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)
 * Fusseel@undefinedThank you for actually putting in some effort to help me. This answers my question perfectly. and CPU performance and related limitations shouldn't be an issue, so long as I limit the number of villagers somehow. Perhaps I'll push any that don't fit on a platform into lava? IDK. As for the others shooing me around, while it's a bit frustrating, I can't say I blame them. I mentioned I was using a modded instance but what I should've done is test and vanilla before asking for help here, that way there is no room for BS –Preceding unsigned comment was added by Macks2008 (talk • contribs) at 01:32, 1 March 2018 (UTC). Please sign your posts with

Using Commands to Spawn Specific Villagers
I have no idea how to use commands to spawn a specific Villager with a specific professions and careers. Minecraft Bedrock Edition is confusing RuneyToonsSepticFollower (talk) 02:35, 25 February 2018 (UTC)


 * You can't in Bedrock Edition. --Pepijn (talk) 15:40, 26 February 2018 (UTC)

Breeding on Bedrock Edition
By my tests, villagers will breed until number of villagers equals number of doors on bedrock edition (instead of 35%). Also, any villagers within the horizontal region are counted regardless of vertical height from the center of the village (though I didn't test this part very thoroughly, but it is definitely larger than the 5 block vertical range listed on the wiki.) –Preceding unsigned comment was added by 185.153.179.2 (talk) at 0:09, 12 June 2018 (UTC). Please sign your posts with

Which biomes can villages spawn in?
The village page does not list badlands as one of the possible biomes for villages, but does list taigas. This page lists the opposite, so which is correct?

(It's worth noting this page listed "spruce forests" until I updated the biome names to 1.13, which may have meant taiga) Cultist O (talk) 11:15, 21 July 2018 (UTC)
 * I am pretty sure that the information on this page is incorrect and the information on " Village" page is correct. 85.76.73.167 12:53, 21 July 2018 (UTC)

File cropping
@FVbico They don't need that empty space in their image. And the illagers' cropping needs to be fixed to have their normal pose match the cropping of their attacking pose anyway. – Luckowski ᵗᶜᵘ 13:53, 29 October 2018 (UTC)


 * These changes were made by an administrator of the german translation wiki, and a member of GRASP; they have their reasons, which is more than likely to have a consistent size between a looping image somewhere on the wiki.
 * FYI, that "ping" did nothing. FVbico (talk) 13:56, 29 October 2018 (UTC)


 * Well if that's the case, okay then.
 * And FYI,.. I have no idea how to ping. 😅 – Luckowski ᵗᶜᵘ 13:58, 29 October 2018 (UTC)


 * -> FVbico (talk) 14:01, 29 October 2018 (UTC)


 * Thanks! – Luckowski ᵗᶜᵘ 14:03, 29 October 2018 (UTC)


 * Pings will only go through if you resign your post in the same edit as the edit you ping in. For example, if you make a post which you sign, and then edit the post to link to someone's user page but don't resign, the linked user will not get a notification.-- Madminecrafter12 Orange Glazed Terracotta.png to meLight Blue Glazed Terracotta.png 14:09, 29 October 2018 (UTC)

Villager Size
Although I don't rememer seeing anything like this in the changelogs, I'm pretty sure the villager size changed with Update Aquatic. I can't link to YouTube here but you can find the evidence by looking up Tango Tek's video, Hermitcraft VI: #16 - Death Under the Sea! at 2:13. –Preceding unsigned comment was added by L4bbogdanbarbu (talk • contribs) at 19:15, 23 December 2018‎ (UTC). Please sign your posts with

Beetroot and willingness.
Looks like in 1.12.2 (java) beetroots doesn't make villagers willing to breed. 89.22.60.23 19:37, 23 December 2018 (UTC)


 * I've added this to the article; thanks for pointing it out. – Sonicwave talk  19:55, 23 December 2018 (UTC)

Where is the "Villager Base" skin found?
Where is the base skin for 1.14 villagers found? It is in the article and I don't know where it came from or if it is just a random fan's re-texture of a villager. If possible, can you please add the texture file to the page? --AwesomeNinja886 (talk)     01:26, 24 December 2018 (UTC)

