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Desert Village

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DIG draft
 
This is a draft page for the DIG project. It is a draft of Desert Village, which is split from Village.
Desert Village
Biomes
Mobs
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 "label": "(link to Biome article, displayed as Biomes)"
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 "field": "(values exceeds 1000 characters...)",
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 "images": [
 "Desert Small House 5.png"
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A desert village is a variant of Village that generate naturally in the Overworld. A plains village is inhabited by villagers, cats, iron golems, livestock mobs and wandering traders with their trader llamas.

Generation

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Structure

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A village loot changes depending on the building.

Main article: Village/Loot
[edit]

Mechanics

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Main article: Village mechanics

Villages as a whole have no defined "center", "size", or "radius"; they are defined only based on proximity to any "village center" subchunk.

A subchunk is a "village center" if it contains at least one claimed bed, bell, or job site block. The 26 subchunks in a 3×3×3 cube around such a subchunk are also considered part of a village.

A village always consists of at least one acceptable bed and one villager. Rarely, a village structure can generate without beds, thus not qualifying as a village. Upon creation, a village center is defined as a POI claimed by the first villager, 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, or raid-spawned illagers can pathfind back into the village if they find themselves farther than that many blocks from the center.

Villages are established by the number of valid beds in the village.

The maximum population of a village is the number of valid beds. If the population drops below that point (due to death or removal), but there are at least two villagers left who can reach each other, the villagers mate and breed until the population is at the maximum.

A village is created when at least one villager links to one bed. The village continues to exist as long as one of its villagers remains linked to one of its beds. If all beds are unlinked (by being destroyed, by players sleeping in them, or by villagers failing to pathfind to them), then the village ceases to exist. When this happens, the villagers lose all links to job site blocks and bells and cannot use them.

When the first villager links to a bed, a village of size 65×25×65 blocks is created, centered on the pillow of that bed. The boundaries, and consequently the center (which is important because it defines where cats and iron golems can spawn), may change as other villagers link or unlink from point of interest (POI) blocks. When the boundaries change, the center usually shifts to the location of the POI block near the midpoint between the farthest out POI in each direction. In naturally generated villages, there is usually a bell near the village center, but aside from that, bells have no special role distinct from other POI in how the game defines and manages the village center and boundaries.

Gathering site

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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. A villager also rings the bell when a raid starts.

Job site blocks

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Job site blocks are blocks such as grindstones, smithing 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, baby villagers, and unemployed villagers (villagers without profession overlays). Upon claiming a job site block, green particles appear above both the villager and the job site block, and the villager takes up the profession of the job site block if unemployed. Villagers who have already been traded with can claim only job site blocks related to their profession. Employed villagers who are not linked to a job site block are unable to restock their trades. Villagers cannot link to a job site block that has already been claimed by another villager. There are thirteen job site blocks in the game, each linking to its respective villager profession.

Event

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These events are not tied to generated village structures, but these structures (except for abandoned villages) typically satisfy the game's definition in the context of village mechanics. Specifically, these events consider any chunk section (aka. "subchunk") within a 3×3×3 cube of sections centered on a section containing a bed, bell, or job site as part of a village.

Raids

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Main article: Raid

A player who drinks an ominous bottle (dropped by raid captains) receives the Bad Omen 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 turns it into Raid Omen, which starts a raid after the effect runs out. The raid spawns groups of illagers in waves, which attack the village. The higher the level, the higher the chance for the raiding mobs to wield enchanted weapons.

Zombie sieges

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Main article: Zombie siege
This feature is exclusive to Java Edition.
 

Zombie sieges are in-game events where 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. There is no indication of a zombie siege happening except for an unusually high number of zombies.

Data Values

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Java Edition:

Structure typeIdentifier
👁 BlockSprite jigsaw.png: Sprite image for jigsaw in Minecraft
Jigsaw
jigsaw
StructureIdentifier
👁 EnvSprite desert-village.png: Sprite image for desert-village in Minecraft
Desert Village
village_desert
👁 EnvSprite plains-village.png: Sprite image for plains-village in Minecraft
Plains Village
village_plains
👁 EnvSprite savanna-village.png: Sprite image for savanna-village in Minecraft
Savanna Village
village_savanna
👁 EnvSprite snowy-village.png: Sprite image for snowy-village in Minecraft
Snowy Village
village_snowy
👁 EnvSprite taiga-village.png: Sprite image for taiga-village in Minecraft
Taiga Village
village_taiga

Bedrock Edition:

StructureIdentifier Translation key
👁 EnvSprite village.png: Sprite image for village in Minecraft
Village
village feature.village

Achivement

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IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
👁 Image
👁 Image
We're being attacked!Trigger a Pillager Raid.Walk in a village with the Raid Omen effect applied in 30 seconds.20Bronze
👁 Image
👁 Image
Sound the Alarm!Ring the bell in a village after a villager has been hurt.20Bronze

History

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Announcement

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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.[1]
August 11, 2011Jeb has said that during early tests of villages, the lava in a blacksmith often set the village on fire.[2]
August 26, 2011Villages were shown to the public during the PAX 2011 demo, including the interiors.

