Plains, desert, savanna, taiga
Generation[edit | edit source]
Villages generate naturally in plains, savanna, taiga, and desert biomes. In Pocket Edition, villages may also generate in ice plains and cold taiga biomes. The type of the village, and therefore the style of all structures within it, is determined by the biome at northwest corner of the village well (defaulting to "plains" if it's not one of the other biomes).
2% of villages will generate as zombie villages. In such villages, all generated villagers are instead zombie villagers (that will not despawn, but have no special resistance to sunlight) and all doors and torches are missing.
Structure[edit | edit source]
Number and frequency of structures[edit | edit source]
The number of buildings composing a village can vary, and not every village is composed of all buildings at once. Apart from the well, which is unique and systematic, the number of buildings of each type is randomly generated, and increased in superflat worlds. Structures are picked from a weighted probability list (libraries are more common than butcher shops). There may be fewer buildings of a given type than the maximum allowed. The number of lamp posts has no restriction, as they are generated where no other buildings can be placed. Paths are found between the buildings of the village and often extend beyond them.
|Hut||3||2 – 5||3 – 8|
|Small house||4||2 – 4||3 – 6|
|Large house||8||0 – 3||1 – 5|
|Butcher's shop||15||0 – 2||1 – 3|
|Library||20||0 – 2||1 – 3|
|Small farm||3||2 – 4||3 – 6|
|Large farm||3||1 – 4||2 – 5|
|Blacksmith||15||0 – 1||0 – 2|
|Church||20||0 – 1||1 – 2|
Paths[edit | edit source]
Village paths generate at the level of existing terrain, potentially going up steep hills or down ravines without regard for whether an entity could actually traverse the path. Paths do not go below sea level and will only replace grass (with air above), water, lava, sand, sandstone, and red sandstone; all other blocks are ignored and the blocks underneath are considered for replacement instead.
Village paths generate as grass paths where they replace grass, planks where they replace water or lava, and gravel over cobblestone where they replace sand, sandstone, and red sandstone. They are subject to the block substitutions described below, i.e. in desert villages they generate as sandstone with smooth sandstone bridges over water instead of cobblestone-and-gravel with plank bridges.
In Console Edition, paths are always gravel over cobblestone (or sandstone in deserts), and replace all blocks (e.g. a path might go up into treetops).
Block substitutions[edit | edit source]
Some blocks in the village structures vary depending on the village's type.
- Not substituted in churches, blacksmiths or around the bottom of the well. In Pocket Edition, the savanna variant does not substitute cobblestone with acacia wood.
Loot[edit | edit source]
Each village blacksmith chest contains 3–8 item stacks, with the following distribution:
|Stack Size||Weight||# Items||Chance||# Chests|
Iron Horse Armor
Gold Horse Armor
Diamond Horse Armor
It should be noted that these rolls are not exclusive. In other words, one item can be rolled multiple times, making things like getting 10+ obsidian in a chest possible.
Mechanics[edit | edit source]
A village is almost always composed of at least one acceptable house and one villager. In some rare cases, villages have generated with a well and nothing else (This appears to occur very frequently on console versions). Upon creation, a village center is defined as the geometric barycenter (i.e. centroid) of the active doors' locations, and the village's size is the greater of 32 blocks or the distance to the furthest door from the center. Any villager, village golem, or siege-spawned zombie will path back into the village if they find themselves farther than "size" blocks from the center.
As the villagers move around, the area near them is occasionally checked for new valid doors ("houses"). Thus, the random movement of villagers may also slowly change the center of the village they live in, even if no houses are actually changed. If a new valid door is found more than 66 blocks outside of any existing village's center, a new village is created; if a new valid door is found fewer blocks away than that, the door is added to an existing village and the center is recalculated.
The minimum population of a village is 0.35 times the number of valid doors (see Tutorials/Village mechanics#Housing). If the population drops below that point (due to death or kidnappings), but there are at least two villagers left who can reach each other, the villagers will mate and breed until the population is above the minimum.
