Villager/Before Village & Pillage
20 × 10
Villagers were passive mobs that inhabit villages, with different professions, breed, and interact. Their clothing varied according to their occupation. A player could trade with villagers, using emeralds as currency. They were replaced with a revamped version of themselves in the Village & Pillage update.
In Java Edition, old villagers can only spawn in versions of Minecraft prior to 1.14. In Bedrock Edition, old villagers can only spawn if they existed from a template world prior to 1.11.0, and any old villager spawned after 1.11.0 outside a template world will be converted into villager_v2.
Villagers will breed autonomously, but need doors and need to be willing in order to spawn baby villagers. After exactly 20 minutes during which the baby villager is within render distance, the baby villager will grow up to an adult. See this section for more information.
Villagers will spawn if a player uses a splash potion of weakness on a v1 zombie villager in template world and then feeds it a regular golden apple. It will then shake and turn into a villager within 0-5 minutes. During the change, the zombie villager can still burn in the sun.
Upon spawning, villagers will leave their homes and begin to explore the village. Generally, they wander aimlessly inside the village during the day. They may go indoors or outdoors, and they periodically make mumbling sounds. Occasionally, two villagers may stop and turn to look at each other, in a behavior called socializing, in which they will stare at another villager for 4-5 seconds at a time. In the case of players, they will continuously stare at them as long as the player is close enough, unless the villager tries to get into a house at night, farm food, or flee from a zombie.
In Legacy Console Edition, when a player attacks a villager, the villager will not run away, but anger particles will fly out from the villager if it is in a village. In Bedrock Edition, villagers do not stop continuously in front of players. They will also sprint away if the player attacks them.
Villagers, like other mobs, will find paths around obstructions, avoiding walking off cliffs and some blocks that cause harm. However, in crowded situations it is possible for one villager to push another off a cliff or into harm. Villagers also occasionally walk off of ledges high enough to cause fall damage.
At night or during rain, villagers will run inside, closing doors behind them, and staying indoors until morning. In the morning they will head outside and resume normal behavior.
If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it will move quickly back within the boundary. A villager taken more than 32 blocks away from its village boundary will forget the village within about 6 seconds. Whether in a village or not, a villager is never prone to despawning.
Villagers cannot open trapdoors, fence gates, or iron doors.
There is evidence that villagers are prone to overcrowding certain areas of a village while leaving other areas completely empty. When moving inside, the AI prefers doors within 16 blocks (Euclidean distance). It also tends to prefer doors with fewer villagers nearby, however "nearby" in this case is only 1.5 blocks and, when moving inside, villagers prefer to move 2.5 blocks inside when the inside is to the south or east and therefore will be out of range of this check. During the day, it has been observed that villagers will tend to cluster near a trapped villager or any existing large cluster of villagers, likely due to the "socialize" AI routine overriding their inclination to wander.
Picking up itemsEdit
Villagers have eight hidden inventory slots, which start empty whenever the villager is spawned. Villagers will not intentionally seek out items to pick up, but they will collect any bread, carrots, potatoes, wheat, seeds, beetroot and beetroot seeds they happen to come within range of. These are the only items they are able to pick up, though the player may use the
/replaceitem command to put an arbitrary item into a villager's inventory. If a player and a villager are in the pickup range of an item at the same time, the player will always pick it up first.
gamerule keepInventory is set to
false, villagers that are killed with any of the available items above will not drop them once they are killed.
Any items in these slots are lost if a villager becomes a zombie villager; a zombie villager has no inventory slots.
/gamerule mobGriefing is
false, villagers will not pick up items.
A dispenser can be used, if adjacent to a villager, to place armor on it. While not visible in most cases (other than pumpkins and mob heads) the equipment will be fully functional; for example, the Thorns enchantment will hurt zombies that attack a villager with a piece of armor enchanted with the Thorns enchantment equipped.
If a villager has enough food in one inventory stack (6 bread or 24 carrots, potatoes, beetroots, or 18 wheat for farmers only) and sees a villager without enough food in one inventory stack (3 bread or 12 carrots, potatoes or beetroot for non-Farmers; 15 bread, 60 carrots, potatoes, or beetroot, or 45 wheat for Farmers), the villager may decide to share food with that villager.
