The village mechanism referred to in this article refers to the village mechanism after the "Village and Plunder" update.
If you want to build an ironmill with iron golems, or maybe you want more villagers to trade, then you have come to the right place.
Definition
A village has the following factors: village rendezvous, size, jobsite, number of houses, population (villager), population cap (maximum number of villagers, based on the number of houses), cat herd, iron golem.
House
At least one house and one villager are needed to form a village. "House" means a bed. If there are at least two villagers in a village, then the village will try to keep the population at 100% of the number of houses.
Meeting Point
A village meeting point is a place (not necessarily near the village) where the villagers' recognized [bell]] (there is usually a claimed bed nearby). When the clock is recognized, a green particle effect appears above the clock. Once the bell is recognized, it is recognized as a meeting point. The meeting point is where villagers interact together during the day. If the player is in a village, Wandering Merchant will spawn at the village rendezvous. in Java Edition If the villagers talk about Iron Golem during the exchange, the Iron Golem will spawn at the meeting point.
The bell must be within the village boundaries to be considered the nucleus of the village, so at least 1 villager and 1 bed are required. If there is only 1 villager and 1 bed and there is no clock, the villagers will not talk and will go looking for unclaimed beds.
When [attack]], in Java Edition} villagers will go to the meeting point and sound the alarm to warn the other villagers. in Bedrock Edition} bells ring automatically.
If the village is large enough, add another clock at a different location (near the claimed bed) and the village will establish a new rendezvous point. In this case, the villagers will be divided into two teams, each with a meeting point, and the villagers will remember the meeting point and path they exchanged (even if the other meeting point is closer).
Size
The minimum village size is 65×65[verify]×65[Java Edition only] or 64×24×64{only|bedrock}} square, in Bedrock Edition The smallest village center is generally the northwest corner of the upper surface of a block below a block identified by the game [[[POI]] in the village.
House
"House" means the claimed bed. A claimed bed is a bed that has been claimed by at least one villager, but if the bed is blocked by solid blocks, it is difficult for the villager to find a suitable way to reach the position of the bed, which will cause the villager to fail to claim the bed, and anger particles will appear on both the villager and the top of the bed (or cause the villager to lose ownership of the bed, but the lost villager and other villagers may reclaim it again).
Once the villager claims the bed, the claimed bed is equivalent to a house, and the villager remembers the location of the claimed bed (even if it is underground). At Night, the villagers will return to their houses (i.e. beds). But villagers who cannot reach the bed will lose access to the bed, and other villagers will be allowed to claim it, and the previous owner will forget the location of the bed and look for other unclaimed beds.
Workplace
Naturally generated villagers have no occupations, but may also spawn fool villagers. They (except for fool villagers) will look for unclaimed job site block.
The naturally generated village consists of two main buildings: a house (any building that contains a bed) and a work site (a type of building that contains a work site block). There are no villager generation in the work site building. If a naturally generated village only has work site buildings, the village will not spawn villagers and the village will not be considered a village.
Starting in the morning, Villagers with Occupations will consume their time at the location of the Work Station block. Villagers without jobs, foolish villagers and small villagers have no place to work. Like a claimed bed, once a villager chooses his work site square, he remembers its location. Villagers work in the morning (at the work station block) and discuss at the meeting point in the afternoon.
The list of workstation blocks is as follows:
| occupation | Work site blocks |
|---|---|
| Armor maker | Blast Furnace |
| butcher | Smoker |
| Cartographer | Cartography Table |
| priest | Brewing Stand |
| farmer | Composter |
| fisherman | Barrel |
| Archer | Fletching Table |
| cobbler | Cauldron |
| librarian | Lectern |
| stonemason | Stonecutter |
| shepherd | Loom |
| Toolmaker | Smithing Table |
| Weapon craftsman | Grindstone |
Transport villagers
There are several ways to transport villagers. This may be useful if you plan to [[[Tutorial/Create Village|Create a New Village]].
Minecart Transportation
It is preferable to build a [[rail] from the village to the destination ([[kinetic rail] is recommended]), then push the villagers one by one onto minecart, and push the minecart to the destination, destroying the minecart (or using activate railroad).
Waterway transportation
Create a waterway between the village and the destination and there is no exit on the way (e.g. build a 2×2 waterway), then take two buckets of water, use the water to push the villagers a little farther away, then continue with the second bucket of water, run back to collect the first bucket of water, and so on. Requires fewer resources, but can be slow (and draining on the player).
