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Minecraft Villagers

"Librarian" redirects here. For achievements, see Achievements#Librarian.

A villager is a passive intelligent NPC that can trade with players. Villagers include 6 professions: farmer (brown robe), librarian (white robe), priest (purple robe), blacksmith (black apron), butcher (white apron), and Nitwit villager (green robe).

Directory

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1 Generation

1.1 Natural Generation

1.2 Small Villager

1.3 Cure

2 Variants

2.1 Zombie Villagers

2.2 Raiders

2.3 Witches

3 Dropped items

4 Behaviors

4.1 Picking up items

4.2 Sharing food

4.3 Farming

4.4 Small Villagers

4.5 Zombies

4.6 Lightning

5 Reproduction

5.1 Willing

6 Professional and Careers

7 Trading

8 Data Values

9 History

10 Vulnerabilities

11 Did you know< /p>

11.1 April Fools' Day Joke

12 Gallery

13 See Also

14 Reference

Generate [Edit | Source code]

Naturally generated [Edit | Edit source code]

Villagers will naturally generate various buildings in the village.

A priest villager and a zombie priest villager will also be naturally generated in the basement of the igloo.

Little villagers[edit | edit source code]

Villers can breed and generate small villagers. After 20 minutes, they will grow. See the villager breeding section for details.

Cure[edit | edit source]

If the player uses a splash potion of weakness on a zombie villager and then feeds it a normal golden apple, the zombie villager will begin to tremble and change after 5 minutes Return to the villagers. During this time, the zombie villager will still spontaneously combust when exposed to sunlight, unless it is a baby zombie villager.

Variant[edit|edit source]

Zombie villager[edit|edit source]

Main article: Zombie

Zombie Villagers spawn when zombies kill villagers (depending on the current difficulty), and can spawn naturally with normal zombies.

Illager[edit | edit source]

Main article: Evokers and Vindicators

Illagers are hostile villagers and Generates in woodland mansions. They come in two varieties: evokers and vindicators.

Witches[edit | edit source]

Main article: Witches

Witches are villager-like creatures that can spawn with other creatures, or into at the swamp cabin, and when the villagers were struck by lightning.

Drops[edit | edit source]

Villers have no drops.

Behavior[edit | edit source]

After spawning, villagers will leave their homes and begin exploring the village. Typically, they will wander around the village during the day. They will go outdoors or indoors. Occasionally, two villagers may meet and look at each other. This is the social behavior of villagers. As long as the player is close enough, they will keep watching the player, unless it is night time when the villagers are trying to return to their houses or are avoiding zombies. Villagers will not run away when attacked by players, but they will emit angry particles if they are inside a village.

Villers, like other creatures, will find their way around obstacles and avoid damaging blocks and cliffs. However, in crowded situations, villagers can be pushed off cliffs or run into damaging blocks by other villagers.

At night or when it rains, villagers will take shelter in their houses and close the doors until morning. By morning, they'll head outside and escape any remaining zombies. Once the zombies are gone, villagers will resume normal behavior.

If a villager finds that he has gone outside the village boundary, or if a villager detects a village within 32 blocks, he will quickly return to the village boundary. If a villager is 32 blocks away from the village, he will forget about the village after 6 seconds.

Villers cannot control trapdoors, fence gates, and iron gates.

There is evidence that villagers will concentrate in certain areas of the village, leaving other areas empty. When moving around a house, the AI ??is more interested in doors within 16 blocks (Euclidean distance). They also tend to have doors with fewer villagers nearby, however "nearby" when moving inside the house is only 1.5 blocks. But when the interior is facing south or east, the villagers are willing to move 2.5 blocks and will therefore be outside the inspection range. During the day, villagers have been observed converging on a trapped villager or large clusters of villagers, due to the "social" AI covering the walking behavior

Pick up items[edit|edit source]

Villers have 8 item slots.

Villagers will not specifically search for items to pick up, but they will collect bread, carrots, potatoes, wheat, seeds, beetroot, and beet seeds within their range. These are the only items they can pick up. If the player and a villager are within the pickup range of an item at the same time, the player will always pick up the item first.

Note that if the game rule mobGriefing is set to false, villagers will not be able to pick up any items.

Share food [edit | edit source code]

If the villager has sufficient food in 1 item slot (peasant: 6 pieces of bread or 24 carrots, potatoes or beetroots , or 18 wheat), and you see a villager whose inventory does not have enough food (non-peasants: 3 pieces of bread or 12 carrots, potatoes, or beetroots; farmers: 15 pieces of bread, 60 carrots, potatoes, or beetroots, or 45 wheat), he may decide to share the food with that villager.

