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VOOZH | about |
| Workstation | None |
|---|---|
| Buys | None |
| Sells | None |
{
"title": "Nitwit",
"rows": [
{
"field": "None",
"label": "(link to Workstation article, displayed as Workstation)"
},
{
"field": "None",
"label": "Buys"
},
{
"field": "None",
"label": "Sells"
}
],
"invimages": [],
"images": [
"Plains Nitwit.png",
"Desert Nitwit.png",
"Savanna Nitwit.png",
"Taiga Nitwit.png",
"Snowy Nitwit.png",
"Jungle Nitwit.png",
"Swamp Nitwit.png"
]
}
A nitwit is a villager that does not trade. Unlike regular unemployed villagers, nitwits do not seek employment, spending most of their time walking around, talking to other villagers, or sleeping.
In Java Edition, due to a bug, nitwits cannot spawn in through breeding.[1] As such, they can only be found naturally or by curing naturally spawned zombie villagers. Zombie villagers can also be spawned as babies, so this is the only way to encounter baby nitwits in Survival mode.
In Bedrock Edition, every baby villager has a 10% chance to become a nitwit when they become an adult, as well as having a different sleep schedule where they wander around the village for about 2000 ticks (1 minute 40 seconds) after other villagers go to sleep, before seeking a bed. If they can claim a bed, they arise in the morning 2000 ticks after the rest of the village wakes up.
Nitwits do not drop experience or items in any circumstance, even when the player has the Hero of the Village effect, as they do not have professions and cannot trade.
Nitwits cannot change their profession, trade, or gather around bells, but are still able to breed. They are not equipped with a level badge visually since they cannot trade.
Nitwit 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 (nitwits or otherwise) may stop and turn to look at each other, in a behavior called socializing, during which they stare at another villager for 4β5 seconds at a time.
When it rains, a nitwit will stay outside longer than others unless being chased by an illager or zombie.
| Image | Ticks (time) | Nitwit | Child | |
|---|---|---|---|---|
| 00010 (06:00:36) | Wander | Wander | ||
| 02000 (08:00:00) | Work | Wander | ||
| 03000 (09:00:00) | Play | |||
| 06000 (12:00:00) | Wander | |||
| 09000 (15:00:00) | Gather | |||
| 10000 (16:00:00) | Play | |||
| 11000 (17:00:00) | Wander | |||
| 12000 (18:00:00) | Sleep | |||
| Image | Ticks (time) | Employed | Unemployed | Child | Nitwit |
|---|---|---|---|---|---|
| 00000 (06:00:00) | Work | Wander | Play | Sleep | |
| 02000 (08:00:00) | Wander | ||||
| 08000 (14:00:00) | Gather | ||||
| 10000 (16:00:00) | Work | Wander | |||
| 11000 (17:00:00) | Home | ||||
| 12000 (18:00:00) | Sleep | ||||
| 13000 (19:00:00) | Home | ||||
| 14000 (20:00:00) | Sleep | ||||
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| βVillager mumbles | Friendly Mobs | Randomly while awake | entity.villager.ambient | subtitles.entity.villager.ambientβ | 1.0 | 0.8β1.2 (Baby: 1.3β1.7) | 16 | |
| βVillager dies | Friendly Mobs | When a nitwit dies or becomes zombified | entity.villager.death | subtitles.entity.villager.deathβ | 1.0 | 0.8β1.2 (Baby: 1.3β1.7) | 16 | |
| βVillager hurts | Friendly Mobs | When a nitwit is damaged | entity.villager.hurt | subtitles.entity.villager.hurtβ | 1.0 | 0.8β1.2 (Baby: 1.3β1.7) | 16 | |
| βVillager cheers | Friendly Mobs | When a nitwit wins a raid | entity.villager.celebrate | subtitles.entity.villager.celebrateβ | 1.0 | 0.8β1.2 (Baby: 1.3β1.7) | 16 | |
| βVillager disagrees | Friendly Mobs | When a player trades with either a nitwit | entity.villager.no | subtitles.entity.villager.noβ | 1.0 | 0.8β1.2 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| β ? | Friendly Mobs | Randomly while awake | mob.villager.idle | β ? | 1.0 | 0.8β1.2 (Baby: 1.3β1.7) | |
| β ? | Friendly Mobs | When a nitwit dies or becomes zombified | mob.villager.death | β ? | 1.0 | 0.8β1.2 (Baby: 1.3β1.7) | |
| β ? | Friendly Mobs | When a nitwit is damaged | mob.villager.hit | β ? | 1.0 | 0.8β1.2 (Baby: 1.3β1.7) | |
| β ? | Friendly Mobs | When a player trades with either a nitwit | mob.villager.no | β ? | 1.0 | 0.8β1.2 | |
| Name | Identifier | Entity tags |
|---|---|---|
| π EntitySprite villager.png: Sprite image for villager in Minecraft Villager | nitwit | followable_friendly_mobs |
| Name | Identifier | Numeric ID | Family | Translation key |
|---|---|---|---|---|
| π EntitySprite villager-revision-1.png: Sprite image for villager-revision-1 in Minecraft Villager (old) | villager | 15 |
nitwit | entity.villager.name |
| π EntitySprite villager.png: Sprite image for villager in Minecraft Villager (new) | villager_v2 | 115 |
nitwit | entity.villager_v2.name |
Nitwits have entity data associated with them that contains various properties.
