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Plains Small House 3.pngDesert Small House 5 .pngSavanna Small House 7.pngTaiga Small House 3.png
Consists of

See § Structure

Can generate in
existing chunks


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, fishermen, fletchers, butchers, clerics, armorers and more. Including my favourite: the nitwit.

Marsh Davies[1]

Villages are groups of buildings inhabited by villagers, cats, iron golems and, occasionally, zombie villagers and wandering traders, that generate naturally in the Overworld.


Updated visual of a plains village
A taiga village showing distuinguished design features, such as roofs made of spruce logs

Villages generate naturally in plains, savanna, taiga, snowy taiga, snowy tundra, and desert biomes. The type of the village, and therefore the style of all structures within it, is determined by the biome at the village center or meeting point (defaults to plains if it's not one of the other biomes).

The number of villagers spawned depends on the number of beds in the village. Villagers spawn only in houses that have beds, while job site buildings (with no beds) always generate without villagers.

2% of villages will generate as zombie villages; see § Zombie villages.


  • Villagers (spawn in regular villages only)
  • Iron Golems (one spawns near a village meeting point)
  • Wandering Traders (one spawns periodically at a village meeting point)
  • Trader Llamas (two spawn periodically at a village meeting point)
  • Zombie Villagers (spawn in zombie villages only)
  • Cats (spawn in any villages)
  • Horses (spawn in regular villages)
  • Pigs (spawn in regular villages)
  • Cows (spawn in regular villages)
  • Sheep (spawn in regular villages)


A player who kills an illager captain receives the Bad Omen status effect for 100 minutes. Coming within a village boundary while the effect is active triggers a raid, in which groups of illagers spawn and attack the village.

Zombie sieges[edit]

Zombie sieges are in-game events that occur when many zombies spawn in a village, regardless of how well lit or walled off a village is. They have a 10% chance of occurring at midnight every night or during thunderstorms, when a village population reaches at least 20 villagers.


A desert village before Village and Pillage (1.14).
Bookshelves in a village library before the Village and Pillage update (1.14).


The number of buildings comprising 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[JE & LCE only]). 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 range Superflat maximum range
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
Temple 20 0–1 1–2

As of Bedrock Edition 1.10.0, the rarity of building types in villages depend on village variants, e.g.: libraries are more common in plains villages than in snowy village types.


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 blocks (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.

Village paths without any buildings nearby, generated in a Buffet world type with cave generation.

In Buffet worlds with cave generation, paths may generate on a separate layer from the rest of the buildings. In floating island generation, paths may not generate at all. However in Bedrock Edition, cobblestone-and-gravel path are never generated as grass path is used to generate on sand, sandstone, or red sandstone.


Loft houses, observed in the Village and Pillage update

Style of architecture building vary depending on village type

Some blocks in the village structures vary depending on the village's type.[more information needed]

