Talk:Village

Suggestions to this article
Hi guys, I would like to make some suggestions to this article and maybe some fellow experienced minecrafters could help me - I personally am a minecraft newbie and don't have enough time for playing, that however makes my love for minecraft even bigger. Here are some suggestions:
 * There are nice descriptions and pictures of all of the houses, however, it only desribes villages found in plains biome. It would be nice to add the same information+pictures for the desert villages.
 * Most of this talk page should be deleted/archived, because now its too messy, full and chaotic.
 * Structure of the article should be reorganised (into let's say "wikipedia standard" - especially bottom parts of the article), and more information about the villagers and villager mating should be added from the respective articles - maybe these articles should be merged into this one.
 * Bugs should be only in the "Bugs" section of the article, and not in the rest of it - it only confuses the reader who wants to know more about large houses for example.

That's it, thanks for reading and for your time. --88.103.146.209 15:18, 3 February 2013 (UTC)

UPDATE: We can take inspiration (and pictures) from the German version of this article, right here. Pictures of the interiors from the russian version also look good. --88.103.146.209 16:34, 3 February 2013 (UTC)

Cleanup, split out picture-heavy table
I just did an initial cleanup: There's surely more to be done, but I think this is already much more readable.
 * Converted history section to template.
 * Split the massive table of pictures to its own page.
 * Trimmed a lot of obsolete stuff.

I'd also like to make one complaint/proposal about the terminology: A "Blacksmith" is a person (or in MC, a mob). Their building should be called a "Blacksmith's shop" or a "Smithy", not identically to the smith themself. (Compare the "Butcher's shop".) I haven't gone through changing everything, in case this reflects some in-game naming that I've missed, but that's normal English usage. --Mental Mouse 15:34, 13 February 2013 (UTC)
 * Apparently part of the very nice cleanup, the history/upcoming note about 13w06a has "Villagers won't crowd all into the same house anymore.". Having worked on the issue a bit myself, there is enough of personal interest that it caught my eye. I haven't seen any official note about this having been fixed yet. (At least not in JIRA (issue MC-78, or in the snapshot announcement at www.mojang.com.) I'll remove that text for now; if bringing it back, please provide reference for the source of that information. (Perhaps Mojang just forgot to update the JIRA, and this has been tested to work and fix is announced elsewhere?) Bugi74 18:02, 13 February 2013 (UTC)
 * It has been mentioned and discussed on the forums, starting at http://www.minecraftforum.net/topic/1679628-snapshot-13w06a-ready-for-testing/page__view__findpost__p__20786795 . More info at http://www.minecraftforum.net/topic/1679628-snapshot-13w06a-ready-for-testing/page__view__findpost__p__20787828... ah, here:  The Mojira link to the original bug: https://mojang.atlassian.net/browse/MC-78 . --Mental Mouse 18:27, 13 February 2013 (UTC)
 * The comment is not from Mojang employee. It is my comment, about how I adjusted it in my own modified code, for the results described, in the hopes that Mojang could do at least something faster, given the explanation. AFAIK, it is not fixed (anywhere else than in my own modified version). I'll re-remove the note. I also added a message in the forums thread about it. Bugi74 22:46, 13 February 2013 (UTC)
 * Whoops!    Well, I hope they do something.  I tossed in a suggestion or two there myself. --Mental Mouse 02:49, 14 February 2013 (UTC)

Move to just Village?
Thinking about the move from NPC Villages in the past, would renaming the page to simply Village be a reasonable request? I haven't searched any of the announcements in the past, but I assume they were initially named NPC Villages, but is there anything official recently that simply calls them "Villages"? Are they labeled as "NPC Villages" in the code? 07:48, 14 February 2013 (UTC)
 * It is sort of impossible to know what the code calls things as it is obfuscated. Items and such can be known as they have names to be shown in the game, but comments and class/method names in the code are converted into gibberish. I do not see any other than NPC villages coming about any time soon (closest I can think of could be villages by zombiepigmen?) so in that sense the NPC part is currently unnecessary. Bugi74 10:22, 14 February 2013 (UTC)
 * As another thing, your change of the issues part, while otherwise nice, it might be nice to leave the old list also around, at least until people get a chance to go through it and see which bugs haven't been reported, and also to possibly change title of such issues that are in the JIRA, but do not include 'Village' in their entries. For example, if they refer only to 'house' or 'iron golem' instead. Also, the list does not show for me MC-1948 ("Villages spawning badly, doors too high, paths flooded, farms raised")?!? There could be others... Bugi74 10:22, 14 February 2013 (UTC)


 * Well then, hopefully we can get a few more replies and consensus for another pagename change. As for your Issues concern, Numbermaniac also pointed that out on my talk page. So far, Goandgoo and I have replaced quite a few Bug areas, with him doing most of them and me kind of poking around with the help, and so far there have been quite a few issues removed. I have a sneaking suspicion he actually looked through everything while I've been a bit gun-ho about it. Nothing's set in stone with this new issue list thing, so go ahead and bring some back if you feel they are relevant, but more importantly, they need to be reported if they're big enough to be listed in the article. For the missing bug not showing up in the query, that template only shows a maximum of 20 bugs as a default. I went ahead and increased it to 30, and the 1948 popped up.  10:34, 14 February 2013 (UTC)