If you want to share, the villager will find the first item slot with at least 4 pieces of bread, carrots, potatoes or beetroots, or at least 6 pieces of wheat, and then throw half of the amount in the direction of the target villager. of items (rounded down). If wheat is shared, it will be synthesized into bread first and then shared, which may result in one or two wheat being shared less than half the amount.

Farming[edit | edit source]

Adult villagers and small villagers in brown robes, including farmers and other professions, will tend to the crops in the village. Villagers far enough away from a village will also tend crops near it.

The cultivated land that needs to be taken care of is found by finding a specific block 15 blocks away from the villagers in the XZ direction and 1 block in the Y direction (total volume 31x×31z×3y).

If a brown robed villager has less than 1 stack of food in his inventory (15 pieces of bread, 60 carrots, potatoes, or beetroots, or 45 wheat) and finds mature wheat, carrots, Potatoes or sugar beets, he would move onto these crops and destroy them.

If a brown robed villager has any seeds, carrots, potatoes, or beet seeds in his inventory, and finds an air block 1 block above farmland, he will move to that farmland and plant the crop. They will always plant the first plantable crop in their inventory.

Little villagers[edit | edit source code]

A group of little villagers are playing tag.

Little villagers will run around and enter and leave the house freely. They will also chase each other to simulate a game of ghost hunt. They sometimes stop running and stare at the iron golem. If the iron golem is holding a poppy, the villager will carefully take the poppy away from the iron golem.

Unlike other reproducing organisms, there is no personal interaction between the two generations except for social interaction.

Zombies[edit | edit source]

Main article: Zombie siege and zombies

Zombies will seek out all villagers within a 42-block radius (including invisible ones) ) and attempted to break in. Breaking the door will only be successful with zombies in Hard Mode; although only a small percentage of zombies spawned in Hard Mode will be able to break the door. This will also work for zombie pigmen if they find a door. Villagers will run away from zombies that attempt to attack villagers. The villagers' only "natural" defense is the iron golem, which protects them from nearby creatures.

Zombies will kill villagers or convert them into zombie villagers. In easy mode, this chance is 0%, in normal mode it is 50%, and in hard and extreme modes it is 100%. Zombies can also infect small villagers.

Villers will also flee from zombie pigmen.

Lightning [edit | edit source code]

If the lightning strikes 3-4 blocks away from the villager, the villager will turn into a witch.

Reproduction[edit | edit source]

See also: Tutorials/Village Mechanics

Two villagers in love.

The fertility of villagers depends on the number of valid gates. Villagers will breed until the number of adult villagers is equal to or greater than 35% of the number of doors. The remaining small villagers will grow up normally. A villager's villager type does not depend on its parent's type.

The criterion for a valid door is that the amount of "outside" space within 5 blocks of the door in a straight line must not be the same as the amount of "outside" space within 5 blocks of the door on the other side. An "outside" space is defined as having no blocks other than transparent blocks from it to the sky.

The game engine will periodically count the current village population. All villagers horizontally located within the village boundary and within 5 blocks vertically from the center will be counted in the population to determine whether to continue to allow villagers to breed. However, any villager within the village boundary laterally but within 32 blocks vertically of the center will attempt to enter breeding mode as long as at least one villager is within the area. If two villagers enter breeding mode at the same time while in close proximity, they will mate and produce a child.

Will[edit | edit source code]

In addition, villagers will only reproduce if they are "willing". After mating, they will lose their will and will need to meet requirements to become willing again.

Villagers may become willing after trading with players. The first transaction with a new option will grant willingness, and subsequent transactions will have a 1 to 5 chance of becoming willing. Green particles will appear if the villager becomes willing in the transaction. But this won't make them immediately try to reproduce.

Villers will also become willing if they have 3 bread, 12 carrots, 12 potatoes or 12 beetroots in one slot in their inventory. Any villager with excess food (usually a farmer) will throw the food to other villagers, making them willing to pick up and get enough food. You can also throw them bread, carrots, potatoes or beetroot yourself to encourage reproduction, and villagers will consume the required food when they become willing.

Professions and occupations[edit | edit source]

The profession of each villager can be judged by his clothing. Each major has a corresponding occupation. Their profession can be identified by the title at the top of the trading interface. The following table lists several villagers with relatively different professions, as well as their defined IDs.

