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Generic Villager[edit]

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]

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)

- The Bountiful update (1.8) introduced villagers farming crops. JohnCWright (talk) 14:03, 9 May 2016 (UTC)

Career chances[edit]

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]

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)
Just a guess, I'm not good with this sort of stuff. Maybe have it drive through the pit and out the other side, rather than in and out the same place? I'm kind of guessing it might be trying to drive in the direction of a wall, and not changing direction. Never seen it done with dispensers (Not that you're doing it wrong, I just haven't seen it) so I don't know which direction they choose to go when they hit a powered rail from above. --Azaram (talk) 04:41, 24 October 2015 (UTC)

Edit about villager spawning[edit]

Hi Goandgoo, was the edit not good, or wrong? – Sealbudsman talk/contr 21:32, 13 November 2015 (UTC)

Apologies, I believe that was a mistaken revert when using my tablet. GoandgooTalk
08:17, 14 November 2015 (UTC)
Ok thanks! – Sealbudsman talk/contr 15:13, 14 November 2015 (UTC)

Villagers will like and dislike you, depending on how you react to them.[edit]

This feature was added in snapshot 12w32a but it is not listed on the wiki page.
What does it do and how can one influence it?
Is this measured per villager of per village. -- 19:56, 7 May 2016 (UTC)

The popularity system is described at Village#Popularity, and is per village. -Sonicwave (talk|c) 05:49, 8 May 2016 (UTC)

Do villagers despawn?[edit]

Hey I couldn't seem to find any info on this on the wiki. I started a village recently and found that certain villagers far away from doors seem to go missing. I was wondering if they would ever despawn of their own accord? I'm finding mixed messages about this on the web. –Preceding unsigned comment was added by (talk) at 17:05 November 6, 2016 (UTC). Please sign your posts with ~~~~

Going off of the net.minecraft.entity.passive.EntityVillager file in MCP 9.31 (which is the mod coder pack for version 1.10.2), there's a boolean function canDespawn() which always returns false. Unless there are ways of despawning that get around that somehow, no, a villager won't despawn. – Sealbudsman talk/contr 02:10, 7 November 2016 (UTC)

Baby render is missing ?[edit]

The render of the 'baby' villager is missing. Would it be possible to add this render ? Nethonos (talk) 17:37, 16 December 2016 (UTC)

It has been added to the requested pages. The BlobsPaper.png 04:54, 2 February 2017 (UTC)
Thanks. -- Nethonos 10:27, 2 February 2017 (UTC)

Easy possibility PE[edit]

It says on the page that there is a 0% chance in easy mode for a zombie villager to be created from a zombie killing a villager. I've seen this happen on pocket edition though, can someone add the possibilities in pocket edition to the page? - MinecraftPhotos4U (talk) 12:51, 22 April 2017 (UTC)

In Bedrock Codebase, there is currently a bug where villagers ALWAYS turn into zombie villagers when killed by zombies. It is supposed to work like in Java Edition. SuperGeniusZeb (talk) 14:29, 22 April 2017 (UTC)

Farmer inventory[edit]

There is said here that a villager that has been cured from a zombie villager will get a empty inventory. Does that implies that if a villager is breded it will have stuff in their inventory upon spawning? / 15:52, 2 July 2017 (UTC)

The one does not imply the other, no. But no, a baby villager (or any newly-spawned villager) has an empty inventory, in vanilla Survival. – Sealbudsman talk/contr 22:06, 2 July 2017 (UTC)

help with willingness/breeding[edit]

I'm trying to get the villagers in my 1.7.10 (modded) game to breed, but they don't seem to be accepting my potatoes or trying to throw them to other villagers. Is the version of MC I'm playing too old for that mechanic? Or is there something else I'm doing wrong? I know villagers can breed in this version, as I've seen a few children, but I can't figure out how to cause it to happen myself. I have plenty of doors stacked in a 5X5 tower, so I don't think that's the problem?--Macks2008 (talk) 19:33, 31 January 2018 (UTC)

This is not the place to get help for modded minecraft. Please go to the respective modded wikis such as tekkit or Feed The beast. – Jack McKalling [ User page Talk page Contributions ] 19:39, 31 January 2018 (UTC)
Basically no mod changes breeding mechanics - look at the history section of the page instead. You are playing on a rather outdated version, so you should've checked there. --Hubry (talk) 21:22, 31 January 2018 (UTC)
Oh c'mon guys, let's just give this person a straight answer and don't shoo him/her around! @Macks2008: Yes, Minecraft 1.7 ist too old for feeding crops to villagers. This concept was introduced in 1.8, where villagers have a willingness tag which needs to be triggered before they can breed. In 1.7 this tag doesn't exist and villagers breed whenever there are enough doors around, so it's basically a lot easier for you. Just search for a basic 1.7 villager breeder on Youtube and you're set. But be careful, because there is no limit for how many villagers can be created by such a breeder. If there are too many your game will crash eventually, because it can only handle a limited amount of entities. I hope this explanation helps. :) – Fusseel 22:28, 31 January 2018 (UTC)
@Fusseel:Thank you for actually putting in some effort to help me. This answers my question perfectly. and CPU performance and related limitations shouldn't be an issue, so long as I limit the number of villagers somehow. Perhaps I'll push any that don't fit on a platform into lava? IDK. As for the others shooing me around, while it's a bit frustrating, I can't say I blame them. I mentioned I was using a modded instance but what I should've done is test and vanilla before asking for help here, that way there is no room for BS –Preceding unsigned comment was added by Macks2008 (talkcontribs) at 01:32, 1 March 2018 (UTC). Please sign your posts with ~~~~

