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Even in Survival mode, Minecraft gives you a tremendous amount of control over your world. You can grow forests, blow up mountains, enter new universes — there's not much that you can't do. Your control extends to the game's NPCs, too. If you want to make more villagers without wandering around to find a new village, you can breed the villagers together. This might sound strange, but it's an efficient way to bump up a town's population, or even make your own city. Here's how to breed villagers in Minecraft, either manually or with an automatic breeder. If you just want a few new villagers, breeding them is a pretty quick process. Here's what you'll need:
1. Get your villagers close to each other. The best way to do this is to build a wall around them and trap them inside, or build a structure and move a villager into it using a boat. Quick tip: You can get villagers into a boat by placing one in front of them, and letting them walk into it. Once a villager is in a boat, you can hop in and "sail" it across land or sea. Break the boat to free them. 2. Once your villagers are stuck in a small space, place beds around them. You need to have more beds than you have villagers, since the child they make will need a bed too. And any bed you place needs to have at least two blocks of free space above it. Get your villagers into an enclosed space. Mojang; William Antonelli/Insider3. Now you'll need to increase the "willingness" of your villagers. Villagers will only breed once they're "willing" enough, and you can increase a villager's willingness by giving them food. Here's how effective each type of food is: 4. Give your villagers food — you can just throw it at them — until hearts appear above their heads. This means that they're willing. Hearts will appear above the villagers' heads once they're willing. Mojang; William Antonelli/Insider5. Wait. The next time two willing villagers bump into each other, they should stand together for a few moments and then spawn a baby villager between them. The baby villager will stay near its parents. Mojang; William Antonelli/InsiderYou can continue this until you have as many villagers as you want — just remember that you need more beds than villagers. Baby villagers will "grow up" 20 minutes after they're born. Quick tip: You can create an "automatic" villager breeding system by introducing a farmer to the mix. Farmers will give any excess food they create to villagers, building their willingness to breed. At that point, all you need to do is place down beds, and your villagers will breed indefinitely. Spawn
Villagers are passive mobs that inhabit villages, work at their professions, breed, and interact with each other. Their outfit varies according to their occupation and biome. A player can trade with villagers using emeralds as currency. Spawning[]Natural generation[]Villagers can be found in villages, which spawn in several biomes such as plains, snowy plains, savannas, deserts, taigas, and snowy taigas and can cut into other biomes such as swamps and jungles. When the village is generated, unemployed villagers spawn in them, the number of which depends on the buildings in that village, as some buildings generate with villagers inside and some do not. A cleric villager and cleric zombie villager spawn locked up in the basements of igloos (if the basement generates) under the carpet of the floor. In Bedrock Edition, the villager and zombie villager inside igloo basements have random professions instead of always being clerics. The cleric villager can also turn into a leatherworker villager since the cauldron in the basement is closer to the villager. Curing[]See also: Zombie Villager § Curing When a zombie villager is cured, it transforms into a villager, displaying purple Nausea status effect particles for 10 seconds after being cured. The villager retains the profession it had as a zombie, if it had one before turning into a zombie villager. If the zombie villager is player spawned, it adopts a randomly chosen profession.[Bedrock Edition only] The villager can also be a nitwit, as the game counts it as a "profession" but the nitwit villager still can't work. If employed, the cured villager offers discounts on most of its trades. Drops[]A villager, either adult or baby, does not ordinarily drop any items or experience when killed. However, when a player holds an emerald or other item a villager is willing to trade for, the item it offers in trade appears in its hands, alternating between items if there are multiple items the villager wants to trade. Upon successful trading, a villager drops 3–6. Upon successful trading, while willing to breed, 8–11 is dropped. Behavior[]
