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{
"title": "Village",
"rows": [
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to Biome article, displayed as Biomes)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to Mob article, displayed as Mobs)"
},
{
"field": "No",
"label": "Generates in<br>existing chunks "
},
{
"field": "(values exceeds 1000 characters...)",
"label": "Consists of"
}
],
"invimages": [],
"images": [
"Plains Small House 3.png",
"Desert Small House 5.png",
"Savanna Small House 7.png",
"Taiga Small House 3.png",
"Snowy Small House 6.png"
]
}
A village is a group or complex of buildings and other above ground structures that generate naturally in the Overworld. A village is inhabited by villagers, cats, iron golems and livestock mobs. Wandering traders with their trader llamas can occasionally spawn there.
Villages are a source of resources for the player, obtained through trading, loot chests, and other materials found within the village. They are also targeted by illager raids, which are triggered when a player with the Bad Omen effect enters a village.
Villages generate naturally in plains, savanna, taiga, meadows, snowy plains, and desert biomes. In Bedrock Edition, they also generate in snowy taiga, sunflower plains and any vanilla or custom biome through the behavior pack that has the minecraft:village_type component, which defines the village type and allows it to be generated in that biome. In Java Edition, villages can generate in superflat worlds. 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. The buildings and wood depend on the biome the village is in. If the meeting point does not generate in one of the above biomes, the village defaults to plains style. Villages will always have their respective village type in their respective biome(s).
The following table shows the village styles corresponding to different biomes.
| Village style | Biome |
|---|---|
| 👁 EnvSprite desert-village.png: Sprite image for desert-village in Minecraft Desert |
👁 Image Desert |
| 👁 EnvSprite plains-village.png: Sprite image for plains-village in Minecraft Plains |
👁 Image Plains 👁 Image Sunflower plains[BE only] 👁 Image Meadow |
| 👁 EnvSprite savanna-village.png: Sprite image for savanna-village in Minecraft Savanna |
👁 Image Savanna |
| 👁 EnvSprite snowy-village.png: Sprite image for snowy-village in Minecraft Snowy |
👁 Image Snowy plains |
| 👁 EnvSprite taiga-village.png: Sprite image for taiga-village in Minecraft Taiga |
👁 Image Taiga 👁 Image Snowy taiga[BE only] 👁 Image Taiga hills[BE only] 👁 Image Snowy taiga hills[BE only] |
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 is constructed over open-air, circular or square platforms of grass or sand (depending on the terrain) generates below the structure, which can cause surface oddities. These platforms do not generate beside cliffs or over the void; rather, they generate on the lowest blocks. Platforms can be clearly seen when a village building is generated over an ocean. Farms generate a few blocks of open space above them if they happen to generate inside a hill. Village buildings can also be suddenly on the top of a mountain while the other buildings are at the bottom of the mountain. This happens often in savanna villages.
Some villages are generated as abandoned; see § Abandoned villages below.
Villages are slightly more common in Bedrock Edition than in Java Edition. There is a roughly 1⁄2 chance that at least one village is present within 500 blocks of the world spawn point in Java Edition, while this chance is about 2⁄3 in Bedrock Edition. This is because villages can generate in more biomes in Bedrock Edition, as well as being closer to each other within an eligible biome.
Despite the existence of jungle and swamp villagers, village structures do not generate in these biomes. Jungle and swamp villagers can only spawn naturally in rare cases where a village overlaps a swamp or jungle. They can also be spawned by breeding villagers in a jungle or swamp, or by curing a jungle or swamp zombie villager.
| 👁 Image |
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| Armor Stand | Camel | Chicken | Cow | Horse | Iron golem | Pig | Sheep | Villager | Zombie villager |
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| Cat | Iron Golem | Trader Llama | Wandering Trader |
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| Evoker | Illusioner [JE only] |
Pillager | Ravager | Vex | Vindicator | Witch | Zombie [JE only] |
A village has a 2% chance of generating as an abandoned village[1] (also known as zombie village).