 * Haha, yes, indeed I am going through very systematically applying the new issues template. I am going through the order in the Blocks template, then Items etc. doing a few pages per day. I don't really think it is all that necessary to bring back the old bugs, indeed some of them were outdated by quite a few versions. The problem is I don't think people will actually bother to test the old bugs to see whether or not they work (which is why old bugs were left standing for ages).
 * Also, if you want to see some of the changes which have been made to the template, visit my talk page where admin ultradude25 and I have been playing around with the new template (which I more or less suggested :P). The latest change was to separate the Computer and Pocket Edition bugs. –  Goandgoo ᐸ  Talk  Contribs  Edit count 10:52, 14 February 2013 (UTC)

Changes by 82.69.54.207
Ahh, this is why they don't just require an account. (OK, one reason -- I understand the login system is dodgy.) --Mental Mouse 21:54, 14 March 2013 (UTC)


 * I don't get your point. Num  ber  maniac  07:56, 15 March 2013 (UTC)
 * I saw an anonymous IP edited the section I added, and my first thought was "damn, another anonymous vandal". But then I looked at the changes... and they were not only a "real" edit, but sensible improvements.  So, a little reminder to me, that sometimes anonymous editors can be on our side.  --Mental Mouse 10:03, 15 March 2013 (UTC)
 * Valid point. You're right, most anonymous editors are vandals. However, very rarely, IPs can actually improve pages a lot. Num  ber  maniac  10:58, 15 March 2013 (UTC)
 * Then again, isn't that IP User:Simons Mith? He advertises his IP on his sig :P — t  numbermaniac  c 05:31, 24 July 2013 (UTC)

Smallest village ever?
I was randomly generating a map, and I think I found the smallest village ever, with only 4 houses, a farm, and a well, displayed here: File:SmallestVillage.png The seed is 5328030495343723172  and it is a 1.5.1 map. Mesuxelf 14:36, 21 April 2013 (UTC)


 * I've seen smaller. I once came across a village with a well, a church, and a library.  20:11, 21 April 2013 (UTC)
 * And I can trump that -- I've seen one with just a hut and a farm. (And a well, there's always a well.)  One solitary villager. --Mental Mouse 02:05, 22 April 2013 (UTC)
 * Sorry to pull a necromancy, but I couldn't resist. I've seen a well with no village around it at least 5 times over the past year. I guess that pic of half a house and nothing else beats that but that was a chunk error of some sort. Mine were "proper". 24.68.154.229 02:29, 3 March 2014 (UTC)

I have also seen a village with just a well -thehegelhound

I've found a section of a path many times before in the Xbox edition - just a straight line of 3 gravel, not even a well. - MinecraftPhotos4U (talk) 17:41, 12 April 2014 (UTC)

Sand Villages?
One time I was in a Desert Biome and I found an NPC Village in the Desert entirely made of Sandstone! With Villagers and everything! Do Sand Villages exist or was that just a glitch? --MegaMinecraftWuvvvvver 00:57, 24 July 2013 (UTC)


 * It is a Desert Village. Read the article. User:Meeples10 ᐸ    01:20, 24 July 2013 (UTC)

Protecting a village from siege
Assuming MC7432 is fixed. I don't think there is a good method of protecting a village from siege without making drastic design changes to the village itself. Since sieges can start in lighted areas, I've been testing with an unlighted village. Replaced some village roof blocks with non-opaque blocks and converted the ground to leaves. This prevents zombie spawning but the only problem is the doors. Zombies (and others) will spawn within the door squares, and since the doors have to be on non-opaque blocks, that's an issue. About the only way to do it is to fence off the village, put half-slabs everywhere, remove the doors, put half-slabs for the former door bases. Then move all the doors to an enclosed area so hostiles can spawn there but not reach the villagers. 216.114.245.201 22:21, 22 September 2013 (UTC)

For anyone who didn't hear, BOTH zombie siege bugs were fixed. The one that stopped it from happening at all AND the one that made it happen anywhere instead of at the edges of the village like it's supposed to. So the above questions are a moot point now. WildBluntHickok (talk) 02:51, 11 September 2014 (UTC)

- 2018 > Are these raids still a thing with the new Illager mechanic? There is still mention of the raids in the main article. I would appreciate if anyone knows for sure, that the main article be updated to either indicate that both Zombie and Illager raids are possible... or indicate that Zombie raids have been removed due to Illager raids. Also, if zombie raids are still a thing... then indicate how they work? I've been playing for years and still don't know where the raid zombies spawn. --184.65.197.186 02:08, 26 December 2018 (UTC) EspeMiCr

An Idea
Here is an idea. Spawn a world in Beta 1.8. Next, find a village. Then, play it in Beta 1.6. Take a photo and THERE! Kind of like archiving, but for info on the Wiki. Please try. And then submit. This is for the Wiki, so try it. RandomDSplayer (talk) 12:39, 13 November 2013 (UTC)


 * What are you trying to say? Are you saying that because the village is still there, it means villages can be found in Beta 1.6?  Meeples10 t ~ c 22:43, 13 November 2013 (UTC)


 * No, I'll say it more clearly. Spawn a Creative world in Beta 1.8. Fly around until you find a Village. Then, downgrade to Beta 1.6. Otherwise, Villages are impossible to find in Beta 1.6. RandomDSplayer (talk) 6:39, 14 November 2013 (UTC)


 * What's the point? You could easily downgrade as far as Beta 1.3 and say the same thing. -- Orthotopetalk 20:28, 14 November 2013 (UTC)


 * Are you saying you can find villages in versions they didn't exist? -- t  numbermaniac  c  20:37, 14 November 2013 (UTC)