Each profession has a 20% chance of appearing, so the probability of each profession appearing is as shown in the following table:

Professions

Probability

< p>Farmer 5%

Fisherman 5%

Shepherd 5%

Fletcher 5%

Armorer 6.7% < /p>

Weapons dealer 6.7%

Tool dealer 6.7%

Butcher 10%

Cobbler 10%

Library management 10% for villagers

10% for cartographers

20% for priests

When a villager turns into a zombie villager, the occupation will not change. Likewise, when curing a zombie villager, he will retain his old profession, but his trades will be refreshed.

Clothing

Professional

ID

Occupation

ID

Brown robe farmer 0 Farmer 1

Fisherman 2

Shepherd 3

Fletchmaker 4

White Robe Librarian 1 Librarian 1

Cartographer 2

Purple Robe Priest 2 Priest 1

Black Apron Blacksmith 3 Armorer 1

Weapons Merchant 2

Tool Merchant 3

White Apron Butcher 4 Butcher 1

Cobbler 2

Green Robe Nitwit 5 Nitwit 5

Peasant

Librarian

Priest

Blacksmith

Butcher

Nitwit

Trading [Edit | Edit source code]

Main article: Trading

Trading interface, exchange 28 pieces of paper for one emerald

Trading is one of the game contents. Allows players to exchange emeralds for resources such as items with villagers, and vice versa. Their deal mix is ??hit or miss, depending on how much you spend and what they offer. Trading is only available to adult villagers, players cannot trade with minor villagers.

Right-clicking on a villager allows the player to trade with them and displays their profession. Villagers will offer different trade combinations based on their profession, and will only trade with the trade combinations they provide. If there is more than one trading combination, click the left and right arrows to see the other combinations. Most sets use emeralds as currency, and some items are tied to villagers' professions. The advent of the trading system made it possible to own rare items that were difficult to obtain, such as chain mail. Trading is also the only legal way to obtain Enchanting Bottles in Survival Mode. When the transaction is successful, purple particles and green cross star particles will appear on the villagers.

After several transactions, villagers will lock the transaction and have a probability of opening a new transaction. After trading 2-12 times, the villager will lock the trade, at which point the player must perform this trade combination until it is also locked (or it has been used once or several times), and then wait for a period of time. If villagers emit green particles, all trade will be reopened. Each villager has its maximum trading level, depending on its occupation. Once a villager has unlocked all levels of trade, no new trades will appear. However, you can still update all transactions.

When villagers emit pellets from a new trade, they get a Regeneration I potion effect that gives them 4().

Using commands or an external editor, villagers can perform special trades. These trades are always not necessarily limited to involving emeralds, nor are they necessarily limited to unlocking new trades.

Nitwit villagers have no trade.

In Pocket Edition, the transaction is not yet available.

Data Values ??[Edit | Edit Source]

See also: Block Format

A villager's entity ID is related to its various properties. Their entity ID is Villager[pre-1.11] (villager[coming in 1.11]).

Entity data

Recipes: Transaction list

rewardExp: 1 or 0 (true/false) - true means that the transaction will provide experience orbs.

maxUses: represents the maximum number of transactions that can be made before closing the option. When the transaction is refreshed, it is incremented by a random number from 2 to 12.

uses: The number of transactions that have been made. If it is greater than or equal to maxUses, the transaction will be closed.

buy: The first acquisition project, no slot label.

buyB: May not exist. The second acquisition item has no slot label.

sell: sell items without slot labels.

The tags owned by all items [show]

The tags owned by all items [show]

The tags owned by all items [show]

p>

Single trade option

One item in the backpack, excluding the rank tag

Tag that all items have [show]

All Tags shared by entities [show]

Tags shared by all creatures [show]

Reproducible creatures have the following additional fields [show]

Profession : The villager's material ID. This also affects trading options.

Riches: Not used yet. Rise as villagers receive emeralds.

Career: The villager’s career ID. This also affects the trade option, and its entity name in the GUI (if it is not named). If the value is 0, the next time the trade menu is refreshed, the game will set a new career for it and reset its career level (CareereLevel) to Lv.1.

CareerLevel: The current level in the villager's trading options. It will affect the trading options formed by villagers. If its value is greater than the maximum level of this profession, no new trading options will be formed. Grows as a transaction is completed and refreshed. If its value is zero, the next transaction will assign a new occupation to the villager and reset his career level (CareereLevel) to Lv.1. Setting a value higher than this occupation will not form a new occupation. trading options.