To share, a villager finds his first inventory stack with at least 4 bread, carrots, potatoes, or beetroot or with at least 6 wheat, and then throws half the stack (rounded down) in the direction of the target villager. When wheat is shared, it is first crafted to bread which may result in 1 or 2 less than half the stack being shared.
Adult and baby brown-robed villagers, both farmers and other careers, will tend crops within the village boundary. Villagers far enough outside the boundary of any village will also tend nearby crops.
Farmland to be tended is found by seeking for certain blocks up to 15 blocks away from the villager in X and Z and up to 1 away in Y (a 31×31×3 area total).
- If a brown-robed villager does not have enough food in one stack in its inventory (15 bread, 60 carrots, potatoes, or beetroot, or 45 wheat) and finds fully-grown wheat, carrots, potatoes or beetroot, it will move to the crop block and break it.
- If a brown-robed villager has any seeds, carrots, potatoes, or beetroot seeds in its inventory and finds an air block above farmland, it will move to it and plant a crop. They will always plant from the first eligible slot in their inventory.
false, villagers will not be able to farm.
Baby villager behaviorEdit
Baby villagers will sprint around, entering and leaving houses at will. They will sometimes stop sprinting to stare at an Iron Golem. If the Iron Golem is holding a poppy, the children will cautiously take the flower from its hands. They tend to group and chase one another around the village as if playing tag.
Unlike other breed-able mobs, the parents and child have no personal interactions other than socializing.
Zombies will try to find and attack villagers within a 42 block radius (even when the villager is invisible), and will attempt to break down doors. Zombies will only successfully break doors if the difficulty is set to hard, though only a fraction of zombies spawned in hard mode have the capacity to break doors. This also applies to zombie pigmen if they path find through a door. Villagers will run away from zombies, sometimes hiding in houses. The villager's only "natural" defense are the iron golems, which attack nearby hostile mobs.
Zombies will try to kill villagers, or convert them to v1 zombie villagers. The chance that the villager will become a zombie villager on death is 0% on Easy, 50% on Normal, and 100% on Hard. Baby villagers can be infected by zombies as well.
Villagers will also run from zombie pigmen, though the latter will not attack them.
Drowned will chase and attack villagers in the same way zombies will, and villagers will run from drowned in the same way they run from zombies. Drowned can also convert villagers to zombie villagers, even when attacking from a distance with a trident.
Villagers will mate depending on the number of valid doors. If "willing" (see below), villagers will mate as long as the population is less than 35% (Bedrock Edition: 100%) of valid doors, rounded down. The type of villager that spawns is independent of the villager's parents.
A valid door is any door within the village radius where the number of "outside" spaces within 5 blocks in a straight line on one side of the door is not the same as the number of "outside" spaces within 5 blocks on the other side of the door. A space is considered to be "outside" if it has nothing but transparent blocks above it all the way to the sky.
A census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village and within 5 vertical blocks (Bedrock Edition: no apparent height limit) of the center will be counted as part of the population to determine if continued villager mating is allowed. However, any villager within the horizontal boundary of the village and within the spherical boundary of the village will attempt to enter mating mode as long as there is at least one villager within the boundary. If two villagers simultaneously enter mating mode while they are close to one another, they will mate with each other and produce a child.
Additionally, villagers must be "willing" in order to breed. After mating, they will no longer be willing, and must be made willing again.
Villagers can become willing by having either 3 bread, 12 carrots, 12 potatoes, or 12 beetroots in one stack in their inventory. Any villager with an excess of food (usually farmers) will throw food to other villagers, allowing them to pick it up and obtain enough food to become willing. The player can also throw bread, carrots, beetroots, or potatoes at the villagers themselves to encourage breeding. Villagers will consume the required food upon becoming willing.
Villagers may also become willing when the player trades with them. Willingness is granted the first time a new offer is traded, or at a one-in-five chance on subsequent trades. Most of the time, villagers becomes willing after the second or third trade. Green particles will appear if the villager becomes willing by trading. This will not cause them to immediately seek out a mate, however.
Before Java Edition 1.8, willingness was not implemented. The only factor needed is enough valid doors.
