{{about|the mob in Minecraft|the villagers before [[Village & Pillage]]|Villager (old)|1}}
{{Infobox entity
| group1 = Plains
| 1-1 = Plains Villager Base.png
| group1size = x272px
| group2 = Desert
| 2-1 = Desert Villager Base.png
| group2size = x272px
| group3 = Savanna
| 3-1 = Savanna Villager Base.png
| group3size = x272px
| group4 = Taiga
| 4-1 = Taiga Villager Base.png
| group4size = x272px
| group5 = Snowy
| 5-1 = Snowy Villager Base.png
| group5size = x272px
| group6 = Jungle
| 6-1 = Jungle Villager Base.png
| group6size = x272px
| group7 = Swamp
| 7-1 = Swamp Villager Base.png
| group7size = x272px
| group8 = Plains (Baby)
| group8size = x136px
| 8-1 = Plains Villager Base.png
| 8-1caption = {{JE}}
| 8-2 = Plains Baby Villager BE.png
| 8-2caption = {{BE}}
| extratext = View [[#Gallery|all renders]]
| invimage = Villager Spawn Egg
| health = {{hp|20}}
| behavior = PassiveCan unintentionally hurt the player with a [[firework rocket]] after a [[raid]] is defeated.
| damage = Damage decreases with distance: {{ItemLink|Firework Rocket}}:
Easy: {{hp|5}}
Normal: {{hp|8}}
Hard: {{hp|12}}
| size = '''{{IN|Java}}:'''
'''Adult:'''
Height: 1.95 blocks
Width: 0.6 blocks
'''Baby:'''
Height: 0.975 blocks
Width: 0.3 blocks
'''{{IN|Bedrock}}:'''
'''Adult:'''
Height: 1.9 blocks
Width: 0.6 blocks
'''Baby:'''
Height: 0.95 blocks
Width: 0.3 blocks
| speed = 0.5
| spawn = *{{EnvLink|Village}}
*{{EnvLink|Igloo}} basement
* When a zombie villager is cured
* Upon successful breeding
| mobtype = NPCCategorized as an NPC in the game code.
}}
'''Villagers''' are [[passive mob]]s that inhabit [[village]]s, work at their professions, [[breed]], and interact with each other. Their outfit varies according to their occupation and [[biome]]. A [[player]] can [[trade]] with them using [[emerald]]s as currency.
== Spawning ==
=== Natural generation ===
Villagers can be found in [[village]]s, which spawn in several [[biome]]s such as [[plains]], [[snowy plains]], [[savanna]]s, [[desert]]s, [[taiga]]s, and [[snowy taiga]]s{{only|bedrock}} and can cut into other biomes such as [[swamp]]s and [[jungle]]s. When the [[village]] is generated, unemployed villagers spawn in them, the number of which depends on the buildings in that village, as some buildings generate villagers inside and some do not.
Each villager spawns with an empty [[#Picking up items|inventory]]. Villagers never spawn with [[armor]] or other equipment. {{IN|JE}} a [[dispenser]] can be used to equip armor on a villager.
[[Igloo]] basements always generate with one villager in the left cell and one [[zombie villager]] in the right cell. {{IN|je}}, the villager and zombie villager are both clerics, while {{in|bedrock}}, they have random professions. {{IN|java}}, the cleric villager can change into a leatherworker since the basement generates with a [[cauldron]], which is closer than the [[brewing stand]] to the villager.
=== Curing ===
{{see also|Zombie Villager#Curing}}
Giving a [[zombie villager]] the [[Weakness]] effect and then feeding it a [[golden apple]] starts the curing process. After five minutes, it transforms into a villager, displaying purple [[Nausea]] status effect particles for 10 seconds after being cured. The villager retains the profession it had as a [[zombie]], if it had one before turning into a zombie villager. {{IN|bedrock}}, if the zombie villager is player spawned, it adopts a randomly chosen profession. The villager can also be a nitwit, meaning it cannot work once cured. If employed, the cured villager offers discounts on most of its trades.
Curing a [[zombie villager]] riding a [[chicken]] results in the villager riding a chicken. Eventually, the villager grows up and gains a profession while still being on the chicken. Curing a [[zombie villager]] with [[armor]] and [[item]]s causes it to drop them as items.
== Drops ==
A villager, either adult or baby, does not ordinarily drop any [[item]]s or [[experience]] when killed. However, when a [[player]] holds an [[emerald]] or other item a villager is willing to [[trade]] for, the item it offers in trade appears in its hands, alternating between items if there are multiple items the villager wants to trade.
Villagers raise their arms when showing trade items.{{only|bedrock}}
Upon successful trading, a villager drops {{xp|3|6}}.
Upon successful trading, while willing to [[breed]], {{xp|8|11}} is dropped.
=== Hero of the Village ===
{{Main|Hero of the Village}}
{{IN|java}} A villager can drop various items, depending on its profession, by throwing a gift toward a nearby player with the [[Hero of the Village]] effect. The gift is randomly selected from a list of items for the villager's individual profession, and there is a random cooldown before the villager can throw another gift.
== Behavior ==
=== Movement patterns ===
==== Socializing ====
Nitwit and unemployed villagers leave their homes at day and begin to explore the village. Generally, they wander inside the village during the day. They may go indoors or outdoors, periodically making mumbling sounds. Occasionally, two villagers may stop and turn to look at each other, in a behavior called socializing, during which they stare at another villager for 4–5 seconds at a time. They continuously stare at a nearby player unless the villager is trying to get into a house at night, farm food, work, or flee from a zombie or illager. Baby villagers may jump on beds and play tag with each other, similarly to how baby [[piglin]]s and baby [[hoglin]]s play tag.
{{IN|bedrock}}, baby villagers do not stop in order to stare at players, and thus continue moving as if the player is not there.
A villager tries not to travel far from its bed in a large village unless the job site or the nearest gossip site ([[bell]]) is far away.
Villagers emit green [[particles]] if they join a village, set a bed, or acquire a job site/profession.
Villagers run inside at night or during rain, closing doors behind them. They attempt to sleep at night, but if they cannot claim a bed, they stay indoors near a bed until morning. In the morning, they head outside and resume normal behavior. However, some villagers, such as nitwits, stay outside later than others unless being chased by an [[illager]] or [[zombie]].
==== Migration ====
If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it quickly moves back within the boundary. A villager taken more than 32 blocks away from its village boundary forgets the village within about 6 seconds. Whether in a village or not, a villager never [[despawn]]s.
==== Pathfinding ====
Villagers, like most other mobs, can find paths around obstructions, avoid walking off cliffs of heights greater than 3 blocks, and avoid some blocks that cause harm. However, in crowded situations, one villager can push another off a cliff or into harm's way.
Villagers can open all wooden doors and find paths to blocks of interest behind the doors. However, they cannot open any trapdoors, fence gates, or iron doors. Villagers can climb [[ladders]], but do not recognize them as paths and do not deliberately use them. Any climbing of ladders seems to be a side effect of them being pushed into the block by another mob (usually by other villagers).
==== Stranded villagers ====
Climbing a ladder can leave a villager stranded on the second floor and roof of some village structures, as they lack the necessary AI to intentionally ''descend'' ladders.{{Verify}} A simple fix for these situations is for the player to manually push the villager back toward the ladder hole. Then the player can place a [[wooden trapdoor]] at the top, to stop the villager from ever getting up there again. However, the villager can still get stuck on the ladder underneath the trapdoor. Another solution is to break the first ladder touching the ground, completely preventing the villager from climbing the ladder. However, this means the player has to jump up one block to use the ladder.
==== Getting attacked ====
Villagers flee from [[zombie]]s, [[zombie villager]]s, [[husk]]s, [[drowned]], [[zombified piglin]]s (even though they don't attack villagers){{only|bedrock}}, [[zoglin]]s, [[vindicator]]s, [[pillager]]s (even if their crossbow has been broken), [[ravager]]s, and [[vex]]es within 8 blocks, and [[evoker]]s and [[illusioner]]s within 12 blocks. Like other passive mobs, villagers sprint away when attacked. Villagers do not run away from [[skeleton]]s (and their variants), [[spider]]s, or [[cave spider]]s since these [[hostile mob]]s are passive toward villagers.