 * No, I only tested it in Beta 1.6. I was sure that you could do it in Beta 1.3, but I didn't try. Besides, it would most likely crash. So no, they can't be found before Beta 1.8, they can only be found in Beta 1.8 and above, without using some sort of mod. That is also unlikely, considering that Minecraft villages were unheard of before Beta 1.8. RandomDSplayer (talk) 6:24, 14 November 2013 (UTC)


 * If you play the world in an older version, the blocks making up the village houses won't disappear, only the villagers.  Meeples10 t ~ c 21:56, 14 November 2013 (UTC)


 * OK, I just thought of it. How about this topic gets moved to the Forum and then this ends? Oh, and "Meeples10", Glass Panes will dissappear. You would also see the old Cobblestone texture. RandomDSplayer (talk)


 * Why the forum?
 * I know glass panes will be erased from the save file.
 * I know I will see the outdated cobblestone texture.
 * What I mean is that if you play the world that has the village in an older version of Minecraft (before villages were introduced), the majority of the houses will still exist. I still don't fully understand the message you are trying to get across.  Meeples10 t ~ c 11:03, 15 November 2013 (UTC)

Sunflower plains
I may sound stupid, but do villages and horses spawn in sunflower plains? 124.148.46.171 00:24, 18 December 2013 (UTC)


 * Good question. The changelog claimed that the sunflowers themselves were the only difference between sunflower plains and regular plains, and it is a variant biome rather than it's own type. You'd think they would, but considering how hard villages are to find (I've spent literally days searching for one on a map, and I found plains biomes fine, just no villages on them) it would be hard to confirm. As for horses, even if you did find them how sure can you be that they didn't just wander over there from a neighboring plains (sunflower plains are usually patches on regular plains rather than being seperated). 24.68.154.229 02:39, 3 March 2014 (UTC)


 * they do not. Try this superflat preset : 3;minecraft:bedrock,2*minecraft:dirt,minecraft:grass;129;village. No village in sight. Moreover, animals don't seem to spawn in this biome neither. Missingno 26 (talk) 08:14, 3 March 2014 (UTC)


 * Thanks for the confirmation. Think I'll mention it on the bug reports website. They'll probably say "that's not a bug it's a feature request" but I'll still try. 24.68.154.229 02:42, 14 March 2014 (UTC)

Do butcher shops count as two houses?
If village houses are counted by doors, and the butcher shop has two doors, does the village code recognize it as two houses? I have seen player-created "Love Shacks" consisting of a structure which has wooden doors on all sides, encouraging the villagers to breed. Does the butcher shop behave in a similar way? –Preceding unsigned comment was added by Goldenguy880 (talk • contribs)&#32;19:12, 11 January 2014&#32;(UTC). Please sign your posts with


 * Yes; they have two doors, so they are counted twice. -- Orthotopetalk 02:57, 12 January 2014 (UTC)


 * Thank you for answering!(Sorry I forgot to sign.)Goldenguy880 (talk) 18:21, 13 January 2014 (UTC)

First picture isn't "Mojang fresh" (unaltered)
Just noticed the first picture (the icon of the building without the fences on top) isn't actually how it appears in-game. It never appears with a door. That one, the variant with fences on top, and the blacksmith are the 3 that always spawn without doors. Although I guess Mojang's new "golem farm griefing" code will randomly stick doors on villages now so it's at least possible in 1.8 to find those buildings with doors.

Village Boundaries II
Good evening.

A very, very long time ago (almost 2 years, about), I may have posted a topic called Village Boundaries. Reading it over again, it sounded like something I would write. Hence the name of this post, Village Boundaries II.

So, I have once again embarked on the course of turning a humble village into an epic metropolis. Now, my past experiences (along with many others), tell me that villagers do not spread out over the whole village when it gets large. In fact, they cramp up into one small house or area.

Doing some research, I came across this article: http://www.minecraftforge.net/forum/index.php/topic,7351.0.html, which appears to explain the entire problem in depth. It makes a lot of sense. The basis of the problem lies in the fact that villagers won't go beyond 60% of the village radius. The radius is calculated by taking the mean of door locations (the center), and then the distance from there to the farthest door in the village. A door is taken out of the village if, at the time of an update, the door has not had a villager near it for 12 minutes (1200 ticks). So, because villagers don't go to the edge of the village (only 60% of it), doors on the edge of the village will never be visited, and thus be removed from the village. The new radius is smaller, and the cycle repeats. How horrible!

To me, however, the solution seems easier than crafting a Cake. The guy that posted the article, elantzb, provided the coding from the .java for each section of his explanation. There is a line of code that goes like this:

set wander area to home village with radius of village.radius * 0.6
 * //within EntityVillager
 * constructor EntityVillager
 * }

So, couldn't the entire problem be fixed by changing the 0.6 to, maybe, 1.1 or something? That way new doors can be added to the outside of the village, and villagers will visit them!