Movement patterns[]Nitwit and unemployed villagers leave their homes at day and begin to explore the village. Generally, they wander inside the village during the day. They may go indoors or outdoors, periodically making mumbling sounds. Occasionally, two villagers may stop and turn to look at each other, in a behavior called socializing, during which they stare at another villager for 4–5 seconds at a time. They continuously stare at a nearby player unless the villager is trying to get into a house at night, farm food, work, or flee from a zombie or illager. Baby villagers may jump on beds and play tag with each other, similarly to how baby piglins and baby hoglins play tag. In Bedrock Edition, baby villagers do not stop continuously in front of players, though they still do stare as they move. Villagers tend to not travel far from their beds in a large village unless the job site or the nearest gossip site (bell) is far from their beds. Villagers, like other mobs, can find paths around obstructions, avoid walking off cliffs of heights greater than 3 blocks, and avoid some blocks that cause harm. However, in crowded situations, one villager can push another off a cliff or into harm's way. Villagers emit green particles if they join a village, set a bed or acquire a job site/profession. Villagers run inside at night or during rain, closing doors behind them. They attempt to sleep at night, but if they cannot claim a bed, they stay indoors near a bed until morning. In the morning, they head outside and resume normal behavior. However, some villagers, such as nitwits, stay outside later than others unless being chased by an illager or zombie. If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it moves quickly back within the boundary. A villager taken more than 32 blocks away from its village boundary forgets the village within about 6 seconds. Whether in a village or not, a villager is never prone to despawning. Villagers can open all wooden doors and find paths or blocks of interest behind the doors. However, they cannot open any trapdoors, fence gates, or iron doors. Villagers can climb ladders, but do not recognize them as paths and do not deliberately use them. Any climbing of ladders seems to be a side effect of them being pushed into the block by another mob, (likely, and most often, other villagers). Unfortunately, this behavior can leave them stranded on the second floors and roofs of some village structures, as they lack the necessary AI to intentionally descend ladders.[verify] A simple fix for these situations is for the player to manually push the villager back toward the ladder hole and then install a wooden trapdoor at the top, after the villager is returned to the ground level. One way to prevent a villager from climbing ladders is to break the first ladder touching the ground thus requiring a player to jump to the ladder to climb. Getting attacked[]Villagers flee from zombies, zombie villagers, husks, drowned, zombified piglins [Bedrock Edition only], zoglins, vindicators, pillagers (even if their crossbow has been broken), ravagers, and vexes within 8 blocks, and evokers and illusioners within 12 blocks. Like other passive mobs, villagers sprint away when attacked. Villagers do not run away from skeletons (and their variants), spiders, or cave spiders since these hostile mobs are passive towards villagers, although a skeleton arrow might hit a villager by accident. Preferred path[]
This feature is exclusive to Bedrock Edition. Villagers favor pathways to reach a selected destination and try to stay in low cost blocks, like the dirt path or cobblestone blocks. They also avoid jumping. Job site blocks[]For a list of job site blocks and the professions they are required for, see § Professions. Villagers who have already claimed beds[Bedrock Edition only] (other than babies and nitwits) seek employment by searching a 48-block horizontal radius[verify] for a job site block. An unemployed villager acquires a profession and a job by claiming the first unclaimed job site block it can detect in that area. A job site block can be detected as long as it is in range, not already claimed, and the villager can pathfind to the block to claim it. This means that if they cannot see or get to the block, they cannot claim it.[Java Edition only] When the block is claimed, its owner emits green particles and no other villager can claim it unless the owner relinquishes it. If a job site block is broken or destroyed, its owner (if any) emits anger particles[Bedrock Edition only] and becomes jobless, but retains its profession after trading. Additionally, if a villager who has a profession but fails to reach their job site block in a period of time, they become unemployed. They can retrieve the relinquished profession if the job site block has not been claimed and they have identified a path to the block. A villager who already has a profession but no job site attempts to find one:
In Java Edition, villagers can change professions only while awake. Villagers also tend to walk to the job site block before claiming it. They also stare at the block while walking towards it. In Bedrock Edition, villagers can still claim job site blocks when asleep, while green particles still appear around the block and the villager. Villagers change their profession before walking to their job site block. They stare at the block while walking just like Java Edition. Gossiping[]Villagers can store certain memories about players in the form of gossip. These get spread to other villagers whenever they talk with each other. Each piece of gossip is one of five types, and it stores a value as well as a target. Gossips generate and increase in value as a result of various player actions. The target is the player who caused the gossip. Together the gossip values determine a player's reputation with the villager, which influence trading prices and the hostility of naturally spawned iron golems.