In an abandoned village, all generated villagers are instead zombie villagers, and all doors and torches are missing. The zombie villagers do not despawn, but have no resistance to sunlight. In abandoned villages, most cobblestone blocks are replaced by mossy cobblestone, random blocks (particularly wood) are replaced by cobwebs, and all glass panes are replaced by brown stained glass panes to represent dirty glass. Abandoned villages also spawn stray cats, as well as the usual village livestock, but they do not spawn iron golems naturally. The number of buildings in an abandoned village can be slightly more than in a normal village.
A preview of village generation is shown below:[info 1]
The number of buildings making up a village can vary, and not every village consists of all building types 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[Java Edition only] worlds. More than one meeting point can be generated in superflat worlds. The number of lamp posts and decorative structures (hay bales, melon patch, pumpkin patch, farms, snow and ice patches) has no restriction, as they are generated where no other buildings can be placed. These structures could have functions and could be of great use to the player. Paths are found between the buildings of the village and often extend beyond them.
Structures are chosen randomly from a pool of possible buildings.
The full list of the village house blueprints can be accessed by going here.
Architectural style and blocks making up the village structures vary according to village type. Not every building can be generated in a single village, although some blocks can be found in any village, such as job site blocks and food items.
In Java 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 in other villages.
In Bedrock Edition, villages don't generate with expected structures; for example, a fletcher house doesn't appear in a plains village, and a mason house doesn't appear in a savanna village.[2]
Villages generate paths between the buildings and extend 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), water, lava, sand, sandstone, and red sandstone; all other blocks are ignored and the blocks underneath are considered for replacement instead.[verify] Villagers use these paths to travel across the village.
In plains, savanna, taiga, and snowy villages, paths are comprised of dirt paths and grass. Savanna villages also generate farmland and crops in some areas. Dirt paths that generate over water are replaced by the village style's plank type. Desert villages are generated with smooth sandstone paths.
Trees, lamp posts, and other decorative structures can generate in the middle of paths as obstructions.[3]
A village loot changes depending on the building.
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.
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 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.
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.
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 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.
| Structure type | Identifier |
|---|---|
| 👁 BlockSprite jigsaw.png: Sprite image for jigsaw in Minecraft Jigsaw | jigsaw |
| Structure | Identifier |
|---|---|
| 👁 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 |
| Structure | Identifier | Translation key |
|---|---|---|
| 👁 EnvSprite village.png: Sprite image for village in Minecraft Village | village |
feature.village |
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| 👁 Image | 👁 Image | We're being attacked! | Trigger a Pillager Raid. | Walk in a with the Raid Omen effect applied in 30 seconds. | 20 | Bronze | |
| 👁 Image | 👁 Image | Sound the Alarm! | Ring the bell in a after a villager has been hurt. | — | 20 | Bronze | |
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
| 👁 Image 👁 Image | Voluntary Exile | Kill a raid captain. Maybe consider staying away from villages for the time being... | Kill an entity in the #raiders entity tag wearing an 👁 Imageominous banner: This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
| 👁 Image 👁 Image | What a Deal! | Successfully trade with a Villager | Take an item from a villager or wandering trader's trading output slot. |
| 👁 Image 👁 Image | Hero of the Village | Successfully defend a village from a raid | Kill at least one raid mob during a raid and wait until it ends in victory. This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
| February 21, 2010 | NPC villages and "monster towns" are mentioned. | ||||||
|---|---|---|---|---|---|---|---|
| July 1, 2011 | A 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, 2011 | An early interview with Notch discussed his plans for the village. | ||||||
