Are there npc villages in minecraft pocket edition




















If two villagers simultaneously enter mating mode while they are close to one another, they breed and produce a child. The appearance is determined by the biome where the breeding occurs in Bedrock Edition.

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 until they gather a sufficient stock of food items and breed again. Villagers must have enough beds within village bounds for baby villagers to spawn.

The beds must have 2 blocks of clearance above them because there needs to be room for the baby villager to jump on them. This means that the baby villager needs to be able to path-find the bed; it can't be in an unreachable spot.

Note that mobs view slabs as full blocks for pathfinding, so putting upper half slabs above a bed invalidates the bed. Villagers can become willing by having either 3 bread , 12 carrots , 12 potatoes , or 12 beetroots 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. Some baby villagers in Java Edition , their heads are not as big as Bedrock Edition or Education Edition baby villagers. Baby villagers sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at an iron golem. If the iron golem is holding out a poppy , the children may cautiously take the flower from its hands.

This is a reference to the Japanese animated movie, Laputa: Castle In The Sky, where a giant robot covered in vines inspiration for the iron golem gives the main characters flowers to put on a memorial. They also jump on beds. In Bedrock Edition , illagers ignore baby villagers until they reach adulthood. In Java Edition , illagers attack baby villagers just like their adult counterparts, but pillagers have a hard time killing any since the hitbox of the villager is tiny.

Baby villagers give gifts of poppies or wheat seeds to players who have the Hero of the Village effect in Java Edition. Baby villagers in Bedrock and Education editions have a slightly bigger head than in Java Edition ; this also can be seen in other baby mobs in the game as well.

Java Edition baby villagers don't have too big of a head, so they look like a tiny normal villager. 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. 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. Villagers can summon iron golems.

In Java Edition , a villager desires a golem if the villager has gone to bed in the past 20 minutes and has not detected a golem in the past 30 seconds. A villager that desires an iron golem and has 4 more desirous villagers "in range" attempts to summon one after it successfully spreads gossip villagers spread gossip at most once every 60 seconds.

Villagers can summon iron golems regardless of their profession including nitwits or latest working time. In Bedrock Edition, a golem can spawn if there are at least 20 beds and 10 villagers. All villagers in the village must have a bed, and a profession with access to the profession block.

One golem spawns per 10 villagers. The golem must be killed near the village as villagers have a long cooldown time for golems that wander away. 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 [4] spherical distance between feet center bottom-most point of the villager and hostile mob : [ verify ].

Zombies attempt to break down doors , 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 villagers. Baby villagers can be infected by zombies as well.

Drowned are able to convert villagers to zombie villagers, even when attacking with a trident from a distance. During a raid , villagers flee from illagers and run to the nearest 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 Edition , 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 Edition , the bell rings automatically regardless of whether a villager is nearby. In Java Edition , 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.

In Java Edition , 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. Villagers stare at any player that stares at them, or goes near them. This also applies for some mobs, especially wolves. A villager first turns its head towards the player, then the body. Villagers can keep staring at the player unless a raid happens or a zombie comes and chases them off. Villagers have set schedules depending on their age and employment status.

Schedules define the villager's goals, which mostly determine how they behave throughout the day. However, their goals can be interrupted by higher priority behaviors most villagers have, such as fleeing from an attack, trading, and getting out of the rain. Employed villagers spend most of their day standing next to their job site blocks. From time to time they "gather supplies" by wandering a short distance away, then returning. When a villager reaches its job site block, it commences "work".

Two times a day, this action of working resupplies any locked trades. Villagers can resupply twice per day, even without having a bed or while sitting in a minecart. A villager can "reach" its job site block if the block is in any of the 8 directly adjacent or diagonal block spaces horizontally around it at the height of their feet, or at the 9 blocks below that. Villagers can still "reach" them diagonally, even if they can't see or touch the face of the block.

Employed villagers do not breed with each other during their work schedule. Nitwits and the unemployed do not follow this rule as they would breed with each other and the employed villagers. Leatherworker villagers work at any cauldron; the cauldron does not have to be filled with water in order for the villager to work at it.

