.

You can find them a job by building a new job site. Another non-trading villager type is Nitwit. They wear green coats and shake heads if you attempt to trade.

What’s Reputation in Minecraft?

You have a different reputation in every village in Minecraft. It ranges from to +30, starting at 0. Your reputation can be increased by trading with villagers and upgrading their professional skills. If you attack or kill a villager or their baby, your reputation will drop.

Therefore, if your village is full, don’t kill anyone – instead, send them away. When it drops below , villagers become hostile to you and iron golems attack you, so trading becomes nearly impossible. Furthermore, if you kill an iron golem, your reputation drops by another 10 points, so getting rid of them won’t solve the problem. Villagers also gossip, affecting your reputation. Breeding villagers doesn’t increase your reputation, but when a baby villager grows up, you can make them an apprentice to get additional reputation points.

Expand Your Village

Hopefully, with the help of our guide, you will easily grow the population of your village in Minecraft regardless of the game version. Make sure to protect your village inhabitants and create enough working sites for them to be willing to trade. And don’t forget about your reputation in the village – if it’s too low, you will be banished by the iron golems and will lose the ability to interact with villagers.

Do you prefer creating your own village or trading in existing villages in Minecraft? Share your opinions in the comments section below.

Sours: https://www.alphr.com/breed-villagers-minecraft/
(1.17+) EASIEST Way To BREED VILLAGERS In Minecraft!!! - Simple Villager Breeder

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