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Genaric Villager[edit | edit source]

The page says that generic villagers cannot spawn at all, even in mods. How is this possible?
~From Contrapple Grid Empty Map.png 17:30, 21 March 2015 (UTC)

They don't exist anymore - generic villagers are a removed feature. | violine1101(Talk) 17:49, 21 March 2015 (UTC)
I thought they are in Minecraft's code, but they do not have a data value.
~From Contrapple Grid Empty Map.png 19:57, 21 March 2015 (UTC)
They were in Minecraft's code, but the generic villagers' code was removed in 1.8. The texture however still exists. | violine1101(Talk) 21:21, 21 March 2015 (UTC)
How can a nonexistent entity have a texture that does exist?
~From Contrapple Grid Empty Map.png 22:16, 21 March 2015 (UTC)
The texture is still on the game's files, but it is unused. –LauraFi - talk 22:27, 21 March 2015 (UTC)
Basically, originally the green villager skin was the default for villagers with improper ids, but now the default is the farmer skin, causing the skin to no longer be referenced anywhere in the game. It also does not state mods anywhere. KnightMiner t/c 18:07, 21 March 2015 (UTC)

Villagers Not Trampling Crops?[edit | edit source]

Villagers have been running across my crops a lot recently. But it seems they don't trample them and turn them back into regular dirt. Is this a bug? (If it's a bug, I'm grateful for it.) I am not using any mods, the different models visible are part of 1.8's editable resource pack models.


- Nick62703 –Preceding unsigned comment was added by Nick62703 (talkcontribs) at 20:34, 13 May 2015 (UTC). Please sign your posts with ~~~~

Crops get trampled from villagers / mobs / players when the farmland gets jumped on, or fallen on, from about a block or more of height. Not from just running across it -- they intentionally changed it from that in version 1.1. You used to have to sneak, now walking and running are fine. You have a low roof there, so your villagers will be fine with your farmland. – Sealbudsman (Aaron) SealbudsmanFace.png t/c 21:05, 13 May 2015 (UTC)
Interesting. Thanks for clearing this up! Nick62703 (talk) 21:09, 13 May 2015 (UTC)

Career chances[edit | edit source]

I was curious about how often which career type is chosen. I summoned 550 villagers (to get an average of 50 villagers per career) and counted the villager careers. Maybe someone ist interested in it.

Profession ID Profession Amount  % Guessed %
0 Farmer 113 20,55% 20,00%
1 Librarian 103 18,73% 20,00%
2 Priest 114 20,73% 20,00%
3 Blacksmith 98 17,82% 20,00%
4 Butcher 122 22,18% 20,00%

Profession ID Career ID Career Amount  %  % per Profession Guessed % per Profession
0 1 Farmer 35 6,36% 30,97% 28,57%
0 2 Fisherman 31 5,64% 27,43% 28,57%
0 3 Shepherd 17 3,09% 15,04% 14,29%
0 4 Fletcher 30 5,45% 26,55% 28,57%
1 1 Librarian 103 18,73% 100,00% 100,00%
2 1 Cleric 114 20,73% 100,00% 100,00%
3 1 Armorer 37 6,73% 37,76% 33,33%
3 2 Weapon Smith 33 6,00% 33,67% 33,33%
3 3 Tool Smith 28 5,09% 28,57% 33,33%
4 1 Butcher 63 11,45% 51,64% 50,00%
4 2 Leatherworker 59 10,73% 48,36% 50,00% 19:39, 25 September 2015 (UTC)

A quick look at the code suggests that the chances of each profession, and of each career within a profession, are equal. Your data agrees with this for the most part, though you had an unusually small number of shepherds; probably just a fluke of the random number generation. -- Orthotopetalk 20:43, 25 September 2015 (UTC)

Transport villagers one by one[edit | edit source]

Hello, I built an infinite villager breeder and collect the villagers in a 1x1 pit. I usually collect them and work on other things until there are about 30 villagers in the pit. Near it I built a shop to where I wanna get the villagers into. I already have a sorting system where I can sort a single villager into its category. But I can't figure out how to get these villagers out of the pit one by one to throw them into the sorting system. I already experimantated a lot with minecarts, powered rails and water tunnels. The best transporter I built worked in about 90% but in about 10% the minecart got stuck inside the pit and I had to open the pit again to get the minecart out. Powered rails also didn't help to automaticaly move it out again in all cases. Does anyone have an idea how to fully automatic separate a single villager out of a group of villagers without repairing the system every few times? -- 09:55, 3 October 2015 (UTC)

Powered rails trap minecart said if they are unpowered. Try placing a redstone torch next to it. The BlobsPaper.png 14:22, 3 October 2015 (UTC)
I usually place redstone blocks under the powered rails so that they are powered. In most cases my it works: The minecard drives through a hole in the wall into the villagers pit, picks up one villager, hit the wall and returns with the villager through the hole, powered by the rails. Or otherwise a dispenser inside the pit sets the minecart on the powered rails, it picks up a villager and drives out through the hole. But in some cases in both szenarios it just get stuck inside the pit or in the hole in the wall and doesn't move anymore, although it stands on powered rails. I think it maybe misses a redstone update or it get stuck because of the large amount of villagers inside the pit. If there are no villagers in the pit it works without any problems. I search for a solution so that the minecart doesn't get stuck anymore. -- 17:03, 3 October 2015 (UTC)