Using Commands to Spawn Specific Villagers[edit]

I have no idea how to use commands to spawn a specific Villager with a specific professions and careers. Minecraft Bedrock Edition is confusing RuneyToonsSepticFollower (talk) 02:35, 25 February 2018 (UTC)

You can't in Bedrock Edition. --Pepijn (talk) 15:40, 26 February 2018 (UTC)

Breeding on Bedrock Edition[edit]

By my tests, villagers will breed until number of villagers equals number of doors on bedrock edition (instead of 35%). Also, any villagers within the horizontal region are counted regardless of vertical height from the center of the village (though I didn't test this part very thoroughly, but it is definitely larger than the 5 block vertical range listed on the wiki.)–Preceding unsigned comment was added by (talk) at 0:09, 12 June 2018 (UTC). Please sign your posts with ~~~~

Which biomes can villages spawn in?[edit]

The village page does not list badlands as one of the possible biomes for villages, but does list taigas. This page lists the opposite, so which is correct?

(It's worth noting this page listed "spruce forests" until I updated the biome names to 1.13, which may have meant taiga) Cultist O (talk) 11:15, 21 July 2018 (UTC)

I am pretty sure that the information on this page is incorrect and the information on " Village" page is correct. 12:53, 21 July 2018 (UTC)

File cropping[edit]

@FVbico They don't need that empty space in their image. And the illagers' cropping needs to be fixed to have their normal pose match the cropping of their attacking pose anyway. – Luckowski 13:53, 29 October 2018 (UTC)

These changes were made by an administrator of the german translation wiki, and a member of GRASP; they have their reasons, which is more than likely to have a consistent size between a looping image somewhere on the wiki.
FYI, that "ping" did nothing. FVbico (talk) 13:56, 29 October 2018 (UTC)
Well if that's the case, okay then.
And FYI,.. I have no idea how to ping. 😅 – Luckowski 13:58, 29 October 2018 (UTC)
{{ping|Luckowski}} -> Luckowski FVbico (talk) 14:01, 29 October 2018 (UTC)
Thanks! – Luckowski 14:03, 29 October 2018 (UTC)
@Luckowski: Pings will only go through if you resign your post in the same edit as the edit you ping in. For example, if you make a post which you sign, and then edit the post to link to someone's user page but don't resign, the linked user will not get a notification.-- Madminecrafter12Orange Glazed Terracotta.pngTalk to meLight Blue Glazed Terracotta.png 14:09, 29 October 2018 (UTC)

Villager Size[edit]

Although I don't rememer seeing anything like this in the changelogs, I'm pretty sure the villager size changed with Update Aquatic. I can't link to YouTube here but you can find the evidence by looking up Tango Tek's video, Hermitcraft VI: #16 - Death Under the Sea! at 2:13. –Preceding unsigned comment was added by L4bbogdanbarbu (talkcontribs) at 19:15, 23 December 2018‎ (UTC). Please sign your posts with ~~~~

Beetroot and willingness.[edit]

Looks like in 1.12.2 (java) beetroots doesn't make villagers willing to breed. 19:37, 23 December 2018 (UTC)

I've added this to the article; thanks for pointing it out. –Sonicwave talk 19:55, 23 December 2018 (UTC)

Where is the "Villager Base" skin found?[edit]

Where is the base skin for 1.14 villagers found? It is in the article and I don't know where it came from or if it is just a random fan's re-texture of a villager. If possible, can you please add the texture file to the page? --AwesomeNinja886 (talk) Smithing Table Revision 1.png VillagerFace.png Diamond Sword.png 01:26, 24 December 2018 (UTC)

This is important because I don't think it's a good idea to say it is the base villager skin if it is just a fan's re-texture. --AwesomeNinja886 (talk) Smithing Table Revision 1.png VillagerFace.png Diamond Sword.png 01:26, 24 December 2018 (UTC)

client.jar\assets\minecraft\textures\entity\villager\villager.pngNixinova Grid Book and Quill.png Grid Diamond Pickaxe.png 01:52, 24 December 2018 (UTC)
Okay, can you please submit the client.jar\assets\minecraft\textures\entity\villager\villager.png? --AwesomeNinja886 (talk) Smithing Table Revision 1.png VillagerFace.png Diamond Sword.png 01:55, 24 December 2018 (UTC)
What do you mean by that?? – Nixinova Grid Book and Quill.png Grid Diamond Pickaxe.png 02:06, 24 December 2018 (UTC)
Kind of what is found on the Skin page? Like how they showed a picture and the file next to it in the table? Something like that is what I mean. --AwesomeNinja886 (talk) Smithing Table Revision 1.png VillagerFace.png Diamond Sword.png 17:55, 1 January 2019 (UTC)
I don't know how to actually render the skins myself but you can if you want to. – Nixinova Grid Book and Quill.png Grid Diamond Pickaxe.png 21:04, 1 January 2019 (UTC)

Well then, just create the table and add the files, and I'll render them.--AwesomeNinja886 (talk) Smithing Table Revision 1.png VillagerFace.png Diamond Sword.png 21:16, 1 January 2019 (UTC)

Just create the a table with the raw files, a brief description of how they are used, and then leave space for the renders so I can add them later.--AwesomeNinja886 (talk) Smithing Table Revision 1.png VillagerFace.png Diamond Sword.png 00:29, 5 January 2019 (UTC)

Villager Professions (beyond Mason)[edit]

So the Changelog says Masons, repeatedly. But there are a Lot of New Villager( s' ) Professions, up-coming in 1.14.(.!)