If so, how do we fix the code, or do we need a special modding tool or something? 72.95.133.104 02:35, 20 April 2014 (UTC)


 * In vanilla, could this be fixed by locking some villagers inside their houses by using fence or something similar? (The villager pages also don't have what a villager can and can't do; a topic that has various opinions elsewhere on the internet.) Once the door has been "removed" from the village, will getting a villager near it "reactivate" it as part of the village? What prevents it from becoming a second village? 50.181.85.8 00:31, 1 October 2014 (UTC)

Popularity, killing villagers
"if a villager dies to a non-mob, non-player source while a player is within 16 blocks, or if a monster kills a villager, then no villager in the village will mate for approximately 3 minutes." Within 16 blocks from from what? So the player should be within 16 blocks from the 'actual' center of the village while the villager can be dying anywhere in the village? or 16 blocks from the dying villager? does it count the death if the villager is outside the village boundaries? –Preceding unsigned comment was added by Gendalv (talk • contribs) at 14:53, 12 August 2014 (UTC). Please sign your posts with


 * Within 16 blocks of the villager that died. This affects whichever village the villager is part of; if it's been moved far enough outside the boundary to become detached from the village, there won't be any effect. -- Orthotopetalk 16:51, 12 August 2014 (UTC)

What about popularity after killing off dimwits? I killed 4 dimwits from about 10 blocks away with a flame bow (fire killed them?) It didn't seem to stop them from breeding as they were popping out little ones almost straight away? No waiting time at all from what I saw. Do they not count towards the village popularity? T1Cybernetic (talk) 11:40, 11 January 2017 (UTC)
 * Maybe you were more than 16 blocks away from them. Bows have a longer range than you may think. The BlobsPaper.png 15:05, 11 January 2017 (UTC)
 * I thought about what you said and did some testing ;) I blasted 4 of them within seconds of one another straight point blank in the face (1-2 blocks away) and the villagers keep breeding :D I'm not complaining it just grabbed my curiosity ;) But more testing is required I suppose. T1Cybernetic (talk) 16:10, 11 January 2017 (UTC)
 * What happens if you attack villagers other than nitwits? The BlobsPaper.png 16:43, 11 January 2017 (UTC)
 * Hmm that's very strange, I loaded a copy of my survival world and killed 1 single Librarian and hey presto they stopped breeding for a few moments :D I still don't know what the reason/s behind nitwit's not halting the breeding process but it could be either a bug in my world or nitwits are exempt maybe? (Anything is possible) Anyway, I loaded the copy of my world again (Before I killed the Librarian) And I killed the 4 nitwit's again and the other villagers still had hearts straight away and made me a couple of baby villagers almost instantly... Crazy... T1Cybernetic (talk) 16:51, 11 January 2017 (UTC)
 * I would suggest testing all types of villagers, and record which ones can terminate breeding. Then, go to the bug tracker and report a bug. For creating an account, it asks for your name, but you do not have to use your real name. Do not report bugs on this wiki. The BlobsPaper.png 17:54, 11 January 2017 (UTC)
 * Thank you ;) When I get time I'll do some more testing and submit a report with my findings. In the meantime I have killed all the villagers and spawned in some new ones in creative and it seems to be only the nitwit's that don't halt breeding. The other villagers all work as they should. T1Cybernetic (talk) 18:05, 11 January 2017 (UTC)

Specifics that affect Popularity Rating and related questions
I am creating a custom village and need to know more detail about "popularity". (1) Does using the kill command affect your popularity rating? (or /effect somethingharmful?) (2) While in Creative Mode, do your actions affect your popularity rating? (3) Is there a command that will tell me my currant popularity rating? If not, is there some way to find out? (4) Is there any way to reset my popularity rating using commands? (couldn't find on Commands page) (5) If all villagers are killed in a ___?___ radius, does that make the village no longer exist? And therefore recreating the villagers will reset my popularity because it is a "new" village? What about the things that count as "villager houses", must they be destroyed also? It didn't seem clear in the wiki. Related Questions (I checked the villager page) : (6) Is there a way to prevent breeding when creating a custom villager? (Other than manually destroying any "villager house" doors?) A label that could be put in the villager creation command or a different command block to deactivate breeding? If constrained, how far apart do two "breeding mode" villagers have to be in order to not mate? (not on breeding page) (7) Will the /kill command work on a villager that's been marked "invulnerable"? (I've read conflicting information) Thanks, 50.181.85.8 17:28, 30 September 2014 (UTC)

Villages in PE
'''I'm not very experienced or serious concerning minecraft. I just like to build structures and such. Lately I've been really interested in villages. Can villages spawn in minecraft pe in creative mode? And if so, will they spawn in both the superflat and the infinite terrain? Is it possible to build a village in creative mode and have villagers naturally spawn there? Is it possible to see a village in the process of spawning while in survival or creative mode? Or will an entire village spawn all at once while not within view? 69.244.205.135 15:47, 4 November 2014 (UTC)an incredibly inexperienced minecraft user


 * Villages spawn with the map. I never saw one in flat-lands, but I think that they spawn here too, like in infinite worlds.
 * If care is taken, it is possible create a custom village. See also Tutorials/Village mechanics and Tutorials/Creating a village.
 * As already stated, they spawn as part of the map.
 * -- Naista2002 ♦ Grid Book and Quill.png Grid Iron Pickaxe.png 16:23, 4 November 2014 (UTC)

Villager disappeared. Also, is village repopulation possible?
Playing SMP, I had found a village some time ago, but hadn't returned in some time. Today I went to the village and noticed there were a really low number of villagers around. I realised the cause of this was poor illumination (zombies spawning close by), so I started adding torches around the whole place. However, as I was still placing torches and getting wood to craft some more, I noticed a bunch of zombies inside the village (including a zombie villager, I think this was a siege) and I tried to do my best to kill the zombies quickly, but it seems that all villagers were killed; the weird thing was that there was a librarian locked inside the library (door was blocked with many blocks of dirt, I guess I did that to protect him but I don't remember) and he disappeared as well. There were no other doors or any kind of holes or some other way he could have gone out. How is it possible that he just vanished like that? I also wanted to ask if there's any way to repopulate my village (without using mods or create mode) since it is empty now. (No one lives in there). –Preceding unsigned comment was added by Cjmazzarri (talk • contribs)&#32;19:12, 11 January 2014&#32;(UTC). Please sign your posts with