==== Preferred path ====
{{Exclusive|Bedrock|section=1}}
When [[pathfinding]], villagers prefer to stay on low cost blocks, such as [[dirt path]]s, [[cobblestone]], [[bricks]], and [[planks]]. They do this by trying to minimize the '''path cost''' of all of the blocks they walk across. They also avoid jumping, because it has a high path cost, but babies don't avoid it as much.
major_positive
, ''b'' is the value of minor_positive
, ''c'' is the value of trading
, ''d'' is the value of minor_negative
, ''e'' is the value of major_negative
, and ''p'' is the value of PriceMultiplier
.
An [[iron golem]] that was not built by a player becomes hostile toward all players whose reputation with any nearby villager is -100 or lower. The golem checks all villagers inside a box centered on the golem and extending 10 blocks in every horizontal direction and 8 blocks in both vertical directions.
Players can set villagers on fire using flint and steel or lava without affecting gossips. The same is true for TNT activated by redstone or a dispenser. However, TNT ignited directly by a player (using flint and steel, fire charges or flaming arrows) ''does'' generate gossip for damaged or killed villagers, because the TNT's damage is attributed to the player.
=== Picking up items ===
Each villager has eight hidden inventory slots, which are initially empty when the villager is spawned. A villager can fill its inventory slots with items it picks up.
The villager does not intentionally seek out items to pick up,{{info needed|Bedrock villagers don't seek out items, but if Java villagers pathfind to items, then this needs expansion on pathfinding range}} but does collect any [[bread]], [[carrot]]s, [[potato]]es, [[wheat]], [[wheat seeds]], [[beetroot]], [[beetroot seeds]], [[torchflower seeds]], [[pitcher pod]]s, and [[bone meal]] within range.{{info needed|How far can villagers reach items?}} The listed items are the only items villagers can pick up, although the {{cmd|item}} replace command can put any arbitrary item into a villager's inventory. Bone meal can be picked up only by a farmer villager. {{IN|Bedrock}} only farmers can pick up seeds and wheat.
If a player and a villager are in the pickup range of an item at the same time, the player always picks it up first. If several villagers are next to an item, the same one picks up the item every time. This behavior prevents villagers from effectively sharing food (and thus breeding) in a small space.
When killed or converted to a zombie villager, any inventory item of the villager is lost, even when {{cmd|/gamerule keepInventory}} is set to true
.
If {{cmd|/gamerule mobGriefing}} is false
, villagers cannot pick up items, and farmer villagers cannot plant or harvest crops.
Like other mobs, villagers have four slots for worn [[armor]], separate from their inventory slots. An adjacent dispenser can equip armor, [[elytra]], [[mob head]]s or [[carved pumpkin]]s to a villager{{only|java}}{{bug|MCPE-109608|"Villagers cannot be equipped with anything by a dispenser, but that would be a separate issue and a feature request rather than a bug."|Cannot dispense armor or mob heads onto villagers or zombies|Cannot Reproduce}}, but the armor is not rendered (except for carved pumpkins and mob heads). The equipment functions as normal; for example, a villager wearing an armor piece enchanted with [[Thorns]] can inflict Thorns damage to attackers, and a villager wearing [[Frost Walker]] [[boots]] is able to create [[frosted ice]]. If a villager is converted into a zombie villager, the armor it was wearing is dropped, though it may be able to pick it up and equip it again. A villager with thorns 3 deals more damage to zombies that attacked the villager than the villager takes damage.
=== Sharing food ===
[[File:Villager Sharing Food MCPE 1.14.60.png|thumb|right|Villagers sharing carrots.]]
{{IN|Java}}, villagers collect bread, carrots, potatoes, beetroots, wheat seeds, beetroot seeds, and wheat. If a villager has at least 24 of these items, it gives the extra amount to a villager with 4 or fewer of each these food items. That other villager can also do this until all villagers have shared all items they could (for example, on a group of three villagers one receives 60 bread, then it shares 36 to another villager to keep 24{{Bug|MC-181525}}, and that same villager then shares 12 to the third villager).
In the case of wheat, villagers have a distinct behavior. They do the same as other crops, but if a villager has at least 32 wheat, it tries to give half of it to another villager, making both have 16 wheat.
If a villager has 8 full {{Info needed|Full? Meaning stackable every item is stacked to 64?}} stacks of any kind of food or seeds and then tries to share with another villager, it leaves at least 24 items in each stack. Thus it can never empty inventory slots to pick up other items, unless it uses the items when trying to breed or when farming if it is a farmer villager.{{Bug|MC-178019}}[https://www.reddit.com/r/technicalminecraft/comments/lozawc/villager_food_sharing_java_116/ Villager food sharing (java 1.16)] - Only the last part and the bugs are relevant A bait villager can be used in a farm taking advantage of this mechanic to have a farmer villager collect and deposit crops.
{{IN|Bedrock}}, if a villager has enough food in one inventory stack (6 bread or 24 carrots, potatoes, beetroots, or 18 wheat for farmers only) and sees a villager without enough food in one inventory stack (3 bread, 12 carrots, 12 potatoes, or 12 beetroots for non-farmers; 15 bread, 60 carrots, 60 potatoes, or 60 beetroots, or 45 wheat for farmers), the villager may decide to share food with that villager.
To share, a villager finds its first inventory stack with at least 4 bread, carrots, potatoes, or beetroot or with at least 6 wheat, and then throws half the stack (rounded down) in the direction of the target villager. When wheat is shared, it is first crafted to bread, which may result in 1 or 2 less than half the stack being shared.
=== Farming ===
[[File:Villagerpickingup.gif|thumb|Farmer villager picking and planting carrots.]]
{{IN|Java}}, during the "work" portion of their schedule, farmers tend nearby crops.
* Farmers sometimes move to random [[farmland]] blocks they detect within ±4 on the X and Z axes and ±2 on the Y axis, rather than going to their jobsite.
* If there are fully-grown crop blocks or air above farmland within ±1 of the villager on each axis, the farmer spends 10 seconds tending them (not counting time spend walking to the next block), one per second. The block is harvested if necessary and (re-)planted if the farmer has any seeds.
** If {{cmd|/gamerule mobGriefing}} is false
, villagers cannot farm.
** Harvesting is done regardless of the villager's current inventory, even if they lack space to pick up the results.
** Planting is done as from the first eligible inventory slot.
* If there is at least one non-fully-grown crop block within ±1 of the farmer on each axis, the farmer has [[bone meal]], and it has been at least 8 seconds since the farmer last did some fertilization, then the farmer fertilizes up to four crop blocks (one every two seconds).
* When the farmer works at their composter, it composts excess wheat and beetroot seeds, and extracts bone meal if it is full. Up to 20 seeds are composted in one work session, but at least 10 of each type of seed are first kept. Inventory slots are checked in reverse order.
{{IN|Bedrock}}, farmers tend crops within the village boundary. Villagers far enough outside the boundary of ''any'' village also tend nearby crops. Farmland to be tended is found by seeking for certain blocks up to 9 blocks away from the villager in the X and Z coordinates and up to 1 away in the Y coordinate (a 19×19×3 volume total).
* If a farmer villager does not have enough food in one stack in its inventory (15 bread, 60 carrots, 60 potatoes, 60 beetroots, or 45 wheat) and finds fully-grown wheat, carrots, potatoes, or beetroot, the villager moves to the crop block and harvests it.
* If a farmer villager has any seeds, carrots, potatoes, or beetroot seeds in its inventory and finds an air block above farmland, the villager moves to it and plants a crop. They always plant from the first eligible slot in their inventory.
* Farmer villagers use and pick up [[bone meal]]. They also fill their [[composter]] with [[seeds]].
* Farmer villagers start farming only if a crop is planted on farmland previously.
* Farmer villagers continue to plant on the farmland even if all crops are destroyed.