All villagers wander from time to time, but for the unemployed, wandering is their main goal because it maximizes their ability to find a job site block they can claim thereby becoming employed. Nitwit villagers wander for their whole day before returning home, and sometimes they even hang out with other employed villagers. A wandering villager chooses a random block and walks toward it, then stands there for a variable amount of time before wandering again.

If at any time it detects a job site block it can claim, it does so, assumes the skin for the associated profession, and immediately begins following the appropriate schedule. A villager attempts to claim a job site block by finding a path to a block next to one, showing angry particles when unable to reach it.

After a villager fails to reach the job site block several times, it becomes unclaimed, indicated by showing angry particles on it. The villager loses its job site block and eventually becomes unemployed if the villager is at novice-level and no nearby job site block is available.

Any other nearby unemployed villager has a chance to become the block's new owner. If there are no unemployed villagers nearby, then the villager who lost the job site block seeks for another unclaimed one or tries to reclaim the same unreachable one in an endless loop this also happens for claiming beds.

The wander schedule includes a job-specific goal called "exploring the outskirts" that causes villagers to wander near the edges of the village. This enables them to detect new beds, job site blocks, bells, and houses that players have used to extend the village.

Late in the day, adult villagers other than nitwits gather at a meeting place the area around a bell. When two villagers encounter one another, they mingle look at each other and "converse" by humming at other villagers. They may also share food, or breed if both are willing. Baby villagers wander randomly searching for others to play with.

When they find one, the two of them follow each other for a while and sometimes run as if racing or chasing each other. They sometimes stop to stare at an iron golem. In Bedrock Edition, iron golems ignore all villagers and walk as though the villager is not there, kind of like pushing the villager, not looking at them and not showing manners. All villagers except nitwits head home a short time before sunset and nitwits go home after sunset.

They roam around until they get near their beds, then target a block beside the bed. Once they reach their beds, they do not go through a door again before sleeping.

A villager who has no bed simply waits inside a house until morning. This includes players stealing a villager's bed to sleep in, mostly the villager stays in the house and doesn't move until sunrise. But sometimes, if they detect a unclaimed bed nearby they walk out of the house and towards the bed.

A villager pushed on a bed in Java Edition. The villager falls off the bed if it is pushed again. Dropping an anvil on a villager that is sleeping in Java Edition does not hurt the villager nor causes the villager to wake up.

At sunset, most villagers lie down in their beds and remain there until morning Nitwits stay up later at night and get up later in the morning. They also wake up when their bed is used , if they are attacked , or when a bell is rung.

If possible, they return to sleeping in a bed after the interruption. In Java Edition , villagers can be pushed on beds and sometimes turn their heads. A villager can be pushed off a bed, but most likely to go back to sleeping after staring at the player who pushed the villager for a few seconds. When sleeping in Bedrock Edition, a villager's hitbox reduces to a cube restricted to the pillow part of the bed. If an anvil is dropped on the hitbox, the villager takes damage and wakes up.

In Java Edition , dropping any anvil on a villager that is sleeping causes the anvil to bounce and drop as an item, and the villager remains sleeping and does not take damage. Villagers follow their Overworld schedules regardless of which dimension they are in. They can sleep in the Nether or the End , without causing the usual consequences of the bed exploding See Bed , if the Overworld's time is correct.

This is because the daylight cycle continues in these dimensions, even though it is not normally apparent to the player. Sometimes when a villager gets in a bed from another direction they turn their body until their head is on the pillow of the bed.

Villagers also sleep with their eyes open, just like players. Villagers get a brief regeneration effect once leveling up in their profession. Pink regeneration particles appear when the villager is healing. In Bedrock Edition , when villagers successfully sleep, they immediately heal themselves when waking up at dawn if they are damaged. All plains biome variant professions except unemployed corresponding to their different job site blocks. Each villager can have a profession, indicated by their clothing as well as by the title at the top of the trading interface.

A villager can choose their profession by claiming a job site block. When they go to work, they use their daily schedule to get to their claimed job site block.