Java Edition

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Java Edition Beta
1.8Pre-releaseAdded villages, which only generated in plains and desert biomes.
They were originally intended to be populated with pigmen.[3]
Java Edition
1.0.0Beta 1.9 PrereleaseVillagers have been added to villages. They have 'TESTIFICATE' written above their heads.
1.112w01aBlacksmith buildings in villages now hold chests with loot. They can contain bread, apples, iron ingots, gold ingots, oak saplings, obsidian, iron swords, iron pickaxes, iron helmets, iron chestplates, iron leggings, iron boots, and diamonds.
releaseVillages now generate in the Superflat world type.
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 a 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 villages.
1.513w03aA bug fix for water propagation mechanics[4] makes wells proper infinite water sources.
13w06aThe lamppost glitch in villages has been fixed.
1.6.113w18aBlacksmith loot can now include saddles, iron horse armor, golden horse armor, and diamond horse armor as loot.
1.6.4releaseWells in desert villages are now made of cobblestone instead of sandstone.[is this the correct version?]
1.7.213w36aAdded the savanna biome, 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 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 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.
As a result of the above two reasons, the amount of villages that generate has been greatly increased.[5]
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 an abandoned 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.
1.1116w35aThe bottom most part of desert and savanna village wells is no longer made of cobblestone. It is now made of sandstone or acacia log accordingly.
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, and removed its zombie village accordingly.
18w49aAdded snowy tundra villages.
Updated the savanna village look, and removed its zombie village accordingly.
18w50aUpdated the taiga and desert village looks, and removed their zombie villages accordingly.
19w04aRe-added zombie villages in desert and taiga biomes.
19w06aImproved village blacksmith building generation to prevent them from catching on fire from lava inside them.
19w07aRe-added zombie villages in plains and savanna biomes.
Added snowy tundra zombie villages.
19w08aVillages now generate with at least one iron golem.
19w11aVillage detection is now based on beds, job sites, and meeting points instead of doors.
1.14.1pre1Many structures are tweaked to have better lighting.
1.16pre2"Jellie" cats now spawn naturally in villages.
1.1720w45aDue to normal and water cauldrons being split into different blocks, cauldrons no longer generate in villages. Instead, water cauldrons generate.
1.18experimental snapshot 3Villages now generate in meadows.
21w40aVillages now generate slightly more spread out.
1.19.3
Experiment
Update 1.20
22w42aCamels now generate in desert villages.
1.21.525w06aPigs and cows spawned in desert villages are now of the warm variant.
25w07aBundles can now be found in some village chests.
1.21.925w31aWeaponsmith chests can now contain copper horse armor.
1.21.1125w41aWeaponsmith chests can now contain copper and iron spears.