Trading with or curing a villager increase the value of the corresponding gossips for the targeted villager only. When a villager is attacked or killed, however, it instead generates the major negative gossip in every other villager it could see (eye-to-eye line of sight) inside a box extending 16 blocks from the villager in all coordinate directions. When a piece of gossip is shared, it is received at a lower value than the sharer has it. Gossips also decay a certain amount (see Decay column) every 20 minutes. Since major positive gossip have a decay of 0 and a share penalty equal to its max value, it cannot be shared and never decays. A player's total reputation with a villager is determined by multiplying each gossip's value by their respective multiplier and adding the results together. For example, if a player has recently cured a villager for the first time but also attacked the villager twice, their reputation with that villager would be 5×20 + 25 - 50 = 75. After 40 minutes the gossips have decayed twice, making the player's reputation 5×20 + 23 - 10 = 113. The prices of a villager's trades all get reduced by reputation times the price multiplier rounded down, meaning that a positive reputation lowers prices but a negative reputation increase them. The price multiplier is either 0.05 or 0.2 depending on the item, see trading. Prices can not get lower than 1 or higher than the item's stack size. The exact function to calculate the price affected by the gossips is y = x - floor((5a + b + c - d - 5e) × p), Where y is the final price, x is the base price, a is the value of major_positive, b is the value of minor_positive, c is the value of trading, d is the value of minor_negative, e is the value of major_negative, and p is the value of PriceMultiplier. Iron golems that were not built by a player become hostile towards players whose reputation with any nearby villager is -100 or lower. The golem checks all villagers inside a box centered on the golem and extending 10 blocks in every horizontal direction and 8 blocks in both vertical directions. Players can set villagers on fire using flint and steel or lava without affecting gossips. The same is true for TNT activated by redstone or a dispenser. However, TNT ignited directly by a player (using flint and steel, fire charges or flaming arrows) does generate gossip for damaged or killed villagers, because the TNT's damage is attributed to the player. Picking up items[]Villagers have eight hidden inventory slots, which start empty whenever the villager is spawned. Villagers do not intentionally seek out items to pick up, but they do collect any bread, carrots, potatoes, wheat, wheat seeds, beetroot, beetroot seeds, and bone meal within range (bone meal can be picked up only by farmer villagers). These are the only items they can pick up, although the player may use the /item replace 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 always picks it up first. If several villagers are next to an item, the same one picks up the item every time. Consequently, in constrained space, the same villager picks up any item dropped. This behavior prevents villagers from sharing food in a one-block space. As of 1.16.1 villagers can fill all 8 inventory slots with the same item. When killed or converted to a zombie villager, any inventory item of the villager is lost, even when /gamerule keepInventory is set to true. If /gamerule mobGriefing is false, Villagers cannot pick up items, and farmer villagers cannot plant or harvest crops. Like other mobs, villagers have four slots for worn armor, separate from their inventory. An adjacent dispenser can equip armor, elytra, mob heads or carved pumpkins to a villager, but the armor is not rendered (except for carved pumpkins and mob heads). The equipment functions as normal; for example, a villager wearing an armor piece enchanted with Thorns can inflict Thorns damage to attackers, and a villager wearing Frost Walker boots is able to create frosted ice. If a villager is converted into a zombie villager, the armor it was wearing is dropped, though it may be able to pick it up and equip it again. Sharing food[]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, 12 carrots, 12 potatoes, or 12 beetroots 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 its 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. Farming[]Farmer villagers tend crops within the village boundary. Villagers far enough outside the boundary of any village also tend nearby crops. Farmland to be tended is found by seeking for certain blocks up to 9 blocks away from the villager in the X and Z coordinates and up to 1 away in the Y coordinate (a 19×19×3 volume total).