Block found in Village
Plains Village Desert Village Savanna Village Snowy Tundra Village Taiga Village & Snowy Taiga Village [note 1]
Cobblestone Sandstone Acacia Log Grass Path Grass Path
Oak Planks Smooth Sandstone Acacia Wood Red Bed Purple Bed
Smooth Stone Cut Sandstone Acacia Planks Snow Cobblestone
Bricks Chiseled Sandstone Acacia Slab Stripped Spruce Log Mossy Cobblestone
Stripped Oak Log Sandstone Slab Acacia Stairs Stripped Spruce Wood Cobblestone Stairs
Oak Log Smooth Sandstone Slab Acacia Fence Spruce Planks Mossy Cobblestone Stairs
Stripped Oak Wood Sandstone Stairs Acacia Fence Gate Spruce Slab Spruce Leaves
White Terracotta Smooth Sandstone Stairs Acacia Door Spruce Stairs Gravel
Mossy Cobblestone Terracotta Yellow Terracotta Spruce Fence Cobblestone Wall
Yellow Bed Lime Terracotta Red Terracotta Spruce Fence Gate Mossy Cobblestone Wall
White Bed White Glazed Terracotta Orange Terracotta Spruce Door Smooth Stone Slab
Poppy Lime Glazed Terracotta Yellow Glazed Terracotta Snow Block Spruce Log
Dandelion Light Blue Glazed Terracotta Clay Lantern Spruce Planks
Azure Bluet Clay Smooth Stone Packed Ice Spruce Stairs
Oxeye Daisy Granite Smooth Stone Slab Blue Ice Spruce Slab
Flower Pot Granite Stairs Acacia Pressure Plate Cobblestone Spruce Fence
Oak Trapdoor Granite Wall Glass Pane Cobblestone Wall Spruce Fence Gate
Oak Fence Gate Smooth Sandstone Slab Cobblestone Glass Pane Spruce Door
Oak Fence Hay Bale Cobblestone Wall Diorite Spruce Trapdoor
Oak Door[note 2] White Carpet Orange Glazed Terracotta Diorite Stairs Ladder
Grass Path Lime Carpet Yellow Stained Glass Pane Diorite Wall Glass Pane
Hay Bale Ladder Orange Stained Glass Pane Smooth Stone Large Fern
Cobblestone Slab Jungle Trapdoor Red Carpet Smooth Stone Slab Fern
Oak Slab Sandstone Stairs Orange Carpet Blue Carpet Poppy
Smooth Stone Slab Sea Pickle White Carpet Iron Bars Sweet Berry Bush
Glass Pane Green Carpet Brown Banner Lava Purple Carpet
White Stained Glass Pane Cactus Flower Pot Red Carpet White Carpet
Yellow Stained Glass Pane Jungle Button Tall Grass Blue Bed Blue Bed
Cobblestone Wall Jungle Door Iron Bars White Bed Flower Pot
Clay Jungle Fence Gate Lava Spruce Sapling
Terracotta Flower Pot Dandelion Campfire
Cobblestone Stairs Dead Bush Melon Armor Stand[Java Edition only]
Oak Stairs Green Bed Poppy
White Wool Cyan Bed Acacia Sapling
Yellow Wool Lime Bed Grass
White Carpet Iron Bars Red Bed
Green Carpet Lava Orange Bed
Yellow Carpet Grass Path
Oak Leaves Hay Bale
Oak Pressure Plate
Block found in all Village
Brewing Stand
Blast Furnace
Fletching Table
Smithing Table
Cartography Table
Torch[note 2]
Crafting Table
Grass Block
Cobweb [note 3]
  1. Snowy Taiga villages don't have their own architecture but use the Taiga architecture.
  2. a b Not generate in zombie village
  3. Only generate in zombie villages.


Typical blacksmith loot

Each village armorer chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Bread 1–4483.75080.6%1.2
Iron Ingot 1–3281.50054.2%1.8
Emerald 1180.37531.8%3.1
Iron Helmet 1180.37531.8%3.1

Each village butcher chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Raw Beef 1–36281.28648.6%2.1
Raw Mutton 1–36281.28648.6%2.1
Raw Porkchop 1–36281.28648.6%2.1
Wheat 1–36281.28648.6%2.1
Coal 1–33280.64327.9%3.6
Emerald 11280.10710.2%9.8

Each village cartographer chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Paper 1–515502.70061.2%1.6
Bread 1–415502.25061.2%1.6
Empty Map 1–310501.20046.2%2.2
Stick 1–25500.45026.3%3.8
Compass 15500.30026.3%3.8

In Bedrock Edition each village cartographer chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Paper 1–515502.70061.2%1.6
Bread 1–415502.25061.2%1.6
Map[note 1] 1–310501.20046.2%2.2
Oak Sapling 1–25500.45026.3%3.8
Compass 15500.30026.3%3.8
  1. Named unknown map, but changed to map 0, the scale level is 1:4, Maps from the same stack are stackable, but maps which are not stacked are unstackable despite looking identical.