With Waters Update modifications to hydrodynamics, here's a very effective way: pour a bucket of water and let it flow through a few tiles of the same layer. Place a ice block under the last running block and a pressure plate or [[billboard] above it]. Repeat this process until you reach your destination. This method works best when it is underground or in a well-lit place. Otherwise, you need to build an enclosed area to ensure the safety of the villagers during transportation. Also, if you need to transport them upwards, you can create an upward bubble column with Soul Sand and lift the villagers to their destination.
Shipping
Starting in [Java Edition 1.9], some creatures can enter Ship, and the player also enters the same ship and operates it (at this point the creature sits behind the ship). This allows the player to use the boat to transport villagers on water and, of course, on land (albeit slowly). To move the boat up, you can use piston to push it up one block or bubble column to transport multiple layers upwards, or place water on a block at the desired height and follow the flow of water upwards. At the same time, you can also choose lightspeed ship[Bedrock Edition only], although its construction process is more complicated, but fast.
Bell and bed
If you want to move a large number of villagers at once, you can destroy all the beds in the village and put a new bed where you need it. Once the placement is complete, ring bell, and the villagers gather to the nearest bed. Place another bed in the direction of your destination, destroy the previous one, and then ring the bell, and the villagers will gather at the bed you just placed. Repeat until you reach your destination. This approach will be easier to implement if there are two players cooperating.
Using Nether Portals
Most entities, including villagers, can pass through Nether Portal. It is worth noting that this strategy introduces more complexity if the Nether Portal is already built in the Nether (see Tutorial/Nether Portal). Create a Nether portal at your destination and enter the Nether through that portal, then immediately return to the Overworld. Then head to the nearest village (it must be within 1024 tiles of the first portal) and build another portal there. You can use Minecart or manually push villagers into portals to transport them to the Nether (it's easier to advance villagers if the bottom of the portal gets stuck underground). Enter the portal again and push the villagers out of the Nether portal, then wait about 30 seconds. After the villagers experience a "cooldown", they can be pushed back through the portal and should return to the Overworld from the first portal you built.
Once at their destination, they may accidentally re-enter the portal, so it is best to block the portal by enclosing it with fence.
Reproduction and maximum population
Villagers can breed autonomously, but there should be at least two adult villagers who can come into contact with each other. If you capture a villager from another village, or heal a [zombie villager], or if there are no villagers left (or only one villager left), then you want to find more villagers. There are only a few ways:
- You can use the content of the previous section to move from another village
- Obtained from [[[Snowroom]] (or heal the zombie villagers in it)
- Treat infected zombie villagers
- Use as a cheat command or spawn egg in creative mode
If there is enough food for itself and another villager to "will", the villager may enter breeding mode (a red heart shape [[[particles]] appears on the villager's head). They go into breeding mode based on the amount of food they eat, rather than the population cap (based on the number of beds), but can only breed young villagers if there are extra beds for them to breed. If the population limit is reached, their reproduction is prevented and angry particles appear on their heads (along with the red heart particles), which consume some of the food in the villagers' backpacks. Just like farm animals, when two villagers are in breeding mode and can see each other, they will look at each other for a few seconds, and then a juvenile villager will spawn next to them. Breeding villagers does not drop experience, and the clothing of this newly generated villager depends on the biome the village is in. After becoming an adult villager, he will receive a profession if there is a valid, unclaimed work site block.
Willingness
Villagers can only breed if they are "willing".
By trading with the villagers, they can again become willing. Villagers will become "willing" the first time a new trade combination is completed, or there is a 20% chance that they will become willing after completing the next old trade combination. However, this does not cause them to immediately look for a mate.
Alternatively, they can be made willing by adding 3 bread, 12 [[[carrots]], 12 potatoes, or 12 beetroot to their inventory. Farmer villagers occasionally throw their harvested crops to other villagers to pick them up to get enough food to make them "willing."
If a villager dies in a village, then 1[verify], even if there is enough food, the other villagers in the village will not have the will to breed.
Breeding requires enough beds (villagers need to be able to claim and arrive), trap doors can be used to isolate villagers from the beds and separate out the small villagers. Breeding villagers do not need work site blocks.
Infinite reproduction =
There is a loophole in the game that allows villagers to breed infinitely without being affected by the population cap.
