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Nitwit

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πŸ‘ Image
This article is about the villager profession. For the character in A Minecraft Movie, see Movie:Nitwit. For the character in Minecraft Earth, see Earth:Nitwit.
Nitwit
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.

Spawning

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Natural generation

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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.

Drops

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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.

Behavior

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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.

Movement patterns

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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 4–5 seconds at a time.

When it rains, a nitwit will stay outside longer than others unless being chased by an illager or zombie.

Schedules

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Villager schedule in Java Edition
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
Villager schedule in Bedrock Edition
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

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Java Edition:

Sounds
SoundClosed captionsSourceDescriptionIdentifierTranslation keyVolumePitchAttenuation
distance
​Villager mumblesFriendly MobsRandomly while awakeentity.villager.ambientsubtitles.entity.villager.ambient​1.00.8–1.2
(Baby: 1.3–1.7)
16
​Villager diesFriendly MobsWhen a nitwit dies or becomes zombifiedentity.villager.deathsubtitles.entity.villager.death​1.00.8–1.2
(Baby: 1.3–1.7)
16
​Villager hurtsFriendly MobsWhen a nitwit is damagedentity.villager.hurtsubtitles.entity.villager.hurt​1.00.8–1.2
(Baby: 1.3–1.7)
16
​Villager cheersFriendly MobsWhen a nitwit wins a raidentity.villager.celebratesubtitles.entity.villager.celebrate​1.00.8–1.2
(Baby: 1.3–1.7)
16
​Villager disagreesFriendly MobsWhen a player trades with either a nitwitentity.villager.nosubtitles.entity.villager.no​1.00.8–1.216

Bedrock Edition:

Sounds
SoundClosed captionsSourceDescriptionIdentifierTranslation keyVolumePitch
​ ?Friendly MobsRandomly while awakemob.villager.idle​ ?1.00.8–1.2 (Baby: 1.3–1.7)
​ ?Friendly MobsWhen a nitwit dies or becomes zombifiedmob.villager.death​ ?1.00.8–1.2 (Baby: 1.3–1.7)
​ ?Friendly MobsWhen a nitwit is damagedmob.villager.hit​ ?1.00.8–1.2 (Baby: 1.3–1.7)
​ ?Friendly MobsWhen a player trades with either a nitwitmob.villager.no​ ?1.00.8–1.2

Data values

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Java Edition:

NameIdentifierEntity tags
πŸ‘ EntitySprite villager.png: Sprite image for villager in Minecraft
Villager
nitwitfollowable_friendly_mobs

Bedrock Edition:

NameIdentifierNumeric ID FamilyTranslation key
πŸ‘ EntitySprite villager-revision-1.png: Sprite image for villager-revision-1 in Minecraft
Villager (old)
villager15 nitwitentity.villager.name
πŸ‘ EntitySprite villager.png: Sprite image for villager in Minecraft
Villager (new)
villager_v2115 nitwitentity.villager_v2.name

Entity data

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Nitwits have entity data associated with them that contains various properties.

Java Edition:

Main article: Entity format
  • [NBT Compound / JSON Object] Entity data
    • Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
    • Tags common to all entities see Template:Nbt inherit/entity/template
    • Tags common to all mobs see Template:Nbt inherit/mob/template
    • [NBT List / JSON Array] Gossips: Pieces of gossip that can be exchanged between villagers when they meet. Is not preserved when removed.
      • [NBT Compound / JSON Object] A piece of gossip.
        • [Int] Value: The strength of the gossip.
          • for major_negative: weight -5, max 100, +25 if the villager sees you kill another villager, -10 every 20min, -10 when shared
          • for minor_negative: weight -1, max 200, +25 when hit, -20 every 20min, -20 when shared
          • for major_positive: weight 5, max 20, +20 when cured, does not decrease and never shared
          • for minor_positive: weight 1, max 200, +25 when cured, -1 every 20min, -5 when shared
          • for trading: weight 1, max 25, +2 per trade, -2 every 20min, -20 when shared
        • [Int Array] Target The UUID of the player who caused the gossip, stored as four ints.
        • [String] Type: An ID value indicating the type of gossip. The possible values are major_negative, minor_negative, major_positive, minor_positive, and trading.
    • [NBT Compound / JSON Object] Offers: Is generated when the trading menu is opened for the first time.
      • [NBT List / JSON Array] Recipes: List of trade options.
        • [NBT Compound / JSON Object] A trade option.
          • [NBT Compound / JSON Object] buy: The first 'cost' item, without the Slot tag.
          • [NBT Compound / JSON Object] buyB: Optional. The second 'cost' item, without the Slot tag.
          • [Int] demand: The price adjuster of the first 'cost' item based on demand. Updated when a villager resupply.
          • [Int] maxUses: The maximum number of times this trade can be used before it is disabled. Increases by a random amount from 2 to 12 when offers are refreshed.
          • [Float] priceMultiplier: The multiplier on the [Int] demand price adjuster; the final adjusted price is added to the first 'cost' item's price.
          • [Byte] rewardExp: 1 or 0 (true/false) – Whether this trade provides XP orb drops. All trades from naturally-generated villagers in Java Edition reward XP orbs.
          • [NBT Compound / JSON Object] sell: The item being sold for each set of cost items, without the Slot tag.
          • [Int] specialPrice: A modifier added to the original price of the first 'cost' item.
          • [Int] uses: The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses.
          • [Int] xp: How much experience the villager gets from this trade.
    • [NBT Compound / JSON Object] VillagerData: Information about the villager’s type, profession, and level.
      • [Int] level: The current level of this villager's profession. Influences the trading options generated by the villager. If it is greater than their profession's maximum level, no new offers are generated. Increments when the villager fills his trading xp bar. Also used for badge rendering.
        • 1: Novice
        • 2: Apprentice
        • 3: Journeyman
        • 4: Expert
        • 5: Master
      • [String] profession: A resource location indicating the villager's profession; see Villager Β§ Professions.
      • [String] type: A resource location indicating the villager's type; see Villager Β§ Appearance.
    • [Int] Xp: How much experience the villager currently has, increases with trading in various amounts.
      • 0 to 9: Novice
      • 10 to 69: Apprentice
      • 70 to 149: Journeyman
      • 150 to 249: Expert
      • 250 and more: Master
    • [NBT List / JSON Array] Inventory: Each compound tag in this list is an item in the villager's inventory, up to a maximum of 8 slots. Items in two or more slots that can be stacked together are automatically condensed into one slot. If there are more than 8 slots, the last slot is removed until the total is 8. If there are 9 slots but two previous slots can be condensed, the last slot returns after the two other slots are combined.
    • [Long] LastRestock: The last tick the villager went to their job site block to resupply their trades.
    • [Long] LastGossipDecay: The last tick all gossip of the villager has decreased strength naturally.
    • [Int] RestocksToday: The number of restocks a villager has done in 10 minutes from the last restock, or 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.
    • [Byte] Willing: 1 or 0 (true/false) – true if the villager is willing to mate. Becomes true after certain trades (those that would cause offers to be refreshed), and false after mating.

