Minecraft Village

Minecraft Village

Village
Plains Small House 3.pngSavanna Small House 7.png
Desert Small House 5.pngTaiga Small House 3.png
Snowy Small House 6.png
Biomes
Consists of
Can generate in
existing chunks
No

Generation


An updated visual of a plains village

A taiga village showing distinguished design features, such as roofs made of spruce logs
Villages generate naturally in plainssavannataigasnowy tundra, and desert biomes. In Bedrock and Legacy Console editions, they also generate in snowy taigasunflower plainstaiga hills, and snowy taiga hills 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. If the meeting point does not generate in one of the above biomes, the village will default to the plains style.
The following table describes what biomes will result in what styles.
DesertPlainsSavannaTaigaSnowy
BiomeDesertPlains
Sunflower plains[BE only]
SavannaTaiga
Snowy tundra
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.
If a building or pathway generates over open air, circular or square platforms of grass or sand (depending on the terrain) will generate below the structure, which can cause surface oddities. This can be clearly seen when a village building generates over an ocean. Farms generate a few blocks of open space above them if they happen to generate inside a hill.
In Java Edition, 2% of villages generate as zombie villages; see § Zombie villages.

Mobs

Upon generation
  • Villagers (spawn in regular villages only)
  • Iron Golems (one spawns near a village meeting point)
  • Zombie Villagers (spawn in zombie villages only)
  • Horses (spawn in regular villages)
  • Pigs (spawn in regular villages)
  • Cows (spawn in regular villages)
  • Sheep (spawn in regular villages)
Periodically
During events

Events

Raids

A player who kills an illager captain receives the Bad Omen status effect for 100 minutes. Like other status effects, Bad Omen can also be cleared by dying or drinking milk. Entering a village boundary while the effect is active triggers a raid, in which groups of illagers spawn and attack the village.

Zombie sieges

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 has at least 20 valid beds.

Structure


A snowy tundra village.

Loft houses, observed in the Village and Pillage update

Buildings

The number of buildings making up a village can vary, and not every village consists of all buildings at once. Apart from the meeting point, which is unique and systematic, the number of buildings of each type is randomly generated and increased in superflat worlds. The number of lamp posts and decorative structures (hay bales, melon patch, pumpkin patch, snow and ice patches) 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.
Structures are chosen randomly from a pool of possible buildings. No one building has a greater chance to appear than another.
Architecture style, and blocks making up the village structures, vary according to village type. Not every building can generate in a single village, although some blocks can be found in any village, such as job site blocks and food items.
In Bedrock Edition buildings have different probabilities of generating, depending on village type; for example, a weaponsmith shop is more likely to appear in a Taiga village than other villages.

Paths

Villages generate paths between the buildings, and extending outside of the village. 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 replace only grass blocks (with air above), waterlavasandsandstone, and red sandstone; all other blocks are ignored and the blocks underneath are considered for replacement instead.
In plains, savanna, taiga, and snowy villages, paths are comprised of grass paths and grass. Savanna villages will also generate farmland and crops in some paths. Grass paths that generate over water will be replaced by the village style's planks type. Desert villages generate with smooth sandstone paths.