And is the "non-Profession," still at-all present as "Nitwit" (seems to be from the Pic of the 14 of them)? As a (New, Bell) "Ringer" (heh, was one funny idea someone had, they'd - try to - save the Village from Zombies /Illagers by warning everyone, but that half-joke also assumed other Mobs could Ring-Bells) (a.k.a. "ringer" is someone /something who looks-like someone /something else) ?? Yilante 1 /10 /19 12:36 p.m. 20:39, 10 January 2019 (UTC)

All 1.14 professions are the careers of 1.13 and earlier, mason is the only actually new one.
Nitwit still exists.
There’s no bell ringer profession. FVbico (talk) 21:17, 10 January 2019 (UTC)

Villagers Despawning[edit]

Hey, as I play the PS4 Edition Adventure mode in Hard Difficulty. I have witnessed a villager vanish in my house right after I slept in the bed. After a couple game days, the village of 5 villagers is 0. This happens in every village I been in, except a nitwit village that had 4 nitwit villagers. Even after I built a fence surrounding the village, only 2 villagers survive and been there for couple game weeks. Terronscibe (talk) 03:10, 14 January 2019 (UTC)

Villager sleeping?[edit]

I play 1.13 and have never seen a villager sleeping. I assume this is part of the big 1.14 villager update? Should it be marked as "future version" like other 1.14 features? Same thing with bell ringer. The text reads like this is current. Buckosoft (talk) 23:25, 10 February 2019 (UTC)

It's not in Java edition yet but is currently in bedrock beta builds. I assume they'll be coming to snapshots in the next week or two. – Nixinova Nixinova sig1.png Nixinova sig2.png 23:51, 10 February 2019 (UTC)
Don't be too sure about that. Mojang's feature development practice is that some features are developed on Java and some on Bedrock. When a feature is finished, it gets ported to the other platform. The sleeping is probably part of the villager schedule behavior, which is being developed on Bedrock but isn't complete yet even there. I don't think you'll see it in a snapshot until sometime after we get a Beta release with scheduling in it. I might be wrong, sleeping might be considered a feature by itself, but I think that's unlikely because it would interact with schedules in important ways. – Auldrick (talk · contribs) 16:44, 16 February 2019 (UTC)

We can't simply replace old villagers with new ones[edit]

I noticed that the article has been updated to describe new villagers instead of old villagers in Bedrock. (It's been done for behavior, and maybe other stuff such as skins; I haven't looked that closely yet.) This is not going to work, because Bedrock is not going to replace old villagers ("V1") with new villagers ("V2") any time soon, and may never do it. There are separate spawn eggs and separate command parameters for V1 and V2, and while they might remove the V1 spawn egg when the update is released, they will still not replace any V1 villagers with V2. The reason is that they have committed to not breaking existing builds in Bedrock, but changing V1 to V2 would break iron farms and village breeders because V2 villagers detect beds, not doors. All this was stated explicitly by Helen Angel in the official "What's New" stream this past week. So this article will need to add the new villager information without replacing the old, and may need to describe both indefinitely. – Auldrick (talk · contribs) 17:07, 16 February 2019 (UTC)

After a little thought, I think it would probably be best to make a new page for the V1 "old" villagers and link to it from here, once both platforms have gotten the V2 villagers. V1 villagers will not generate in new worlds in Bedrock (unless in igloos, which I haven't heard anything about yet) or at all in Java, so giving as much attention to V1 as to V2 on this page could become increasingly confusing to new players as time passes. – Auldrick (talk · contribs) 17:18, 16 February 2019 (UTC)
As in 1.11, old villager will convert into new villager, however old villager actually still old villager with their old texture and behavior and not replaced by the new ones because they are different entities. their spawn egg got removed from creative inventory but still summonable using command, summoning them result in summoning new villager, however Old villager didn't changed at all, only make them instantly transform into another entity which are villager_v2, just like villager struck by lightning that instantly tranform into witch.~ ImakerB (talk) 11:44, 22 February 2019 (UTC)
Despite old villager converted into new villager, old villager still in the game but unused, even on 1.12.0 ImakerB (talk) 21:05, 24 April 2019 (UTC)
I failed to update what I said above with new information when I learned it. The way it works is that in old worlds opened in 1.11 or later, and in all new worlds, V1 villagers will not spawn naturally and any existing ones will be converted to V2, EXCEPT if the world was created from a template. In that case, V1 villagers will not be converted and any new villagers spawned will be V1. I haven't checked whether spawns via egg or command are exceptions to this, so they might be. The intent was that Marketplace maps should work as before and not be broken. However, it's possible to create your own template files (which I have done before), and worlds created from them are affected as well. – Auldrick (talk · contribs) 21:19, 24 April 2019 (UTC)
I think we should just remove the information about the old villagers and mention the changes in the history section. It's always been done that way, and should still. There is no reason to keep old info in the article. Surely this is not enough for a dedicated page, nor even a section on this page. It could be described as edition-specific information, in case we need to document what you just explained about using templates (I don't know what they are). – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 21:24, 24 April 2019 (UTC)
Templates are what in Java are commonly called "maps", I think. Basically, it's a canned world you use to generate a copy for playing a scripted adventure, minigame, etc. At this point, I'm inclined to agree with you. V1 villagers have disappeared from the game in vanilla contexts, except for people like me who need to update their templates (and we already know how V1 villagers worked anyway). – Auldrick (talk · contribs) 21:30, 24 April 2019 (UTC)

Meet at village center[edit]

Nixinova: In this edit you added a row "Meet at village center" to the schedule table. Is that anything different from gathering at a bell? There is no description of this scheduled activity in the text that follows. ~ Amatulic (talk) 22:23, 26 March 2019 (UTC)