For both editions,
* Farmer villagers ''cannot'' turn [[dirt]], [[grass block]]s, or [[dirt path]]s into farmland, nor they pick up any hoes to till the blocks.
* If a hoe is placed into a farmer villager's mainhand or offhand via commands, they still cannot till any blocks.
* Farmer villagers often share their crops and food with other villagers if they have any extras.
=== Breeding ===
{{for|tutorials on breeding mechanics|Tutorials/Village mechanics#Breeding and population cap|Tutorials/Legacy Console village mechanics}}
Adult villagers breed depending on the time of the day and need to be willing to spawn {{section link||Baby villagers}}, who require [[bed]]s with at least two empty blocks above their heads. Job sites are not required for villagers to breed.
Breeding depends on the number of valid beds. If a villager is "willing" (see {{slink||Willingness}} below), villagers breed as long as there are unclaimed beds available within the limits of the village. All baby villagers are initially unemployed.
{{IN|java}}, two villagers nearby one another periodically enter mating mode if both have enough food and are not on cooldown. Breeding fails (with anger particles displayed) if no unclaimed bed can be reached via pathfinding within a 48-block radius. The appearance of the child is randomly determined by either the biome type of the parents or by the biome where the breeding occurred.
{{IN|bedrock}}, a census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village are counted as part of the population to determine if continued villager mating is allowed. However, any villager within the horizontal boundary of the village and the ''spherical'' boundary of the village attempts to enter mating mode as long as there is at least one villager within the boundary. If two villagers simultaneously enter mating mode while they are close to one another, they breed and produce a child. The [[#Appearance|appearance]] is determined by the biome where the breeding occurs {{in|bedrock}}.{{ytl|AnOeYZi4fgc|t=48m33s}}
[[File:VillagerInLove.png|thumb|right|Two villagers breeding.]]
==== Willingness ====
Villagers must be willing to breed. Willingness is determined by the amount of food items a villager has. Becoming willing consumes the villager's food stock; therefore, after mating, villagers cease to be willing for 5 minutes, at which point they must gather a sufficient stock of food items to breed again.
Villagers must have enough beds within village bounds for baby villagers to spawn. The villager must be able to path-find to the bed from its current position. (Note that mobs view certain blocks, such as slabs, trapdoors, etc., as full blocks for pathfinding, so putting these types of blocks above a bed invalidates the bed.)
Villagers can become willing by having either 3 [[bread]], 12 [[carrot]]s, 12 [[potato]]es, or 12 [[beetroot]]s in one slot in their inventory. Any villager with an excess of food (usually farmers) throws food to other villagers, allowing them to pick it up and obtain enough food to become willing. The player can also throw bread, carrots, beetroots, or potatoes at the villagers themselves to encourage breeding. Villagers consume the required food upon becoming willing. If {{cmd|gamerule mobGriefing}} is false
, villagers don't pick up food or break crops.
[[File:Baby Villagers in Java Edition.png|thumb|Some baby villagers in ''Java Edition''. Their heads are smaller than ''Bedrock Edition'' or ''Minecraft Education'' baby villagers.]]
=== Baby villagers ===
Baby villagers sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at other villagers, the player{{only|java}}, or an [[iron golem]]. If the iron golem is holding out a [[poppy]], a child may cautiously take the flower from its hands. Baby villagers tend to group and chase one another around the village as if playing tag. They also jump on beds.
[[Illager]]s (except "Johnny" [[vindicator]]s {{in|BE}}) ignore baby villagers until they reach adulthood.
Baby villagers give gifts of [[poppies]] or [[wheat seeds]] to players who have the {{EffectLink|Hero of the Village}} effect {{in|java}}.
Baby villagers {{in|Bedrock|education}} have a slightly bigger head than {{in|Java}}; this also can be seen in other baby mobs in the game as well. ''Java Edition'' baby villagers look like tiny normal villagers.{{bug|MC-180893|||Invalid}}
Baby villagers can fit through 1×1 block gaps.
A baby villager becomes an adult 20 minutes after birth, even when in a boat or a minecart. Baby villagers with no AI do not grow up.
=== Lightning ===
[[File:Villager becoming Witch.gif|thumb|upright|A villager gets struck by lightning.]]
When [[lightning]] strikes within 3–4 blocks of a villager, the villager is replaced by a [[witch]] that can't despawn. Even a baby villager that is struck by lightning is turned into a two-block-tall witch.
Iron golems also attack any villagers that turn into witches.
=== Iron golem summoning ===
{{main|Iron Golem#Villages}}
{{IN|java}}, villagers can summon an [[iron golem]] to protect themselves from hostile mobs. This requires either 3 [[#Panicking|panicking]] villagers or 5 [[#Gossiping|gossiping]] villagers. If they don't find an iron golem within 16 blocks of their location for 30 seconds, another one is summoned.
{{IN|bedrock}}, villagers can summon an iron golem if there are more than 10 villagers per existing golem, the village has at least 20 beds, and 75% of these villagers must have worked in the past day.
=== Panicking ===
[[File:Panicked Villager.gif|thumb|upright|A villager panicking.]]
Villagers sometimes panic during a [[raid]] or a [[zombie siege]] by emitting water particles and shaking.
In ''Java Edition'', villagers panic if they see a mob that is hostile toward villagers, like a zombie, zombie villager, husk, drowned, zoglin, illager, vex, wither, or ravager and flee frantically from them, sometimes hiding in houses. In ''Bedrock Edition'', villagers panic by running around in circles around a bed in a village house, such as when a raid happens or when the player rings the village bell. ''Java Edition'' villagers in panic are more likely to summon iron golems. To see these mobs, the villager must have an unobstructed line of sight to it (eye-level to eye-level), and be within a certain range (spherical distance between feet center bottom-most point of the villager and hostile mob):
{| class="wikitable"
!Mob
!Panic radius
|-
|Zombie, husk, drowned, zombie villager, vex
|8
|-
|Vindicator, zoglin
|10
|-
|Evoker, illusioner, ravager
|12
|-
|Pillager
|15
|}
=== Zombies ===
{{main|Siege|Zombie}}
Zombies, zombie villagers, husks, and drowned seek out and attack villagers within a 35– to 52.5–block radius (depending on [[regional difficulty]]){{only|java}} or a 16-block radius{{only|bedrock}} (even when the villager is invisible). Zombies attempt to break down [[door]]s, but only a fraction of zombies can do so and can succeed only when difficulty is set to hard. Zombies who cannot break doors tend to crowd around a door that separates them from a villager. If a zombie or a drowned comes across a set of doors with one open, it usually tries to go through the closed door.
Both zombies and drowned either kill villagers or convert them to [[zombie villager]]s. The chance of the villager becoming a zombie villager upon death is 0% on Easy, 50% on Normal, and 100% on Hard. Baby villagers can be infected by [[zombie]]s as well. Drowned are able to convert villagers to zombie villagers, even when attacking with a [[trident]] from a distance.
=== Raids ===
{{main|Raid}}
During a [[raid]], villagers flee from [[illager]]s and run to the nearest [[Village house|house]], similar to a [[zombie siege]]. For a villager to hide, the house must have a door and at least one bed.
Before the first raid wave {{in|java}}, at least one villager rushes to ring the bell in the center of the village (if they are close enough) to warn the other villagers of an incoming raid before going into their house. {{IN|Bedrock}}, the bell rings automatically regardless of whether a villager is nearby. {{IN|java}}, when a bell is rung, all illagers within 48 blocks get the [[glowing]] effect for 3 seconds.
A villager often stays in the house it first entered, but may exit the house occasionally. The [[player]] can still trade with villagers during a [[raid]].
On random occasions, the villager displays water [[particles]] as if sweating.
==== Hero of the Village ====
{{Main|Hero of the Village}}
{{IN|Java}}, once the player gains the [[Hero of the Village]] status after defeating a raid, villagers give them a discount for their trades and throw them gifts related to their profession.
=== Staring ===
[[File:An Army of Villagers Staring!.png|alt=A lot of villagers staring at the player.|thumb|A lot of villagers staring at the player.]]
