Talk:Villager

Genaric Villager
The page says that generic villagers cannot spawn at all, even in mods. How is this possible? ~From Contrapple 17:30, 21 March 2015 (UTC)


 * They don't exist anymore - generic villagers are a removed feature. | violine1101(Talk) 17:49, 21 March 2015 (UTC)


 * I thought they are in Minecraft's code, but they do not have a data value. ~From Contrapple Grid Empty Map.png 19:57, 21 March 2015 (UTC)


 * They were in Minecraft's code, but the generic villagers' code was removed in 1.8. The texture however still exists. | violine1101(Talk) 21:21, 21 March 2015 (UTC)


 * How can a nonexistent entity have a texture that does exist? ~From Contrapple Grid Empty Map.png 22:16, 21 March 2015 (UTC)


 * The texture is still on the game's files, but it is unused. – LauraFi -  talk  22:27, 21 March 2015 (UTC)


 * Basically, originally the green villager skin was the default for villagers with improper ids, but now the default is the farmer skin, causing the skin to no longer be referenced anywhere in the game. It also does not state mods anywhere. – KnightMiner  t/c 18:07, 21 March 2015 (UTC)

Villagers Not Trampling Crops?
http://i.imgur.com/zbQWX2i.png

Villagers have been running across my crops a lot recently. But it seems they don't trample them and turn them back into regular dirt. Is this a bug? (If it's a bug, I'm grateful for it.) I am not using any mods, the different models visible are part of 1.8's editable resource pack models.

Thanks!

- Nick62703 –Preceding unsigned comment was added by Nick62703 (talk • contribs) at 20:34, 13 May 2015 (UTC). Please sign your posts with


 * Crops get trampled from villagers / mobs / players when the farmland gets jumped on, or fallen on, from about a block or more of height. Not from just running across it -- they intentionally changed it from that in version 1.1. You used to have to sneak, now walking and running are fine.  You have a low roof there, so your villagers will be fine with your farmland. – Sealbudsman (Aaron) SealbudsmanFace.png t/c 21:05, 13 May 2015 (UTC)


 * Interesting. Thanks for clearing this up! Nick62703 (talk) 21:09, 13 May 2015 (UTC)

- The Bountiful update (1.8) introduced villagers farming crops. JohnCWright (talk) 14:03, 9 May 2016 (UTC)

Career chances
I was curious about how often which career type is chosen. I summoned 550 villagers (to get an average of 50 villagers per career) and counted the villager careers. Maybe someone ist interested in it.

91.11.13.97 19:39, 25 September 2015 (UTC)


 * A quick look at the code suggests that the chances of each profession, and of each career within a profession, are equal. Your data agrees with this for the most part, though you had an unusually small number of shepherds; probably just a fluke of the random number generation. -- Orthotopetalk 20:43, 25 September 2015 (UTC)

Transport villagers one by one
Hello, I built an infinite villager breeder and collect the villagers in a 1x1 pit. I usually collect them and work on other things until there are about 30 villagers in the pit. Near it I built a shop to where I wanna get the villagers into. I already have a sorting system where I can sort a single villager into its category. But I can't figure out how to get these villagers out of the pit one by one to throw them into the sorting system. I already experimantated a lot with minecarts, powered rails and water tunnels. The best transporter I built worked in about 90% but in about 10% the minecart got stuck inside the pit and I had to open the pit again to get the minecart out. Powered rails also didn't help to automaticaly move it out again in all cases. Does anyone have an idea how to fully automatic separate a single villager out of a group of villagers without repairing the system every few times? -- 91.11.10.109 09:55, 3 October 2015 (UTC)
 * Powered rails trap minecart said if they are unpowered. Try placing a redstone torch next to it. The BlobsPaper.png 14:22, 3 October 2015 (UTC)
 * I usually place redstone blocks under the powered rails so that they are powered. In most cases my it works: The minecard drives through a hole in the wall into the villagers pit, picks up one villager, hit the wall and returns with the villager through the hole, powered by the rails. Or otherwise a dispenser inside the pit sets the minecart on the powered rails, it picks up a villager and drives out through the hole. But in some cases in both szenarios it just get stuck inside the pit or in the hole in the wall and doesn't move anymore, although it stands on powered rails. I think it maybe misses a redstone update or it get stuck because of the large amount of villagers inside the pit. If there are no villagers in the pit it works without any problems. I search for a solution so that the minecart doesn't get stuck anymore. -- 91.11.10.109 17:03, 3 October 2015 (UTC)
 * Just a guess, I'm not good with this sort of stuff. Maybe have it drive through the pit and out the other side, rather than in and out the same place? I'm kind of guessing it might be trying to drive in the direction of a wall, and not changing direction. Never seen it done with dispensers (Not that you're doing it wrong, I just haven't seen it) so I don't know which direction they choose to go when they hit a powered rail from above. --Azaram (talk) 04:41, 24 October 2015 (UTC)