Some professions, like farmers and librarians, do other things. Farmers plant crops, and librarians can inspect bookshelves. A job site block can be claimed only if it is unclaimed and within a village boundary with at least 1 bed. Removal of a claimed job site block causes the owner to switch to another profession or become unemployed, provided that the villager has no prior trades with the player. If the villager has prior trades, it keeps its profession and claims a new job site block that matches its profession if one is available.

So, once a player trades with a villager, the villager keeps its profession forever. In Bedrock Edition , however, villagers summoned in similar ways have a random profession [5] ; their profession can be changed by a job site block, though. Novice-level villagers who have not yet traded can lose their profession and change into unemployed villagers.

Unemployed adults actively seek for an unclaimed job site block and change into the corresponding profession.

Below is a table listing the various professions, along with the specific job site block that each profession requires:. Nitwit villagers wear robes that are green on top. They cannot acquire a profession, trade , or gather around bells , but are still able to breed.

They are not equipped with a level stone since they cannot trade. Pressing use on a nitwit in Java Edition causes it to grunt and shake its head at the player. They wander around the village for about ticks after other villagers go to sleep, before seeking a bed. If they can claim a bed, they arise in the morning ticks 1 minute 40 seconds after the rest of the village wakes up.

A nitwit must be born or spawned; no villagers change to nitwit from unemployed or a profession, and vice versa. Nitwits can 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. Villagers and zombie villagers have seven skin types corresponding to the biome they spawn in. Their appearance also varies based on their profession and their five tiers. They show which trade tier they have unlocked by a badge of a varying material on their belt. A new tier is obtained every time a player trades with a villager and the badge appears as stone, iron, gold, emerald, and finally diamond.

Villagers have different outfits depending on their biome. Naturally generated villagers take on the outfit from the biome they were spawned in.

When breeding occurs, the outfit of the child is determined by the biome where the breeding occurs, but in Java Edition , it is sometimes randomly inherited from the biome type of the parents. The outfits available are:. Villager badge changes color depending on the level of the villager.

From left to right: stone novice , iron apprentice , gold journeyman , emerald expert , and diamond master. Nitwits, unemployed adults, and children do not have a badge.

The trading system is a gameplay mechanic that allows players to buy and sell various items to and from villagers, using emeralds as a currency.

Their trades can be valuable or somewhat meaningless, depending on the cost, the items the player might get, and how the player treats the villagers. Only adult villagers with professions can trade; the player cannot trade with nitwits, unemployed villagers, or baby villagers. Using an employed villager allows a player to trade, making offers based on the villager's profession and profession level.

All offers involve emeralds as a currency, and items related to the villager's profession. Trading can allow the acquisition of items that would otherwise be difficult or impossible to obtain, such as enchanted books with "treasure" enchantments e.

Mending , bottles o' enchanting , or chainmail armor. When a villager gets a new trade, they receive 10 seconds of Regeneration I totaling to 4 of restoration , which emits pink particles. The villager also emits green particles suggesting contentment. Completing a trade with a villager increases its professional-level slightly. Visit the Fisherman and you will be able to buy, well, fish. You can also get an enchanted fishing rod which is exactly the type of rod we would want!

Take a trip to the Leatherworker for all things leather. Enchanted books and names tags can be purchased from the librarian and, as far as we know, there are no late fees. Want cut versions of blocks and bricks? The Mason is waiting to trade you just those very things. Coloured woods and paintings are what the Shepherd has so if you need those, you now know where to go! Yep, this is who you will want to check in with if you need to get your hands on some tools — and there may be some enchanted ones in the inventory too.

Last but certainly not least is the Weasponsmith. You can buy swords and axes here made from Diamond or Iron and, again, there could be an enchanted one waiting for you too! Want a villager to have a certain type of profession?

Well, you will need to hunt down the right job block. Happily, we have listed each job block below alongside which job they will work with. Whichever Biome you are in will determine what appearance a villager has but they all appear as something, at least slightly, related to their profession, so you can tell pretty quickly what each one does before you even interact with them.