Villagers stare at any player that stares at them, or goes near them. This also applies for some mobs, especially [[Cat|cats]]. A villager first turns its head toward the player, then the body. Villagers can keep staring at the player unless a raid happens or a zombie comes and chases them off.
[[File:Villager Staring.png|alt=A villager staring at the player.|thumb|A villager staring at the player.]]
fire_crackle4
(the last sound), which is 0.8}}
| {{SoundLine
|sound=Drawmap1.ogg
|sound2=Drawmap2.ogg
|sound3=Drawmap3.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-cartographer}} cartographer is working
|id=block.cartography_table.use
|volume=0.8
|pitch=''varies'' Can be 1.0 or 0.92 for each sound}}
| {{SoundLine
|sound=Brewing Stand brew1.ogg
|sound2=Brewing Stand brew2.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-cleric}} cleric is working
|id=random.potion.brewed
|volume=1.0
|pitch=1.0}}
| {{SoundLine
|sound=Composter fill1.ogg
|sound2=Composter fill2.ogg
|sound3=Composter fill3.ogg
|sound4=Composter fill4.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-farmer}} farmer is working
|id=block.composter.fill
|volume=1.3
|pitch=0.8}}
| {{SoundLine
|sound=Barrel open1.ogg
|sound2=Barrel open2.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-fisherman}} fisherman is working
|id=block.barrel.open
|volume=1.0
|pitch=1.0}}
| {{SoundLine
|sound=Wood dig1.ogg
|sound2=Wood dig2.ogg
|sound3=Wood dig3.ogg
|sound4=Wood dig4.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-fletcher}} fletcher is working
|id=dig.wood
|volume=12.0
|pitch=1.0}}
| {{SoundLine
|sound=Fill water bucket1.ogg
|sound2=Fill water bucket2.ogg
|sound3=Fill water bucket3.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager}} leatherworker is working
|id=bucket.fill_water
|volume=1.0
|pitch=1.0}}
| {{SoundLine
|sound=Book thump1.ogg
|sound2=Book thump2.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-librarian}} librarian is working
|id=item.book.put
|volume=4.8
|pitch=1.0}}
| {{SoundLine
|sound=Stonecutter use1.ogg
|sound2=Stonecutter use2.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager}} mason is working
|id=block.stonecutter.use
|volume=0.7
|pitch=1.0}}
| {{SoundLine
|sound=Loom1.ogg
|sound2=Loom2.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-shepherd}} shepherd is working
|id=block.loom.use
|volume=0.75
|pitch=1.0}}
| {{SoundLine
|sound=Smithing Table1.ogg
|sound2=Smithing Table2.ogg
|sound3=Smithing Table3.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager}} toolsmith is working
|id=smithing_table.use
|volume=1.0
|pitch=1.0}}
| {{SoundLine
|sound=Grindstone use1.ogg
|sound2=Grindstone use2.ogg
|sound3=Grindstone use3.ogg
|source=block
|description=Randomly while a {{EntitySprite|villager-weaponsmith}} weaponsmith is working
|id=block.grindstone.use
|volume=0.5
| pitch = 1.0
}}
}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|generatetranslationkeys=y
|displayname=Villager
|spritetype=entity
|nameid=villager
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|generatetranslationkeys=y
|displayname=Villager (old)
|spritetype=entity
|spritename=villager-revision-1
|nameid=villager
|id=15}}
{{ID table
|displayname=Villager (new)
|spritetype=entity
|spritename=villager
|nameid=villager_v2
|id=115
|foot=1}}
=== Entity data ===
Villagers have entity data associated with them that contains various properties.
{{el|java}}:
{{main|Entity format}}
{{/ED}}
{{el|bedrock}}:
: See [[Bedrock Edition level format/Entity format]].
== Achievements ==
{{load achievements|The Haggler;Treasure Hunter;Buy Low;Master Trader;Star Trader;Overkill;Over-Overkill}}
== Advancements ==
{{load advancements|What a Deal!;Adventure;Surge Protector;Zombie Doctor;Very Very Frightening;Star Trader;Take Aim;Arbalistic;A Throwaway Joke;Over-Overkill}}
== Video ==
{{yt|5IQgjIMfQek}}
== History ==
{{for|the history of the villager before Village & Pillage|Villager (old)#History}}
{{HistoryTable
|{{HistoryLine||September 29, 2018|link={{tweet|Minecraft|1046094052414967811}}|The [[Village and Pillage]] update, which improves villagers and [[village]]s, was announced at [[MINECON Earth 2018]].}}
|{{HistoryLine|java}}
|{{HistoryLine||1.14|dev=18w50a|Added new mason profession.
|Villagers now have different skins based on [[biome]] (including [[swamp]]s and [[jungle]]s, which do not contain [[village]]s), as well as profession.
|[[File:Desert Villager Base.png|x48px]] [[File:Desert Armorer.png|x48px]] [[File:Desert Butcher.png|x48px]] [[File:Desert Cartographer.png|x48px]] [[File:Desert Cleric.png|x48px]] [[File:Desert Farmer.png|x48px]] [[File:Desert Fisherman.png|x48px]] [[File:Desert Fletcher.png|x48px]] [[File:Desert Leatherworker.png|x48px]] [[File:Desert Librarian.png|x48px]] [[File:Desert Mason.png|x48px]] [[File:Desert Nitwit.png|x48px]] [[File:Desert Shepherd.png|x48px]] [[File:Desert Toolsmith.png|x48px]] [[File:Desert Weaponsmith.png|x48px]] Added [[desert]] villagers, which all have unique textures for that biome. These villagers also spawn in [[badlands]] biomes.
|[[File:Jungle Villager Base.png|x48px]] [[File:Jungle Armorer.png|x48px]] [[File:Jungle Butcher.png|x48px]] [[File:Jungle Cartographer.png|x48px]] [[File:Jungle Cleric.png|x48px]] [[File:Jungle Farmer.png|x48px]] [[File:Jungle Fisherman.png|x48px]] [[File:Jungle Fletcher.png|x48px]] [[File:Jungle Leatherworker.png|x48px]] [[File:Jungle Librarian.png|x48px]] [[File:Jungle Mason.png|x48px]] [[File:Jungle Nitwit.png|x48px]] [[File:Jungle Shepherd.png|x48px]] [[File:Jungle Toolsmith.png|x48px]] [[File:Jungle Weaponsmith.png|x48px]] Added [[jungle]] villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|[[File:Plains Villager Base.png|x48px]] [[File:Plains Armorer.png|x48px]] [[File:Plains Butcher.png|x48px]] [[File:Plains Cartographer.png|x48px]] [[File:Plains Cleric.png|x48px]] [[File:Plains Farmer.png|x48px]] [[File:Plains Fisherman.png|x48px]] [[File:Plains Fletcher.png|x48px]] [[File:Plains Leatherworker.png|x48px]] [[File:Plains Librarian.png|x48px]] [[File:Plains Mason.png|x48px]] [[File:Plains Nitwit.png|x48px]] [[File:Plains Shepherd.png|x48px]] [[File:Plains Toolsmith.png|x48px]] [[File:Plains Weaponsmith.png|x48px]] Added [[plains]] villagers, which all have unique textures for that biome.
|[[File:Savanna Villager Base.png|x48px]] [[File:Savanna Armorer.png|x48px]] [[File:Savanna Butcher.png|x48px]] [[File:Savanna Cartographer.png|x48px]] [[File:Savanna Cleric.png|x48px]] [[File:Savanna Farmer.png|x48px]] [[File:Savanna Fisherman.png|x48px]] [[File:Savanna Fletcher.png|x48px]] [[File:Savanna Leatherworker.png|x48px]] [[File:Savanna Librarian.png|x48px]] [[File:Savanna Mason.png|x48px]] [[File:Savanna Nitwit.png|x48px]] [[File:Savanna Shepherd.png|x48px]] [[File:Savanna Toolsmith.png|x48px]] [[File:Savanna Weaponsmith.png|x48px]] Added [[savanna]] villagers, which all have unique textures for that biome.