Professions and careersEdit
Each villager has a profession, which can be identified by their clothing. Villagers also have careers specific to their profession. The player can identify a villager's career by reading the title at the top of the trading interface.
Below is a table listing the various villagers, with their careers in relation to their professions, as well as the IDs specifying these. While each profession has a 1 in 6 chance (16.67%) of occurring, the probabilities for individual careers to occur are more diversified. They are listed in the table as well.
When a villager is transformed into a zombie villager, the profession of the zombie villager will remain unchanged. However, the career will be reset and randomly picked again if the zombie villager is cured, allowing for the player to get a villager with a new career and new trade offers. Old trade offers will disappear, even if the same career is chosen again.
|— Jeb about the Nitwit|
The Nitwit villager is a villager that wears a green robe and cannot be traded with.
|— Marsh Davies|
The trading system is a gameplay mechanic that allows players to trade emeralds for items and vice-versa with villagers.Their trades can be good or bad, depending on what the cost is and what items you might get. Trading is only available for adult villagers; the player cannot trade with baby villagers or the nitwit villager.
Right-clicking a villager will allow a player to trade with them, and display their career. Villagers will make offers based on their profession and career, and will only make trades based on whatever offers they are making. Different offers may be viewed by pressing the left and right buttons next to the currently displayed offer. All offers involve emerald as a currency, and some item pertinent to the villager's profession and career. Trading allows the acquisition of rare items that would otherwise be fairly difficult to obtain, such as chain armor. The trading mechanic allows players to get bottle o' enchanting in survival mode. When villagers get a new trade, pink particles and green cross particles appear.
After trading a new offer once, the villager will allow a new tier of offers. After 2-12 times an offer is repeated, the villager will lock the trade offer. That is, the villager will no longer offer this trade. When this happens, the player will have to use another new trade offer in the villager's window once (or several times if it is already used once), and then wait for a short time. If green particles appear, all trades unlock. That is, the villager will start offering all trades. There is a maximum number of tiers each villager can possess, varying by career. Once the villager has unlocked all tiers, it will not open any new ones. However, players will still be able to renew all offers by trading.
When a villager gives off particles from a new trade, they get 10 seconds of regeneration I, which gives them 4 .
Commands or external editors can help villagers get new trades.
If a villager unintentionally picks up certain seeds or crops, it will throw it to another villager to simulate trading between the villagers.
|Sound||Subtitle||Source||Description||Namespaced ID||Translation key||Volume||Pitch||Attenuation|
|Villager mumbles||?||Villager is talking||?||?||16|
|Villager cheers||?||Villager is happy||?||?||16|
|Villager dies||?||Villager dies||?||?||16|
|Villager hurts||?||Villager gets hurt||?||?||16|
|Villager disagrees||?||Player trades with either an unemployed villager, a nitwit, or fails to trade with an employed villager due to lack of resources.||?||?||16|
|Villager trades||?||Player opens the trade UI on a villager||?||?||16|
|Villager agrees||?||Player successfully trades with the villager.||?||?||16|
|Name||Namespaced ID||Translation key|
|Name||Namespaced ID||Numeric ID||Translation key|
Villagers have entity data associated with them that contains various properties.
- Entity data
- Tags common to all entities
- Tags common to all mobs
- Additional fields for mobs that can breed
- Profession: The ID of the texture used for this villager. This also influences trading options.
- Riches: Currently unused. Increases by the number of emeralds traded to a villager any time they are traded.
- Career: The ID of this villager's career. This also influences trading options and the villager's name in the GUI (if it does not have a CustomName). If 0, the next time offers are refreshed, the game will assign a new Career and reset CareerLevel to 1.
- CareerLevel: The current level of this villager's trading options. Influences the trading options generated by the villager; if it is greater than their career's maximum level, no new offers are generated. Increments when a trade causes offers to be refreshed. If 0, the next trade to do this will assign a new Career and set CareerLevel to 1. Set to a high enough level and there will be no new trades to release (Career must be set to 1 or above).
- Willing: 1 or 0 (true/false) - true if the villager is willing to mate. Becomes true after certain trades (those which would cause offers to be refreshed), and false after mating.
