Village



NPC Villages are groups of buildings inhabited by non-player characters (NPCs)—Villager mobs that spawn naturally in the world. They spawn more commonly in the plains or desert biomes.

Structures
The buildings and structures that make up a village are:


 * Wood huts made of wood and wooden planks, with a rounded roof, dirt floor, glass panes for windows. Some have a fencepost-and-pressure-plate 'table'. They may or may not be inhabited upon the village spawning, and if there are villagers present in these huts, there is only one.


 * Small houses, similar in size to wood huts, but made with more planks, fewer wood blocks, and a cobblestone floor. Their roof is flat, and may have fenced off balcony with access provided by ladders. As with wood huts, they generate with no more than one villager. Unlike the other buildings, small houses have no door.
 * Large houses are composed of the same materials as small houses. However, they are much larger in size and are L-shaped. Two normal villagers always spawn in these houses.


 * Tavern, which have a small seating area made of two wooden stairs and between them a pressure plate-on-fence table. Nearby is a double stone slab counter, probably for serving drinks. A fenced off backyard is located behind the building and is accessed through a door. The yard is also presumably for the villagers to get some fresh air. A tavern owner has a white work apron and a regular villager skin, perhaps a villager, always spawn in taverns.


 * Libraries are longer and narrower than other buildings, and have a row of wooden stairs as a bench in front of two pressure plate-on-fence tables, with a row of bookshelves above. A crafting table is located in the corner. One librarian villager with a white robe always spawns in each library.


 * Wheat farms, which can come in small and large varieties. The small farms contain four rows of crops of wheat. A row of water separates the four rows into two groups of two. Larger farms are essentially two small farms combined. The farms are bordered by wooden logs, and in large farms, a walkway of logs also runs down the middle. Farms often seem to spawn in clustered areas near many small huts, possibly suggesting the poorer villagers who reside in the huts work on the farms.


 * Wells, which are 2x2 pools filled with water, surrounded by cobblestone and having a small roof of cobblestone supported by fences. The wells are normally 10 blocks deep, but are only 4 blocks deep on Superflat worlds due to the low elevation. There is only one well in each village. Wells usually spawn near the center of the village with roads leading out from all sides. Wells do not provide an infinite water source.


 * Blacksmith, made out primarily of cobblestone, wooden logs, wooden planks, and stone slabs. On the front of the building is a small porch with an awning supported by fences. Stairs lead up to the porch from the road. On the porch is a small pool of lava, surrounded on one side by iron bars. There are also two furnaces and a work table made of one double stone slab. An opening leads to a back room with a small seating area identical to those in the tavern, and a small chest containing a variety of items (listed below). One blacksmith villager with a black work apron always spawns near each Blacksmith but often wanders off. The lava can rarely set nearby structures on fire, which was a problem Jeb tweeted about during development. They appear to be rather rare, as a majority of villages found don't have one.


 * The approximate chance of finding each item is as follows:
 * {| class="wikitable sortable" style="text-align: center"

! Item !! Quantity !! Weight !! Chance
 * Bread || 1 - 3 || 15 || 62%
 * Apple || 1 - 3 || 15 || 62%
 * Iron Ingot || 1 - 5 ||10 || 47%
 * Iron Sword || 1 || 5 || 27%
 * Iron Pickaxe || 1 || 5 || 27%
 * Iron Helmet || 1 || 5 || 27%
 * Iron Chestplate || 1 || 5 || 27%
 * Iron Leggings || 1 || 5 || 27%
 * Iron Boots || 1 || 5 || 27%
 * Oak Sapling || 3 - 7 || 5 || 27%
 * Obsidian || 3 - 7 || 5 || 27%
 * Gold Ingot || 1 - 3 || 5 || 27%
 * Diamond || 1 - 3 || 3 || 17%
 * }
 * Iron Leggings || 1 || 5 || 27%
 * Iron Boots || 1 || 5 || 27%
 * Oak Sapling || 3 - 7 || 5 || 27%
 * Obsidian || 3 - 7 || 5 || 27%
 * Gold Ingot || 1 - 3 || 5 || 27%
 * Diamond || 1 - 3 || 3 || 17%
 * }
 * Obsidian || 3 - 7 || 5 || 27%
 * Gold Ingot || 1 - 3 || 5 || 27%
 * Diamond || 1 - 3 || 3 || 17%
 * }
 * Diamond || 1 - 3 || 3 || 17%
 * }


 * Churches are pure cobblestone buildings made of cobblestone and cobblestone stairs, with a small 3 floor tower equipped with ladders and glass panes to a balcony on the top. The tower often leads players to believe the building is actually a watch tower. One priest villager with a purple robe always spawns in each church.


