Village

"Villages are some of the most bustling, lively places in Minecraft outside of the player’s own constructions. They’re populated by sort-of-friendly folk involved in various useful pursuits: farmers, fishermen, fletchers, butchers, clerics, armorers and more. Including my favourite: the nitwit."

- Marsh Davies

Villages are groups of buildings inhabited by villagers, cats, iron golems and, occasionally, zombie villagers and wandering traders, that generate naturally in the Overworld.

Generation
Villages generate naturally in plains, savanna, taiga, and desert biomes. In Bedrock Edition, Legacy Console Edition and Java Edition, villages also generate in snowy tundra and snowy taiga biomes. About 10-20 villagers can spawn, depending on how many beds are in the village. Villagers only spawn in houses which have beds, while job site buildings (bedless houses) are always empty when generated. The type of the village, and therefore the style of all structures within it, is determined by the biome at the northwest corner of the village well (defaults to plains if it's not one of the other biomes).

2% of villages will generate as zombie villages; see.



Mobs

 * s (spawn in regular villages only)
 * s (one spawn within every village meeting point)
 * s (spawn in zombie villages only)
 * s (spawn in any villages)
 * s (spawn in new regular villages only)
 * s (spawn in new regular villages only)
 * s (spawn in new regular villages only)
 * (spawn in new regular villages only)

Raids
If a player kills an illager captain, they will receive the Bad Omen status effect. If this player then comes within a village boundary, the raid will activate and groups of illagers will spawn and attack the village.

Zombie sieges
Zombie sieges are in-game events that occur when 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 population reaches at least 20 villagers.

Houses
The number of buildings comprising a village can vary, and not every village is composed of all buildings at once. Apart from the well, which is unique and systematic, the number of buildings of each type is randomly generated, and increased in superflat worlds. Structures are picked from a weighted probability list (libraries are more common than butcher shops). The number of lamp posts has no restriction, as they are generated where no other buildings can be placed. Paths are found between the buildings of the village and often extend beyond them.

As of Bedrock Edition 1.10.0, the rarity of building types in villages depend on village variants, e.g.: libraries are more common in plains villages than in snowy village types.

Paths


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 will only replace 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.

Village paths generate as grass paths where they replace grass, planks where they replace water or lava, and gravel over cobblestone where they replace sand, sandstone, and red sandstone. They are subject to the block substitutions described below, i.e. in desert villages, they generate as sandstone with smooth sandstone bridges over water instead of cobblestone-and-gravel with plank bridges.



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. However in Bedrock Edition, cobblestone-and-gravel path are never generated as grass path is used to generate on sand, sandstone, or red sandstone.

Styles
Some blocks in the village structures vary depending on the village's type.

In Bedrock and Legacy Console editions, Snowy Taiga and Snowy Tundra villages use the Taiga substitution.

Loot



 * In Bedrock Edition, plains village house chests include


 * Desert village's temples also have loot, which includes:
 * 1-4
 * 1-4
 * 1-4
 * 1-4
 * 1-4
 * 1-4

In Bedrock Edition, some chest loot are
 * Village fletchers:
 * 1-3
 * 1-3
 * 1-3
 * 1-3
 * 1-3
 * Village cartographers:
 * 1-3
 * 1-5
 * 1-2
 * 1-4
 * Village Tool smiths:
 * 1-3
 * 1-3
 * 1-3
 * 1-3
 * 1-5
 * 1-3
 * 1-3
 * 1-3
 * 1-5
 * 1-3


 * Taiga Village house:
 * 1-5
 * 1-7
 * 1-4
 * 1-5
 * 1-4
 * 1-5
 * 1-5
 * 1-4
 * 1-5
 * 1-5
 * 1-5

Note: these loot can be rolled multiple times.

Zombie villages
A village has a 2% chance of generating as a zombie village. In such villages, all generated villagers are instead zombie villagers, and all doors and torches are missing. These zombie villagers will not despawn, but have no special resistance to sunlight. In Bedrock Edition and Legacy Console Edition, zombie villages include cobweb and moss stone.