- Inventory: Each compound tag in this list is an item in the villager's inventory, up to a maximum of 8 slots. Items in two or more slots that can be stacked together will automatically be condensed into one slot. If there are more than 8 slots, the last slot will be removed until the total is 8. If there are 9 slots but two previous slots can be condensed, the last slot will be present after the two other slots are combined.
- An item in the inventory, excluding the Slot tag.
- Tags common to all items
- An item in the inventory, excluding the Slot tag.
- Offers: Is generated when the trading menu is opened for the first time.
- Recipes: List of trade options.
- A trade option.
- rewardExp: 1 or 0 (true/false) - true if this trade will provide XP orb drops. All trades from naturally-generated villagers in Java Edition reward XP orbs.
- maxUses: The maximum number of times this trade can be used before it is disabled. Increases by a random amount from 2 to 12 when offers are refreshed.
- uses: The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses.
- buy: The first 'cost' item, without the Slot tag.
- Tags common to all items
- buyB: May not exist. The second 'cost' item, without the Slot tag.
- Tags common to all items
- sell: The item being sold for each set of cost items, without the Slot tag.
- Tags common to all items
- A trade option.
- Recipes: List of trade options.
|Icon||Achievement||In-game description||Actual requirements (if different)||Gamerscore earned||Trophy type (PS)|
|The Haggler||Acquire or spend 30 Emeralds by trading with villagers or with wandering trader.||—||30G||Silver|
|Treasure Hunter||Acquire a map from a cartographer villager, then enter the revealed structure||Visit the structure indicated while the purchased map is in your main hand (hotbar).||40G||Silver|
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Namespaced ID|
|What a Deal!||Successfully trade with a Villager||Adventure||Take an item from a villager or wandering trader's trading output slot, and put it in your inventory.|
|A Throwaway Joke||Throw a trident at something.|
Note: Throwing away your only weapon is not a good idea.
|Monster Hunter||Hit an entity with a thrown trident.|
|Take Aim||Shoot something with an arrow||Monster Hunter||Using a bow or a crossbow, shoot an entity with an arrow, tipped arrow, or spectral arrow.|
|Very Very Frightening||Strike a Villager with lightning||A Throwaway Joke||Hit a villager with lightning created by a trident with the Channeling enchantment.|
|1.0.0||Beta 1.9 Prerelease||Added villagers.|
|Villagers share the same AI as pigs.|
|Villagers have the name "TESTIFICATE" displayed over their heads as player names are displayed in multiplayer.|
|Villages have 5 main professions (0, 1, 2, 3, 4), and other profession numbers were a green-robed unnamed villager.|
|"We added them in 2011, but in the beginning they were completely useless - you couldn't trade with them, they didn't have any sound effects or anything. Their only purpose was to live in the villages. We discussed a lot about what they would do - we knew we wanted trading, but we weren't sure about what would happen with the village itself. Would the player do quests around the village? Would it expand?" – Jeb|
|Beta 1.9 Prerelease 2||The "TESTIFICATE" name above villager's heads has been removed.|
|1.1||11w49a||Added the villager spawn egg to creative mode. However, only farmer villagers are spawned.|
|1.2.1||12w05a||Villagers now go inside at night and detect houses.|
|12w05b||Villagers can now open and close doors.|
|?||Added baby villagers.|
|12w06a||Villagers can now socialize with each other and passive mobs.|
|Villagers are now attacked by and run away from zombies.|
|Villagers now go inside shelter whenever it rains.|
|12w07a||Villagers now repopulate villages by the number of houses there are.|
|Villager children now sprint.|
|1.3.1||12w18a||Villagers spawned via a spawn egg now have a random profession.|
|12w21a||Added trading with villagers. Leaving a trading window open cause villagers not to wander under normal circumstances.|
|12w22a||Villagers now reassign their profession if there is a lack of a specific profession or if the number of villagers in a profession is unbalanced (i.e., if there are many farmer villagers and no blacksmith villagers, one change its skin, showing it has changed its profession).|
|Trading has also been changed, where an extra input space has been added where tools can be placed for buying enchantments and/or repair.|
|12w25a||Villagers may now remove a trade option after it has been used at least 3 times.|
|12w26a||Although requiring external tools or modifications to apply, spawners can now spawn the previously unavailable green robe villagers in unmodified Minecraft clients.|