I ran into this problem years ago..: just as you, I was tightening up the defenses, or so I thought, but apparently there just wasn't enough Torching; I'll give the possibilities. Firstly, Zombie Sieges when they start may from my confusing experiences actually occur Both inside And outside - potentially at the /some same time s (not even getting into multiple Zombie Sieges at once, see that topic) - such that really, no where is safe, completely unless illuminated and /or Golems (plural, In My Opinion, as they seem to get "hung up," occasionally, you know how stuff'll just spin /circle /seem stuck, relatively rarely), and /or, finally, Player intervention.

Lately, Zombies - including Zombie Pigs - have been given the ability, to - especially when attacked - Spawn other Zombies (both Z Pigmen and regular Zombies, in the latter case). This they can I think do through incomplete walls /diagonals, of Blocks, meaning that single Doors are never enough (besides that possibly fixed, previous Bug of them hitting and Infecting, targets and Villagers, through the Door, whether Iron or Wooden).

But in the most basic, original instance - before even Iron Golems, I think - it's possible for them to simply (incredibly un luckily, for the Villager s), Spawn in, to the darkness, kill /Infect the Villager s, then Despawn (en masse then, even). This is what non occupied Hostile Mobs do, after all; barring these possibilities, it Should be possible to maintain a Village: g /l, but in my exp., once there's a significant depopulation event, the Village has to be artificially, re Bred, back, to its former, similar Population total (at which point I add Wooden Doors, Building stuff, Defending them actively and not just laying in more Torches, going further away, from the Village).

Otherwise, it basically takes the equivalent of conquering two Ocean Monuments' central Gold deposits, re Crafting those Gold Blocks into the highest level Golden Apple, which is the final step, in Curing them. Check that out, but I think it's first a Potion of Weakness, and careful timing, making sure they're not attacked /attacking any other, Villagers, when trying to Cure, Zombie Villagers (a good set of reads). Yilante 216.7.78.195 21:01, 30 March 2015 (UTC)

What is a "Valid Door"?
Under "Village Behavior" it talks about "valid doors" and it says "(see below)". It looks like whatever that used to refer to is now gone ... where did it go? I have tried building new buildings in my village (with doors & torches) and the population isn't increasing at all so apparently my doors aren't "valid" ...

Betty Crokker = 98.245.87.97 01:53, 12 June 2015 (UTC)
 * Added links to Tutorials/Village mechanics, which explains it. Anomie x (talk) 11:01, 12 June 2015 (UTC)
 * Thank you, that's exactly what I needed! 98.245.87.97 12:51, 12 June 2015 (UTC)

Reference error
What is the cause of the reference error? –Goandgoo ᐸ Talk Contribs 10:54, 12 September 2015 (UTC)
 * Tempfix applied. There was a  ref after the first notelist. --GreenStone (judge me) 12:23, 12 September 2015 (UTC)
 * Ok thanks, I think that will probably do. –Goandgoo ᐸ Talk Contribs 12:31, 12 September 2015 (UTC)
 * Parameterless templates such as notelist are cached by MediaWiki within the page parse, so the second instance will re-display the references from the first and the references intended for the second won't be properly consumed. This was fixed in MediaWiki 1.24 (see T33834), but we're still on 1.23.10. In the mean time, a workaround is to add a parameter to the template so it won't be cached (even something like notelist) or to just use untemplated . Anomie x (talk) 12:33, 12 September 2015 (UTC)
 * Ah, looks like Greenstone's fix to untemplate it will probably suffice until Gamepedia upgrades to 1.24 then. –Goandgoo ᐸ Talk Contribs 12:35, 12 September 2015 (UTC)

Advanced village placement?
I'm doubting the validity of the entire section Advanced village placement. Specifically: "When attempting to place villages as close to each other as possible (for an iron golem farm for example) if their centers are to share the same x & y or y & z coordinate then the remaining coordinate must differ by 66 or more." The info there completely disagrees with the modern village stacking process where the X, Y, and Z are, roughly, right on top of one another. Any else here agree with removal, or simply flagging that as no longer applicable in v1.8+ ? KodeMonger (talk) 23:14, 13 December 2015 (UTC)

Paths and block substitutions
Since it seems that it might be confusing, here's exactly how the village paths and block substitutions work together: HTH. Anomie x (talk) 18:31, 2 June 2016 (UTC)
 * When a village path replaces a grass block, it places a grass path in all village types.
 * You don't see this much in desert villages since there isn't often grass to replace, but you can see it if you find a desert village that extends into an adjacent biome (often a river).
 * When a village path replaces water or lava, it places type-specific "planks": oak planks in plains, smooth sandstone in deserts, acacia planks in savannas, and spruce planks in taigas.
 * When a village path replaces sand, sandstone, or red sandstone (or anything else prior to 1.10-pre1), it places gravel-over-cobblestone subject to block substitution.
 * In desert villages generated gravel and cobblestone are both replaced with sandstone. Since deserts are mostly sand, that's why you get sandstone paths in desert villages.
 * In savanna villages, you get gravel over acacia logs because the cobblestone is substituted.