This is important because I don't think it's a good idea to say it is the base villager skin if it is just a fan's re-texture. --AwesomeNinja886 (talk)     01:26, 24 December 2018 (UTC)


 * client.jar\assets\minecraft\textures\entity\villager\villager.png – Nixinova Grid Book and Quill.png Grid Diamond Pickaxe.png 01:52, 24 December 2018 (UTC)


 * Okay, can you please submit the client.jar\assets\minecraft\textures\entity\villager\villager.png? --AwesomeNinja886 (talk) Smithing Table Revision 1.png VillagerFace.png Diamond Sword.png  01:55, 24 December 2018 (UTC)


 * What do you mean by that?? – Nixinova Grid Book and Quill.png Grid Diamond Pickaxe.png 02:06, 24 December 2018 (UTC)


 * Kind of what is found on the Skin page? Like how they showed a picture and the file next to it in the table? Something like that is what I mean. --AwesomeNinja886 (talk) Smithing Table Revision 1.png VillagerFace.png Diamond Sword.png  17:55, 1 January 2019 (UTC)
 * I don't know how to actually render the skins myself but you can if you want to. – Nixinova Grid Book and Quill.png Grid Diamond Pickaxe.png 21:04, 1 January 2019 (UTC)

Well then, just create the table and add the files, and I'll render them.--AwesomeNinja886 (talk)     21:16, 1 January 2019 (UTC)


 * Just create the a table with the raw files, a brief description of how they are used, and then leave space for the renders so I can add them later.--AwesomeNinja886 (talk) Smithing Table Revision 1.png VillagerFace.png Diamond Sword.png  00:29, 5 January 2019 (UTC)

Villager Professions (beyond Mason)
So the Changelog says Masons, repeatedly. But there are a Lot of New Villager( s' ) Professions, up-coming in 1.14.(.!)

And is the "non-Profession," still at-all present as "Nitwit" (seems to be from the Pic of the 14 of them)? As a (New, Bell) "Ringer" (heh, was one funny idea someone had, they'd - try to - save the Village from Zombies /Illagers by warning everyone, but that half-joke also assumed other Mobs could Ring-Bells) (a.k.a. "ringer" is someone /something who looks-like someone /something else) ?? Yilante 1 /10 /19 12:36 p.m. 76.209.248.192 20:39, 10 January 2019 (UTC)


 * All 1.14 professions are the careers of 1.13 and earlier, mason is the only actually new one.
 * Nitwit still exists.
 * There’s no bell ringer profession. FVbico (talk) 21:17, 10 January 2019 (UTC)

Villagers Despawning
Hey, as I play the PS4 Edition Adventure mode in Hard Difficulty. I have witnessed a villager vanish in my house right after I slept in the bed. After a couple game days, the village of 5 villagers is 0. This happens in every village I been in, except a nitwit village that had 4 nitwit villagers. Even after I built a fence surrounding the village, only 2 villagers survive and been there for couple game weeks. Terronscibe (talk) 03:10, 14 January 2019 (UTC)

Villager sleeping?
I play 1.13 and have never seen a villager sleeping. I assume this is part of the big 1.14 villager update? Should it be marked as "future version" like other 1.14 features? Same thing with bell ringer. The text reads like this is current. Buckosoft (talk) 23:25, 10 February 2019 (UTC)
 * It's not in Java edition yet but is currently in bedrock beta builds. I assume they'll be coming to snapshots in the next week or two. – Nixinova Nixinova sig image 1.png Nixinova sig image 2.png 23:51, 10 February 2019 (UTC)


 * Don't be too sure about that. Mojang's feature development practice is that some features are developed on Java and some on Bedrock. When a feature is finished, it gets ported to the other platform. The sleeping is probably part of the villager schedule behavior, which is being developed on Bedrock but isn't complete yet even there. I don't think you'll see it in a snapshot until sometime after we get a Beta release with scheduling in it. I might be wrong, sleeping might be considered a feature by itself, but I think that's unlikely because it would interact with schedules in important ways. – Auldrick (talk &middot; contribs) 16:44, 16 February 2019 (UTC)