|1.4.2||12w32a||Villagers now like and dislike the player, depending on how they react to them.|
|Villagers can now be infected by zombies, causing them to change their appearance and attack the player and other villagers.|
|1.4.4||pre||Villager children can now be spawned easily by right-clicking a villager with a villager spawn egg.|
|1.6.1||13w22a||Added sound effects for villagers. They have different sounds for taking damage, talking to villagers, successful trades, and canceled trades.|
|1.8||14w02a||Added careers to villagers, splitting up the trade offers within a profession. This career is shown in the trading interface.|
|The trading system has been reworked to be less random; it is now tier-based instead, and several offers may be generated at one time.|
|Due to the changes in the trading system, attempting to trade with generic villagers crashes the game.|
|Villagers now breed only when willing. This limits the number of villagers and prevents infinite breeding villages.|
|14w02c||Villagers that had professions more than 4 now repeat in 0-4.|
|Generic villagers can now be spawned only by using negative profession numbers.|
|14w03a||Villagers struck by lightning now turn into witches.|
|14w04a||Farmer (profession) villagers now harvest fully grown crops.|
|Villagers can now be made willing using 3 bread, 12 carrots or 12 potatoes.|
|14w04b||Villagers now have an NBT tag that allows control over getting experience for trading (reward exp).|
|14w20a||The generic villager has been completely removed. However, the texture still exists in the Minecraft files.|
|1.8.1||pre4||Villagers no longer ignore data tags or damage values.|
|1.9||15w31a||Farmer villagers now harvest beetroot crops, but ignore the drops.|
|15w38a||Villagers now pick up beetroot and beetroot seeds.|
|Villagers now use and share beetroot as food.|
|Farmer villagers can now plant beetroot seeds.|
|15w39a||Villagers are now slightly taller (1.95 blocks tall rather than 1.8, with babies 0.975 blocks tall rather than 0.9).|
|15w43a||A priest villager can now be found caged in an igloo basement.|
|1.11||16w32b||Generic villagers have been re-added. They are now called Nitwits, as profession 5. However, they can no longer trade, because right-clicking on a generic villager does nothing.|
|The entity ID has been changed from |
|16w39a||Added a new career for the librarian villager called "Cartographer".|
|16w43a||Villagers are now able to draw from their own loot tables.|
|1.13||17w47a||The weapon smith's career ID has been changed from 3 to 2 and the Tool Smith's from 2 to 3.|
|18w11a||Villagers now run away from drowned.|
- The villagers were inspired by the shop keepers in Dungeon Master 2.
- Originally, the mobs populating villages were to be pigmen.
- Villagers tend to often cram into houses that are in the southern-eastern area of their village.
- Name tags used on villagers will always name the villager instead of opening the trading interface.
- Villagers can see invisible players.
- After a zombie villager is cured, the villager gets Nausea for 10 seconds (indicated by the purple status effect particles).
- When a villager is in love mode, it walks very slowly. However, when a villager runs indoors as the night falls, it runs extremely fast, even faster than the player's sprinting speed.
- The 1.6 release poster showed a blue-robed villager in the background. Such a villager has never been seen in-game.
- The Priest, Librarian and Nitwit villagers have an unused hood in their textures.
- Originally, villagers used rubies as their currency, but they were later replaced with emeralds.
On April 1, 2014, Mojang announced that villagers have taken over the skin servers and content delivery networks (CDN) as an April Fools joke. This caused players' current skin to turn into villager skins. This also caused users to be unable to change their skins. Different career villager skins were used, including the then-unused nitwit villager (green robe).
Many of the sounds were also changed, supposedly by the villagers. They seem to be similar to a villager talking (with words, rather than their normal sounds). The in-game music has also been altered to include villager like noises, and also features a villager version of the "Game of Thrones" theme on the title screen. The sounds originate from the sound resource pack created by Element Animation, titled The Element Animation Villager Sound Resource Pack (T.E.A.V.S.R.P), which is based on the villagers appearing in their fan videos. The villagers were voiced by Dan Lloyd, Director of Element Animation.
A villager Texture Update comparison.
- "Meet the Nitwit" – Minecraft.net, January 23, 2017
- "Meet the Villagers" by Marsh Davies. Minecraft.net, March 13, 2017