 * Lamp posts can be found throughout villages, made of stacked fences topped with black wool, to which four torches are affixed, with one on each side.


 * Gravel roads connect most of the buildings.

The number of buildings within villages varies considerably, and not all types of buildings will be in every village. There is always exactly one well; for other buildings, the maximum number is chosen at random, and is increased in superflat worlds. Structures are picked from a weighted list, in which some are more likely than others (for example, libraries are more common than butcher shops). Due to the nature of the generation algorithm, there may actually be fewer buildings of a given type than the chosen maximum. There is no fixed limit on the number of lamp posts; they are generated when no suitable place is found for other buildings. Gravel roads often go out of the village quite a ways to nowhere.

Finding NPC Villages
One method is to find the possible places that villages can spawn by using a superflat world, where a lack of terrain makes villages spawn more often. This method will not always work: The above does not always work because NPC villages only spawn in flat biomes (plains and desert), so the above produces many false positives where the location in the original map is not suitable. One possibility is to retry the steps above but for step 2 select default world type (as opposed to superflat). This makes it harder to see NPC villages, but each NPC village found is much more likely to exist in the original world.
 * 1) Find your seed number. This can be done by pressing F3.
 * 2) Create a creative, superflat world, using that seed.
 * 3) If the computer being used is sufficiently powerful, set the render distance to "far".
 * 4) Fly around and search for an NPC village.
 * 5) When you find one, press F3 and find the coordinates.
 * 6) Go to these coordinates on your other (first) world.
 * 7) An NPC village (not the same design but still an NPC village) will have spawned there.

Expanding NPC Villages
The player can add more doors to a village to cause more villagers to spawn there.For every valid door in the village it will produce 35% of a villager. The requirements for a valid village door are that more spaces must be "outside" on one side of the door than the other. A space is considered "outside" if the sun hits it directly during the day, i.e, there is nothing above it except for transparent blocks like glass. Any space that is not transparent, or is shaded from above, is considered "inside". It will look at the 5 blocks in a straight line on each side of the door, and count the number of "outside" spaces. If the number of "outside" spaces on one side of the door is different than the number of outside spaces on the other side, it will be a valid door.


 * Buildings may be constructed out of most kinds of blocks provided that they are not transparent.
 * To properly register each door, a villager must be within a radius of 16 blocks horizontally and 3 to 4 blocks vertically of it. Doors may unregister if there are no villagers within range for a period of time.
 * Each door successfully registered as a house counts as 35% of a villager, meaning that every 3 registered doors produces a villager and every 20 registered doors is an additional villager. 21 doors will make 8 villagers.

Perhaps the easiest way to increase villager population is to make a kind of building some players call " love shacks ". These shacks are simply a building three blocks tall with large dimensions that for walls simply have a column and then a door these are extremely efficient and easy to make.

Creating NPC Villages
The player is capable of founding a new village by "transplanting" villagers from an existing village, as long as the following conditions are met:


 * Must be at least 40 blocks from the "boundary" of the existing village, or else villagers will simply return to the village.
 * There must be homes at the new village, or else the villagers will simply wander.

As a villager cannot be manually pushed far past the boundary of the village, a common method for transplanting villagers from an older town to a newer one is placing tracks, and pushing the villagers into minecarts - they will simply sit in the minecart and not react to the village border as they pass it, until they are removed from the cart. It is often helpful, but not required, to place the doors of the homes after the arrival of the villagers to speed detection. You can also simply destroy all the doors in the villages which will remove the boundary.

History
Notch originally worked on NPC Villages by himself, but eventually gave the task to Jeb, so that he could work on other things.

Jeb has said that, during early tests of villages, the lava in a smithy often set the village on fire.

NPC villages were added in Beta 1.8. Originally, NPC Villages were intended to be populated with Pigmen, but in Beta 1.9 Pre-release, Villager mobs were added to spawn in NPC Villages.

A picture of NPC villages was released by Notch before 1.8 was released. In the early screenshots, villages were partly made of Moss Stone. Even though the picture only showed the exterior of the buildings, videos recorded later during PAX revealed the interior of the structures. NPC Villages are most often spawned in desert or plains biomes. This is probably due to the fact that while villagers wander, they are prone to falling off of cliffs and other tall structures, much as a wolf will. It is implied that villages will have their own biome in order to solve many of the problems that were hindering their development.

As of 12w07a, Villagers will automatically repopulate according to the number of available houses in the Village. This is useful, because Zombie sieges have also been implemented, which hordes of zombies will have a chance to spawn near villages at night and attack Villagers. The player may supplement the amount of available houses by creating structures that consist of an area with a roof and wooden door.