Willing: 1 or 0 (true/false) - true means this villager is willing to mate. It will become true after a confirmed transaction (the transaction that refreshes the transaction menu), and then it will become false after mating.

Inventory: Each tag and item belonging to this list will be placed in the villager's backpack, with a maximum of 8 slots. If there are identical stackable items in two grids, they will be merged into the first grid. If more than 8 slots are placed, the last slot will be removed until the total number of slots reaches 8. If the first two slots are stackable, the items in the last slot will be displayed and the first two slots will be merged.

Offers: Generated when opening the transaction menu for the first time

History [Edit | Edit source code]

Official version

1.0 .0

Beta 1.9-pre1

Add villagers with the same AI as pigs and display them as "TESTIFICATE" above their heads in multiplayer games.

Beta 1.9-pre2

Removed the "Beta Creature" name from villagers' heads.

1.1

11w49a

Added villager spawn eggs in creative mode.

1.2.1

12w05a

Villers can now open/close doors.

Villers can now detect houses and enter them at night.

12w06a

Villers can now interact with each other and other passive mobs.

Zombies will attack villagers, and villagers will also run away from zombies.

12w07a

Villers will now have offspring based on the number of wooden doors to build a village. The house definition is cancelled.

Child villagers will no longer sprint.

1.3.1

12w18a

Villers generated from spawn eggs will have random professions.

12w21a

Add a trading system to villagers. Keeping the trade window open will prevent villagers from wandering around normally.

12w22a

If a specific occupation is scarce, or the number of a certain occupation is very unbalanced, villagers will change occupations (for example, there are many farmers but no blacksmiths in the village, One of the farmers will change his skin, as if he changed profession). The trading system has been modified: a new space has been added so that inserted tools can be enchanted or repaired.

12w25a

If the same trading combination is traded multiple times in a row and the trading combination is not the only trading combination for this villager, the trading combination will be removed. The trading combination is randomly removed, but it allows you to trade at least 3 times before; the combination will be removed after trading more than 13 times

12w26a

Can be modified Build a spawner or mod that spawns green-shirted villagers.

1.4.2

12w32a

Villers will react positively or negatively based on your actions.

Villers will mutate into zombie villagers. They will change appearance and attack players.

1.4.4

Child villagers can be easily spawned by right-clicking on a villager while holding a villager spawn egg.

1.6.1

13w22a

Added sound effects, including various sound effects for being damaged, talking to villagers, successful transactions and canceled transactions.

1.7.4

A bug causes baby zombie villagers to be spawned when killing adult villagers.

1.8

14w02a

Add new villager professions, each profession trades different items. The occupation of the villager will be displayed in the trading interface.

Rewritten the trading system to reduce randomness; the trading system is now layered and may generate multiple trading options at once.

Due to changes to the trading system, attempting to spawn normal villagers will crash the game.

Villers will only breed when willing. The purpose of this is to prevent the creation of unlimited breeding villagers.

14w02c

The common villager's files have been removed, leaving only his texture. Spawning ordinary villagers will only spawn peasant villagers. However, normal villagers can still be spawned using negative career IDs.

14w03a

If a villager is hit by a thunderstorm, he will become a witch.

14w04a

Farmers and villagers can now harvest ripe crops.

Use 3 bread, 12 carrots or potatoes to make a villager willing.

14w20a

Normal villagers cannot be generated through negative occupational IDs. Now only farmer villagers will be generated with negative occupational IDs.

1.8.1

1.8.1-pre4

Villers no longer ignore NBT data or damage values.

1.9

15w31a

Farmers and villagers will now harvest beetroot.

15w38a

Villers will now pick up beetroots and beetroot seeds.

Villers will now share beetroot as food.

Farmer villagers can now grow beetroot seeds.

15w39a

The villagers are taller. (Originally 1.8 blocks high, now 1.95 blocks high; small villagers used to be 0.9 blocks high, now 0.975 blocks high)

15w43a

Trapped priest villagers can be found in igloos.

1.11

16w32b

Re-added ordinary villagers and their zombie variants.

The entity ID is changed from Villager to villager.

16w39a

Add a new profession called "Cartographer" for librarians.

Pocket Edition (Alpha)

0.9.0

build 1

Added villagers. The same AI as the villagers added in PC version 1.0.0 - unable to trade, breed, or open/close doors.

build 2

Villers now have sound effects.