Breeding[]Adult villagers breed depending on the time of the day and need to be willing to spawn § Baby villagers, who also require beds with at least 2 empty blocks above them. Job sites are not required for villagers to breed. The breeding depends on the number of valid beds. If a villager is "willing" (see § Willingness below), villagers breed as long as there are unclaimed beds available within the limits of the village. All baby villagers are initially unemployed. A census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village and 5 vertical blocks[Java Edition only] of the center are 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 the spherical boundary of the village attempts 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 breed and produce a child. The appearance is determined by the biome where the breeding occurs in Bedrock Edition.[1] In Java Edition, the appearance is randomly determined by either the biome type of the parents or by the biome where the breeding occurred. Willingness[]Villagers must be willing to breed. Willingness is determined by the amount of food items a villager has. Becoming willing consumes the villager's food stock, therefore, after mating, villagers cease to be willing until they gather a sufficient stock of food items and breed again. Villagers must have enough beds within village bounds for baby villagers to spawn. The villager must be able to path-find the bed from their current position. (Note that mobs view slabs as full blocks for pathfinding, so putting upper half slabs above a bed invalidates the bed.) Villagers can become willing by having either 3 bread, 12 carrots, 12 potatoes, or 12 beetroots in one slot in their inventory. Any villager with an excess of food (usually farmers) throws 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 consume the required food upon becoming willing. If /gamerule mobGriefing is false, villagers don't pick up food or break crops. Baby villagers[]Baby villagers sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at other villagers,[Java Edition only] the player, or an iron golem. If the iron golem is holding out a poppy, the children may cautiously take the flower from its hands. This is a reference to the 1986 Japanese animated movie Castle in the Sky, in which a giant robot covered in vines (inspiration for the iron golem) gives the main characters flowers to put on a memorial.[2] Baby villagers tend to group and chase one another around the village as if playing tag. They also jump on beds. Illagers ignore baby villagers until they reach adulthood. Baby villagers give gifts of poppies or wheat seeds to players who have the Hero of the Village effect in Java Edition. Baby villagers in Bedrock and Education editions have a slightly bigger head than in Java Edition; this also can be seen in other baby mobs in the game as well. Java Edition baby villagers don't have too big of a head, so they look like a tiny normal villager. Baby villagers can fit through 1x1 block gaps. A baby villager becomes an adult 20 minutes after birth, even when in a boat or a minecart. Baby villagers with no AI do not grow up. Lightning[]When lightning strikes within 3–4 blocks of a villager, the villager is replaced by a witch that can't despawn. Even a baby villager that is struck by lightning is turned into a two-block-tall witch. Iron golems also attack any villagers that turned into witches. Iron golem summoning[]Main article: Iron Golem § Villages Villagers can summon iron golems to protect themselves from hostile mobs. Villagers can summon an iron golem regardless of their profession (including nitwits) or latest working time. In Bedrock Edition, a golem can spawn if there are at least 20 beds and 10 villagers. All villagers in the village must have a bed, and a profession with access to the profession block. It spawns in a 16×6×16 area around the village center and attempts to spawn once every 700 game ticks, or about every 35 seconds. One golem spawns per 10 villagers. The golem must be killed near the village as villagers have a long cooldown time for golems that wander away. Panicking[]Villagers sometimes panic during a raid or a zombie siege by emitting water particles and shaking. In Java Edition, villagers panic if they see a mob that is hostile toward villagers, like a zombie, zombie villager, husk, drowned, zoglin, illager, vex, wither, or ravager and flee frantically from them, sometimes hiding in houses. In Bedrock Edition, villagers panic by running around in circles around a bed in a village house, such as when a raid happens or when the player rings the village bell. Java Edition villagers in panic are more likely to summon iron golems. To see these mobs, the villager must have an unobstructed line of sight to it (eye-level to eye-level), and be within a certain range (spherical distance between feet center bottom-most point of the villager and hostile mob):
Zombies[]Main articles: Siege and Zombie Zombies, zombie villagers, husks, and drowned seek out and attack villagers within a 42-block radius[Java Edition only] or a 16-block radius[Bedrock Edition only] (even when the villager is invisible). Zombies attempt to break down doors, but only a fraction of zombies can do so and can succeed only when difficulty is set to hard. Zombies who cannot break doors tend to crowd around a door that separates them from a villager. If a zombie or a drowned comes across a set of doors with one open, it usually tries to go through the closed door. Both zombies and drowned either kill villagers or convert them to zombie villagers. The chance of the villager becoming a zombie villager upon death is 0% on Easy, 50% on Normal, and 100% on Hard. Baby villagers can be infected by zombies as well. Drowned are able to convert villagers to zombie villagers, even when attacking with a trident from a distance. Raids[]During a raid, villagers flee from illagers and run to the nearest house, similar to a zombie siege. For a villager to hide, the house must have a door and at least one bed. Before the first raid wave in Java Edition, at least one villager rushes to ring the bell in the center of the village (if they are close enough) to warn the other villagers of an incoming raid before going into their house. In Bedrock Edition, the bell rings automatically regardless of whether a villager is nearby. In Java Edition, when a bell is rung, all illagers within 48 blocks get the glowing effect for 3 seconds. A villager often stays in the house it first entered, but may exit the house occasionally. The player can still trade with villagers during a raid. On random occasions, the villager displays water particles as if sweating. In Java Edition, once the player gains the Hero of the Village status after defeating a raid, villagers give them a discount for their trades and throw them gifts related to their profession. For a list of items that they can gift, see Hero of the Village § Gifts. Staring[]Villagers stare at any player that stares at them, or goes near them. This also applies for some mobs, especially wolves. A villager first turns its head towards the player, then the body. Villagers can keep staring at the player unless a raid happens or a zombie comes and chases them off. Schedules[]Villagers have set schedules depending on their age and employment status. Schedules define the villager's goals, which mostly determine how they behave throughout the day. However, their goals can be interrupted by higher priority behaviors most villagers have, such as fleeing from an attack, trading, and getting out of the rain.