|[[File:Snowy Villager Base.png|x48px]] [[File:Snowy Armorer.png|x48px]] [[File:Snowy Butcher.png|x48px]] [[File:Snowy Cartographer.png|x48px]] [[File:Snowy Cleric.png|x48px]] [[File:Snowy Farmer.png|x48px]] [[File:Snowy Fisherman.png|x48px]] [[File:Snowy Fletcher.png|x48px]] [[File:Snowy Leatherworker.png|x48px]] [[File:Snowy Librarian.png|x48px]] [[File:Snowy Mason.png|x48px]] [[File:Snowy Nitwit.png|x48px]] [[File:Snowy Shepherd.png|x48px]] [[File:Snowy Toolsmith.png|x48px]] [[File:Snowy Weaponsmith.png|x48px]] Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy [[biome]], including [[frozen river]]s, [[frozen ocean]]s (and their variants) and [[snowy beach]]es.
|[[File:Swamp Villager Base.png|x48px]] [[File:Swamp Armorer.png|x48px]] [[File:Swamp Butcher.png|x48px]] [[File:Swamp Cartographer.png|x48px]] [[File:Swamp Cleric.png|x48px]] [[File:Swamp Farmer.png|x48px]] [[File:Swamp Fisherman.png|x48px]] [[File:Swamp Fletcher.png|x48px]] [[File:Swamp Leatherworker.png|x48px]] [[File:Swamp Librarian.png|x48px]] [[File:Swamp Mason.png|x48px]] [[File:Swamp Nitwit.png|x48px]] [[File:Swamp Shepherd.png|x48px]] [[File:Swamp Toolsmith.png|x48px]] [[File:Swamp Weaponsmith.png|x48px]] Added [[swamp]] villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|[[File:Taiga Villager Base.png|x48px]] [[File:Taiga Armorer.png|x48px]] [[File:Taiga Butcher.png|x48px]] [[File:Taiga Cartographer.png|x48px]] [[File:Taiga Cleric.png|x48px]] [[File:Taiga Farmer.png|x48px]] [[File:Taiga Fisherman.png|x48px]] [[File:Taiga Fletcher.png|x48px]] [[File:Taiga Leatherworker.png|x48px]] [[File:Taiga Librarian.png|x48px]] [[File:Taiga Mason.png|x48px]] [[File:Taiga Nitwit.png|x48px]] [[File:Taiga Shepherd.png|x48px]] [[File:Taiga Toolsmith.png|x48px]] [[File:Taiga Weaponsmith.png|x48px]] Added [[taiga]] villagers, which all have unique textures for the biome. These villagers also spawn in [[giant tree taiga]] and [[windswept hills]] biomes.
|[[File:Desert Villager Base.png|20px]] [[File:Jungle Villager Base.png|20px]] [[File:Plains Villager Base.png|20px]] [[File:Savanna Villager Base.png|20px]] [[File:Snowy Villager Base.png|20px]] [[File:Swamp Villager Base.png|20px]] [[File:Taiga Villager Base.png|20px]] Added baby villagers to [[desert]], [[jungle]], [[plains]], [[savanna]], snowy, [[swamp]] and [[taiga]] biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|Villagers now have five tiers and show which [[trade]] tier they've unlocked, by a badge of a varying material on their suit. The first trade tier appears as a stone badge, the next iron, then gold, emerald and finally diamond.
|Villagers now run away from and get infected by [[giant]]s.}}
|{{HistoryLine|||dev=19w03a|Villagers no longer run away from nor get infected by giants.}}
|{{HistoryLine|||dev=19w11a|Added many new villager [[trade]]s, for each villager profession.
|Villager trading prices now also depend on the [[player]]'s popularity in the [[village]].
|Villagers now resupply their trades up to two times a day, if they get to work at a job site [[block]].
|The villager trading UI has been updated.
|Villagers now level up in a new way.
|Villagers now have a daily schedule. They go to work and meet up at the village bell. Each villager tries to find its own [[bed]] and job site block. Each profession has a specific [[block]] that works as a job site block for them (e.g. [[lectern]] for the librarian and [[cauldron]] for the leatherworker).
|Villagers now sleep in [[bed]]s at [[night]].
|[[Iron golem]]s now spawn when enough villagers meet.}}
|{{HistoryLine|||dev=19w13a|Villagers can now [[trade]] during [[raid]]s.
|Villagers now sweat during raids.
|Villagers now hide in houses when a [[bell]] is rung by the [[player]].
|Villagers now throw gifts to players with the different [[Hero of the Village]] status effects, with the gift item depending on their profession. Baby villagers throw [[flower|poppies]].}}
|{{HistoryLine|||dev=19w13b|The [[trading]] UI of villagers has been revamped.
|Available trades are now listed in a left sidebar, similar to {{BE}}.
|When [[player]]s have the required materials, clicking on one of the trades now put the [[item]]s into the slots automatically.}}
|{{HistoryLine|||dev=19w14a|[[File:Nitwit refusing.gif|x48px]] [[File:Villager refusing.gif|x48px]] Nitwits and unemployed villagers now bobble their head and grunt if the player tries to [[trade]] with them.}}
|{{HistoryLine|||dev=Pre-Release 1|Fletcher villagers no longer sell luck [[arrow]]s.
|100% of villager trades are now discounted when the [[player]] has the [[Hero of the Village]] effect.}}
|{{HistoryLine||1.14.3|dev=pre1|Panicking villagers now have a higher chance of spawning [[iron golem]]s.
|Farmer villagers now spend more time farming when they are working.
|Farmer villagers now always give away [[food]] even if other villagers do not need it.}}
|{{HistoryLine|||dev=pre2|Panicked villagers now have to work and sleep, so they cannot be in a state of panic all the time.
|The "last slept" and "last worked" properties for villagers are now saved properly.}}
|{{HistoryLine||1.14.4|dev=pre1|Villagers now voluntarily pick up [[item]]s.}}
|{{HistoryLine|||dev=pre2|Villagers now stock more items, so they now can trade more items before they lock their trades.
|Villagers now remember their gossip after becoming a [[zombie villager]].
|Gossip about [[player]]s who converted a zombie villager now last longer.
|Villagers can now work without also restocking at the same time.
|The performance of villager pathfinding has been improved.}}
|{{HistoryLine||1.15|dev=19w35a|Nitwit villagers no longer have a leveling gemstone in their belt.
|If a [[player]] tries to sleep in a [[bed]] that is occupied by a villager, that villager is now kicked out of the bed.}}
|{{HistoryLine||1.16|dev=20w19a|Villagers can now spawn [[iron golem]]s regardless of their profession status or latest working time.}}
|{{HistoryLine|||dev=20w22a|Villagers no longer try to work at the same workstation.
|When a workstation is placed, the most experienced nearby villager for that corresponding profession claims the workstation.
|Villagers now have to walk to and reach the workstation before they can acquire the profession/work there.
|Villagers can no longer claim workstations/professions during [[raid]]s or [[nighttime]].
|Villagers now check that their workstation is valid at all times of [[day]] as long as they are within 16 [[block]]s of their workstation.}}
|{{HistoryLine||1.16.2|dev=20w28a|Villagers now emit green [[particles]] when joining a [[village]], setting a home [[bed]], or acquiring a job site/profession to match ''[[Bedrock Edition]]''.}}
|{{HistoryLine|||dev=Pre-release 1|Villagers now lose their job sites when changing dimension.}}
|{{HistoryLine||1.17|dev=21w11a|[[File:Villager Librarian change 21w11a.gif|x48px]] The overlay texture of the librarian has been changed.}}
|{{HistoryLine|||dev=21w13a|Can now accept a filled [[cauldron]] as a valid workstation.