In Java Edition Each village fisherman chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Wheat Seeds 1–33111.63657.5%1.7
Coal 1–32111.09143.0%2.3
Raw Cod 1–32111.09143.0%2.3
Barrel 1–31110.54524.2%4.1
Raw Salmon 1–31110.54524.2%4.1
Water Bucket 1–31110.54524.2%4.1
Emerald 11110.27324.2%4.1

Each village fletcher chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Feather 1–36231.56555.8%1.8
Flint 1–36231.56555.8%1.8
Stick 1–36231.56555.8%1.8
Arrow 1–32230.52223.3%4.3
Egg 1–32230.52223.3%4.3
Emerald 11230.13012.3%8.1

Each village mason chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Bread 1–44132.30862.2%1.6
Stone 12130.46237.7%2.7
Stone Bricks 12130.46237.7%2.7
Clay 1–31130.46220.8%4.8
Emerald 11130.23120.8%4.8
Flower Pot 11130.23120.8%4.8
Smooth Stone 11130.23120.8%4.8
Yellow Dye 11130.23120.8%4.8

Each village shepherd chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
White Wool 1–86233.52255.8%1.8
Wheat 1–66232.73955.8%1.8
Black Wool 1–33230.78333.0%3.0
Brown Wool 1–32230.52223.3%4.3
Gray Wool 1–32230.52223.3%4.3
Light Gray Wool 1–32230.52223.3%4.3
Emerald 11230.13012.3%8.1
Shears 11230.13012.3%8.1

Each village tannery chest contains 1–5 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Bread 1–45162.34462.8%1.6
Leather Cap 12160.37531.8%3.1
Leather Tunic 12160.37531.8%3.1
Leather Pants 12160.37531.8%3.1
Leather Boots 12160.37531.8%3.1
Emerald 1–41160.46917.3%5.8
Leather 1–31160.37517.3%5.8
Saddle 11160.18817.3%5.8

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

Stack Size Weight # Items Chance # Chests
Bread 1–47195.06689.3%1.1
Rotten Flesh 1–47195.06689.3%1.1
Redstone Dust 1–42191.44744.8%2.2
Emerald 1–41190.72425.4%3.9
Lapis Lazuli 1–41190.72425.4%3.9
Gold Ingot 1–41190.72425.4%3.9

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

Stack Size Weight # Items Chance # Chests
Stick 1–320534.15190.0%1.1
Bread 1–315533.11381.2%1.2
Iron Ingot 1–55531.55741.2%2.4
Iron Pickaxe 15530.51941.2%2.4
Iron Shovel 15530.51941.2%2.4
Coal 1–31530.2089.9%10.1
Gold Ingot 1–31530.2089.9%10.1
Diamond 1–31530.2089.9%10.1

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

Stack Size Weight # Items Chance # Chests
Apple 1–315941.75559.8%1.7
Bread 1–315941.75559.8%1.7
Iron Ingot 1–510941.75545.1%2.2
Oak Sapling 3–75941.46325.6%3.9
Obsidian 3–75941.46325.6%3.9
Gold Ingot 1–35940.58525.6%3.9
Iron Pickaxe 15940.29325.6%3.9
Iron Sword 15940.29325.6%3.9
Iron Helmet 15940.29325.6%3.9
Iron Chestplate 15940.29325.6%3.9
Iron Leggings 15940.29325.6%3.9
Iron Boots 15940.29325.6%3.9
Diamond 1–33940.35116.2%6.2
Saddle 13940.17616.2%6.2
Iron Horse Armor 11940.0595.7%17.6
Golden Horse Armor 11940.0595.7%17.6
Diamond Horse Armor 11940.0595.7%17.6

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

Stack Size Weight # Items Chance # Chests
Wheat 1–710366.11180.6%1.2
Bread 1–410363.81980.6%1.2
Cactus 1–410363.81980.6%1.2
Dead Bush 1–32360.61126.6%3.8
Emerald 1–31360.30614.3%7.0
Book 11360.15314.3%7.0
Clay 11360.15314.3%7.0
Green Dye 11360.15314.3%7.0