Working[]Employed villagers spend most of their day standing next to their job site blocks. From time to time, they "gather supplies" by wandering a short distance away, then returning. Some professions have additional job-specific goals that are part of their work schedule:
When a villager reaches its job site block, it commences "work". Two times a day, this action of working resupplies any locked trades. Villagers can resupply twice per day, even without having a bed or while sitting in a minecart. A villager can "reach" its job site block if the block is in any of the 8 directly adjacent or diagonal block spaces horizontally around it at the height of their feet, or at the 9 blocks below that. Villagers can still "reach" them diagonally, even if they can't see or touch the face of the block. Employed villagers do not breed with each other during their work schedule. Nitwits and the unemployed do not follow this rule as they would breed with each other and the employed villagers. Leatherworker villagers work at any cauldron; the cauldron does not have to be filled with water in order for the villager to work at it. Wandering[]All villagers wander from time to time, but for the unemployed and nitwits, they wander for the majority of their day. A wandering villager chooses a random block and walks toward it, then stands there for a variable amount of time before wandering again. If at any time it detects a job site block it can claim, it does so, assumes the skin for the associated profession, and immediately begins following the appropriate schedule. A villager attempts to claim a job site block by finding a path to a block next to one, showing angry particles when unable to reach it. After a villager fails to reach the job site block several times, it becomes unclaimed, indicated by showing angry particles on it. The villager loses its job site block and eventually becomes unemployed if the villager is at novice-level and no nearby job site block is available. Any other nearby unemployed villager has a chance to become the block's new owner. If there are no unemployed villagers nearby, then the villager who lost the job site block seeks for another unclaimed one or tries to reclaim the same unreachable one in an endless loop (this also happens for claiming beds). The wander schedule includes a job-specific goal called "exploring the outskirts" that causes villagers to wander near the edges of the village. This enables them to detect new beds, job site blocks, bells, and houses that players have used to extend the village. During this time of the day, they may also share items. Gathering[]Late in the day, adult villagers gather at a meeting place (the area around a bell). When two villagers encounter one another, they mingle (look at each other and "converse" by humming at other villagers). They may also share food, or breed if both are willing. If a villager isn't close enough to detect a bell, it wanders randomly, searching for one. Playing[]Baby villagers wander randomly around the village. When they encounter another baby villager, the two of them follow each other for a while and sometimes run as if racing or chasing each other. In Java Edition, they sometimes stop to jump and bounce on a bed or to stare at an iron golem they encounter. If the iron golem offers them a poppy, the baby villager cautiously accepts it. Returning home[]All villagers head home a short time before sunset. They roam around until they get near their beds, then target a block beside the bed. Once they reach their beds, they do not go through a door again before sleeping. A villager who has no bed simply waits inside a house until morning. This includes players stealing a villager's bed to sleep in, mostly the villager stays in the house and doesn't move until sunrise. But sometimes, if they detect a unclaimed bed nearby they walk out of the house and towards the bed. Sleeping[]At sunset, villagers lie down in their beds and remain there until morning. Villagers wake early if food is thrown at them [Java Edition only], they are pushed out of bed, or if their bed is destroyed. They also wake up when their bed is used, if they are attacked, or when a bell is rung. If possible, they return to sleeping in a bed after the interruption. Jumping on a bed with a villager sleeping in it doesn't cause the villager to get up. In Java Edition, villagers can be pushed on beds and sometimes turn their heads. A villager can be pushed off a bed, but most likely to go back to sleeping after staring at the player who pushed the villager for a few seconds. When sleeping in Bedrock Edition, a villager's hitbox reduces to a cube restricted to the pillow part of the bed. If an anvil is dropped on the hitbox, the villager takes damage and wakes up. In Java Edition, dropping any anvil on a villager that is sleeping causes the anvil to bounce and drop as an item, and the villager remains sleeping and does not take damage. A villager who has no bed continues wandering in search of a bed to claim. Villagers follow their Overworld schedules regardless of which dimension they are in. They can sleep in the Nether or the End, without causing the usual consequences of the bed exploding (See Bed), if the Overworld's time is correct.