 * Mm, thanks -- though, in what version, in savanna villages, do you get gravel over acacia logs? I'm not seeing it in the game ... –  Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 18:45, 2 June 2016 (UTC)
 * 16w20a and later. But you need to find a place where the path replaced something other than grass or water. Try seed 88, in the southwest part of the village at 100,-972 where it overflows into an adjacent desert. Anomie x (talk) 19:00, 2 June 2016 (UTC)
 * Oh, at 640,-895 I do see that. Interesting, thanks! –  Sealbudsman <span style="transform: rotate(-16deg); display: inline-block; top: -1px; position: relative;">talk/contr 19:25, 2 June 2016 (UTC)

Ice Plains village block substitutions?
The article says that Ice Plains and Cold Taiga villages exist in Pocket Edition, but does not specify which block substitutions are used for said villages. I'm guessing they use the Taiga block substitution (meaning made of spruce wood, etc), but I'm not sure. Can someone verify? -172.68.59.253 22:15, 9 August 2016 (UTC)

Yes, they use the same block subsitutions. JimbobsDiamonds64 (talk) 11:52, 10 August 2016 (UTC)

Two problems
1.There may be fewer buildings of a given type than the maximum allowed. This sentence essentially extracts into There may be fewer than maximum, which is obvious. Grammatically I see no reason to keep this redundant sentence;

2.There used to be a paragraph telling how zombie villages generate cobwebs in houses and have some cobblestone replaced as moss stone. It was a good paragraph but where did it go?

Plz consider these suggestions. JackAlpha26 (talk) 08:23, 18 March 2017 (UTC)


 * Moss stone is the exclusive feature of the pocket edition.-Wcwdqc (talk) 10:30, 18 March 2017 (UTC)

Vertical Limit for doors in a village?
Hey,I'm having a lot of trouble finding information on how close to the center y new doors have to be to get added... I'm trying to add more valid doors to my village and a couple that are just 4 blocks above village center y are not being added regardless of changing the number of outside blocks and villagers walking through it, i also don't seem to be getting a new village formed. Any help is appreciated and perhaps this information should be added to the wiki as it only says 66 blocks being the distance before a new village is created, and i'm assuming that's x...

A player's popularity does not reset on death?
Regarding the sentence in the article "A player's popularity does not reset on death." &mdash;

While playing Bedrock, my popularity had apparently ebbed (from accidentally hitting villagers enough times while working in a village) to the point where the village's iron golem began pursuing and attacking my character. The iron golem killed me, whereupon I respawned in the bed I had placed in one of the village's buildings.

After that point, the iron golem left me alone. So it seemed that something must have gotten reset when the iron golem killed my character.

Perhaps the behavior in Bedrock is different than what is described here? ~ Amatulic (talk) 16:57, 24 December 2018 (UTC)

Snowy Taiga building?
In bedrock and console, snowy village use same substituion as snowy tundra and taiga, but in java 1.14 taiga village and snowy tundra village look different. Villager spawn in snowy taiga use same skin as in snowy tundra. However I don't know about building, is snowy taiga village use taiga building or snowy tundra building. ImakerB (talk) 04:05, 15 January 2019 (UTC)
 * Ok finally I found this answer by myself, that snowy taiga village generated using same building as taiga but covered in snow. ImakerB (talk) 01:40, 9 February 2019 (UTC)

"Villages are now set by the number of beds in the village instead of doors."
What exactly does "villages are now set" mean? ~ Amatulic (talk) 23:18, 18 February 2019 (UTC)
 * It mean number of house in villages now depend on beds, not valid doors. They change village mechanic. Bedless villages no longer registered as villages. Old villager however detect valid door as a house, while villager_v2 detect bed as house. I have tested iron golem still spawn in village with high number of door, however Iron Golem slowly leave the bedless village. ImakerB (talk) 01:52, 19 February 2019 (UTC)
 * OK, but if the iron golem leaves, wouldn't a new one spawn due to the doors? In one of the villages I visited, I added a bunch of doors to existing buildings, and now it has two iron golems walking around. I put a bed in one of the buildings to sleep. There are no other beds. Would that make a difference? Should I add beds to the villages in my world?
 * What do villagers now do in a bedless village? Wander off and get lost?
 * As far as I can tell, the iron golem farm I built in my home base village is still working, but does the bed I sleep in unbalance it? I sleep in a building off to the side that has no doors (just a fence gate); all the doors are symmetrically arranged in buildings surrounding the farm. Occasionally, an iron golem spawns outside the 16×16 area centered on my arrangement of doors, but that was happening way back in Bedrock 1.6. ~ Amatulic (talk) 02:14, 19 February 2019 (UTC)

What is a "meeting point"?
So what is this "meeting point" that the article mentions but doesn't define? If I rearrange all the doors in the village, does the meeting point change? Do iron golems still spawn in a 16×16 area centered on the village doors or do they now spawn according to other rules? ~ Amatulic (talk) 02:18, 21 February 2019 (UTC)
 * The meeting point spawns as the market stalls or well structures but I'm not sure if it is created with a custom village. – Nixinova Nixinova sig1.png Nixinova sig2.png 02:19, 21 February 2019 (UTC)
 * I was referring to an existing village, which may already have a meeting point, in which I make some drastic rearrangements: create new buildings, remove doors from some, add doors to others. So far, this works well to control where iron golems spawn (in a water trap, in my case). I wonder if that has changed? ~ Amatulic (talk) 02:37, 21 February 2019 (UTC)
 * The Function of Meeting point structure is similar to village well prior Village and Pillage, where it used to count how many village generated in an area, also stronghold attempt to generate under it. Despite being meeting point, villager actually not mingling and gather around in there as they crowd in village gathering site which can also be created by player, so its possible to create identical meeting point structure, but still not registered as gathering site or vice versa. Destroying naturally meeting point structure seem to have no effect.ImakerB (talk) 02:45, 21 February 2019 (UTC)

