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Plains, desert, savanna, taiga

Consists of

See Structure

Can generate


First appearances

See History

Marsh Davies Mojang avatar.png Villages are some of the most bustling, lively places in Minecraft outside of the player’s own constructions. They’re populated by sort-of-friendly folk involved in various useful pursuits: farmers, fisherman, fletchers, butchers, clerics, armorers and more. Including my favourite: the nitwit.
Marsh Davies[1]

Villages are groups of buildings inhabited by villagers or zombie villagers that generate naturally in the Overworld.

Generation[edit | edit source]

The four village types. Clockwise from top right: desert, savanna, taiga, and plains.

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]

Bookshelves in a village library.

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). 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.

Structure Weight Default maximum
Superflat maximum
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]

The three different path types. Note the conditions required for them to generate.

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.

Block substitutions[edit | edit source]

Some blocks in the village structures vary depending on the village's type.

Plains Desert Savanna Taiga

Oak Wood


Acacia Wood

Spruce Wood

Oak Wood Planks

Smooth Sandstone

Acacia Wood Planks

Spruce Wood Planks

Oak Wood Stairs

Sandstone Stairs

Acacia Wood Stairs

Spruce Wood Stairs

Oak Fence

Oak Fence

Acacia Fence

Spruce Fence

[note 1]


Acacia Wood


Cobblestone Stairs

Sandstone Stairs

Cobblestone Stairs

Cobblestone Stairs





Oak Door

Oak Door

Acacia Door

Spruce Door
  1. 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.

In Pocket Edition, Cold Taiga and Ice Plains villages use the Taiga substitution.

Loot[edit | edit source]

Typical blacksmith loot

Each village blacksmith chest contains 3–8 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests

1–3 1594 1.755 61.6% 1.6

1–3 1594 1.755 61.6% 1.6

Iron Ingot
1–5 1094 1.755 46.1% 2.2

Oak Sapling
3–7 594 1.463 26.0% 3.9

3–7 594 1.463 26.0% 3.9

Gold Ingot
1–3 594 0.585 26.0% 3.9

Iron Pickaxe
1 594 0.293 26.0% 3.9

Iron Sword
1 594 0.293 26.0% 3.9

Iron Helmet
1 594 0.293 26.0% 3.9

Iron Chestplate
1 594 0.293 26.0% 3.9

Iron Leggings
1 594 0.293 26.0% 3.9

Iron Boots
1 594 0.293 26.0% 3.9

1–3 394 0.351 16.3% 6.1

1 394 0.176 16.3% 6.1

Iron Horse Armor
1 194 0.059 5.7% 17.5

Gold Horse Armor
1 194 0.059 5.7% 17.5

Diamond Horse Armor
1 194 0.059 5.7% 17.5

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.

In Pocket Edition, blacksmith chests also include ink sacs and emeralds.

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 (a 16x16 square centered at the northwest of the block the villager is standing plus a height of 10, starting at 2 blocks aboves their head and ending 6 blocks below their feet) 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.

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
Action Popularity Change
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.[2]
Official release
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 zombie villages. Buildings in zombie villages include cobweb and moss stone.
0.16.0 Farms no longer generate crops in ice plains and cold taiga villages
Pocket Edition
1.0 Chests can now generate inside large houses in ice plains and cold taiga villages containing farming supplies.
Console Edition
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.
TU43 CU33 1.36 Patch 13 Villages can now spawn in cold taiga amd ice plains biomes, generating with spruce wood.
Villages now spawn with grass paths instead of gravel.
Villages in savanna biomes now spawn with acacia wood.
TU46 CU36 1.38 Patch 15 Villages now generate naturally in the taiga biome.

Issues[edit | edit source]

Issues relating to “Village” are maintained on the issue tracker. Report issues there.

Trivia[edit | edit source]

  • According to Jeb, originally they wanted a system for a village to expand in population if player improves it. But they found that it was computationally expensive to evaluate what constituted a house, so to make it simple, they decided that a door with an inside and outside counts as a house.[3]
  • 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.[4]
  • 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.
  • In the Pocket Edition, there are also chests in the backs of large houses in cold biomes.

Gallery[edit | edit source]

Pocket Edition[edit | edit source]

Odd generation[edit | edit source]

References[edit | edit source]