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

Stack Size Weight # Items Chance # Chests
Potato 1–710445.00073.4%1.4
Apple 1–510443.75073.4%1.4
Bread 1–410443.12573.4%1.4
Oak Sapling 1–25440.93847.4%2.1
Emerald 1–42440.62522.3%4.5
Dandelion 12440.25022.3%4.5
Poppy 12440.25022.3%4.5
Gold Nugget 1–31440.25011.8%8.5
Book 11440.12511.8%8.5
Feather 11440.12511.8%8.5

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

Stack Size Weight # Items Chance # Chests
Wheat Seeds 1–510463.58771.7%1.4
Bread 1–410462.98971.7%1.4
Acacia Sapling 1–210461.79371.7%1.4
Grass 15460.59845.9%2.2
Tall Grass 15460.59845.9%2.2
Emerald 1–42460.59821.5%4.7
Gold Nugget 1–31460.23911.3%8.8
Torch 1–21460.17911.3%8.8
Bucket 11460.12011.3%8.8
Saddle 11460.12011.3%8.8

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

Stack Size Weight # Items Chance # Chests
Potato 1–710534.15166.3%1.5
Snowball 1–710534.15166.3%1.5
Beetroot Seeds 1–510533.11366.3%1.5
Bread 1–410532.59466.3%1.5
Coal 1–45531.29741.2%2.4
Snow Block 14530.41534.5%2.9
Emerald 1–41530.2599.9%10.1
Beetroot Soup 11530.1049.9%10.1
Blue Ice 11530.1049.9%10.1
Furnace 11530.1049.9%10.1

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

Stack Size Weight # Items Chance # Chests
Potato 1–710544.07465.6%1.5
Spruce Log 1–510543.05665.6%1.5
Bread 1–410542.54665.6%1.5
Sweet Berries 1–75542.03740.6%2.5
Pumpkin Seeds 1–55541.52840.6%2.5
Spruce Sapling 1–55541.52840.6%2.5
Emerald 1–42540.50918.6%5.4
Fern 12540.20418.6%5.4
Large Fern 12540.20418.6%5.4
Iron Nugget 1–51540.3069.7%10.3
Pumpkin Pie 11540.1029.7%10.3
Spruce Sign 11540.1029.7%10.3

In Bedrock Edition each village taiga house chest contains 3–8 item stacks, with the following distribution:

Stack Size Weight # Items Chance # Chests
Potato 1–710494.49069.3%1.4
Spruce Log 1–510493.36769.3%1.4
Bread 1–410492.80669.3%1.4
Pumpkin Seeds 1–55491.68443.7%2.3
Spruce Sapling 1–55491.68443.7%2.3
Emerald 1–42490.56120.3%4.9
Fern 12490.22420.3%4.9
Large Fern 12490.22420.3%4.9
Iron Nugget 1–51490.33710.7%9.4
Oak Sign 11490.11210.7%9.4
Pumpkin Pie 11490.11210.7%9.4

Zombie villages[edit]

A zombie village

A village has a 2% chance of generating as a zombie village. In such villages, all generated villagers are instead zombie villagers, and all doors and light sources are missing. These zombie villagers will not despawn, but have no special resistance to sunlight. In zombie villages, some wood and cobblestone will be replaced by cobwebs and mossy cobblestone, respectively. All glass panes are also replaced by brown stained glass panes.


A village is always composed of at least one acceptable house and one villager. In some rare cases, villages have generated with a well and nothing else (observed to occur on console versions) and consequently will not register as a village. Upon creation, a village center is defined as the geometric barycenter (i.e. centroid or "average coordinates") of the active beds' 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, siege-spawned zombie, or raid-spawned illagers will path back into the village if they find themselves farther than "size" blocks from the center.

Villages are set by the number of valid beds in the village. A "valid bed" is a bed unobstructed by other blocks so that it can be used for sleeping.‌[Bedrock Edition only]

The minimum population of a village is the number of valid beds. 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.

Gathering site[edit]

Villages have gathering sites where villagers will mingle. The gathering site is a bell located within village boundary. In a gathering site, there is a chance a wandering trader along with their trader llamas will spawn.