Village and Pillage
Similar to Bedrock Edition, zombie villages replace some cobblestone with mossy cobblestone and will randomly place cobwebs in places of wood. All light sources (including campfires in taiga villages) will not spawn as part of the village either, and all doors will be absent. The respective profession skin for each villager for each house will be given to the zombie villager which spawns as well.

Mechanics
A village is almost always composed of at least one acceptable house and one villager. In some rare cases, villages have generated with a well and nothing else (observed to occur on console versions). Upon creation, a village center is defined as the geometric barycenter (i.e. centroid or "average coordinates") of the active doors' locations, and the village's size is the greater of 32 blocks or the distance to the furthest door from the center. Any villager, village golem, siege-spawned zombie, or raid-spawned illagers will path back into the village if they find themselves farther than "size" blocks from the center.

As the villagers move around, the area near them (a 16&times;16 square centered at the northwest of the block the villager is standing plus a height of 8, starting at 2 blocks above their head and ending 4 blocks below their feet) is occasionally checked for new valid doors ("houses"). Thus, the random movement of villagers may also slowly change the center of the village they live in, even if no houses are actually changed. If a new valid door is found more than village size + 32 blocks outside of any existing village's center, a new village is created; if a new valid door is found fewer blocks away than that, the door is added to an existing village and the center is recalculated.

Villages are set 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 minimum population of a village is 0.35 times the number of valid doors (see ). If the population drops below that point (due to death or kidnappings), but there are at least two villagers left who can reach each other, the villagers will mate and breed until the population is above the minimum. $$, the minimum population equals the number of doors (1:1 ratio).

Adult villagers can be traded with by pressing the button on them.

Gathering site
Villages have gathering sites where villagers will mingle. The gathering site is a bell located within village boundary. In a gathering site, there is a chance a wandering trader along with their trader llamas will spawn.

Job site
Job sites are workstations such as grindstones, smithing tables, and lecterns. Villagers with the corresponding professions will spend their time in front of their workstation, except for nitwits and unemployed villagers (villagers without profession overlays).

Popularity
A player's popularity starts at zero, and ranges between −30 and 10, and the following can alter a player's popularity: A player's popularity does not reset on death, and players cannot alter other players' popularity. Popularity changes only happen once, so if any player attacked a villager, then brought him to a different village, the player would get the -1 popularity in the first village, but not the second. Popularity is stored per village; a player may have a high popularity in one village and a very low one in another. When a player acts directly on a villager, particles around that villager will indicate the change in popularity. Conversely, 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 -15 popularity or less, iron golems of that village will become aggressive to that player. If an iron golem is idle, it may become aggressive to the nearest player with -15 or lower popularity. However, "nearest" can be any distance at all, so if the village's chunks are loaded (perhaps by another player), the golems can turn hostile even after the unpopular player has traveled across the world. This does not apply to player-made golems.

If a villager dies to a non-mob, non-player source while a player is within 16 blocks (spherical radius), or if a monster kills a villager, then no villager in the village will mate for approximately 3 minutes.

Trivia

 * According to Jeb, originally they wanted a system for a village to expand in 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 house was changed to beds.
 * Prior village and pillage 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.
 * As of village and pillage, circular or square platform of grass or sand(depending terrain) will generate below structure which can cause surface oddities in mountainous terrain.(this can be clearly seen when village building generate on ocean)
 * Farms will generate a few blocks of open space above them if they happen to generate inside a hill. This can cause sand to float over farms in desert villages.
 * Occasionally, surface ravines will be generated through villages, causing missing pathways or even entire buildings sunken into the ravine. This also applies to cave entrances and other surface oddities.
 * In the Legacy Console Edition, in the TU19 tutorial world, the village behind the castle has a blacksmith, but there is only a Music Disc, not ordinary loot.
 * Villages are structures that are most likely to be found with generation failures.
 * In rare cases, players can find very small villages containing only one house or even just job site buildings(building with workstation) without any house building(building with beds) causing village not spawn any villagers.
 * If the opposite happens, village will only spawn few nitwit villagers and most of villagers will be jobless.
 * If a village is near a jungle biome, the houses that will generate there will be cut off.