By "village centre" I meant they gather at the bell. – Nixinova Nixinova sig1.png Nixinova sig2.png 22:26, 26 March 2019 (UTC)
@Nixinova:: OK, I see you changed it to "meet at bell" but that's still confusing, because the previous row says "Gather". Is "gathering" different from "meeting at the bell"? I notice that an earlier version of this table didn't make any distinction. And, the text that follows suggests that both are the same. Are they different? I don't have the knowledge. ~ Amatulic (talk) 00:29, 27 March 2019 (UTC)
By "gather" I assumed it means gathering trade items. Is that not what it means? – Nixinova Nixinova sig1.png Nixinova sig2.png 00:36, 27 March 2019 (UTC)
@Nixinova: Look at the definitions below the table, which says under the heading "Gathering" that villagers "gather at a meeting place (the area with at least one bell)." That is why I asked if there is a difference between the two rows in the table that say "gather" and "meet at bell". If they are actually the same thing, they should be merged. If they aren't the same thing, then the definitions should be corrected. ~ Amatulic (talk) 06:30, 27 March 2019 (UTC)
Looks like it's fixed now. Thanks. ~ Amatulic (talk) 14:52, 27 March 2019 (UTC)

The "new" villagers seem to be stupider[edit]

In Bedrock Edition, I created a world in experimental mode (beta 1.11) to observe these "new" villagers. The seed I use is -1000, which spawns you right next to an interesting and very large village that spans a ravine. The village has two bells and two blacksmith shops. It almost makes me think it's two villages mashed together. This is my home-base village in the world I've been playing since version 1.6. I must say I'm not enamored with the 1.11 makeover.

So in this experimental mode, the new villagers are showing behaviors that seem stupider than the old villagers:

  • Some of them don't go indoors at night, even though there are more buildings with beds than there are villagers.
  • The pathfinding isn't working right. One villager is stuck in a tree, and unwilling to jump down 2 blocks to get out of it.
  • They don't seem to be interested in gathering around either of the bells.
  • Most disturbing: The villagers forget to close doors behind them when they go into buildings at night. Zombies enter the buildings and wipe them out. By the 3rd or 4th day, not a single villager was left in this huge village.

This article says authoritative-sounding things about the upcoming Bedrock 1.11, but if 1.10 experimental mode is being used, I'm not quite seeing what is described in this article. ~ Amatulic (talk) 06:25, 8 April 2019 (UTC)