[3] This is because the daylight cycle continues in these dimensions, even though it is not normally apparent to the player. Sometimes when a villager gets in a bed from another direction they turn their body until their head is on the pillow of the bed. Villagers also sleep with their eyes open, just like players. Healing[]Villagers get a brief regeneration effect once leveling up in their profession. Pink regeneration particles appear when the villager is healing. In Bedrock Edition, when villagers successfully sleep, they immediately heal themselves when waking up at dawn if they are damaged. Professions[]Each villager can have a profession, indicated by their clothing as well as by the title at the top of the trading interface. A villager can choose their profession by claiming a job site block. When they go to work, they use their daily schedule to get to their claimed job site block. Some professions, like farmers and librarians, do other things. Farmers plant crops, and librarians can inspect bookshelves. If an adult villager does not have a profession (either they are unemployed or a nitwit), they will wander instead. A job site block can be claimed only if it is unclaimed and within a village boundary with at least 1 bed. Removal of a claimed job site block causes the owner to switch to another profession or become unemployed, provided that the villager has no prior trades with the player. If the villager has prior trades, it keeps its profession and claims a new job site block that matches its profession if one is available. So, once a player trades with a villager, the villager keeps its profession forever. Nitwits and baby villagers cannot change their profession. In Java Edition, villagers summoned by a spawn egg or via command /summon are always unemployed until they have claimed a job site block. In Bedrock Edition, however, villagers summoned in similar ways have a random profession[4]; their profession can be changed by a job site block, though. Novice-level villagers who have not yet traded can lose their profession and change into unemployed villagers. Unemployed adults actively seek for an unclaimed job site block and change into the corresponding profession. Below is a table listing the various professions, along with the specific job site block that each profession requires: Nitwit[]Nitwit villagers wear robes that are green on top. They cannot acquire a profession, trade, or gather around bells, but are still able to breed. They are not equipped with a level stone since they cannot trade. Pressing use on a nitwit in Java Edition causes it to grunt and shake its head at the player. They wander around the village for about 2000 ticks after other villagers go to sleep, before seeking a bed. If they can claim a bed, they arise in the morning 2000 ticks (1 minute 40 seconds) after the rest of the village wakes up. A nitwit must be born or spawned; no villagers change to nitwit from unemployed or a profession, and vice versa. Nitwits can be found naturally or by curing naturally spawned zombie villagers. Zombie villagers can also be spawned as babies, so this is the only way to encounter baby nitwits in survival mode. In Bedrock Edition, every baby villager has a 10% chance to become a nitwit when they become an adult. Appearance[]Villagers and zombie villagers have seven skin types corresponding to the biome they spawn in. Their appearance also varies based on their profession and their five tiers. They show which trade tier they have unlocked by a badge of a varying material on their belt. A new tier is obtained every time a player trades with a villager and the badge appears as stone, iron, gold, emerald, and finally diamond. Villagers have different outfits depending on their biome. Naturally generated villagers take on the outfit from the biome they were spawned in. When breeding occurs, the outfit of the child is determined by the biome where the breeding occurs, but in Java Edition, it is sometimes randomly inherited from the biome type of the parents. The outfits available are: Notes
Villagers have 13 professions and 2 non professions for a total of 15 outfits:
Trading[]The trading system is a gameplay mechanic that allows players to buy and sell various items to and from villagers, using emeralds as a currency. Their trades can be valuable or somewhat meaningless, depending on the cost, the items the player might get, and how the player treats the villagers. Only adult villagers with professions can trade; the player cannot trade with nitwits, unemployed villagers, or baby villagers. Attempting to do so causes the villager to display a head-shaking animation and play the villager's declined trade sound[Java Edition only]. Using an employed villager allows a player to trade, making offers based on the villager's profession and profession level. All offers involve emeralds as a currency, and items related to the villager's