We can't simply replace old villagers with new ones
I noticed that the article has been updated to describe new villagers instead of old villagers in Bedrock. (It's been done for behavior, and maybe other stuff such as skins; I haven't looked that closely yet.) This is not going to work, because Bedrock is not going to replace old villagers ("V1") with new villagers ("V2") any time soon, and may never do it. There are separate spawn eggs and separate command parameters for V1 and V2, and while they might remove the V1 spawn egg when the update is released, they will still not replace any V1 villagers with V2. The reason is that they have committed to not breaking existing builds in Bedrock, but changing V1 to V2 would break iron farms and village breeders because V2 villagers detect beds, not doors. All this was stated explicitly by Helen Angel in the official "What's New" stream this past week. So this article will need to add the new villager information without replacing the old, and may need to describe both indefinitely. – Auldrick (talk &middot; contribs) 17:07, 16 February 2019 (UTC)


 * After a little thought, I think it would probably be best to make a new page for the V1 "old" villagers and link to it from here, once both platforms have gotten the V2 villagers. V1 villagers will not generate in new worlds in Bedrock (unless in igloos, which I haven't heard anything about yet) or at all in Java, so giving as much attention to V1 as to V2 on this page could become increasingly confusing to new players as time passes. – Auldrick (talk &middot; contribs) 17:18, 16 February 2019 (UTC)


 * As in 1.11, old villager will convert into new villager, however old villager actually still old villager with their old texture and behavior and not replaced by the new ones because they are different entities. their spawn egg got removed from creative inventory but still summonable using command, summoning them result in summoning new villager, however Old villager didn't changed at all, only make them instantly transform into another entity which are villager_v2, just like villager struck by lightning that instantly tranform into witch.~ ImakerB (talk) 11:44, 22 February 2019 (UTC)


 * Despite old villager converted into new villager, old villager still in the game but unused, even on 1.12.0 ImakerB (talk) 21:05, 24 April 2019 (UTC)


 * I failed to update what I said above with new information when I learned it. The way it works is that in old worlds opened in 1.11 or later, and in all new worlds, V1 villagers will not spawn naturally and any existing ones will be converted to V2, EXCEPT if the world was created from a template. In that case, V1 villagers will not be converted and any new villagers spawned will be V1. I haven't checked whether spawns via egg or command are exceptions to this, so they might be. The intent was that Marketplace maps should work as before and not be broken. However, it's possible to create your own template files (which I have done before), and worlds created from them are affected as well. – Auldrick (talk &middot; contribs) 21:19, 24 April 2019 (UTC)


 * I think we should just remove the information about the old villagers and mention the changes in the history section. It's always been done that way, and should still. There is no reason to keep old info in the article. Surely this is not enough for a dedicated page, nor even a section on this page. It could be described as edition-specific information, in case we need to document what you just explained about using templates (I don't know what they are). – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 21:24, 24 April 2019 (UTC)


 * Templates are what in Java are commonly called "maps", I think. Basically, it's a canned world you use to generate a copy for playing a scripted adventure, minigame, etc. At this point, I'm inclined to agree with you. V1 villagers have disappeared from the game in vanilla contexts, except for people like me who need to update their templates (and we already know how V1 villagers worked anyway). – Auldrick (talk &middot; contribs) 21:30, 24 April 2019 (UTC)

Meet at village center

 * In this edit you added a row "Meet at village center" to the schedule table. Is that anything different from gathering at a bell? There is no description of this scheduled activity in the text that follows. ~ Amatulic (talk) 22:23, 26 March 2019 (UTC)
 * By "village centre" I meant they gather at the bell. – Nixinova Nixinova sig1.png Nixinova sig2.png 22:26, 26 March 2019 (UTC)
 * OK, I see you changed it to "meet at bell" but that's still confusing, because the previous row says "Gather". Is "gathering" different from "meeting at the bell"? I notice that an earlier version of this table didn't make any distinction. And, the text that follows suggests that both are the same. Are they different? I don't have the knowledge. ~ Amatulic (talk) 00:29, 27 March 2019 (UTC)
 * By "gather" I assumed it means gathering trade items. Is that not what it means? – Nixinova Nixinova sig1.png Nixinova sig2.png 00:36, 27 March 2019 (UTC)
 * Look at the definitions below the table, which says under the heading "Gathering" that villagers "gather at a meeting place (the area with at least one bell)." That is why I asked if there is a difference between the two rows in the table that say "gather" and "meet at bell". If they are actually the same thing, they should be merged. If they aren't the same thing, then the definitions should be corrected. ~ Amatulic (talk) 06:30, 27 March 2019 (UTC)
 * Looks like it's fixed now. Thanks. ~ Amatulic (talk) 14:52, 27 March 2019 (UTC)