Adult villagers can be traded with by right-clicking/using interact button on them on PC/console. Currently, trading is not in the Pocket Edition.
Advanced village placement[edit | edit source]
When attempting to place villages as close to each other as possible (for an iron golem farm for example) if their centers are to share the same x & y or y & z coordinate then the remaining coordinate must differ by 66 or more. So for example village A at 0 64 0 and village B at 0 64 66 will not merge, but if village B is at 0 64 65 they will. For all other cases if the real distance sqrt(x2 + y2 + z2) between their centers is greater than or equal to 65 they will not merge. So if village C is built above the middle line between village A and B then their x difference is again 0 their z difference is now 33 so using the formula d2 = x2 + y2 + z2 or 652 = 02 + 332 + y2, their y difference must be at least 56 or in other words C's center should be at 0 120 33.
Note: The integer rounding in the game's internal programming may allow villages to be placed one block closer under certain circumstances, but this formula will function to keep the villages apart every time.
Popularity[edit | edit source]
A player's popularity starts at zero, and ranges between -30 and 10, and the following can alter a player's popularity:
|Popularity of Actions|
|Trading a villager for the last offer slot on their list||+1|
|Attacking a villager||-1|
|Killing a villager||-2|
|Attacking a villager child||-3|
|Killing a village's Iron Golem||-5|
A player's popularity does not reset on death, and players cannot alter other players' popularity. Popularity changes only happen once, so if you attacked a villager, then brought him to a different village, you would get the -1 popularity in the first village, but not the second. Popularity is stored per village; a player may have a high popularity in one village and a very low one in another. When a player acts directly on a villager, particles around that villager will indicate the change in popularity. Conversely, because popularity is stored per village, if the entire village is destroyed, any accumulated popularity, positive or negative, is also eliminated.
If a player has -15 popularity or less, iron golems of that village will become aggressive to that player. If an iron golem is idle, it may become aggressive to the nearest player with -15 or lower popularity. However, "nearest" can be any distance at all, so if the village's chunks are loaded (perhaps by another player), the golems can turn hostile even after the unpopular player has traveled across the world.
If a villager dies to a non-mob, non-player source while a player is within 16 blocks, or if a monster kills a villager, then no villager in the village will mate for approximately 3 minutes.
Video[edit | edit source]
History[edit | edit source]
|July 01, 2011||A picture of villages was released by Notch before Beta 1.8 was released. In the early screenshot, villages were partly made of moss stone.|
|July 13, 2011||An early interview with Notch discussed his plans for the village.|
|August 10, 2011||Notch originally worked on villages by himself, but eventually gave the task to Jeb, so that he could work on other things.|
|August 11, 2011||Jeb has said that during early tests of villages, the lava in a smithy often set the village on fire.|
|August 26, 2011||Villages were shown to the public during the PAX 2011 demo, including the interiors.|
|1.8||Villages added. They were originally intended to be populated with Pigmen.|
|1.0.0||Villagers were added to villages. They had 'TESTIFICATE' written above their heads, which was later removed.|
|1.1||12w01a||Superflat added, allowing bigger villages.|
|Blacksmith buildings in villages now hold chests with loot.|
|1.2.1||12w07a||Villagers will now repopulate villages based on how many houses there are available.|
|Zombie sieges can now occur once a village has reached a certain size.|
|The player may add houses to villages, provided they are enclosed with a roof and wooden door.|
|12w08a||Larger villages now spawn iron golems to defend them.|
|1.3.1||12w21a||Desert villages are now made of sandstone instead of wood and cobblestone.|
|1.4.2||12w32a||Villages now track the "popularity" of individual players by username.|