Betas are glitchy. Just be patient, these should be fixed later. – Nixinova Nixinova sig1.png Nixinova sig2.png 06:45, 8 April 2019 (UTC)
OK, I'll wait. I had some ideas about transforming a "new" village into an iron golem farm (like I did with this same "old" village starting in 1.6), but I guess I'll have to wait for the actual release so I can be sure the villagers are behaving correctly. ~ Amatulic (talk) 15:51, 8 April 2019 (UTC)
Well, I waited. The villages seem smarter although the nitwits don't go indoors at night in spite of there being enough beds. It's hard to make an apples-to-apples comparison, because in 1.11 my home village no longer spawns. ~ Amatulic (talk) 16:12, 28 April 2019 (UTC)
Nitwits actually do go to bed, just 2000 ticks (nominally) later than everybody else, and they also get up 2000 ticks later in the morning. If your nitwit never goes to bed, there are several possible reasons: Either it can't find it (villagers have to be within 16 blocks of a POI to find it, otherwise they wander while they search), or it's been claimed by another villager, probably one you'd think was out of range. (In Bedrock, any villager in your ticking area can detect the village and claim its POIs). If you're in Bedrock, it could also be that a stray cat has claimed the bed, which is a bug I know happens in converted villages but I'm not sure about generated ones. – Auldrick (talk · contribs) 16:51, 28 April 2019 (UTC)
@Auldrick: Thanks, I likely didn't observe the nitwit long enough (I recall he got killed by a zombie before he could go to bed).
In another creative-mode experiment (now with the real 1.11, not 1.10 experimental mode) I found a nitwit who had made his way into a cave under a village. In spite of me building nice stairs to let him escape, he wouldn't leave, and kept bumping up against the far wall as if he wanted to go in that direction. Maybe nitwits are programmed to be stupider than regular villagers?
The new villagers are smarter for sure. In the Bedrock preset "Coastal Village" (survival mode), in the nearest village to the spawn point, an iron golem spawns with its head stuck in the foliage of a tree and cannot move. I tried to be a good citizen and free it, but while clearing the leaves with bare hands I accidentally hit the golem a couple of times. I turned around and saw all the villagers standing around staring straight at me, almost accusingly. Pretty creepy. It's as if they thought I was attacking their golem. And of course when I freed the golem, the golem killed me because I had hit it. Not a good idea for my first act after spawning in a new survival game.
Another oddity I noticed: zombies crowding a house door during the night remain clustered around the door in broad daylight (at noon, no less). I found this is due to the roof overhang; even 1 block overhang is enough to protect the zombies. Breaking that 1 block directly above the door is enough to set them afire. I am fairly sure that in previous versions, a 1-block overhang wasn't sufficient to protect an undead mob from sunlight. Might this be a bug?
There are terms thrown around in this article about meeting points and gathering points being the village bell, but many of the villages I've encountered don't have bells. There may be a well, or something that looks like an open-market stall. Do those serve the same purpose? If so, the article should be clarified. And I always see more than one market stall, so do villagers divide up between them like they would with two bells? ~ Amatulic (talk) 20:44, 30 April 2019 (UTC)
Village bells or claimed bells are gathering sites, while meeting point is name for generated structure like to fisher cottage, animal pen or other village structure name.
So, those market stall structure are called meeting point while village bell called gathering sites, because villager will mingle around bell, not the structure of meeting point. ImakerB (talk) 22:49, 30 April 2019 (UTC)
The latest I've heard is that the bell isn't the village center, it only defines a meeting place for them to gather at at the appointed time. During the day they're all spread out at their job sites. The bell is a way to get them closer together so they can mingle more frequently; it's an optimization. If they don't have a bell, they'll wander at random, but they'll still mingle/share food/mate/jibber-jabber if they happen to meet.
The well is not a default meeting place, nor is it the village center. The latter is a popular myth that arose from the fact that they were the center of structure generation in old villages, but the center for villager and golem pathfinding purposes was always the geometric barycenter of the doors (i.e. the average of all their coordinates) and now that beds have replaced doors as the defining block, I think the center is now the beds' barycenter. The market stalls are one of the new generation centers, but again, not the center for pathfinding purposes.
It's hard to say why your cave-trapped nitwit wouldn't use your stairs. If he was glued to that wall he was likely targeting something high priority, besides his bed (unless he was showing anger particles, too). I know they won't choose a path that backtracks more than a few blocks, so maybe your stairs led in the wrong direction for too long. At any rate, I don't think Mojang deliberately dumbed down their AI.
I also accidentally once punched a golem spawned in leaves. It attacked when it got free, but I ran away. I didn't notice the villagers staring, and I think what you saw might have been a coincidence (they're specifically programmed to stare at you whenever you're within trading range). Villagers do notice if you attack their golem, because that affects your reputation score in the village, but as far as I know they haven't been given the ability to express their scorn.
About the zombies, they haven't changed but you're not imagining it either. In the old villages there were fewer overhangs and doors were mostly set flush with the outside walls, so the zombies couldn't usually get close enough to be in the shade. Now there are more overhangs and the doors are inset, so the zombies can stand in the doorway all day. I imagine it's an unintended consequence of a decision made for aesthetic reasons, but the consequences are enough to change village dynamics in an important way since the villager inside remains trapped forever unless you rescue him. I can imagine Mojang has noticed this and decided it was a good thing to cast you as defender of the innocent, but I'm just speculating. – Auldrick (talk · contribs) 23:05, 30 April 2019 (UTC)
@ImakerB: I see. The article could use some clarification. Right now it says "Villagers gather at a meeting place (the area around the bell)" so I had thought the term "gathering site" and "meeting point" were interchangeable. I still don't quite get what a "meeting point" is for. Alternate gossip or mating locations when there is no bell?
@Auldrick: I think when I get some free time (very rare during the week) I'll go break the cave wall that the nitwit is obsessing over, and see where he goes. There is a hole in the wall that suggests it's hollow on the other side. I guess they just seem stupider because they're still wandering about when the hostile mobs appear.
So, it takes just one overhead block to protect a zombie from sunlight... I thought they needed more darkness than that. Something to experiment with. And it makes me want to break all the blocks overhanging doors that I find. Of course, this won't help with husks. Maybe this overhang thing was a conscious design decision to put non-desert and desert villages on equal footing. And it underscores the need for each village to have a golem to clean up the door-crowds each morning.
If Mojang wanted to cast the player as defender of the innocent, they wouldn't have handed out a death sentence for an accidental bare-handed hit while trying to rescue a trapped villager or golem! ~ Amatulic (talk) 00:43, 1 May 2019 (UTC)

Workplace blocks or workstation[edit]

It seems that everywhere else in the wiki, blocks such as barrels and grindstones are called "workstations", but on this page they are sometimes called "workplace blocks". Should we change "workplace blocks" to "workstations"? Enrehb (talk) 10:10, 24 April 2019 (UTC)

I think you might be referring to some text I wrote based on content in the Bedrock Beta releases. At the time there was no conventional term yet, so I used what I heard the Community Management team call them in the livestreams. I would favor having a consistent term in all articles, but which term? (I have heard "job site blocks", "workstations" and "workplace blocks".) I don't have a personal preference, but keep in mind that "workstation" by itself is a little ambiguous, variously denoting the block itself, the place it's sited at, and the function it serves. For example, you can carry a shulker box full of workstation blocks, but not one full of workstations, as those are specific places. Context is usually enough to disambiguate, but it might be smarter to use terms that avoid ambiguity in the first place. – Auldrick (talk · contribs) 16:34, 24 April 2019 (UTC)
I have been calling it "workplace blocks" since I saw that somewhere and I adopted. I didn't know it was also called "workstation" somewhere. I prefer "job site block", as technically it is called job_site in the game and "job site" can also refer to a natural area. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 16:40, 24 April 2019 (UTC)
Off-topic: Although I think I like "job site block" the best (and have in fact been using it in my personal notes), in general I think it's a bad idea to base our nomenclature off internal names. Internal names are specific to the edition and are meant for the developers, not public use. Yet based on them, we renamed our biomes things like "Badlands" and "Mountains", whereas Mojang still calls them "Mesa" and "Extreme Hills" in livestreams, and the latter are still the internal names in Bedrock. I don't think that decision benefitted our users, a lot of whom are probably confused. – Auldrick (talk · contribs) 16:54, 24 April 2019 (UTC)
Understood, I just still prefer job site block anyway. They perform a single job at the block, they're not actually continuously working at it, eventhough that is the simulated idea. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 18:31, 24 April 2019 (UTC)
I'm going to repace all these words with "job site block" now. Because there are too many alternatives used now. If this discussion results in a different term getting the preference, we can change it to that one. But at least consistency is more important right now. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 07:47, 30 April 2019 (UTC)
FYI Mojang calls them points of interest internally. Seen in the poi folder in world save and registry dump. liach (talk) 09:14, 30 April 2019 (UTC)
Not exactly. A bell is a point of interest, but not a job site block. The "poi" naming is a more general term. The actual blocks related to villagers restocking trades, are called "job site". – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 09:15, 30 April 2019 (UTC)
There should by a link to poi, because bed also count as poi. ImakerB (talk) 09:18, 30 April 2019 (UTC)
I've now renamed these blocks ("workstation", "work station", "workplace" and "workspace") across the whole wiki including other editions (except talk pages, I can't edit other's messages) to "job site blocks". I've also taken the time to rephrase the sentences accordingly where needed. I'm in the opinion this is what it should be called due to the villager's NBT using the same name, but if we decide to change it, if I didn't miss anything, all occurances are now consistently searchable under "job site" everywhere. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 10:44, 30 April 2019 (UTC)