| August 10, 2011 | Notch originally worked on villages by himself, but eventually gave the task to Jeb, so that he could work on other things.[4] | ||||||
| August 11, 2011 | Jeb has said that during early tests of villages, the lava in a blacksmith often set the village on fire.[5] | ||||||
| August 26, 2011 | Villages were shown to the public during the PAX 2011 demo, including the interiors. | ||||||
| Java Edition Beta | |||||||
|---|---|---|---|---|---|---|---|
| 1.8 | Pre-release | Added villages, which only generated in plains and desert biomes. | |||||
| They were originally intended to be populated with pigmen.[6] | |||||||
| Java Edition | |||||||
| 1.0.0 | Beta 1.9 Prerelease | Villagers have been added to villages. They have 'TESTIFICATE' written above their heads. | |||||
| 1.1 | 12w01a | Blacksmith 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. | |||||
| release | Villages now generate in the Superflat world type. | ||||||
| 1.2.1 | 12w07a | Villagers 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. | |||||||
| 12w08a | Larger villages now spawn iron golems to defend them. | ||||||
| 1.3.1 | 12w21a | Desert villages are now made of sandstone instead of wood and cobblestone. | |||||
| 1.4.2 | 12w32a | Villages now track the "popularity" of individual players by username. | |||||
| 12w36a | Potatoes and carrots can now be found in villages. | ||||||
| 1.5 | 13w03a | A bug fix for water propagation mechanics[7] makes wells proper infinite water sources. | |||||
| 13w06a | The lamppost glitch in villages has been fixed. | ||||||
| 1.6.1 | 13w18a | Blacksmith loot can now include saddles, iron horse armor, golden horse armor, and diamond horse armor as loot. | |||||
| 1.6.4 | release | Wells in desert villages are now made of cobblestone instead of sandstone.[is this the correct version?] | |||||
| 1.7.2 | 13w36a | Added the savanna biome, which villages can now generate in. | |||||
| 1.8 | 14w03a | Gravel roads in villages now have cobblestone underneath, to prevent them from collapsing into caves. | |||||
| 14w04a | Doors are now added to the closest village. | ||||||
| 14w25a | Zombie sieges have been re-implemented. | ||||||
| 14w30a | Wells in desert villages are now made of sandstone instead of cobblestone. | ||||||
| 1.9 | 15w31a | Farms now include beetroot crops. | |||||
| 1.10 | 16w20a | Village 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.[8] | |||||||
| 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. | |||||||
| 16w21a | Blacksmiths now generate with cobblestone in all biomes, rather than acacia logs in savannas and sandstone in deserts. | ||||||
| pre1 | Zombie 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. | |||||||
| 1.11 | 16w35a | The 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. | |||||
| 1.14 | 18w47a | Added raids, in which groups of illagers attack villages after a player kills an illager patrol leader then enters a village. | |||||
| November 28, 2018 | A hotfix for all 1.14 snapshots is released, updating the main menu with a panorama of the new villages. | ||||||
| 18w48a | Updated the plains village look, and removed its zombie village accordingly. | ||||||
| 18w49a | Added snowy tundra villages. | ||||||
| Updated the savanna village look, and removed its zombie village accordingly. | |||||||
| 18w50a | Updated the taiga and desert village looks, and removed their zombie villages accordingly. | ||||||
| 19w04a | Re-added zombie villages in desert and taiga biomes. | ||||||
| 19w06a | Improved village blacksmith building generation to prevent them from catching on fire from lava inside them. | ||||||
| 19w07a | Re-added zombie villages in plains and savanna biomes. | ||||||
| Added snowy tundra zombie villages. | |||||||
| 19w08a | Villages now generate with at least one iron golem. | ||||||
| 19w11a | Village detection is now based on beds, job sites, and meeting points instead of doors. | ||||||
| 1.14.1 | pre1 | Many structures are tweaked to have better lighting. | |||||
| 1.16 | pre2 | "Jellie" cats now spawn naturally in villages. | |||||
| 1.17 | 20w45a | Due to normal and water cauldrons being split into different blocks, cauldrons no longer generate in villages. Instead, water cauldrons generate. | |||||
| 1.18 | experimental snapshot 3 | Villages now generate in meadows. | |||||
| 21w40a | Villages now generate slightly more spread out. | ||||||
| 1.19.3 Experiment | 22w42a | Camels now generate in desert villages. | |||||
| 1.21.5 | 25w06a | Pigs and cows spawned in desert villages are now of the warm variant. | |||||
| 25w07a | Bundles can now be found in some village chests. | ||||||