|12w36a||Potatoes and carrots can be found in NPC villages.|
|1.5||13w03a||Changes to water-block generation will make wells proper infinite water sources.|
|13w06a||Lamppost glitch fixed.|
|1.7.2||13w36a||Savanna biome added, which villages can generate in.|
|1.8||14w03a||Gravel roads in villages have cobblestone underneath, to prevent them from collapsing into caves.|
|14w04a||Doors are now added to the closest village.|
|14w25a||Zombie sieges re-implemented.|
|14w30a||Wells in desert villages are now made of sandstone instead of cobblestone.|
|1.9||15w31a||Farms now include beetroot crops.|
|1.10||16w20a||Village structures are no longer restricted by biome boundaries, meaning that a village that starts in a valid biome can now spread into an adjacent invalid biome.|
|Villages now generate in taiga biomes (but not their variants), and are made of spruce wood.|
|Savanna villages are now made of acacia wood rather than oak. Acacia logs replace cobblestone in all structures except churches.|
|Paths no longer generate below sea level, and they are made with different material depending on the existing terrain.|
|Grass paths now generate rather than gravel paths, when generated on grass blocks.|
|Paths made of planks now generate over water and lava to form bridges.|
|Villages now have a 2% chance of generating as a zombie village, which are inhabited only by zombie villagers, and generate without any doors or torches.|
|16w21a||Blacksmiths now generate with cobblestone in all biomes, rather than acacia logs in savannas and sandstone in deserts.|
|1.10-pre1||Zombie villagers generated in zombie villages no longer despawn.|
|Wooden fences are now substituted with the correct wood type for the biome.|
|Paths no longer replace most blocks, instead considering the blocks underneath, preventing them from generating in treetops or bridging ravines.|
|Pocket Edition Alpha|
|0.9.0||build 1||Added villages. They generate with gravel, wooden or sandstone bridges.|
|build 2||Desert villages are now made of sandstone.|
|build 4||Made villages rarer.|
|build 7||Made villages more common.|
|0.11.0||build 1||Grass path blocks replace gravel paths in villages.|
|0.12.1||build 1||Larger villages now spawn iron golems to defend them.|
|build 8||Farms now include beetroot crops.|
|0.14.0||build 3||Increased door-to-villager ratio (was previously 1:1).|
|0.15.0||build 1||Added savanna and taiga village variants.|
|Can generate in cold taiga and ice plains biomes. Buildings are made out of spruce wood like taiga villages.|
|Villages have a 2% chance to generate as village zombies. Buildings in zombie villages include cobweb and moss stone.|
|TU5||CU1||1.0||Patch 1||Added villages.|
|TU9||Blacksmith buildings in Villages now hold chests with loot.|
|TU14||1.04||Added desert villages.|
|?||?||?||Wells in desert villages are now made of sandstone instead of cobblestone.|
|TU31||CU19||1.22||Patch 3||Savanna biome added, which villages can generate in.|
|Gravel roads in villages have cobblestone underneath, to prevent them from collapsing into caves.|
Issues[edit | edit source]
Issues relating to “Village” are maintained on the issue tracker. Report issues there.
Trivia[edit | edit source]
- Farms in the villages avoid overhanging by filling in the area below them with dirt. When the farm overhangs a ravine, this can cause a very tall rectangular dirt structure.
- Farms will generate a few blocks of open space above them if they happen to generate inside a hill. This can cause sand to float over farms in desert villages.
- Occasionally, surface ravines will be generated through villages, causing missing pathways or even entire buildings sunken into the ravine. This also applies to cave entrances and other surface oddities.
- In the Console Edition, in the TU19 tutorial world, the village behind the castle has a blacksmith, but there is only a Music Disc, not ordinary loot.
Gallery[edit | edit source]
Pocket Edition[edit | edit source]
First official screenshot of a village generating with grass path blocks as roads.
Odd generation[edit | edit source]
A village generated in the AMPLIFIED world type. Notice how some of the buildings are built into the mountain, and others on huge cobblestone towers.
A very small village generated near an Extreme Hills biome.