profession. Trading can allow the acquisition of items that would otherwise be difficult or impossible to obtain, such as enchanted books with "treasure" enchantments (e.g. Mending), bottles o' enchanting, or chainmail armor. When a villager gets a new trade, they receive 10 seconds of Regeneration I (totaling to 4 of restoration), which emits pink particles. The villager also emits green particles suggesting contentment. Completing a trade with a villager increases its professional-level slightly. Some trades grant higher levels to the villager, while others do not. As it advances through its profession, the villager offers additional trades. When a villager unlocks a new trade at a higher level, it almost always grants more experience than every lower-level trade. Villagers have a maximum supply of items and after the player has traded for an item that many times, the villager's supply of the item is exhausted. This results in the trade being temporarily locked. A player can continue to trade for the villager's other available items if any. Exhausted items are restocked when the villager works at a job site, up to twice per day. Clicking use on a unemployed villager or a nitwit villager causes it to grunt and shake their head. [Java Edition only] In Bedrock Edition, clicking use on a unemployed villager or a nitwit villager does nothing. Using a name tag on a villager always names the villager instead of opening the trading interface. Below is a table showing the trades for each villager profession, as well as those of wandering traders:
Supply and demand[]For detailed information on Villager economics, see Trading § Economics. The price of an item can rise and fall with changes in demand. The price of a traded item can rise when next resupplied, or fall from a risen price if not traded. Demand is stored per item, not per villager. Trade offering[]When a player holds an item near a villager who wants that item, the villager holds up an item it offers in exchange. For example, a farmer villager who buys 20 wheat for one emerald holds up an emerald, offering it to a player holding wheat. Villagers do not offer trades that are currently out of stock. If the villager has more than one trade for an item, it cycles through the trades, offering a different item every few seconds. This kind of trading interaction makes it easier to find villagers who offer a particular trade, but the player must still open the trading interface to complete the trade. Note that villagers do not hold items to offer trades during their gather or sleep phases, even though it is still possible to trade with them. Economic trade[]Villagers have levels and require experience to unlock the next tiers of trade; level 1 is a novice, level 2 is apprentice, level 3 is journeyman, level 4 is expert, and level 5 is master. Villagers can resupply trades by themselves by working more at their job site block. Popularity[]In Java Edition, villagers increase their prices of trades if a player's popularity is low, (e.g. from damaging villagers), and decrease it if their popularity is high (e.g. from trading with multiple villagers). Curing a zombie villager in Bedrock Edition or defeating a raid in Java Edition also increases the player's popularity by 10. Hero of the Village[]Main article: Hero of the Village When a player receives Hero of the Village, players receive discounted prices on all the items traded by villagers in both editions. The Hero of the Village also gets gifts.[Java Edition only] Each villager throws gifts related to its profession, and nitwits and unemployed villagers throw wheat seeds instead. These gifts range in value from common (like seeds) to rare items (like chainmail armor). A player's popularity increases by 10 in Java Edition and doesn't increase in Bedrock Edition. Villagers also shoot off fireworks, with different colored fireworks with no pattern. Variants[]Zombie villagers[]Main article: Zombie Villager When a zombie kills a villager, it can turn the villager into a zombie villager, depending on the difficulty: 0% chance on easy, 50% chance on normal and 100% chance on hard. Zombie villagers also spawn naturally in the Overworld in the same conditions as a normal zombie, although much less commonly, with a 5% chance. Zombie villagers also spawn in abandoned villages (zombie villages) and igloos, in place of villagers in zombie villages. Witches[]Witches are hostile villager-like mobs that spawn anywhere in the Overworld in light levels of 7 or less, in swamp huts, as part of raids, or when a villager gets struck by lightning. Once a villager becomes a witch, it cannot be turned back to a villager. Witches attack by throwing splash potions of harming, slowness, weakness and poison. They also use beneficial potions on themselves, especially healing potions when damaged, fire resistance potions if on fire, and water breathing potions if submerged in water. Witches in raids heal and buff illagers and other raider mobs by throwing beneficial potions and healing potions on them in Java Edition. Despite being allies with and