| 1.21.9 | 25w31a | Weaponsmith chests can now contain copper horse armor. | |||||
| 1.21.11 | 25w41a | Weaponsmith chests can now contain copper and iron spears. | |||||
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v0.9.0 | build 1 | Added villages. They generate with gravel, wooden, or sandstone bridges. | |||||
| build 2 | Desert villages are now made of sandstone and generate much more consistently. | ||||||
| build 4 | Villages are now rarer in general. | ||||||
| build 7 | Villages are now more common again. | ||||||
| v0.11.0 | build 1 | Grass path blocks now replace gravel paths in villages. | |||||
| v0.12.1 | build 1 | Larger villages now spawn iron golems to defend them, and may even spawn multiple if a large village is a conglomerate of multiple villages. | |||||
| build 8 | Farms now include beetroot crops. | ||||||
| v0.14.0 | build 3 | The door-to-villager ratio in villages has been increased (was previously 1:1). | |||||
| v0.15.0 | build 1 | Added 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. | |||||||
| v0.16.0 | build 5 | Farms 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 | |||||||
| 1.8.0 | beta 1.8.0.8 | Cats now spawn in villages, but are not common. | |||||
| 1.10.0 Experiment | beta 1.10.0.3 | Updated 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 | beta 1.11.0.1 | Villages 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. | |||||||
| 1.11.0 | beta 1.11.0.3 | The 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, although they are rarer than before 1.10. | ||||||
| 1.13.0 | beta 1.13.0.9 | Re-added zombie villages. | |||||
| Due to a bug, around 30% of villages are generated as zombie villages. | |||||||
| 1.17.30 | beta 1.17.30.22 | The aforementioned zombie village generation bug has been fixed, reducing their occurrence to 2%. | |||||
| 1.17.40 | beta 1.17.40.20 | Villages now generate in meadows. | |||||
| 1.18.0 | beta 1.18.0.22 | Village buildings carve out less terrain around them on generation, making the terrain around villages look less artificial. | |||||
| 1.19.50 Experiment | Preview 1.19.50.21 | Camels now generate in desert villages. | |||||
| 1.21.60 | Preview 1.21.60.24 | Some savanna villages no longer have strange holes where dirt path blocks should be. | |||||
| 1.21.70 | Preview 1.21.70.23 | Bundles can now be found in some village chests. | |||||
| 26.0 | Preview 26.0.25 | Added minecraft:village_type biome component that determines the type of the in the biome. This also allows for the generation of villages in the biome; not using this component means the village will never be generated in the biome. | |||||
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU5 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | Added villages. |
| TU9 | Blacksmith buildings in villages now hold chests with loot. | ||||||
| TU12 | Zombie sieges can now occur once a village has reached a certain size. | ||||||
| TU14 | 1.04 | Desert villages are now made of sandstone instead of wood and cobblestone. | |||||
| TU19 | CU7 | 1.12 | 1.12 | 1.12 | Wells in desert villages are now made of cobblestone instead of sandstone. | ||
| TU25 | CU14 | 1.17 | 1.17 | 1.17 | Wells in desert villages are now made of sandstone instead of cobblestone. | ||
| TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | Savanna biome added, which villages can now generate in. | |
| Gravel roads in villages now have cobblestone underneath, to prevent them from collapsing into caves. | |||||||
| TU43 | CU33 | 1.36 | 1.36 | 1.36 | Patch 13 | Villages 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. | |||||||
| TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | Villages now generate in the taiga biome through normal means. | |
| TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | Abandoned villages now generate with villagers instead of zombies. |
| TU56 | CU47 | 1.55 | 1.55 | 1.55 | Patch 26 | 1.0.6 | Abandoned villages now generate with zombie villagers instead of villagers. |
| TU57 | CU49 | 1.57 | 1.56 | 1.56 | Patch 27 | 1.0.7 | Villages 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. | |||||||
| TU60 | CU51 | 1.64 | 1.64 | 1.64 | Patch 30 | 1.0.11 | Villages 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 | |||||||
| 0.1.0 | Added villages. | ||||||
Issues relating to "Village" are maintained on the bug tracker. Issues should be reported and viewed there.
| 👁 Image Villagers | |||||
|---|---|---|---|---|---|
| Villager professions | |||||
| Workstations | |||||
| Mechanics |
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| Structures | |||||
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