Village

A village is a group or complex of buildings and other structures that generate naturally in the Overworld. A village is inhabited by villagers, cats, iron golems, passive livestock mobs, occasional zombie villagers, and wandering traders with their trader llamas. A village is a source of resources to the player, obtained from trading, chests, and materials found in the village. Villages are also targets of raid attacks by illagers.

Generation
Villages generate naturally in plains, savanna, taiga, snowy tundra, and desert biomes. $$, they also generate in snowy taiga, sunflower plains, taiga hills, and snowy taiga hills biomes. The type of the village, and therefore the style of all structures within it, is determined by the biome at the village center or meeting point. If the meeting point does not generate in one of the above biomes, the village defaults to plains style.

The following table shows the village styles corresponding to different biomes.

The number of villagers spawned depends on the number of beds in the village. Villagers spawn only in houses that have beds, while job site buildings (with no beds) always generate without villagers.

If a building or pathway generates over open-air, circular or square platforms of grass or sand (depending on the terrain) generates below the structure, which can cause surface oddities. This can be clearly seen when a village building generates over an ocean. Farms generate a few blocks of open space above them if they happen to generate inside a hill.

Some villages generate as abandoned; see below.

Mobs

 * Upon generation
 * s (spawn in regular villages only)
 * s (spawn in regular villages only; one spawns near a village meeting point)
 * s (spawn in abandoned villages only)
 * s (spawn in regular villages)
 * s (spawn in regular villages)
 * s (spawn in regular villages)
 * (spawn in regular villages)


 * Periodically
 * s (spawn naturally inside villages, one for every four beds for a maximum of five)
 * s (one spawns periodically at a village meeting point)
 * s (two spawn periodically at a village meeting point alongside a wandering trader)
 * s ($$, they spawn periodically around the village center if there are at least 10 villagers and 20 beds in a village, for a maximum of two. $$, they spawn periodically if the villager spawning them has slept)


 * During events
 * s (spawn during zombie sieges)
 * s (spawn during raids)
 * s (spawn during raids)
 * s (spawn during raids)
 * es (spawn during raids)
 * s (spawn during raids)
 * es (spawn during raids or when a villager is struck by lightning within four blocks of the bolt)

Raids
A player who kills an illager captain receives the Bad Omen effect for 100 minutes. Like other status effects, Bad Omen can also be cleared by dying or drinking milk. Entering a village boundary while the effect is active triggers a raid, in which groups of illagers spawn and attack the village.

Zombie sieges
Zombie sieges are in-game events where many zombies spawn in a village, regardless of how well lit or walled off a village is. They have a 10% chance of occurring at midnight every night or during thunderstorms when a village has at least 20 valid beds.

Buildings
The number of buildings making up a village can vary, and not every village consists of all building types at once. Apart from the meeting point, which is unique and systematic, the number of buildings of each type is randomly generated and increased in superflat worlds. The number of lamp posts and decorative structures (hay bales, melon patch, pumpkin patch, farms, snow and ice patches) has no restriction, as they are generated where no other buildings can be placed. These structures could have functions, and could be of great use to the player. Paths are found between the buildings of the village and often extend beyond them.

Structures are chosen randomly from a pool of possible buildings. No one building has a greater chance to appear than another.

Architecture style, and blocks making up the village structures, vary according to village type. Not every building can generate in a single village, although some blocks can be found in any village, such as job site blocks and food items.

$$ buildings have different probabilities of generating, depending on village type; for example, a weaponsmith shop is more likely to appear in a Taiga village than other villages.

Paths


Villages generate paths between the buildings and extending outside of the village. Village paths generate at the level of existing terrain, potentially going up steep hills or down ravines without regard for whether an entity could actually traverse the path. Paths do not go below sea level and replace only grass blocks (with air above), water, lava, sand, sandstone, and red sandstone; all other blocks are ignored and the blocks underneath are considered for replacement instead. Villagers use these paths to travel across the village.

In plains, savanna, taiga, and snowy villages, paths are comprised of grass paths and grass. Savanna villages also generate farmland and crops in some paths. Grass paths that generate over water are replaced by the village style's planks type. Desert villages generate with smooth sandstone paths.

In Buffet worlds with cave generation, paths may generate on a separate layer from the rest of the buildings. In floating island generation, paths may not generate at all.

Trees, lamp posts, and other decorative structures can generate in the middle of paths as obstructions.

Abandoned villages


A village has a chance of generating as an abandoned village (formerly zombie village). This chance is 2% $$, and appears to be 25%-30% $$.