looking similar in appearance to illagers, witches themselves are not considered illagers, are passive toward villagers and wandering traders, and are neutral toward iron golems in Java Edition, attacking only if attacked or another witch in that area is attacked. If a witch's negative splash potion hits an illager, the illager retaliates, leading to a fight in Bedrock Edition. Witches attack villagers only if in a pillager patrol or through other commands. NPC[]NPCs are villager-like mobs in Education Edition and in Bedrock Edition if "educational features" are turned on. NPCs can behave almost like players. They can also chat to players, turn their heads, and even rotate their body 360 degrees. They are the only companions to chat with in a single player game. They can't move, even when hit. NPCs cannot be pushed, but are affected by gravity. Breaking a block under an NPC causes it to fall like an armor stand. Using a bubble column on a NPC makes it go up. NPCs are also affected by any effects but cannot die from the wither effect or fatal poison. They also don't take any fall damage, fire damage, drowning damage, suffocation damage, or any external damage from another mob/player, but they can die in the void. The only way to kill an NPC is to go into world builder (/worldbuilder) and hit it once or use the kill @e[type=npc] command. Illagers[]Illagers are hostile villager-like mobs that spawn in woodland mansions as well as pillager outposts, illager patrols, or raids. The varieties of illagers are vindicators, evokers, pillagers, and illusioners[Java Edition only] (which can be summoned only by using commands), along with two associated mobs: vexes and ravagers. The ravager is considered an illager in Bedrock Edition, but not in Java Edition, which means that vindicators named "Johnny" attack ravagers in Java Edition. Illagers are considered to be outcasts from villages, villagers expelled them out forever due to their unspeakable activities and ill-willing, leaving them the hatred of villagers[6]. In addition to attacking players, they also attack villagers, wandering traders, and iron golems. They do not go seeking for villagers, and never naturally come to villages, except during raids and patrols. In Bedrock Edition, sometimes a pillager outpost can generate on the border of a village, leading to altercations if any villager or iron golem goes near the outpost. In Bedrock Edition, illagers attack snow golems but do not attack baby villagers, although baby villagers still flee from them. "Johnny" vindicators still attack baby villagers in Bedrock Edition. As of Java Edition 1.18, illagers and ravagers no longer attack baby villagers. Wandering trader[]Main article: Wandering Trader Wandering traders are a type of villager that spawn randomly close to the player in both editions, or periodically in village gathering sites in Bedrock Edition. Wandering traders also spawn near bells. Two trader llamas spawn leashed to the wandering trader when a wandering trader is either naturally spawned, summoned or spawned using a spawn egg in Bedrock Edition. Players may use emeralds to buy items from wandering traders without the need of unlocking the previous trade, but cannot trade items for emeralds, although wandering trader trades can be customized using commands in Java Edition. They also lock trades like villagers, but never unlock the trade, nor can they work at any job site blocks. Like villagers, wandering traders are attacked by most zombie variants (though they do not have a zombified form, they die if a zombie kills it, even on hard difficulty), illagers, ravagers[Java Edition only], and vexes. Wandering traders also drink a Potion of Invisibility at night (or when they see a hostile mob such as an illager or zombie). In Java Edition, they drink a milk bucket in the morning to remove the Invisibility. They despawn after 40-60 minutes (even with a name tag or in a minecart or boat) with their llamas, and sooner if all the trades are locked. Sounds[]Data values[]ID[]Java Edition:
Bedrock Edition:
Entity data[]Villagers have entity data associated with them that contains various properties. Java Edition: Main article: Entity format
Main article: Villager/DV [edit]
Main article: Villager/DV2 [edit]Bedrock Edition: See Bedrock Edition level format/Entity format.Achievements[]
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Issues[]Issues relating to "Villager" are maintained on the bug tracker. Report issues there. Trivia[]
April fools[]Main article: Easter eggs § 2014
This feature is exclusive to Java Edition. 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 the player's current skin to turn into villager skins, and caused users to be unable to change their skins unless modifying the launcher .json file. 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. The skins and the sounds were reverted to the way they were before on April 2, 2014. However, this update cannot be activated by setting the computer's date to April 1, 2014. Gallery[]Screenshots[]
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