Bedrock Edition

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Pocket Edition Alpha
v0.9.0build 1Added villages. They generate with gravel, wooden, or sandstone bridges.
build 2Desert villages are now made of sandstone and generate much more consistently.
build 4Villages are now rarer in general.
build 7Villages are now more common again.
v0.11.0build 1Grass path blocks now replace gravel paths in villages.
v0.12.1build 1Larger villages now spawn iron golems to defend them, and may even spawn multiple if a large village is a conglomerate of multiple villages.
build 8Farms now include beetroot crops.
v0.14.0build 3The door-to-villager ratio in villages has been increased (was previously 1:1).
v0.15.0build 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.
v0.16.0build 5Farms no longer generate crops in ice plains and cold taiga villages. Instead, the water inside the farms is generated as ice, the farmland as dirt, and the crops as snow layers.
Chests can now generate inside large houses in ice plains and cold taiga villages containing farming supplies (Wheat,Wheat Seeds, Carrots, Potatoes,Beetroots, Beetroot Seeds, and Wooden Hoes to make up for this. However, crops may partially generate if the farm generates going into another biome. If this happens to wherever the large house chest is to be placed, it does not generate.
Bedrock Edition
1.8.0beta 1.8.0.8Cats now spawn in villages, but are not common.
1.10.0
Experiment
Experimental Gameplay
beta 1.10.0.3Updated the look of plains, desert, savanna, taiga, snowy tundra, and snowy taiga villages.
Villages no longer seem to generate in the Old world type. [verify]
Cats are now somewhat more common inside of 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.
Possibly removed zombie villages.[verify]
1.11.0
Experiment
Experimental Gameplay
beta 1.11.0.1Villages now always spawn at least one and no more than two iron golems.
Changed some structures; plains tannery now include a single cauldron, some poorly lit areas have torches to stop self-triggering hostile mob spawns, 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, to stop the generation of unstable sand in villages.
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 more chest loot to non-plains village variants of houses other than blacksmiths.
Added raids, in which groups of illagers attack villages, triggered by the Bad Omen.
1.11.0beta 1.11.0.3The overhauled villages are now available outside of Experimental Gameplay.
Players with bad omen now trigger a raid when in villages.
?Villages now generate in the Old world type again, althrough they are rarer than before 1.10.
1.13.0beta 1.13.0.9Re-added zombie villages.
Due to a bug, around 30% of villages are generated as zombie villages.
1.17.30beta 1.17.30.22The aforementioned zombie village generation bug has been fixed, reducing their occurence to 2%.
1.17.40beta 1.17.40.20Villages now generate in meadows.
1.18.0beta 1.18.0.22Village buildings carve out less terrain around them on generation, making the terrain around villages look less artificial.
1.19.50
Experiment
Next Major Update
Preview 1.19.50.21Camels now generate in desert villages.
1.21.60Preview 1.21.60.24Some savanna villages no longer have strange holes where dirt path blocks should be.
1.21.70Preview 1.21.70.23Bundles can now be found in some village chests.

Legacy Console Edition

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Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU5CU11.001.001.00Patch 11.0.1Added villages.
TU9Blacksmith buildings in villages now hold chests with loot.
TU12Zombie sieges can now occur once a village has reached a certain size.
TU141.04Desert villages are now made of sandstone instead of wood and cobblestone.
TU19CU71.121.121.12Wells in desert villages are now made of cobblestone instead of sandstone.
TU25CU141.171.171.17Wells in desert villages are now made of sandstone instead of cobblestone.
TU31CU191.221.221.22Patch 3Savanna biome added, which villages can now generate in.
Gravel roads in villages now have cobblestone underneath, to prevent them from collapsing into caves.
TU43CU331.361.361.36Patch 13Villages now generate with grass paths instead of gravel.
Farms now include beetroot crops.
Villages now have a 2% chance of generating as an abandoned village, which are inhabited only by zombies, and generate without any doors or torches.
Villages in savanna biomes now generate with acacia wood.
Taiga villages now generate, only if the well generates between a taiga and a valid biome.
TU46CU361.381.381.38Patch 15Villages now generate in the taiga biome through normal means.
TU54CU441.521.521.52Patch 241.0.4Abandoned villages now generate with villagers instead of zombies.
TU56CU471.551.551.55Patch 261.0.6Abandoned villages now generate with zombie villagers instead of villagers.
TU57CU491.571.561.56Patch 271.0.7Villages generated in the desert or the savanna biome now replace the most sandstone / acacia wood with cobblestone.
Abandoned villages now generate with webs and moss stone.
TU60CU511.641.641.64Patch 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.
Paths around village wells now made up of grass path (sandstone in deserts).
Tables in villages now have brown carpet instead of a pressure plate.
1.91 Added raids, in which groups of illagers attack villages after a player kills an illager patrol leader then enters a village.
Updated the look of plains, desert, savanna, taiga, snowy tundra, and snowy taiga villages.
Village detection is now based on beds, job sites, and meeting points instead of doors.
New Nintendo 3DS Edition
0.1.0Added villages.

Gallery

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References

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  1. "While @jeb_ (who does great procedural architecture) is taking over villages, I'm reworking biomes and tweaking combat."@notch (Markus Persson) on X (formerly Twitter), August 10, 2011
  2. "Haha my smithy keeps setting the whole village on fire. I need to contain that lava better..."@jeb_ (Jens Bergensten) on X (formerly Twitter), August 11, 2011
  3. "@Micleee It's very likely the townspeople will be pigmen =)"@notch (Markus Persson) on X (formerly Twitter), April 25, 2011
  4. MC-916 – Water does not form source blocks properly on top of existing source blocks – resolved as "Fixed".
  5. MC-152966 – Increase villages generate in versions after 1.10 – resolved as "Fixed".

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