Villagers can claim workstations they can't touch?[edit]

From the wiki: "A villager attempts to claim a workspace 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 workspace block several times, it becomes unclaimed, indicated by showing angry particles on it."

In reality, I can put a composter in an enclosed space with an existing farmer villager. That villager will not claim that composter, instead trying to pathfind to a composter outside the enclosed space (farther away). Another farmer villager is able to claim the workstation inside the enclosed space. I have one "free" villager trying desperately to get underground to a composter, even if I put one right beside them. Can villagers claim workstations that they have never touched/worked at? –Preceding unsigned comment was added by Jessieimproved (talkcontribs). Please sign your posts with ~~~~

Of course they can. Otherwise a baby who's just grown up wouldn't ever be able to claim a workstation. But what the wiki says doesn't exactly match the behavior I observe in Bedrock. Namely, villagers in a ticking area can detect and claim any bed or workstation in the ticking area. In other words, for the purpose of POI claiming, the entire ticking area is a "village". Once claimed, if the villager is unable to get to the block three times in a row, it relinquishes it and anger particles appear above both of them. Then it searches for a replacement, which usually means it winds up claiming the same block and the whole cycle repeats ad infinitum.
Your composter issue is normal behavior. In simplified form, there are lists for each of the villagers, beds, and workstations in a village. The villagers, in the order they're listed, take turns trying to claim the first unclaimed bed, in the order they're listed, and/or unclaimed workplace block, in the order they're listed, if it needs one. So villagers don't claim the nearest bed or workstation, they claim the first unclaimed one on the list. The order of the lists is independent, and unpredictable but semi-stable: Any time you add or remove an entry, there's a chance the whole list will get shuffled, but otherwise the order doesn't change while the village is still within a ticking area. So one way you can approach matching your villagers with the beds and workstations you want them to have is to break all the beds and workstations, then figure out which villager will get the first turn by placing either a bed or a workstation and looking for the villager with green particles. Once you know whose turn it is, break the block, then place a bed and workstation where you want that villager to live. Wait for it to claim them, then move on to the next villager. In short, you need to fill one villager's needs at a time, and each time you first need to figure out which villager's turn it is. I find it easiest to do this at night because as I finish each villager, it goes to bed and stays out of the way. – Auldrick (talk · contribs) 16:00, 27 April 2019 (UTC)
I forgot to mention: I have no idea whether the above explanation applies to Java. The claiming process there is probably entirely different, though I'm pretty sure villagers don't claim the closest bed or workstation in Java, either. – Auldrick (talk · contribs) 16:35, 27 April 2019 (UTC)
Correct, in Java the job site blocks and beds are not "closest" to the detecting villager either. The behaviour you've described sounds about right with my own findings, but I can't say for sure it's exactly the same. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 09:23, 28 April 2019 (UTC)

Should there baby villagers render from Bedrock Edition in infobox?[edit]

Because in bedrock edition, baby villagers have much bigger head than adults. ImakerB (talk) 08:58, 30 April 2019 (UTC)

Villager without profession overlay[edit]

There are 3 name for villager wearing only biome outfit (no overlay).

  • Unemployed, which name from jigsaw block
  • Unskilled, which name found in behavior pack
  • Jobless, another name for this profession (i don't know the source)

Which one should be used, because these three name for single villager are a bit confusing. ImakerB (talk) 09:11, 30 April 2019 (UTC)

These should be called "unemployed" in my opinion. That is the naming in Java Edition and used in the technical jigsaw blocks, and "jobless" refers to something else. A villager which is jobless still has a profession, just no claimed job site block yet. Where as unemployed has no profession altogether. "Unskilled" in a behaviour pack I think is a different context and not really the same thing either. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 09:21, 30 April 2019 (UTC)

Fireworks -- do villagers harm themselves with fireworks?[edit]

My villagers have been shooting off fireworks after I defeat a raid on their village. I heard some villagers taking damage when that happened. Do villagers do themselves damage with their fireworks? Can they kill each other by accident when they celebrate with fireworks? Can I protect them? --Glowstone56 (talk) 19:56, 17 May 2019 (UTC)

Glowstone56: A quick Google search produces a couple of bug reports that say they are damaged by their own fireworks sometimes. However, this behaviour should have been fixed in 1.14.1-pre1. – Nixinova Nixinova sig1.png Nixinova sig2.png 20:13, 17 May 2019 (UTC)

Proposal: Villager trades summary table[edit]

About a month ago I started working on User:Amatulic/Trades draft, slowly filling it in using information from these two sources: and this giant graphic

When I started this, Villager#Trading had a subsection "Trades" that included only a link to that big graphic, so I thought I'd reproduce it in a wiki table. I know it needs some corrections; you may notice in the page source I have added comments "CONTRADICTION" where these two sources disagree.