So, what happens to previously-spawned villages?
In the world my son and I have been playing for about a year now (Bedrock Edition), there are 6 villages in our explored area. Needless to say, none of them have beds, except for ones we put in our home base village to sleep in. So what happens to villages in the next update, in which they need "valid beds" to be considered villages? Do the villagers just wander off, or die out? Do new workstations spawn? We've added enough doors in each village so that each one can have its own iron golem. What happens to that? I notice that one (only one) of the villages we explored previously now has a couple of cats, which is nice to see.

I'd really like to see in this article some information about what happens to a world with villages in it, when the rules about villages get changed in an update. ~ Amatulic (talk) 22:54, 10 March 2019 (UTC)
 * You'll need to just place some beds down in the village. I assume the village itself will remain unchanged since updated world gen doesn't usually change those. – Nixinova Nixinova sig1.png Nixinova sig2.png 23:52, 10 March 2019 (UTC)


 * Valid bed with villager will registered as village. I cure zombie villager and bring it to my house which has a bed, Then i kill illager captain in illager patrol, and when i was back to my house, a raid suddenly happen, all illager move toward my house. So your house can also registered as village. For cat spawning, you just need to place 4 beds and at least having one villager nearby, and one cat will spawn. As of 1.11, all villager are converted to villager_v2 which check for valid bed as a house, so they all will wander off searching for registered village, as previous village no longer registered as village. For workstation, you just need to place corresponding workstation block within village boundary (near valid bed) and villager will recognized it as workstation. You need to place it previous village cannot generate workstation block. For iron golem, I have tested that iron golem also spawn different in ways, I tested in latest beta that iron golem can spawn in doorless village, they just need large number of beds and villager then iron golem spawn near valid beds. ImakerB (talk) 23:55, 10 March 2019 (UTC)


 * Thanks. I put 3 or 4 beds in three of the villages around me. That was pretty tedious! I spent a day shearing sheep and building beds in my home village and putting beds in some buildings, and then another 2 days traveling to 2 other villages and putting some beds in them. I wonder how many beds I need? I've been placing them so the head of the bed is up against a wall, but some buildings don't have room. So I wonder if a "valid bed" includes a bed in a corner, with a wall on 2 sides?
 * This article could use a bit of expansion on the bed mechanics. ~ Amatulic (talk) 06:58, 11 March 2019 (UTC)


 * Great info. here. And suggestions for expansion.


 * I just want to add that we might want to have a sequential: "How do we deal with regular Villages /Villagers becoming (via 1.14 Update) New Villages /New Villagers?" I.e., everything from Visiting them, to Protecting them, Exploit, Save, Encourage, and yeah, even hurt (and help after if enough to make a difference).


 * Ex. : (New) minimum that defines them (as just above from ImakerB, Bed and Villager), ways to keep them safe (whether in buildings and /or not, and yeah, what defines what buildings if different from each other) or what happens if we don't (and /or maybe how easily they get how-confused when they're not). How easy it is to Re-generate (if not re-Generate completely a - whole - new Village via just finding another to possibly-destroy) Villagers-and-Villages, Breeding them (re-Spawn individuals via Breeding mechanics also seemingly affected a bit) and supporting their (New, how it's different whichever ways) Villages, and finding-out New limits if-any of the New Villages (overall sizes /limitations /different abilities if any).  Yilante 3 /14 /19  10:08 a.m. 76.209.248.192 17:08, 14 March 2019 (UTC)

All right, I am not happy. In the world I've been playing, painstakingly building up and discovering with my son for over a year, not a single one of the 6 villages we've discovered spawn in 1.11 if I create that world afresh. I'm guessing that unless we trek to all those villages, and craft a bunch of beds and workstations to put in them (not to mention figuring out how to obtain a bell from an "old" style villager), the villages will soon become empty ghost towns. Our lovely home village in which we've invested so much will meet the same fate. That's a lot of unanticipated work that shouldn't happen in-game. ~ Amatulic (talk) 16:20, 28 April 2019 (UTC)


 * Seeds used prior 1.11.0 generate differently. Village location is changed, so most old seed won't spawn village, village can still spawn but in different location, ex: seed 999 previously spawn triple village at spawn but in 1.11 no village generated at spawn. Same for 666 that have village near spawn. (Prior 1.11 there no village near spawn).


 * If you were open old villager trading ui, they still keep their trade offer when converted into new villager, which not give xp to themselves making impossible for them to level up. Also villager wander aimlessly leaving out village when there are no bed placed. Lastly the worst things which affect a lot of old maps (not from marketplace templates) is every villager transform into leatherworker or cleric just because of their workstations. ImakerB (talk) 23:19, 28 April 2019 (UTC)


 * My 9-year-old son and I were using seed -1000 in survival mode with zero cheats, his first big survival game, with an objective to accomplish as much as possible in the overworld. This seed spawned you right next to a village on top of a ravine, with one of the buildings sitting on top of a solid cobblestone shaft all the way to the bottom. This building was a great home base (we just dig more rooms downward as we need them) and the ravine has many useful resources including exposed diamond ore. A few steps outside the village we found a zombie spawner and skeleton spawner right near the surface, which we converted to a drowned and xp farm, respectively. And there were several other villages less than a daytime walk away, and a bit farther another one with a stronghold and another near a ravine that exposed a mineshaft. Really great seed! Our first big project was to convert that village to an iron golem farm while still allowing the villagers to roam around and trade with us. Even without the iron golem farm (it won't work anymore in 1.11), we still found plenty of iron ore on our own (it seemed like a rich area), although the iron golem farm helped us get enough for an anvil, which was incredibly useful with enchanted books we got by fishing.