The "new" villagers seem to be stupider
In Bedrock Edition, I created a world in experimental mode (beta 1.11) to observe these "new" villagers. The seed I use is -1000, which spawns you right next to an interesting and very large village that spans a ravine. The village has two bells and two blacksmith shops. It almost makes me think it's two villages mashed together. This is my home-base village in the world I've been playing since version 1.6. I must say I'm not enamored with the 1.11 makeover.

So in this experimental mode, the new villagers are showing behaviors that seem stupider than the old villagers: This article says authoritative-sounding things about the upcoming Bedrock 1.11, but if 1.10 experimental mode is being used, I'm not quite seeing what is described in this article. ~ Amatulic (talk) 06:25, 8 April 2019 (UTC)
 * Some of them don't go indoors at night, even though there are more buildings with beds than there are villagers.
 * The pathfinding isn't working right. One villager is stuck in a tree, and unwilling to jump down 2 blocks to get out of it.
 * They don't seem to be interested in gathering around either of the bells.
 * Most disturbing: The villagers forget to close doors behind them when they go into buildings at night. Zombies enter the buildings and wipe them out. By the 3rd or 4th day, not a single villager was left in this huge village.
 * Betas are glitchy. Just be patient, these should be fixed later. – Nixinova Nixinova sig1.png Nixinova sig2.png 06:45, 8 April 2019 (UTC)
 * OK, I'll wait. I had some ideas about transforming a "new" village into an iron golem farm (like I did with this same "old" village starting in 1.6), but I guess I'll have to wait for the actual release so I can be sure the villagers are behaving correctly. ~ Amatulic (talk) 15:51, 8 April 2019 (UTC)

Workplace blocks or workstation
It seems that everywhere else in the wiki, blocks such as barrels and grindstones are called "workstations", but on this page they are sometimes called "workplace blocks". Should we change "workplace blocks" to "workstations"? Enrehb (talk) 10:10, 24 April 2019 (UTC)


 * I think you might be referring to some text I wrote based on content in the Bedrock Beta releases. At the time there was no conventional term yet, so I used what I heard the Community Management team call them in the livestreams. I would favor having a consistent term in all articles, but which term? (I have heard "job site blocks", "workstations" and "workplace blocks".) I don't have a personal preference, but keep in mind that "workstation" by itself is a little ambiguous, variously denoting the block itself, the place it's sited at, and the function it serves. For example, you can carry a shulker box full of workstation blocks, but not one full of workstations, as those are specific places. Context is usually enough to disambiguate, but it might be smarter to use terms that avoid ambiguity in the first place. – Auldrick (talk &middot; contribs) 16:34, 24 April 2019 (UTC)


 * I have been calling it "workplace blocks" since I saw that somewhere and I adopted. I didn't know it was also called "workstation" somewhere. I prefer "job site block", as technically it is called in the game and "job site" can also refer to a natural area. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 16:40, 24 April 2019 (UTC)


 * Off-topic: Although I think I like "job site block" the best (and have in fact been using it in my personal notes), in general I think it's a bad idea to base our nomenclature off internal names. Internal names are specific to the edition and are meant for the developers, not public use. Yet based on them, we renamed our biomes things like "Badlands" and "Mountains", whereas Mojang still calls them "Mesa" and "Extreme Hills" in livestreams, and the latter are still the internal names in Bedrock. I don't think that decision benefitted our users, a lot of whom are probably confused. – Auldrick (talk &middot; contribs) 16:54, 24 April 2019 (UTC)
 * Understood, I just still prefer job site block anyway. They perform a single job at the block, they're not actually continuously working at it, eventhough that is the simulated idea. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 18:31, 24 April 2019 (UTC)