As of 12w08a, Iron Golems will spawn near villages in order to protect the Villagers against any mobs in its sight, except passive mobs, wolves, and certain hostile mobs, such as the creeper, due to its potentially destructive nature when aggravated.

Since Minecraft snapshot 12w21a the player can trade with Villagers using emeralds.

As of 12w21a, NPC Villages change style according to their biome (e.g., the structures are made of sand/sandstone when any NPC villages are spawned in a desert).

PAX
NPC Villages were shown to the public during the PAX demo. For demo purposes, Notch made them appear near the spawn so people could see them. On a live stream from his Android phone during PAX, Notch stated that NPCs have not been added to the villages but that they are coming eventually. (According to Jeb, NPCs for the village was delayed until Beta 1.9 .) The majority of the NPC structures are made from wood based resources, with frames of cobblestone, and the footpaths are 3 blocks wide and made of gravel. The gravel appears to replace the top layer of dirt (or sand) upon generation of the village.

Old Interview of Notch
Notch once answered some questions about an idea he had, NPC Villages, where he revealed some thoughts about them :
 * If you treat the Villagers well (giving them items), they'll give you items back. (This has been fulfilled with the addition of trading.)
 * If you treat the Villagers badly (attacking/killing them), they'll try to do the same to you. (This has been partially fulfilled with the addition of Iron Golems.)
 * Raiding chests will anger the owners of the town/chest and they will attack.

Eventually these villages will have more player looking NPC's. Also, trading has been Jeb's main focus on villages.

Bugs

 * It is possible for mushrooms to spawn inside the buildings.
 * NPC villages may occasionally spawn in shallow water (however, it is usually not too far away from shore). As seen Here
 * Occasionally, if a lamp post is generated one block away from a building, one of the torches may be spawned on the wall of that building.
 * It is possible for village buildings as well as farms to be cut off seemingly randomly, as result of chunk errors, making the buildings be only partially spawned.
 * If an NPC village is in the desert, there is a small chance there will be a cactus on the paths, and that they will have gravel on top of them.
 * It is possible for structures built by NPCs to continue down a ravine, if spawned on/next to one.
 * Zombies may spawn in houses on hardcore mode, even if lit. (Unknown if this a bug or not)
 * In desert villages, stone half slabs spawn on top of blacksmith's. It would make more sense for sandstone half slabs to spawn on top of them to match the rest of the village. (Unknown if a bug or not)
 * At rare occasions, villages are created so small that no villagers have spawned.
 * There is a rare glitch where a house will spawn upon another, thus creating a doorless 2 story house with a gap where the second "door" should be.
 * Sometimes, a part of a house or the complete house will appear non existent. If you walk where it should be, you will glitch out of it. If you right-click on where the blocks would be, they reappear.
 * In 12w21a (and possibly 12w22a), villagers occasionally will all spawn with the original farmer skin. (This does not affect the items they buy/sell, just their appearance, but can be confusing for the player)
 * in some desert houses there may be some extra blocks inside made of sand

Trivia

 * NPC villages are optional as part of the setting for generated structures.
 * Unlike in the above case, if gravel goes through a tall grass area, tall grass will be removed and it may drop seeds.
 * The paths may also be collapsed because of a cave.
 * Farms in the villages avoid overhanging by filling in the area below them with dirt. When the farm overhangs a ravine, this can cause a very tall rectangular dirt structure that at first glance almost looks like a chunk error.
 * Occasionally, surface ravines will be generated through NPC villages, causing missing pathways or even entire buildings sunken into the ravine. This also applies to cave entrances and other surface oddities.
 * It is possible to spawn near or inside an NPC Village. Example: The 1.2.5 seed "blanc". Also, if you dig a few blocks down in front of the house with a floating porch, you'll see that the village has spawned on top of a ravine.
 * It is also possible to spawn directly inside an NPC Village building. Example: gimmeabreak as the seed in 1.0.0 unlike others before 1.0.0 and after Beta 1.7.3 which spawns you near 4 chickens.
 * The wells in NPC villages do not work as infinite water sources, as they are more than one block deep. (They do become infinite water sources once drained to their lowest level, or if the bottom is filled in with sand/gravel.)
 * Sometimes buildings can generate so that their entrances are buried. You have to uncover the entrance, or dig in through the walls. An example of this can be found on the seed, troll, with the church in the NPC village you spawn near, half buried.
 * Alternatively to the above, entire villages can be rarely found 2 or more blocks higher than the gravel path with no stairways going up to the houses.
 * It is possible for 2 or more villages to spawn on one another.
 * Outside the tutorial area in the Xbox 360 Edition, there is a village similar to the ones in the PC edition but without Villagers.