Build 3

Villers will now be attacked by zombies and escape from zombies.

Little villagers can sprint.

0.9.2

Villers now have sound effects on iOS and Fire OS.

0.10.0

build 6

Changed the walking animation of villagers.

0.12.1

build 1

Villers can now open and close doors.

Villers can now find and enter houses at night.

Villers can now interact with each other and other creatures.

Farmer villagers are now able to harvest mature crops.

Villers can now increase their population based on the number of houses in the village.

Little villagers can now sprint.

Villers will now like or dislike you depending on how you treat them.

Villers can now be infected by zombies, causing them to change their appearance and attack the player and other villagers.

build 10

On Hard difficulty, villagers will always turn into zombie villagers.

0.13.0

build 2

Villers will open all types of wooden doors, not just oak doors.

0.14.0

build 1

Villers will turn into witches when struck by lightning.

Villers are now slightly taller. (Adult villagers are 1.95 blocks tall instead of 1.8 blocks tall, and small villagers are 0.975 blocks tall instead of 0.9 blocks tall.)

Console version

TU7

CU1< /p>

1.0

Patch 1

Villers added. The same AI as the villagers added in PC version 1.0.0 - unable to trade, breed, or open/close doors.

TU11

Increased the limit on the number of villagers in the world.

TU12

Villers can now open/close doors.

Villers can now detect houses and hide inside them at night.

Villers now interact socially with other villagers and passive mobs.

Villers can now be attacked by zombies and run away from them.

Little villagers can now sprint.

TU13

Added villager breeding limit.

Added the heart-shaped animation of villagers after entering "breeding mode".

TU14

1.04

A villager trading system has been added.

The occupations of villagers will be randomly assigned.

The professions of villagers generated using spawn eggs will also be randomly assigned.

Villers will now make sounds when trading, being injured, and wandering around.

Pressing on a villager or using a spawn egg will spawn small villagers.

TU31

CU19

1.22

Patch 3

Villers have additional professions and trading systems.

Villers can now harvest crops.

Villers will only reproduce if they are willing. Using 3 bread, 12 carrots or 12 potatoes can make villagers willing.

Villers will turn into witches if they are hit during a thunderstorm.

Vulnerabilities[edit | edit source]

Vulnerabilities related to "Village" are maintained on the bug tracker. Please report bugs there.

Did you know [edit | edit source]

Villers are inspired by Dungeon Master 2's shopkeepers. [1]

Little farmer villagers will harvest and plant crops just like adult farmers.

Notch agrees that the villagers look like "Savage Squidward."[2]

The natives of the village are Pig People. [3]

Using the command /gamerule mobGriefing false will cause farmers to stop harvesting and transplanting crops.

You can use a name tag directly after the adult villager enters the nether portal. At other times, the trade interface will open and the unnamed villager will be left. In 1.11, [coming soon] nametags can be used on villagers at any time.

Villers can see invisible players.

After curing a zombie villager, the villager will be nauseated for 10 seconds. (Purple nausea status effect particles are displayed.)

When a villager enters courtship mode, he walks very slowly.

However, when night falls, he will still run into the house, and he will run very fast, faster than the player.

If there is a ladder in the villager's path, they will climb it like other mobs.

Sometimes, villagers do not enter the houses at night, but stay close to them.

In the poster of the 1.6 horse update, a villager in green robes and a villager in blue robes appear. However, blue-robed villagers never appear in the game.

April Fools' Day Joke[edit | edit source]

Main article: Easter Egg #2014

April Fools' Day joke by Mojang on April 1, 2014 Announced that villagers have fully taken over the player skin network content interaction system (CDN). This causes the player's skin to become a villager's skin. This also results in players being unable to change their own skins. The skins used this time include skins of various professions of villagers, as well as unused ordinary villagers (green robes).

Most of the sound effects have also been changed, probably by villagers. They are similar to the sounds of villagers talking (with words instead of their normal conversational sounds). The background music of the game has also been changed to the noisy sounds of villagers. The title of the Villager version was also changed to "Game of Thrones". The original sound resource pack was created by Element Animation, known as The Element Animation Villager Sound Resource Pack (T.E.A.V.S.R.P), and the new sound effects are based on videos from their fans. Villager sound effects were recorded by Dan Lloyd, director of Element Animation.

Gallery [Edit | Edit source code]

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