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

Loot


Typical blacksmith loot
Each village armorer chest contains 1–5 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Bread1–4483.75080.6%1.2
Iron Ingot1–3281.50054.2%1.8
Emerald1180.37531.8%3.1
Iron Helmet1180.37531.8%3.1
Each village butcher chest contains 1–5 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Raw Beef1–36281.28648.6%2.1
Raw Mutton1–36281.28648.6%2.1
Raw Porkchop1–36281.28648.6%2.1
Wheat1–36281.28648.6%2.1
Coal1–33280.64327.9%3.6
Emerald11280.10710.2%9.8
Each village cartographer chest contains 1–5 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Paper1–515502.70061.2%1.6
Bread1–415502.25061.2%1.6
Empty Map1–310501.20046.2%2.2
Stick1–25500.45026.3%3.8
Compass15500.30026.3%3.8
In Bedrock Edition each village cartographer chest contains 1–5 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Paper1–515502.70061.2%1.6
Bread1–415502.25061.2%1.6
Map[note 1]1–310501.20046.2%2.2
Oak Sapling1–25500.45026.3%3.8
Compass15500.30026.3%3.8
  1. Jump up 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 SizeWeight# ItemsChance# Chests
Wheat Seeds1–33111.63657.5%1.7
Coal1–32111.09143.0%2.3
Raw Cod1–32111.09143.0%2.3
Barrel1–31110.54524.2%4.1
Raw Salmon1–31110.54524.2%4.1
Water Bucket1–31110.54524.2%4.1
Emerald11110.27324.2%4.1
Each village fletcher chest contains 1–5 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Feather1–36231.56555.8%1.8
Flint1–36231.56555.8%1.8
Stick1–36231.56555.8%1.8
Arrow1–32230.52223.3%4.3
Egg1–32230.52223.3%4.3
Emerald11230.13012.3%8.1
Each village mason chest contains 1–5 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Bread1–44132.30862.2%1.6
Stone12130.46237.7%2.7
Stone Bricks12130.46237.7%2.7
Clay1–31130.46220.8%4.8
Emerald11130.23120.8%4.8
Flower Pot11130.23120.8%4.8
Smooth Stone11130.23120.8%4.8
Yellow Dye11130.23120.8%4.8
Each village shepherd chest contains 1–5 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
White Wool1–86233.52255.8%1.8
Wheat1–66232.73955.8%1.8
Black Wool1–33230.78333.0%3.0
Brown Wool1–32230.52223.3%4.3
Gray Wool1–32230.52223.3%4.3
Light Gray Wool1–32230.52223.3%4.3
Emerald11230.13012.3%8.1
Shears11230.13012.3%8.1
Each village tannery chest contains 1–5 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Bread1–45162.34462.8%1.6
Leather Cap12160.37531.8%3.1
Leather Tunic12160.37531.8%3.1
Leather Pants12160.37531.8%3.1
Leather Boots12160.37531.8%3.1
Emerald1–41160.46917.3%5.8
Leather1–31160.37517.3%5.8
Saddle11160.18817.3%5.8
Each village temple chest contains 3–8 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Bread1–47195.06689.3%1.1
Rotten Flesh1–47195.06689.3%1.1
Redstone Dust1–42191.44744.8%2.2
Emerald1–41190.72425.4%3.9
Lapis Lazuli1–41190.72425.4%3.9
Gold Ingot1–41190.72425.4%3.9
Each village toolsmith chest contains 3–8 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Stick1–320534.15190.0%1.1
Bread1–315533.11381.2%1.2
Iron Ingot1–55531.55741.2%2.4
Iron Pickaxe15530.51941.2%2.4
Iron Shovel15530.51941.2%2.4
Coal1–31530.2089.9%10.1
Gold Ingot1–31530.2089.9%10.1
Diamond1–31530.2089.9%10.1
Each village weaponsmith chest contains 3–8 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Apple1–315941.75559.8%1.7
Bread1–315941.75559.8%1.7
Iron Ingot1–510941.75545.1%2.2
Oak Sapling3–75941.46325.6%3.9
Obsidian3–75941.46325.6%3.9
Gold Ingot1–35940.58525.6%3.9
Iron Pickaxe15940.29325.6%3.9
Iron Sword15940.29325.6%3.9
Iron Helmet15940.29325.6%3.9
Iron Chestplate15940.29325.6%3.9
Iron Leggings15940.29325.6%3.9
Iron Boots15940.29325.6%3.9
Diamond1–33940.35116.2%6.2
Saddle13940.17616.2%6.2
Iron Horse Armor11940.0595.7%17.6
Golden Horse Armor11940.0595.7%17.6
Diamond Horse Armor11940.0595.7%17.6
Each village desert house chest contains 3–8 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Wheat1–710366.11180.6%1.2
Bread1–410363.81980.6%1.2
Cactus1–410363.81980.6%1.2
Dead Bush1–32360.61126.6%3.8
Emerald1–31360.30614.3%7.0
Book11360.15314.3%7.0
Clay11360.15314.3%7.0
Green Dye11360.15314.3%7.0
Each village plains house chest contains 3–8 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Potato1–710435.11674.2%1.3
Apple1–510433.83774.2%1.3
Bread1–410433.19874.2%1.3
Oak Sapling1–25430.95948.2%2.1
Emerald1–42430.64022.8%4.4
Dandelion12430.25622.8%4.4
Gold Nugget1–31430.25612.1%8.3
Book11430.12812.1%8.3
Feather11430.12812.1%8.3
Poppy11430.12812.1%8.3
Each village savanna house chest contains 3–8 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Wheat Seeds1–510463.58771.7%1.4
Bread1–410462.98971.7%1.4
Acacia Sapling1–210461.79371.7%1.4
Grass15460.59845.9%2.2
Tall Grass15460.59845.9%2.2
Emerald1–42460.59821.5%4.7
Gold Nugget1–31460.23911.3%8.8
Torch1–21460.17911.3%8.8
Bucket11460.12011.3%8.8
Saddle11460.12011.3%8.8
Each village snowy house chest contains 3–8 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Potato1–710534.15166.3%1.5
Snowball1–710534.15166.3%1.5
Beetroot Seeds1–510533.11366.3%1.5
Bread1–410532.59466.3%1.5
Coal1–45531.29741.2%2.4
Snow Block14530.41534.5%2.9
Emerald1–41530.2599.9%10.1
Beetroot Soup11530.1049.9%10.1
Blue Ice11530.1049.9%10.1
Furnace11530.1049.9%10.1
Each village taiga house chest contains 3–8 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Potato1–710544.07465.6%1.5
Spruce Log1–510543.05665.6%1.5
Bread1–410542.54665.6%1.5
Sweet Berries1–75542.03740.6%2.5
Pumpkin Seeds1–55541.52840.6%2.5
Spruce Sapling1–55541.52840.6%2.5
Emerald1–42540.50918.6%5.4
Fern12540.20418.6%5.4
Large Fern12540.20418.6%5.4
Iron Nugget1–51540.3069.7%10.3
Pumpkin Pie11540.1029.7%10.3
Spruce Sign11540.1029.7%10.3
In Bedrock Edition each village taiga house chest contains 3–8 item stacks, with the following distribution:
Stack SizeWeight# ItemsChance# Chests
Potato1–710494.49069.3%1.4
Spruce Log1–510493.36769.3%1.4
Bread1–410492.80669.3%1.4
Pumpkin Seeds1–55491.68443.7%2.3
Spruce Sapling1–55491.68443.7%2.3
Emerald1–42490.56120.3%4.9
Fern12490.22420.3%4.9
Large Fern12490.22420.3%4.9
Iron Nugget1–51490.33710.7%9.4
Oak Sign11490.11210.7%9.4
Pumpkin Pie11490.11210.7%9.4