In an abandoned village, all generated villagers are instead zombie villagers, and all doors and light sources are missing. The zombie villagers do not despawn, but have no resistance to sunlight. In abandoned villages, some cobblestone blocks are replaced by mossy cobblestone, random blocks (particularly wood) are replaced by cobwebs, and all glass panes are replaced by brown stained glass panes to represent dirty glass. Abandoned villages also spawn stray cats, as well as the usual village livestock.

Mechanics
A village always consists of at least one acceptable bed and one villager. Rarely, a village structure can generate without beds, thus not qualifying as a village. Upon creation, a village center is defined as a bed claimed by the first villager (a village leader), or the gathering site block (a bell), and the village's size is the greater of 32 blocks or the distance to the furthest bed from the center. Any villager, village golem, siege-spawned zombie, or raid-spawned Illagers can pathfind back into the village if they find themselves farther than that many blocks from the center.

Villages are established by the number of valid beds in the village. $$, a "valid bed" is a bed unobstructed by other blocks so that it can be used for sleeping.

The maximum population of a village is the number of valid beds. If the population drops below that point (due to death or removal), but there are at least two villagers left who can reach each other, the villagers mate and breed until the population is at the maximum.

Bedrock Edition
$$, a village is created when at least one villager links to one bed. Once those conditions are met, a village of the size of 64×24×64 blocks is created. The location of these village boundaries are defined and centered on a point of interest (POI) block. POIs can also be job site blocks or bells. By default, the village boundaries are centered on the first bed claimed, but may change unpredictably from villager to villager. The village boundaries may expand from various actions. Contrary to popular belief, a villager leader does not exist.

Gathering site
Villages have gathering sites where villagers may mingle. A gathering site is defined as a bell located within the village boundary. A wandering trader may spawn at a gathering site, accompanied by trader llamas.

Job site blocks
Job site blocks are blocks such as grindstones, smithing tables, and lecterns, which are used by villagers. Villagers with the corresponding professions spend their time in front of their job site block, except for nitwits, baby villagers and unemployed villagers (villagers without profession overlays). Upon claiming a job site block, green particles appear above both the villager and the job site block, and the villager takes up the profession of the job site block if unemployed. Villagers that have already been traded with can claim only job site blocks related to their profession. Employed villagers that are not linked to a job site block are unable to restock their trades. Villagers cannot link to a job site block that has already been claimed by another villager. There are thirteen job site blocks in the game, each linking to their respective villager profession.

Popularity
A player's popularity starts at zero and ranges between −30 and 30 $$, and between -30 and 10 $$. $$, the following can alter a player's popularity:

$$, the following can alter a player's popularity:

When a player acts directly on a villager, particles around that villager indicate the change in popularity: green sparks for increasing popularity, or small lightning bolts for decreasing popularity.

Particles, however, do not occur when acts directly on a villager when spawned in with a spawn egg with no village.

A player's popularity does not reset on death, and players cannot alter other players' popularity. Popularity is stored per village; a player may have high popularity in one village and a low one in another. Additionally, because popularity is stored per village, if the entire village is destroyed, any accumulated popularity, positive or negative, is also eliminated.

If a player has &minus;15 popularity or less, any naturally spawned iron golems for that village become hostile toward that player until the player's popularity increases by trading with the villagers.

Golems constructed by the player, however, are always passive toward the player.

Trivia



 * According to Jeb, originally they wanted a system for a village to expand in the population if the player improves it. But they found that it was computationally expensive to evaluate what constituted a house, so to make it simple, they decided that a door with an inside and outside counts as a house; however, the house was later changed to beds.
 * Prior to Village and Pillage, the farms in villages would avoid overhanging by filling in the area below them with dirt when they spawned. When a farm overhangs a ravine, a tall rectangular dirt structure generates underneath. Buildings would fill the area below them with cobblestone, often resulting in the same behavior.
 * Occasionally, surface ravines generate through villages, causing missing pathways or even entire buildings sunken into the ravine. This also applies to cave entrances and other surface oddities.
 * In rare cases, players can find a tiny village consisting of one house, or even just one job site-building (a building with job site blocks) without any houses (building with beds), causing the village to not spawn any villagers.
 * The plains village is the only type of village with much of its architecture resembling its old counterpart prior to Village & Pillage.
 * In the Java Edition, village paths used to generate grass paths only when generated on grass blocks and used gravel in other cases. This is no longer the case due to a bug.