 * We put in a few beds, but we're heartbroken that our 6 villages won't survive without a lot of intervention, and that our home village no longer spawns, and no village spawns with so many cool things nearby. The ravine and all the other features are still there in 1.11, but no village. We had hoped to start afresh in the same village in 1.11. I haven't found as interesting a seed since 1.11 came out although the "coastal village" preset in the seed picker looks promising.


 * We're depressed about it. We'll likely discontinue playing that world. We will miss it. It was really good while it lasted. It's sad that the new update breaks existing worlds that have already been widely explored.


 * Maybe a tutorial is in order: how to rescue your pre-1.11 villages. As you suggest, more than just beds are required. If you don't have a bell, are there other substitute meeting places? Do wells still work? ~ Amatulic (talk) 02:35, 30 April 2019 (UTC)

Are zombie villages still in Bedrock ?
Start from Village & Pillage, zombie village seem not be able to generate again, but i cannot confirm zombie village got removed after 1.11.0. ImakerB (talk) 23:08, 23 May 2019 (UTC)
 * Well, the Bedrock Edition exclusive features says that villages never spawn as zombie villages, but you likely knew that since you've been working in that article. I have never personally seen a zombie village myself, even before village & pillage. You would think that with a 2% chance, if I look at a hundred or so villages, I would see one. I don't play Java Edition, only Bedrock, so I suspect it's one of those Java-only things.
 * On the other hand, "absence of evidence isn't evidence of absence." ~ Amatulic (talk) 01:17, 24 May 2019 (UTC)
 * I haven't been able to find one yet. There are zombie villages in Java Edition though. Seed -6076517223245042802 has one, according to https://www.youtube.com/watch?v=wa6YPCC_8nM ~ Amatulic (talk) 05:44, 28 May 2019 (UTC)

Is house section still accurate ?
After Village & Pillage, House section show table which only consist of few building, not every type of building. I was found a savanna village consist of 4 temple, a taiga village with 5 weaponsmith, a plains village with 3 library. How these building calculated, are these building still have weight to generate or chosen randomly, because I'm not sure number of house still use building generation rules. ImakerB (talk) 06:06, 31 May 2019 (UTC)
 * I'm fairly sure the jigsaw blocks used in the generation of villages randomly call one of the buildings. I don't think any buildings have any caps on them anymore -PancakeIdentity (talk) 06:08, 31 May 2019 (UTC)


 * Unless someone says otherwise, I'm going to remove the seemingly old data in a few days. -PancakeIdentity (talk) 21:02, 9 June 2019 (UTC)


 * only confirming. I just started a new save and got 3 blacksmiths in a row of 4 buildings (screenshot) --Den_drummer (talk) 13:19, 20 July 2019 (UTC)

Sieges DONT seem to require 20 villagers
I've recently had a siege occur of about 15 zombies in my fully lit and walled off village of only 5 villagers. That's a lot less than the 20 villagers the wiki page says sieges require. The village did however have about 20 beds, and even more doors. (oh, and this is Java Edition) 5.103.145.18 21:35, 24 July 2019 (UTC)

Cleaning up the Styles section
The way this section is presented is pretty weird and outdated as the palette swaps aren't a thing anymore. Having this messy list of blocks as it is looks unclean and unorganized. Do we even need this section anymore? This information probably belongs better under Blueprints or something. If it is still needed, we should find a better way to present it. -PancakeIdentity (talk) 18:17, 2 August 2019 (UTC)
 * I just removed nearly all of the lists in the Styles section, leaving just the text that was there. ~ Amatulic (talk) 21:43, 2 August 2019 (UTC)

Turning Loot into a dropdown section
The Loot section of the page currently takes up a lot of space. Is there anyway we could add an option to show/hide this section? -PancakeIdentity (talk) 23:02, 2 August 2019 (UTC)
 * There's Template:Collapse that could be used for this purpose, but I don't see that section as too long. Hiding it won't improve page load time, and it isn't much bigger than the history section below it. ~ Amatulic (talk) 02:37, 3 August 2019 (UTC)
 * It almost splits the page in two. It takes a few seconds to scroll through it, effectively separating the article into two parts with information players might not be here for. The History section is different imo as it's at the bottom of the page. -PancakeIdentity (talk) 02:46, 3 August 2019 (UTC)
 * If it must be non-visible, I recommend moving it to a sub-page. That would improve the page load time too. Then anyone who wants to see the information still can see it on the sub-page, but those who don't care about it won't need to download it into a hidden area. ~ Amatulic (talk) 05:57, 3 August 2019 (UTC)
 * Loot section is indeed a bit too long, it takes a couple seconds to scroll through in order to continue reading the rest, it even gets slightly annoying. I think collapsing this section is a good choice here, since neither does it contain that much content to be worth making a sub-page, nor is it particularly interesting to click on (like “structure” sub-page is). Luotiansha (talk) 20:16, 12 October 2019 (UTC)