Edit about villager spawning
Hi, was the edit not good, or wrong? – Sealbudsman talk/contr 21:32, 13 November 2015 (UTC)


 * Apologies, I believe that was a mistaken revert when using my tablet. –Goandgoo ᐸ Talk Contribs 08:17, 14 November 2015 (UTC)


 * Ok thanks! – Sealbudsman talk/contr 15:13, 14 November 2015 (UTC)

Villagers will like and dislike you, depending on how you react to them.
This feature was added in snapshot 12w32a but it is not listed on the wiki page.

What does it do and how can one influence it?

Is this measured per villager of per village. --141.135.31.177 19:56, 7 May 2016 (UTC)


 * The popularity system is described at Village, and is per village. - Sonicwave ( talk &#124; c )  05:49, 8 May 2016 (UTC)

Do villagers despawn?
Hey I couldn't seem to find any info on this on the wiki. I started a village recently and found that certain villagers far away from doors seem to go missing. I was wondering if they would ever despawn of their own accord? I'm finding mixed messages about this on the web. –Preceding unsigned comment was added by 80.44.17.68 (talk) at 17:05 November 6, 2016 (UTC). Please sign your posts with


 * Going off of the  file in MCP 9.31 (which is the mod coder pack for version 1.10.2), there's a boolean function   which always returns false. Unless there are ways of despawning that get around that somehow, no, a villager won't despawn. –  Sealbudsman talk/contr 02:10, 7 November 2016 (UTC)

Baby render is missing ?
The render of the 'baby' villager is missing. Would it be possible to add this render ? Nethonos (talk) 17:37, 16 December 2016 (UTC)
 * It has been added to the requested pages. The BlobsPaper.png 04:54, 2 February 2017 (UTC)
 * Thanks. -- Nethonos 10:27, 2 February 2017 (UTC)

Easy possibility PE
It says on the page that there is a 0% chance in easy mode for a zombie villager to be created from a zombie killing a villager. I've seen this happen on pocket edition though, can someone add the possibilities in pocket edition to the page? - MinecraftPhotos4U (talk) 12:51, 22 April 2017 (UTC)
 * In Bedrock Codebase, there is currently a bug where villagers ALWAYS turn into zombie villagers when killed by zombies. It is supposed to work like in Java Edition. SuperGeniusZeb (talk) 14:29, 22 April 2017 (UTC)

Farmer inventory
There is said here that a villager that has been cured from a zombie villager will get a empty inventory. Does that implies that if a villager is breded it will have stuff in their inventory upon spawning? /54.87.181.129 15:52, 2 July 2017 (UTC)


 * The one does not imply the other, no. But no, a baby villager (or any newly-spawned villager) has an empty inventory, in vanilla Survival. –  Sealbudsman talk/contr 22:06, 2 July 2017 (UTC)

help with willingness/breeding
I'm trying to get the villagers in my 1.7.10 (modded) game to breed, but they don't seem to be accepting my potatoes or trying to throw them to other villagers. Is the version of MC I'm playing too old for that mechanic? Or is there something else I'm doing wrong? I know villagers can breed in this version, as I've seen a few children, but I can't figure out how to cause it to happen myself. I have plenty of doors stacked in a 5X5 tower, so I don't think that's the problem?--Macks2008 (talk) 19:33, 31 January 2018 (UTC)
 * This is not the place to get help for modded minecraft. Please go to the respective modded wikis such as [//wiki.technicpack.net/Tekkit tekkit] or Feed The beast. – [ Jack McKalling ] [ Grid Book.png Grid Book and Quill.png Grid Diamond Pickaxe.png ] 19:39, 31 January 2018 (UTC)
 * Basically no mod changes breeding mechanics - look at the history section of the page instead. You are playing on a rather outdated version, so you should've checked there. --Hubry (talk) 21:22, 31 January 2018 (UTC)
 * Oh c'mon guys, let's just give this person a straight answer and don't shoo him/her around! Macks2008@undefined Yes, Minecraft 1.7 ist too old for feeding crops to villagers. This concept was introduced in 1.8, where villagers have a willingness tag which needs to be triggered before they can breed. In 1.7 this tag doesn't exist and villagers breed whenever there are enough doors around, so it's basically a lot easier for you. Just search for a basic 1.7 villager breeder on Youtube and you're set. But be careful, because there is no limit for how many villagers can be created by such a breeder. If there are too many your game will crash eventually, because it can only handle a limited amount of entities. I hope this explanation helps. :) – Fusseel 22:28, 31 January 2018 (UTC)