Villagers need to generate a willingness to reproduce within a sphere (sphere radius = village radius) around the center of the village. But the village only counts the number of villagers within a cuboid around the center of the village (width vs. length = village diameter, height is always 9). Therefore, regardless of the extent of the villagers' wishes, the height of the range of the village itself is only 9 blocks high. So there are areas that are not counted within the village but can make the villagers will.
You can exploit this loophole to build 2 beds, 1 clock, 2 work stations on the ground, move 2 (or more) villagers into a 6-block deep pit, and put 1 villager on the ground. Then the underground villagers will multiply indefinitely, because the number of villagers will never reach the upper limit.
Heal zombie villagers
When Zombie Villagers gain the Weak effect, the player can heal them by using }}} [[[Golden Apple]] on their {{Control|. Players can usually give zombie villagers a weakness effect through brew weakness potion, but in Server where the Nether is forbidden, you can give zombie villagers a weakness effect through witch. Witches sometimes throw splatter-type weakness potions, which you can use to put a little effort into it.
After you use on the zombie villager Splash Weakness Potion and Golden Apple, the zombie villager will hiss loudly and produce orange swirls [[[particles]] and begin to tremble violently. They take 2-5 minutes to complete their conversion into regular villagers, so it is best to trap them to make sure they are not burned by the sun or harm nearby villagers. Keeping zombie villagers in Iron Railing or 9×9×9 space with Bed can increase the healing speed by 4%.
5% of zombies spawn in the form of zombie villagers, so it shouldn't take much time to find two zombie villagers who need to be healed. In addition, when villagers are killed by zombies and their variants, they have a probability (0% easy difficulty, 50% normal difficulty, and 100% hard difficulty) to become zombie villagers instead of being killed. Zombie villagers are a great way to open up artificial villages because, unlike villagers, zombie villagers follow players for long distances, and then, when they reach their destination, you can heal them.
If you want to spawn jungle and swamp villagers in pure survival, you can achieve this goal by finding the corresponding zombie villagers in the corresponding biome and healing them. And, with this, you can build jungle and swamp villages on your own. [needs testing]
Prestige
The player's reputation starts at 0 and varies between -30 and 10 depending on the following behavior:
| behavior | Prestige changes |
|---|---|
| Healing Zombie Villager | +5 |
| Villagers upgrade levels | +1 |
| Prestige is negative when passing through 1 | +1 |
| Prestige is timed in the village every passing 1 | -1 |
| Attacks on adult villagers | -1 |
| Kill the villagers | -2 |
| Attack young villagers | -3 |
| Iron Golem who killed the village | -5 |
When a player takes action against a villager, particles spawned around that villager will indicate a change in the player's reputation. A player's reputation is not reset by death, and players cannot change the reputation of other players. Reputation is saved independently for each village, and a player's reputation may be high in one village but low in another. In addition, since each village saves the player's reputation, if the entire village is destroyed (specifically all villagers killed or all beds or bells are destroyed), any accumulated reputation in that village will be erased (both heads and tails).
When a player's reputation is -15 or lower, the naturally spawned iron golem of the village becomes hostile to that player until the player's reputation increases above -15. However, the iron golem generated by the player will remain passive to the player.
Village Defense
This part of the tutorial is important, especially if you live in a village.
Note: Villages have improved their defenses since [Java Edition 1.14], but they remain extremely vulnerable without additional defenses.
As mentioned above, if you want your village to survive, certain defensive measures are necessary. This work is time-consuming and laborious, but it pays off handsomely: proper defenses can protect villages and their people in complex situations for a long time. The first thing you have to do is lock as many villagers as possible in their houses (make sure the houses are well lit). This is to protect the villagers while the next stage of fortifications is being built, which is the most time-consuming step. Ensure that at least two villagers, preferably one of whom is a farmer, are sheltered from their houses.
The next step is to build a wall around the village. You may need to prepare enough stone for the project before the project begins. Make sure your wall is at least four blocks above the surface. This way skeletons can't shoot targets inside the village from outside the wall, and zombies can't jump inside the wall using slightly higher terrain. Use the fence gate as the entrance and exit to the village (villagers can't open and close the fence gate, and zombies can't break through the fence gate). The primary purpose of this step is to stop most monsters from entering the village, and it must be done as soon as possible. Therefore, it is not recommended to include every village building within the walls (especially those located on high ground or in low places).