Job site blocks[edit]

Job site blocks are blocks such as grindstones, smithing tables, and lecterns, which are used by villagers. Villagers with the corresponding professions will spend their time in front of their job site block, except for nitwits and unemployed villagers (villagers without profession overlays).


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 with 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 villager child −5
Killing a village's iron golem −5

A player's popularity does not reset on death, and players cannot alter other players' popularity. 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, the village's naturally-spawned iron golems act hostile to that player until the player's popularity is increased by trading. Golems constructed by the player, however, are always passive toward the player.


February 21, 2010NPC villages and "monster towns" are mentioned.
July 1, 2011A 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, 2011An early interview with Notch discussed his plans for the village.
August 10, 2011Notch originally worked on villages by himself, but eventually gave the task to Jeb, so that he could work on other things.
August 11, 2011Jeb has said that during early tests of villages, the lava in a smithy often set the village on fire.
August 26, 2011Villages were shown to the public during the PAX 2011 demo, including the interiors.
Java Edition Beta
1.8Pre-releaseVillages added.
They were originally intended to be populated with pigmen.[2]
Java Edition
1.0.0Beta 1.9 PrereleaseVillagers have now been added to villages. They have 'TESTIFICATE' written above their heads.
1.112w01aSuperflat added, allowing bigger villages.
Blacksmith buildings in villages will now hold chests with loot.
1.2.112w07aVillagers 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 now add houses to villages, provided they are enclosed with a roof and wooden door.
12w08aLarger villages will now spawn iron golems to defend them.
1.3.112w21aDesert villages are now made of sandstone instead of wood and cobblestone.
1.4.212w32aVillages will now track the "popularity" of individual players by username.
12w36aPotatoes and carrots can now be found in NPC villages.
1.513w03aChanges to water-block generation will now make wells proper infinite water sources.
13w06aThe lamppost glitch in villages has now been fixed.
1.7.213w36aSavanna biome added, which villages can now generate in.
1.814w03aGravel roads in villages will now have cobblestone underneath, to prevent them from collapsing into caves.
14w04aDoors are now added to the closest village.
14w25aZombie sieges have now been re-implemented.
14w30aWells in desert villages are now made of sandstone instead of cobblestone.
1.915w31aFarms will now include beetroot crops.
1.1016w20aVillage structures are now 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 will 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 will now no longer generate below sea level, and they are made with different material depending on the existing terrain.
Grass paths will now generate rather than gravel paths, when generated on grass blocks.
Paths made of planks will now generate over water and lava to form bridges.
Villages will 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.
16w21aBlacksmiths will now generate with cobblestone in all biomes, rather than acacia logs in savannas and sandstone in deserts.
pre1Zombie villagers generated in zombie villages will now no longer despawn.
Wooden fences are now substituted with the correct wood type for the biome.
Paths will now no longer replace most blocks, instead considering the blocks underneath, preventing them from generating in treetops or bridging ravines.
1.1418w47aAdded raids, in which groups of illagers will attack villages after a player kills an illager patrol leader then enters a village.
November 28, 2018A hotfix for all 1.14 snapshots is released, updating the main menu with a panorama of the new villages.
18w48aUpdated the plains village look.
18w49aAdded snowy tundra villages.
Updated the savanna village look.
18w50aUpdated the taiga and desert village looks.
19w04aRe-added zombie villages in desert and taiga biomes.
19w07aRe-added zombie villages in plains and savanna biomes.
Added snowy taiga zombie villages.
19w08aVillages will now spawn with at least one iron golem.
19w11aVillage detection is now based on beds, job sites, and meeting points instead of doors.
1.14.1Pre-Release 1Many structures are tweaked to have better lighting.
Pocket Edition Alpha
0.9.0build 1Added villages. They generate with gravel, wooden or sandstone bridges.
build 2Desert villages are now made of sandstone.
build 4Villages are now rare.
build 7Villages are now more common.