Bedrock Edition:

See Bedrock Edition level format/Entity format.

Achievements

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IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
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πŸ‘ Image
OverkillDeal 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.30Bronze
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Over-OverkillDeal 50 hearts of damage in a single hit using the MaceDamage can be dealt to any mob, even those that do not have 50 hearts of health overall.20Silver

Advancements

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IconAdvancementIn-game descriptionActual requirements (if different)
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Zombie DoctorWeaken and then cure a Zombie VillagerUse 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.
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πŸ‘ Image
AdventureAdventure, exploration and combatKill any mob, or be killed by any living entity.
πŸ‘ Image
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Surge ProtectorProtect a Villager from an undesired shock without starting a fireBe 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 30Γ—30Γ—30 volume centered on the lightning strike.
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A Throwaway JokeThrow a Trident at something.
Note: Throwing away your only weapon is not a good idea.
Hit a mob with a thrown trident.
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Take AimShoot something with an ArrowUsing a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow.
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ArbalisticKill five unique mobs with one crossbow shotπŸ‘ Image
Armor Stand
and πŸ‘ 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.
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Very Very FrighteningStrike a Villager with lightningHit a villager with lightning created by a trident with the Channeling enchantment, turning it into a witch.
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Over-OverkillDeal 50 hearts of damage in a single hit using the MaceDamage can be dealt to any mob, even those that do not have 50 hearts of health overall.

Quotes

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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.

β€” Jeb about the Nitwit[2]

History

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Announcement

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September 29, 2018The Village and Pillage update, which improves villagers and villages, was announced at MINECON Earth 2018.

Java Edition

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Java Edition
1.0.0Beta 1.9 PrereleaseπŸ‘ Image
Added villagers, including a villager wearing a green robe.
1.814w02aFollowing a massive revamp in the trading system, trading with generic villagers will crash the game.
14w02cGeneric villagers can now be spawned only by using negative profession numbers.
14w20aRemoved generic villagers.
1.1116w32bGeneric 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.
1.1418w50aVillagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession.
πŸ‘ Image
Added desert variant. This variant also spawn in badlands biomes.
πŸ‘ Image
Added jungle variant. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
πŸ‘ Image
Added plains variant.
πŸ‘ Image
Added savanna variant.
πŸ‘ Image
Added snowy variant. This variant spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
πŸ‘ Image
Added swamp variant. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
πŸ‘ Image
Added taiga variant. This variant also spawn in giant tree taiga and windswept hills biomes.
1.1519w35aNitwit villagers no longer have a leveling gemstone in their belt.

Bedrock Edition

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Bedrock Edition
1.10.0
Experiment
Experimental Gameplay
beta 1.10.0.3Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession.
πŸ‘ Image
Added desert variant. This variant also spawn in badlands biomes.
πŸ‘ Image
Added jungle variant. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
πŸ‘ Image
Added plains variant.
πŸ‘ Image
Added savanna variant.
πŸ‘ Image
Added snowy variant. This variant spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
πŸ‘ Image
Added swamp variant. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
πŸ‘ Image
Added taiga variant. This variant also spawn in giant tree taiga and windswept hills biomes.

PlayStation 4 Edition

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PlayStation 4 Edition
1.91Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession.
πŸ‘ Image
Added desert variant. This variant also spawn in badlands biomes.
πŸ‘ Image
Added jungle variant. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
πŸ‘ Image
Added plains variant.
πŸ‘ Image
Added savanna variant.
πŸ‘ Image
Added snowy variant. This variant spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
πŸ‘ Image
Added swamp variant. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
πŸ‘ Image
Added taiga variant. This variant also spawn in giant tree taiga and windswept hills biomes.

Issues

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Issues relating to "Nitwit" are maintained on the bug tracker. Issues should be reported and viewed there.

Gallery

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Render

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Screenshots

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Mojang screenshots

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Textures

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In other media

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References

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See also

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Navigation

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