After the wall was built, most of the work was completed. Next, you'll need to make sure that there are no places inside the wall that pose a threat to the villagers. This includes rivers and lakes that trap villagers (note: Iron Golem is equally easy to get trapped in the water and sink), potholes, drops of more than four blocks (which can cause falls [[[injury]]), and deadly lava lakes. The purpose of this is to prevent villagers from accidentally getting injured or becoming a plate meal for zombies and [disaster-stricken villagers] while trapped. Next check if there is a clock inside the wall, if not, you can search for village buildings outside the wall, there is at least one clock inside the village (the toolsmith villagers can sell it to you, albeit expensive). The bell is where the iron golem spawns, so its location needs to be well planned. Make sure there are more than 20 beds in the wall so that the Iron Golem can be spawned. Of course, you also need to illuminate every part of the wall. While lighting can stop most monsters from spawning, monsters can spawn inside walls during events such as Zombie Siege, so iron golems are still necessary. When everything is ready, you can invite the villagers out for some fresh air.
If you don't want to collect too many blocks to build walls, the following method won't cost you materials at all, and you'll even get them.
You can dig a space three blocks deep under the village (at least three blocks deep, otherwise the villagers will not breed) and expand its length and width. After expanding, put the working blocks you need in the bed. You can plug torches in it, or simply replace the top ceiling with glass to let the sunlight in (so you don't have to set torches, or only very little). But no matter what, don't let the monsters brush inside! The advantage of this method is that it saves time and materials, and you can always expand when you run out of underground space (but be careful to dig into natural caves where zombies can destroy your villagers). But this method is not aesthetically pleasing because it does not resemble a village.
Congratulations, your village is now safe! While the risk of village destruction still exists, thanks to your efforts, it is negligible. In multiplayer, you may also want to beware of malicious Spoilers. It is a good choice to let the iron golems send them to heaven or build a server prison.
You can also add additional fortifications such as watchtowers and redstone traps. However, these will almost only work during [attacks]] (and your walls are enough to keep the [Calamity] army out).
Cat
The number of cats spawned in a village depends on the number of beds in that village. As long as there is at least 1 villager, one cat can be spawned for every four beds (no need to be claimed). Up to 10 cats can be spawned (40 beds required), and the village will respawn to the corresponding number of cats according to the number of beds.
If there are two villages, and both villages already have 10 cats, when the two villages merge into one village, it will not cause the cats to disappear. However, the number of cats is still limited to 10, so no new cats will be spawned until the number of cats falls below 10.
Players can leave the village by leaving the cat, allowing more cats to spawn within the village.
Iron Golem
Iron Golem will always spawn in the naturally generated [[[village]] village, but also next to villagers near the rendezvous.
Zombie Siege
At night, there is a certain probability that a zombie siege will occur. At this time, a large number of zombies spawn near the village, attacking the villagers wherever they go. On hard difficulty, siege zombies may destroy doors and enter villagers' houses (on other difficulty they will also try to destroy doors, but they won't succeed).
Zombies don't spawn 128 blocks away from you, so you'll be safe when you're high above the ground. You can also turn your house into "zombie defense mode" by digging out a floor block in front of your door. In this way, the door and the floor block on which it sits are the same as the wall. This is because zombies can only destroy the top half of the door so that they will never be able to pass through this door.
Attack
When a player enters the village with the Omen effect, the Omen effect will disappear and the attack will begin. An attack is an invasion of a village by [[[Scoundrel]] (Guardian, [[Demon Summoner], Marauder, Marauder]) and Witch. Before entering the village, you can avoid the attack by drinking milk. However, you can also Defend the Village When the Village is Attacked, and when you successfully defend the village, you will get the Village Hero effect. The price of the player will be greatly reduced when trading with the villagers, and the in Java Edition} villagers will also randomly give "[[[village hero # give items|gifts]] according to their class.
External Links
- Village Information Module by trunkz (1.3.2-1.12.2 only) - This mod gives you more intuitive information about the village. It's in your debug mode (press F3), if you have a village around you, it can display information such as the size of that village, the current and maximum number of villagers, the number of gates in the village, etc.
- Imgur Gallery by Derrick - A simpler, more compact village design and can have more villagers. This design can bring the number of villagers to 35 in the range of 11×10.