|Mason villagers can now sell 4 [[dripstone block]]s for an [[emerald]].}}
|{{HistoryLine||1.18|dev=21w37a|Baby villagers are no longer attacked by [[illager]]s.}}
|{{HistoryLine|||dev=21w41a|Tweaked the armorer zombie villager's and weaponsmith zombie villager's textures to remove stray villager pixels.}}
|{{HistoryLine||1.19|dev=22w17a|The model of villagers has been changed. The problem of cut-off hems on costumes for some professions has been resolved by extending the overlay model downward by two pixels. {{more info|Respective renders is required.}}}}
|{{HistoryLine||1.20|dev=23w14a|Torchflower seeds can now be picked up by farmer villagers.}}
|{{HistoryLine|||dev=23w16a|Farmer villagers can now plant [[torchflower seeds]] and [[pitcher pod]]s.}}
|{{HistoryLine||1.20.2|dev=23w31a|Villagers now give a big discount only the first time they're cured from a zombie villager. There are no longer multiple stacked discounts if a villager is zombified and cured multiple times.{{bug|MC-181190||The discount for curing a villager is multiplied if the villager is reinfected and cured again|Fixed}}
|Existing villagers with multiple curing discounts keep their lowered prices when updating to the new version.}}
|{{HistoryLine||1.20.2|exp=Villager Trade Rebalance|dev=23w31a|Librarians from different biomes now sell different Enchanted Books.
|Each village biome has one special enchantment that is available only from master librarians with full XP and players must visit all seven village biomes to get the full set of villager enchantments.
|The player must build two secret villages in biomes where villages do not generate to access their trades.
|Some enchantments have been removed from village trading and must be found in other ways.}}
|{{HistoryLine||1.20.5|exp=Villager Trade Rebalance|dev=24w03a|Villagers who buy armor now ignore durability and can buy damaged armor.}}
|{{HistoryLine|bedrock}}
|{{HistoryLine||1.10.0|dev=beta 1.10.0.3|Added nitwit and unemployed villagers.
|Added mason profession, which can be [[trade]]d with.
|Villagers now run away from the new [[ravager]].
|Added a new type of villager. Both the old (pre-[[Village & Pillage]]) and new types of villagers are able to be spawned in-game and have different [[spawn egg]]s, although they have the same name and same spawn egg texture.
|Villagers now have different skins based on [[biome]] (including [[swamp]]s and [[jungle]]s, which do not contain villages) as well as professions. However, villagers spawned in [[igloo]] basements still use their old skin.
|[[File:Desert Villager Base.png|x48px]] [[File:Desert Armorer.png|x48px]] [[File:Desert Butcher.png|x48px]] [[File:Desert Cartographer.png|x48px]] [[File:Desert Cleric.png|x48px]] [[File:Desert Farmer.png|x48px]] [[File:Desert Fisherman.png|x48px]] [[File:Desert Fletcher.png|x48px]] [[File:Desert Leatherworker.png|x48px]] [[File:Desert Librarian.png|x48px]] [[File:Desert Mason.png|x48px]] [[File:Desert Nitwit.png|x48px]] [[File:Desert Shepherd.png|x48px]] [[File:Desert Toolsmith.png|x48px]] [[File:Desert Weaponsmith.png|x48px]] Added [[desert]] villagers, which all have unique textures for that biome. These villagers also spawn [[badlands]] biomes.
|[[File:Jungle Villager Base.png|x48px]] [[File:Jungle Armorer.png|x48px]] [[File:Jungle Butcher.png|x48px]] [[File:Jungle Cartographer.png|x48px]] [[File:Jungle Cleric.png|x48px]] [[File:Jungle Farmer.png|x48px]] [[File:Jungle Fisherman.png|x48px]] [[File:Jungle Fletcher.png|x48px]] [[File:Jungle Leatherworker.png|x48px]] [[File:Jungle Librarian.png|x48px]] [[File:Jungle Mason.png|x48px]] [[File:Jungle Nitwit.png|x48px]] [[File:Jungle Shepherd.png|x48px]] [[File:Jungle Toolsmith.png|x48px]] [[File:Jungle Weaponsmith.png|x48px]] Added [[jungle]] villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|[[File:Plains Villager Base.png|x48px]] [[File:Plains Armorer.png|x48px]] [[File:Plains Butcher.png|x48px]] [[File:Plains Cartographer.png|x48px]] [[File:Plains Cleric.png|x48px]] [[File:Plains Farmer.png|x48px]] [[File:Plains Fisherman.png|x48px]] [[File:Plains Fletcher.png|x48px]] [[File:Plains Leatherworker.png|x48px]] [[File:Plains Librarian.png|x48px]] [[File:Plains Mason.png|x48px]] [[File:Plains Nitwit.png|x48px]] [[File:Plains Shepherd.png|x48px]] [[File:Plains Toolsmith.png|x48px]] [[File:Plains Weaponsmith.png|x48px]] Added [[plains]] villagers, which all have unique textures for that biome.
|[[File:Savanna Villager Base.png|x48px]] [[File:Savanna Armorer.png|x48px]] [[File:Savanna Butcher.png|x48px]] [[File:Savanna Cartographer.png|x48px]] [[File:Savanna Cleric.png|x48px]] [[File:Savanna Farmer.png|x48px]] [[File:Savanna Fisherman.png|x48px]] [[File:Savanna Fletcher.png|x48px]] [[File:Savanna Leatherworker.png|x48px]] [[File:Savanna Librarian.png|x48px]] [[File:Savanna Mason.png|x48px]] [[File:Savanna Nitwit.png|x48px]] [[File:Savanna Shepherd.png|x48px]] [[File:Savanna Toolsmith.png|x48px]] [[File:Savanna Weaponsmith.png|x48px]] Added [[savanna]] villagers, which all have unique textures for that biome.
|[[File:Snowy Villager Base.png|x48px]] [[File:Snowy Armorer.png|x48px]] [[File:Snowy Butcher.png|x48px]] [[File:Snowy Cartographer.png|x48px]] [[File:Snowy Cleric.png|x48px]] [[File:Snowy Farmer.png|x48px]] [[File:Snowy Fisherman.png|x48px]] [[File:Snowy Fletcher.png|x48px]] [[File:Snowy Leatherworker.png|x48px]] [[File:Snowy Librarian.png|x48px]] [[File:Snowy Mason.png|x48px]] [[File:Snowy Nitwit.png|x48px]] [[File:Snowy Shepherd.png|x48px]] [[File:Snowy Toolsmith.png|x48px]] [[File:Snowy Weaponsmith.png|x48px]] Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy [[biome]], including [[frozen river]]s, [[frozen ocean]]s (and their variants) and [[snowy beach]]es.
|[[File:Swamp Villager Base.png|x48px]] [[File:Swamp Armorer.png|x48px]] [[File:Swamp Butcher.png|x48px]] [[File:Swamp Cartographer.png|x48px]] [[File:Swamp Cleric.png|x48px]] [[File:Swamp Farmer.png|x48px]] [[File:Swamp Fisherman.png|x48px]] [[File:Swamp Fletcher.png|x48px]] [[File:Swamp Leatherworker.png|x48px]] [[File:Swamp Librarian.png|x48px]] [[File:Swamp Mason.png|x48px]] [[File:Swamp Nitwit.png|x48px]] [[File:Swamp Shepherd.png|x48px]] [[File:Swamp Toolsmith.png|x48px]] [[File:Swamp Weaponsmith.png|x48px]] Added [[swamp]] villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|[[File:Taiga Villager Base.png|x48px]] [[File:Taiga Armorer.png|x48px]] [[File:Taiga Butcher.png|x48px]] [[File:Taiga Cartographer.png|x48px]] [[File:Taiga Cleric.png|x48px]] [[File:Taiga Farmer.png|x48px]] [[File:Taiga Fisherman.png|x48px]] [[File:Taiga Fletcher.png|x48px]] [[File:Taiga Leatherworker.png|x48px]] [[File:Taiga Librarian.png|x48px]] [[File:Taiga Mason.png|x48px]] [[File:Taiga Nitwit.png|x48px]] [[File:Taiga Shepherd.png|x48px]] [[File:Taiga Toolsmith.png|x48px]] [[File:Taiga Weaponsmith.png|x48px]] Added [[taiga]] villagers, which all have unique textures for the biome. These villagers also spawn in [[giant tree taiga]] and [[mountains]] biomes.