At the time, oddly, I failed to notice that we have a stand-alone article Trading, which has much more detail than the table I created. I stopped working on it at that point. It won't take much effort to finish, however.

So my question is: Might this table serve as a good summary for the Villager#Trading section? Or is this article already too full of information? I don't want to complete the table and add it in unless there's a consensus to do so. ~ Amatulic (talk) 02:23, 29 May 2019 (UTC)

I personally think this article is way too full for repeated information at this point. Trading serves the purpose just fine, and it's linked directly on this page. -PancakeIdentity (talk) 04:11, 29 May 2019 (UTC)
Yes, me too. I've been working on this page for some time now to reduce the complexity and overflow of information. I believe there was a trading table before, but because there is so much information about that, it got split off. We don't want to bring it back here now. This page has too much information still. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 07:57, 29 May 2019 (UTC)

Underground villages[edit]

Since villagers now require beds, not "doors", is it true that player-made villages can now be created underground (with all the villagers mechanics working - taking professions, breeding, trading etc)? Stayen2 (talk) 10:24, 31 May 2019 (UTC)

I don't know for sure but I doubt there's a difference. After all, you can have underground doors too. ~ Amatulic (talk) 15:41, 31 May 2019 (UTC)
Before 1.14, doors need to have sunlight on one side in order to count as houses. Underground villages aren't possible in those versions. an_awsome_person (talk) 19:44, 31 May 2019 (UTC)
Ah, yes, I remember that now. You're right.
I don't see any reason why an underground village can't exist though. I should try it, find a stronghold and fill it with beds and villagers (in fact I could push them into the stronghold from the village above) and see what happens. ~ Amatulic (talk) 00:05, 1 June 2019 (UTC)
Artificial underground villages have always been possible, with a skylight on one side of the doors (and all doors together to share the same skylight for convenience). This requirement does not apply anymore due to the beds, but I haven't tested it to work yet. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 07:46, 1 June 2019 (UTC)
I'm currently building an underground village around Y level 12, inside a large ravine/cave system; I started with two farmers I imported from the surface world, gave them beds, workstations, a field to tend, and they didn't take too long to fill the 12 extra beds I provided. I have run into some issues, but I'll start a new section for that since I'm pretty sure it's unrelated to being underground. Not a single door in my setup btw ;) --Quasitonality (talk) 21:05, 4 June 2019 (UTC)

Villagers Overbreeding, Stealing Jobs[edit]

I'm currently building a custom village in a large ravine/cave system at around Y level 11-18; I started with two imported farmers, and provided a town bell, beds, and workstations for 14 villagers. The villagers were in a contained environment, with the only two exits blocked off by a fence gate and a ladder. Everything was going well until I returned from mining to find that the villagers had been overbreeding. The population was up to 18 (plus 6 iron golems), four villagers were homeless, and two of my high-level librarians' workstations had been taken over by the extra villagers. My working hypothesis is that the librarians' workstations were just far enough away from the communal sleeping chamber that they would lose possession of their beds while at work (thus the overbreeding) and then lose possession of their lecterns while at home (thus the job-stealing.) The librarians' workstations were just over 50 blocks from their beds; this is consistent with my previous observations from testing in creative mode, which suggested that villagers can only claim blocks up to about 50 blocks away. (Although I didn't test for the distance at which they lose their claim on a block.) It sure would be nice to have some more detailed/precise information on the new villager behavior...--Quasitonality (talk) 22:26, 4 June 2019 (UTC)

I've added to the Job Site Blocks section on the page already some time ago, that the exact distance is 48 blocks, beyond which villagers won't be able to detect them anymore. I don't know what type of area this distance is however, or how they might lose the block again. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 23:15, 4 June 2019 (UTC)
Thanks Jack, it's good to have a more precise measurement! Not sure how I missed that earlier; I must have been searching for "workstation" or something--Quasitonality (talk) 10:24, 5 June 2019 (UTC)
I'm curious how 6 iron golems can possibly spawn from just 18 villagers and only 14 beds. I assume this is Java edition, and possibly 6 different groups of 5 villagers gossiped about a golem? ~ Amatulic (talk) 04:29, 5 June 2019 (UTC)
I also thought it was very strange; as I understood it, there should have been 1 golem or maybe 2. (And yes, it is Java.) I wouldn't have minded it too much, except that most of the golems tended to cluster around a single point, making it difficult for villagers to leave or exit the sleeping chamber. (I ended up burning some golems with fire just to cull the population.) I uploaded a screenshot of where they were gathering but this is shortly after I burned a few, so there's only one there atm. (They wouldn't leave that spot, even if there were monsters around.)
Golem hangout spot.png--Quasitonality (talk) 10:24, 5 June 2019 (UTC)
The overbreeding should have been fixed in 1.14.3-pre1. – Nixinova Nixinova sig1.png Nixinova sig2.png 04:31, 5 June 2019 (UTC)
That's interesting, I wonder what caused it? I have seen villagers unable to breed for lack of beds before, so I still suspect distance from the job site had something to do with it...--Quasitonality (talk) 10:24, 5 June 2019 (UTC)
I've only just started in with V1.14.2, and my surface village is producing a surprising number of golems. Glancing at the "gossip" mechanics discussion in "Villager", I note that I'm not seeing anything about a cap to golem production. --MentalMouse42 (talk) 18:49, 8 June 2019 (UTC)

Why does the breeding mechanics before the Village & Pillage update link to Tutorials/Legacy Console village mechanics?[edit]