Zombie villages


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 do not despawn but have no special resistance to sunlight. In zombie villages, some wood and cobblestone are replaced by cobwebs and mossy cobblestone, respectively. All glass panes are also replaced by brown stained glass panes.

Mechanics

A village always consists of at least one acceptable bed and one villager. Rarely, a village structure can generate without buildings with beds, thus not qualifying as a village. Upon creation, a village center is defined as a bed claimed by the first villager, or the gathering site block (a bell), and the village's size is the greater of 32 blocks or the distance to the furthest bed from the center. Any villager, village golem, siege-spawned zombie, or raid-spawned illagers will pathfind 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. In Bedrock Edition, a "valid bed" is a bed unobstructed by other blocks so that it can be used for sleeping.
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 mate and breed until the population is above the minimum.

Gathering site

Villages have gathering sites where villagers may mingle. A gathering site is defined as a bell located within the village boundary. A wandering trader may spawn at a gathering site, accompanied by trader llamas.‌[Bedrock Edition only]

Job site blocks

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

Popularity

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
ActionPopularity 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
When a player acts directly on a villager, particles around that villager indicate the change in popularity. 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 high popularity in one village and a low one in another. Additionally, 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. Golems constructed by the player, however, are always passive toward the player.

History

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 now hold chests with loot.
1.2.112w07aVillagers 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 now spawn iron golems to defend them.
1.3.112w21aDesert villages are now made of sandstone instead of wood and cobblestone.
1.4.212w32aVillages 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 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 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 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 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.
16w21aBlacksmiths now generate with cobblestone in all biomes, rather than acacia logs in savannas and sandstone in deserts.
pre1Zombie 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.
1.1418w47aAdded raids, in which groups of illagers 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 tundra zombie villages.
19w08aVillages 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 gravelwooden 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 now replace gravel paths in villages.
0.12.1build 1Larger villages now spawn iron golems to defend them.
build 8Farms 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 now have a 2% chance of generating 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.
0.16.2Chests can now generate inside large houses in ice plains and cold taiga villages containing farming supplies.
Bedrock Edition
1.8.0beta 1.8.0.8Cats now spawn in villages.
1.10.0beta 1.10.0.3Updated the look of plainsdesertsavannataigasnowy 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.
Removed zombie villages.[verify]
1.11.0beta 1.11.0.1Villages 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 1.11.0.3Players with bad omen now trigger a raid when in villages.
Upcoming Bedrock Edition
1.13.0beta 1.13.0.9Re-added zombie villages.
Legacy Console Edition
TU5CU11.0Patch 11.0.1Added villages.
TU9Blacksmith buildings in villages 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 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 now generate with grass paths instead of gravel.
Villages in savanna biomes now generate with acacia wood.
TU46CU361.38Patch 15Villages now generate naturally in the taiga biome.
TU58CU491.60Patch 281.0.8Villages generated in the desert or the savanna biome now replace the most sandstone/acacia wood with cobblestone.
TU60CU511.64Patch 301.0.11Villages now generate naturally in cold taiga and snow plains biomes generating with spruce wood.
Desert villages no longer generate with cobblestone, including blacksmith and church buildings.
Tables in villages now have brown carpet instead of a pressure plate.
New Nintendo 3DS Edition
0.1.0Added villages.

Issues

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

Trivia

  • 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 a farm overhangs a ravine, a tall rectangular dirt structure generates underneath. Buildings would fill the area below them with cobblestone, often resulting in the same behavior.
  • Occasionally, surface ravines 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.
  • The plains village is the only type of village with much of its architecture resembling its old counterpart prior to Village & Pillage.

Gallery

MINECON Earth 2018

Before Village and Pillage

Bedrock Edition

Odd generation

Before Village and Pillage

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