0.11.0build 1Grass path blocks will now replace gravel paths in villages.
0.12.1build 1Larger villages will now spawn iron golems to defend them.
build 8Farms will now include beetroot crops.
0.14.0build 3The door-to-villager ratio in villages has now been increased (was previously 1:1).
0.15.0build 1Added savanna and taiga village variants.
Villages can now generate in cold taiga and ice plains biomes. Buildings are made out of spruce wood like taiga villages.
Villages will now have a 2% chance of generating as zombie villages. Buildings in zombie villages include cobweb and moss stone.
0.16.0?Farms will now no longer generate crops in ice plains and cold taiga villages.
0.16.2Chests can now generate inside large houses in ice plains and cold taiga villages containing farming supplies.
Bedrock Edition
1.8.0beta will now spawn in villages.
1.10.0beta the look of plains, desert, savanna, taiga, snowy tundra, and snowy taiga villages.
Taiga villages are now more common.
Villages are now set by the number of beds in the village instead of doors.
Villages now have gathering sites in which a wandering trader can appear.
Villages now have job sites where villagers go to work.
1.11.0beta now always spawn at least one iron golem.
Changed some structures; plains tannery now include a single cauldron, some poorly lit areas have torches, lava is no longer a fire hazard, added floors in some floorless houses.
Changed village generation by rebalancing the number of houses (buildings with beds) and job sites (buildings with job site blocks). Sand now also has sandstone support below.
Plains farms and plains toolsmith houses can now generate in new plains villages.
Animals now spawn in the village stables, animal pens, shepherd houses, and butcher houses.
Added chest loot to non-plains village variants.
Added raids, in which groups of illagers attack villages.
beta with bad omen now trigger a raid when in villages.
Legacy Console Edition
TU5CU11.0Patch 11.0.1Added villages.
TU9Blacksmith buildings in villages will now hold chests with loot.
TU141.04Added desert villages.
???Wells in desert villages are now made of sandstone instead of cobblestone.
TU31CU191.22Patch 3Savanna biome added, which villages can now generate in.
Gravel roads in villages will now have cobblestone underneath, to prevent them from collapsing into caves.
TU43CU331.36Patch 13Villages can now generate in cold taiga and ice plains biomes, constructed with spruce wood.
Villages will now generate with grass paths instead of gravel.
Villages in savanna biomes will now generate with acacia wood.
TU46CU361.38Patch 15Villages will now generate naturally in the taiga biome.
TU58CU491.60Patch 281.0.8Villages generated in the desert or the savanna biome will now replace the most sandstone/acacia wood with cobblestone.
TU60CU511.64Patch 301.0.11Villages will now naturally generate in cold taiga and snow plains biomes generating with spruce wood.
Desert villages will now no longer generate with cobblestone, including blacksmith and church buildings.
Tables in villages will now have brown carpet instead of a pressure plate.
New Nintendo 3DS Edition
0.1.0Added villages.


Issues relating to "Village" are maintained on the bug tracker. Report issues there.


  • According to Jeb, originally they wanted a system for a village to expand in population if the 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; however, the house was later changed to beds.[1]
  • Prior to Village and Pillage, the farms in villages would avoid overhanging by filling in the area below them with dirt when they spawned. When the farm overhung a ravine, this would cause a very tall rectangular dirt structure to generate.
    • As of Village and Pillage, a circular or square platform of grass or sand (depending on the terrain) will generate below the structure, which can cause surface oddities in mountainous terrain. This can be clearly seen when a village building generates over an ocean.
  • 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 generate 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 Legacy 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 rare cases, players can find very small villages containing only one house, or even just one job site building (a building with job site blocks) without any houses (building with beds), causing the village to not spawn any villagers.
    • If the opposite happens, the village will only spawn a few nitwit villagers and most of the villagers will be unemployed, due to their job site block not being present in the village.
  • Plains village are the only village with much of its architecture resembling the old villages prior to Village & Pillage.


Village and Pillage[edit]

MINECON EARTH 2018[edit]


Bedrock Edition[edit]

Odd generation[edit]