"For the breeding mechanics before the Village & Pillage update, see Tutorials/Legacy Console village mechanics." I think there should be nothing to do with Legacy Console Edition.--Kaniol233 (talk) 14:21, 10 June 2019 (UTC)

Villager workstation detection[edit]

The article states villager searches for a work block within a 48 block radius, can this be confirmed on bedrock and java? On PS4 it is 15 Horizontal and 2 vertical if it’s a single villager, if you place a bed then place villager “x” 15 blocks away then another villager “y” a further 80 blocks from “x” then place a composter in front of “y”, “x” will become a farmer. I think workstations also “talk” to each other. I think the village boundary is 96 blocks from the furthest bed. Will test further especially if they “talk” vertically as this maybe how we can control trading. Sas archer (talk) 03:55, 15 June 2019 (UTC)

I specifically tested the 48 range on Java. However the mechanic was changed some time after my tests, and I'm not sure how, but I could not get the block detection to work exactly the same anymore. I'd have to test the whole mechanic again when I have time. I don't have Bedrock though. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 08:04, 16 June 2019 (UTC)
Looking at the code this still seems to still be a 48 radius. Kroppeb (talk) 09:06, 21 July 2019 (UTC)
Thanks, good to know. I tried the detection again the other day with 1.14.4, but I still could not make a villager detect a block like I mentioned, if it wasn't directly beside him. Not sure anymore how exactly villagers claim blocks. I asked on the Mojang Slack, but didn't get any answer for the Java Edition. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 09:38, 21 July 2019 (UTC)
AFAIK the villager only has to be able to path to the block. Looking at the code it does seem that villager only check the 5 blocks with the lowest (x,z) coordinates in range. Kroppeb (talk) 10:07, 21 July 2019 (UTC)

Capitalize Professions?[edit]

Should we capitalize professions? I'd think no, but I see them capitalized all over the wiki, so I thought I'd ask.

Edit: In addition, should we say "armorer villager" or just "armorer"? And for levels, should we say "novice-level" or just "novice"? -PancakeIdentity (talk) 21:41, 20 July 2019 (UTC)

From the style guide I see no hint that we should capitalize them. So eventhough I'd personally prefer to, I think we should not. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 21:43, 20 July 2019 (UTC)
Yeah, that's what I think too. But, we do have the power to change the style guide if we wish. We'll see what others say. -PancakeIdentity (talk) 21:46, 20 July 2019 (UTC)
I'd say not to capitalise them, as they're just job titles. It's probably better to specify armorer "villager"s on the first instance but without it gettinf repetitive. And I think "Novice villager" is preferable. – Nixinova Nixinova sig1.png Nixinova sig2.png 23:25, 20 July 2019 (UTC)
So, as a full sentence in context of trading, "Expert butcher villagers will buy 10 dried kelp blocks for 1 emerald. Master butchers will buy 10 sweet berries for 1 emerald."? Just as an example. -PancakeIdentity (talk) 03:36, 21 July 2019 (UTC)
Actually, I think including "-level" makes more sense - "Expert-level butcher villagers". – Nixinova Nixinova sig1.png Nixinova sig2.png 03:37, 21 July 2019 (UTC)
Alright, sounds good. I think that's what most pages have on them right now, so that's less work for me. -PancakeIdentity (talk) 03:40, 21 July 2019 (UTC)
Yes, that sounds the best to me too. "Novice-level", because it's a description of its progression state, not of the villager as a whole. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 06:52, 21 July 2019 (UTC)

Golem Spawning and Gossip[edit]

The Gossip section does not mention gossip related to Iron Golem spawning, but the Iron Golem page does mention that Golems now (post-1.14 Java version) spawn after a villager gossips 5 times about need for an Iron Golem. There should be a data value mentioned for this Golem-related Gossip and a discussion of any further information available about this mechanic. I'd add it myself but I have no idea what the formal code for the NBT tag would be. MartinTheMess (talk) 22:56, 16 September 2019 (UTC) Ok!itsMatyh (talk) 00:02, 17 September 2019 (UTC)

I believe that the Iron Golem page needs updating. The golem gossip is now removed somewhere after 1.14. I tried to check the NBT data of my villagers in my survival world and none of them are having the golem gossip, yet they spammed a ton of them. The golem spawning now continually spawns until the existing requirements no longer valid. But it has high spawn cooldown, and ignores the golem cap. Panicking villagers accelerated the golem spawning even more. I have an iron farm that based from this mechanic and it is from a guy named Gnembon.--Capt john price (talk) 00:15, 17 September 2019 (UTC)

Villager farming mechanics and range[edit]

Current page as of 17/Sep/2019 still shows pre-1.14 mechanics for farming, with villagers looking for farmland within 15 blocks of themselves, and farmign either within village borders or anywhere sufficiently far away from any village for no village to be detected by villager. Except that as of 1.14, farmers apparently only pick crops within 4 or 5 blocks of their composter workstation, and not anywhere else within a village, and do not farm at all if not within a village and near their workstation. Or has this changed someplace since 1.14 came out? My farmers still in their pre-1.14-built autofarm certainly are not picking any crops more than 4 or at most 5 blocks away from their workstation. MartinTheMess (talk) 19:17, 17 September 2019 (UTC)

Can children be fed to grow up faster?[edit]

Hi, would be useful to add the information if and if so with which food items children can be fed to grow up faster, analoguous to baby animals. Best regards, IP 17:35, 20 October 2019 (UTC)

I would guess it’s impossible, since villager breeding is different from animal breeding. The BlobsPaper.png 18:05, 20 October 2019 (UTC)