|[[File:Desert Baby Villager BE.png|20px]] [[File:Jungle Baby Villager BE.png|20px]] [[File:Plains Baby Villager BE.png|20px]] [[File:Savanna Baby Villager BE.png|20px]] [[File:Snowy Baby Villager BE.png|20px]] [[File:Swamp Baby Villager BE.png|20px]] [[File:Taiga Baby Villager BE.png|20px]] Added baby villagers to [[desert]], [[jungle]], [[plains]], [[savanna]], snowy, [[swamp]] and [[taiga]] biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|Villagers now have three tiers and show which [[trade]] tier they have unlocked, by a badge of a varying material on their suit. The first trade tier appears as an iron badge, then next gold and finally diamond.
|Librarian villagers now inspect [[bookshelves]].
|Villagers can now occupy [[bed]]s to sleep.
|Villagers now have a schedule. Adult and child villagers have a different schedule and fishermen, farmers and librarians have special work schedules.
|Villagers now hold the [[item]] they want to [[trade]].
|Villagers now have behavior to wander [[village]] outskirts.
|Villagers can now mingle in gathering sites.
|Villagers can now work in job sites with the corresponding job site [[block]] and can change professions depending on the available job site blocks in villages.}}
|{{HistoryLine||1.11.0|dev=beta 1.11.0.1|The farmer job site block has been changed from farmland to [[composter]]s.
|Added economic [[trade]]s, which makes villagers level up and require experience to unlock next tiers, which makes it possible to instantly change their tiers from iron to diamond.
|Villager trades are no longer instantly refreshed as it now requires to resupply, which can be activated only by using {{cmd|resupply}}.
|Old villagers now convert to villager_v2
.
|Baby villagers are now ignored by [[illager]]s, including [[ravager]]s and [[vex]]es.}}
|{{HistoryLine|||dev=beta 1.11.0.3|Villager now heal themselves upon waking up at dawn.}}
|{{HistoryLine|||dev=beta 1.11.0.4|Villagers now hide in houses during [[raid]]s.
|The villager economy [[trade]]s have been changed.
|The supply and demand feature for villagers now works properly.
|Villagers now make [[sound]]s when they work.}}
|{{HistoryLine||1.13.0|dev=beta 1.13.0.9|Villagers can now heal if they have [[bread]] in their [[inventory]].}}
|{{HistoryLine||1.17.0|dev=beta 1.16.230.54|Mason villagers can now sell 4 [[dripstone block]]s for an [[emerald]].}}
|{{HistoryLine||1.18.10|dev=beta 1.18.10.20|Villagers spawning in the grove biome are now the snowy variant.{{bug|MCPE-147834|||Fixed}}}}
|{{HistoryLine||1.18.10|dev=beta 1.18.10.26|Removed the emerald icon above a Villager's head when trading.}}
|{{HistoryLine||1.19.40|dev=Preview 1.19.40.20|Baby villagers again accept flowers from iron golems.}}
|{{HistoryLine|||dev=Preview 1.19.50.21|While playing tag, baby villagers now run at a quicker speed that matches ''Java Edition''.}}
|{{HistoryLine||1.19.60|dev=Preview 1.19.60.20|Villagers now take damage from lightning bolts on Peaceful difficulty, like other mobs.
|Villagers now ensure that rain can pass through the block above them before launching fireworks when celebrating after a raid victory.{{bug|MCPE-152386|||Fixed}}}}
|{{HistoryLine|||dev=Preview 1.19.60.22|Fixed an issue that prevented some tripwire hooks from being valid when trading with a fletcher villager.}}
|{{HistoryLine||1.19.80|dev=Preview 1.19.80.20|Villagers now generate green particles when a successful trade is completed.}}
|{{HistoryLine||1.20.10|dev=Preview 1.20.10.20|A zombie villager now drops its armor and held items once cured.
|Farmer villagers can now pick up and plant [[torchflower seeds]] and [[pitcher pod]]s.}}
|{{HistoryLine||1.20.30|dev=Preview 1.20.20.20|Villagers no longer drop items held in their hands when killed by players.}}
|{{HistoryLine||1.21.30|dev=Preview 1.21.30.24|Villagers no longer make any idle sounds when sleeping.}}
|{{HistoryLine|ps4}}
|{{HistoryLine||1.91|Added nitwit, unemployed villagers.
|Added mason villagers, which can be [[trading|traded]] with.
|Villagers have new clothing to indicate their level, profession, and [[biome]].
|[[File:Desert Villager Base.png|x48px]] [[File:Desert Armorer.png|x48px]] [[File:Desert Butcher.png|x48px]] [[File:Desert Cartographer.png|x48px]] [[File:Desert Cleric.png|x48px]] [[File:Desert Farmer.png|x48px]] [[File:Desert Fisherman.png|x48px]] [[File:Desert Fletcher.png|x48px]] [[File:Desert Leatherworker.png|x48px]] [[File:Desert Librarian.png|x48px]] [[File:Desert Mason.png|x48px]] [[File:Desert Nitwit.png|x48px]] [[File:Desert Shepherd.png|x48px]] [[File:Desert Toolsmith.png|x48px]] [[File:Desert Weaponsmith.png|x48px]] Added [[desert]] villagers, which all have unique textures for that biome. These villagers also spawn [[badlands]] biomes.
|[[File:Jungle Villager Base.png|x48px]] [[File:Jungle Armorer.png|x48px]] [[File:Jungle Butcher.png|x48px]] [[File:Jungle Cartographer.png|x48px]] [[File:Jungle Cleric.png|x48px]] [[File:Jungle Farmer.png|x48px]] [[File:Jungle Fisherman.png|x48px]] [[File:Jungle Fletcher.png|x48px]] [[File:Jungle Leatherworker.png|x48px]] [[File:Jungle Librarian.png|x48px]] [[File:Jungle Mason.png|x48px]] [[File:Jungle Nitwit.png|x48px]] [[File:Jungle Shepherd.png|x48px]] [[File:Jungle Toolsmith.png|x48px]] [[File:Jungle Weaponsmith.png|x48px]] Added [[jungle]] villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|[[File:Plains Villager Base.png|x48px]] [[File:Plains Armorer.png|x48px]] [[File:Plains Butcher.png|x48px]] [[File:Plains Cartographer.png|x48px]] [[File:Plains Cleric.png|x48px]] [[File:Plains Farmer.png|x48px]] [[File:Plains Fisherman.png|x48px]] [[File:Plains Fletcher.png|x48px]] [[File:Plains Leatherworker.png|x48px]] [[File:Plains Librarian.png|x48px]] [[File:Plains Mason.png|x48px]] [[File:Plains Nitwit.png|x48px]] [[File:Plains Shepherd.png|x48px]] [[File:Plains Toolsmith.png|x48px]] [[File:Plains Weaponsmith.png|x48px]] Added [[plains]] villagers, which all have unique textures for that biome.
|[[File:Savanna Villager Base.png|x48px]] [[File:Savanna Armorer.png|x48px]] [[File:Savanna Butcher.png|x48px]] [[File:Savanna Cartographer.png|x48px]] [[File:Savanna Cleric.png|x48px]] [[File:Savanna Farmer.png|x48px]] [[File:Savanna Fisherman.png|x48px]] [[File:Savanna Fletcher.png|x48px]] [[File:Savanna Leatherworker.png|x48px]] [[File:Savanna Librarian.png|x48px]] [[File:Savanna Mason.png|x48px]] [[File:Savanna Nitwit.png|x48px]] [[File:Savanna Shepherd.png|x48px]] [[File:Savanna Toolsmith.png|x48px]] [[File:Savanna Weaponsmith.png|x48px]] Added [[savanna]] villagers, which all have unique textures for that biome.