major_negative: weight -5, max 100, +25 if the villager sees you kill another villager, -10 every 20min, -10 when sharedminor_negative: weight -1, max 200, +25 when hit, -20 every 20min, -20 when sharedmajor_positive: weight 5, max 20, +20 when cured, does not decrease and never sharedminor_positive: weight 1, max 200, +25 when cured, -1 every 20min, -5 when sharedtrading: weight 1, max 25, +2 per trade, -2 every 20min, -20 when sharedmajor_negative, minor_negative, major_positive, minor_positive, and trading.0 if the villager has not restocked in the last 10 minutes. When a villager has restocked twice in less than 10 minutes, it waits at least 10 minutes for another restock.| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| π Image | π Image | Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |
| π Image | π Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | |
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
| π Image π Image | Zombie Doctor | Weaken and then cure a Zombie Villager | Use a golden apple on a zombie villager under the Weakness effect; the advancement is granted when the zombie villager converts into a villager. In multiplayer, only the player that feeds the golden apple gets the advancement. |
| π Image π Image | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
| π Image π Image | Surge Protector | Protect a Villager from an undesired shock without starting a fire | Be within 30 blocks of a lightning strike that doesn't set any blocks on fire, while an unharmed villager is within or up to six blocks above a 30Γ30Γ30 volume centered on the lightning strike. |
| π Image π Image | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
| π Image π Image | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
| π Image π Image | Arbalistic | Kill five unique mobs with one crossbow shot | π Image Armor Stand and π Image Mannequin also count for this advancement. 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. |
| π Image π Image | Very Very Frightening | Strike a Villager with lightning | Hit a villager with lightning created by a trident with the Channeling enchantment, turning it into a witch. |
| π Image π Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. |
It started because players could summon villagers without a career by using commands: it was the only way to get villagers with green robes. Whenever we discover we have a bug which is used by the community we just see it as 'undefined behaviour' - and 'fix' it by making it a feature. In this case we just needed a profession for the green-robed villager. I don't remember what name we came up with first - I think it was 'unemployed' or something, but it doesn't really fit in the world, because I don't really think the other villagers are employed by anyone either. So I think the next suggestion was 'village idiot' but I thought 'nitwit' was a more fun name.
| September 29, 2018 | The Village and Pillage update, which improves villagers and villages, was announced at MINECON Earth 2018. | ||||||
|---|---|---|---|---|---|---|---|
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.0.0 | Beta 1.9 Prerelease | π Image Added villagers, including a villager wearing a green robe. | |||||
| 1.8 | 14w02a | Following a massive revamp in the trading system, trading with generic villagers will crash the game. | |||||
| 14w02c | Generic villagers can now be spawned only by using negative profession numbers. | ||||||
| 14w20a | Removed generic villagers. | ||||||
| 1.11 | 16w32b | Generic villagers have been re-added. They are now called Nitwits, as profession 5. However, they can no longer trade, as right-clicking on them does nothing. | |||||
| 1.14 | 18w50a | Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession. | |||||
| π Image Added desert variant. This variant also spawn in badlands biomes. | |||||||
| π Image Added jungle variant. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them. | |||||||
| π Image Added plains variant. | |||||||
| π Image Added savanna variant. | |||||||
| π Image Added snowy variant. This variant spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. | |||||||
| π Image Added swamp variant. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them. | |||||||
| π Image Added taiga variant. This variant also spawn in giant tree taiga and windswept hills biomes. | |||||||
| 1.15 | 19w35a | Nitwit villagers no longer have a leveling gemstone in their belt. | |||||
| Bedrock Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.10.0 Experiment | beta 1.10.0.3 | Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession. | |||||
| π Image Added desert variant. This variant also spawn in badlands biomes. | |||||||
| π Image Added jungle variant. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them. | |||||||
| π Image Added plains variant. | |||||||
| π Image Added savanna variant. | |||||||
| π Image Added snowy variant. This variant spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. | |||||||
| π Image Added swamp variant. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them. | |||||||
| π Image Added taiga variant. This variant also spawn in giant tree taiga and windswept hills biomes. | |||||||
| PlayStation 4 Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.91 | Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession. | ||||||
| π Image Added desert variant. This variant also spawn in badlands biomes. | |||||||
| π Image Added jungle variant. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them. | |||||||
| π Image Added plains variant. | |||||||
| π Image Added savanna variant. | |||||||
| π Image Added snowy variant. This variant spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. | |||||||
| π Image Added swamp variant. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them. | |||||||
| π Image Added taiga variant. This variant also spawn in giant tree taiga and windswept hills biomes. | |||||||
Issues relating to "Nitwit" are maintained on the bug tracker. Issues should be reported and viewed there.
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