|[[File:Snowy Villager Base.png|x48px]] [[File:Snowy Armorer.png|x48px]] [[File:Snowy Butcher.png|x48px]] [[File:Snowy Cartographer.png|x48px]] [[File:Snowy Cleric.png|x48px]] [[File:Snowy Farmer.png|x48px]] [[File:Snowy Fisherman.png|x48px]] [[File:Snowy Fletcher.png|x48px]] [[File:Snowy Leatherworker.png|x48px]] [[File:Snowy Librarian.png|x48px]] [[File:Snowy Mason.png|x48px]] [[File:Snowy Nitwit.png|x48px]] [[File:Snowy Shepherd.png|x48px]] [[File:Snowy Toolsmith.png|x48px]] [[File:Snowy Weaponsmith.png|x48px]] Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy [[biome]], including [[frozen river]]s, [[frozen ocean]]s (and their variants) and [[snowy beach]]es.
|[[File:Swamp Villager Base.png|x48px]] [[File:Swamp Armorer.png|x48px]] [[File:Swamp Butcher.png|x48px]] [[File:Swamp Cartographer.png|x48px]] [[File:Swamp Cleric.png|x48px]] [[File:Swamp Farmer.png|x48px]] [[File:Swamp Fisherman.png|x48px]] [[File:Swamp Fletcher.png|x48px]] [[File:Swamp Leatherworker.png|x48px]] [[File:Swamp Librarian.png|x48px]] [[File:Swamp Mason.png|x48px]] [[File:Swamp Nitwit.png|x48px]] [[File:Swamp Shepherd.png|x48px]] [[File:Swamp Toolsmith.png|x48px]] [[File:Swamp Weaponsmith.png|x48px]] Added [[swamp]] villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|[[File:Taiga Villager Base.png|x48px]] [[File:Taiga Armorer.png|x48px]] [[File:Taiga Butcher.png|x48px]] [[File:Taiga Cartographer.png|x48px]] [[File:Taiga Cleric.png|x48px]] [[File:Taiga Farmer.png|x48px]] [[File:Taiga Fisherman.png|x48px]] [[File:Taiga Fletcher.png|x48px]] [[File:Taiga Leatherworker.png|x48px]] [[File:Taiga Librarian.png|x48px]] [[File:Taiga Mason.png|x48px]] [[File:Taiga Nitwit.png|x48px]] [[File:Taiga Shepherd.png|x48px]] [[File:Taiga Toolsmith.png|x48px]] [[File:Taiga Weaponsmith.png|x48px]] Added [[taiga]] villagers, which all have unique textures for the biome. These villagers also spawn in [[giant tree taiga]] and [[windswept hills]] biomes.
|[[File:Desert Villager Base.png|20px]] [[File:Jungle Villager Base.png|20px]] [[File:Plains Villager Base.png|20px]] [[File:Savanna Villager Base.png|20px]] [[File:Snowy Villager Base.png|20px]] [[File:Swamp Villager Base.png|20px]] [[File:Taiga Villager Base.png|20px]] Added baby villagers to [[desert]], [[jungle]], [[plains]], [[savanna]], snowy, [[swamp]] and [[taiga]] biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the [[player]] has created a village for them.
|Villagers now have a schedule. Adult and child villagers have a different schedule.
|Villagers may now wander to the [[village]] outskirts.
|Villagers now attempt to find a [[door]] when it rains during the [[day]] and navigate to their [[bed]] at [[night]].
|The pathfinding of villagers has been updated and improved.
|Villagers now have a visual-based [[trading]] system, and now hold up the [[item]] they wish to [[trade]].
|Villagers now mingle together around gathering sites in the village.
|Librarian villagers now inspect [[bookshelves]].
|Villagers can now switch professions depending on the job site [[block]]s available in the village.
|Villagers now interact with [[bed]]s and corresponding job site blocks.}}
}}
== Issues ==
{{issue list}}
== Trivia ==
* The villagers were inspired by the shopkeepers in ''{{w|Dungeon Master II}}''.http://www.reddit.com/r/Minecraft/comments/xfzdg/i_am_markus_persson_aka_notch_creator_of/c5m0p26
* Originally, the mobs populating villages were to be [[pigmen]].{{tweet|notch|62531431175421952|It's very likely the townspeople will be pigmen {{=}})|April 25, 2011}}
* When a villager is in love mode, it walks slowly. However, when a villager runs indoors as the night falls, it runs faster than the player's sprinting speed.
* The villager skins added in the [[Village and Pillage]] update were inspired by 2018 fashion shows, such as Gucci's.{{tweet|Jappa|1101053487268417536|Fun Fact: Most of the villager designs were inspired by 2018 fashion shows like Gucci's.|February 28, 2019}}
* Villagers are genderless, meaning they are neither male nor female.{{tweet|HelenAngel|1104097613081526272|Villagers are genderless- they are neither male nor female.|March 8, 2019}}
* Villagers occasionally sleep in odd ways during the night inside their beds, sometimes hanging halfway off the side of the bed or even glitching into walls.
* Although the villages in [[snowy taiga]] biomes spawn the snowy villager variant {{in|bedrock}}, they use the [[taiga]] village variant.
* {{IN|java}}, when the Programmer Art resource pack is enabled, all villagers wear a green hood on their heads.{{bug|MC-141075}} This is because the Programmer Art nitwit texture (which is directly copied from the pre-1.14 vanilla resource pack and had the hood in the texture since its addition) is called the same as the [[Village & Pillage]] base villager texture (...\entity\villager\villager.png
).
** {{IN|bedrock}}, when the Classic Textures pack from the [[Marketplace]] is enabled, the villagers still use their default texture instead of the old texture.{{bug|MCPE-119646|resolution=Invalid}} This is because the old textures of villager are located in ...\entity\villager
, while the textures for new villagers are in ...\entity\villager2
.
* Giving a villager any item (with commands) causes it to hold the item as if offering it, but it cannot be traded.
* Fisherman villagers have been intentionally textured by [[Jasper Boerstra]] to display the long-since-removed raw fish texture.{{bug|MC-173917|resolution=Works As Intended}}
* Villagers display their held items differently than most creatures do, using the "ground" parameter instead of the usual hand parameter in model display settings.
* Villagers (and baby villagers) on boats that have claimed a bed can still sleep when the bed is near to them resulting in them sleeping in the boat instead.{{only|bedrock}}
* Ancient villagers have been shown in ''Minecraft Legends'', although they were hinted at in ''Minecraft Dungeons''.
* {{IN|java}}, the [[death messages]] of villagers are recorded in the game's logs.{{bug|MC-165985||Villager deaths are logged|WAI}}
* Baby villagers taking poppies from iron golems is a reference to the 1986 Japanese animated movie ''{{W|Castle in the Sky|newtab=1}}'', in which a giant robot covered in vines (inspiration for the iron golem) gives the main characters flowers to put on a memorial.{{tweet|jonkagstrom|172728720799436801|@scambot Yes, thanks to @pgeuder who sent me inspirational pictures!|February 23, 2012}}
* Their vocal sounds are performed by [[Samuel Åberg]].{{ytl|4XmJPb4Qt5Y|HOW MINECRAFT SOUNDS ARE MADE|Minecraft|August 3, 2024}}
=== April Fools ===
{{main|Easter eggs#2014}}
{{exclusive|java|section=1}}
On April 1, 2014, Mojang announced that villagers have taken over the skin servers and content delivery networks (CDN) as an April Fools joke. This caused the player's current skin to turn into villager skins, and caused users to be unable to change their skins unless modifying the [[launcher]].json file. Different career villager skins were used, including the then-unused nitwit villager (green robe).
Many of the sounds were also changed, supposedly by the villagers. They seem to be similar to a villager talking (with words, rather than their normal sounds). The in-game music has also been altered to include villager like noises, and also features a villager version of the "Game of Thrones" theme on the title screen. The sounds originate from the sound resource pack created by Element Animation, titled The Element Animation Villager Sound Resource Pack (T.E.A.V.S.R.P.), which is based on the villagers appearing in their fan videos. The villagers were voiced by Dan Lloyd, Director of Element Animation.
The skins and the sounds were reverted to the way they were before on April 2, 2014. However, this update cannot be activated by setting the computer's date to April 1, 2014.
== Gallery ==
=== Renders ===
==== Idle ====