To make sure that you are not trading too much, there is a cap placed on the stock that will change the value. You can do up to four trades each day and then the stock will run out, but trade an item regularly and you will see the price increase — a typical supply and demand type of situation. There are five trade levels that you can work through and the higher you go, the better items you will see available.

You will be able to tell the level of the villager you want to trade with by the colour of the badge that they wear with honour. Sign up to be the first to know about breaking stories and new series! Thanks, you are now signed up to our daily TV and entertainment newsletters!

We look forward to sending you our email updates. Paths are found between the buildings of the village and often extend beyond them.

Structures are chosen randomly from a pool of possible buildings. No one building has a greater chance to appear than another.

The full list of the village house blueprints can be accessed by going here. Architecture style, and blocks making up the village structures, vary according to village type. Not every building can generate in a single village, although some blocks can be found in any village, such as job site blocks and food items.

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 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 stone mason house doesn't appear in a savanna village.

Village paths without any buildings nearby, generated in a Buffet world type with cave generation before Village and Pillage. Villages generate paths between the buildings and extending 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.

Villagers use these paths to travel across the village. In plains, savanna, taiga, and snowy villages, paths are comprised of grass paths and grass. Savanna villages also generate farmland and crops in some paths. Grass paths that generate over water are replaced by the village style's planks type. Desert villages generate with smooth sandstone paths. In Buffet worlds with cave generation, paths may generate on a separate layer from the rest of the buildings.

In floating island generation, paths may not generate at all. Trees, lamp posts, and other decorative structures can generate in the middle of paths as obstructions. A village has a chance of generating as an abandoned village also known as zombie village.

In an abandoned village, all generated villagers are instead zombie villagers , and all doors and light sources are missing. The zombie villagers do not despawn, but have no resistance to sunlight. The zombie villagers spawned inside these villages behave similar to drowned as they stay in the shade even when a player or villager are nearby, only coming out when the sun has set.

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. The amount of buildings in a abandoned village can be slightly more than a normal 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 bed claimed by the first villager a village leader , or the gathering site block a bell , 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, siege-spawned zombie, 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.

In Bedrock Edition , 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. 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 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 will also ring 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 that have already been traded with can claim only job site blocks related to their profession.

Employed villagers that 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 their respective villager profession. The following can alter a player's popularity: [3].

When a player acts directly on a villager, particles around that villager indicate the change in popularity: green sparks for increasing popularity, or small storm clouds for decreasing popularity. A player's popularity does not reset on death, and players cannot alter other players' popularity. Popularity is stored per village; a player may have high popularity in one village and low in another.

The player cannot see what their popularity in a village is, but if the iron golems attack the player means that the player's popularity is or less. Additionally, because popularity is stored per village, if the entire village is destroyed, any accumulated popularity, positive or negative, is also eliminated. If a village at least one villager and one claimed bed is repopulated after destroyed, the player's popularity resets at zero.

Iron golems constructed by the player are always passive toward the player, even if the popularity score of the player is or less or when the player attacks the iron golem or attacks a villager in front of the golem. The naturally spawned iron golem attacks the player if the player hits a villager using a weapon, a fishing rod, snowballs, eggs, or your fists in front of the golem.

The iron golem will be neutral again if the player runs out of the iron golem's line of sight or far enough from it for a while, although hitting the iron golem makes it hostile for longer.

This also applies to iron golems that are summoned by a command or iron golems that spawn regularly if a village population is big enough. Iron golems will get provoked again if a player's popularity score is or less and goes into the line-of-sight with the golem, even when the player went away from the golem. Distracting an provoked iron golem by summoning hostile mobs around the golem only makes it stop attacking the player for a short time.

After killing all the hostile mobs around it, the iron golem will resume attacking the player. Iron golems that are provoked will stop being angry if the player switches to creative mode and back to survival mode.

Issues relating to "Village" are maintained on the bug tracker. Report issues there. A close look of the architecture of an abandoned village from a plains biome. In the background there is a savanna and a desert. Another image of a village tweeted by LadyAgnes. An igloo structure that generated in a snowy tundra village.

A snowy tundra village. Villagers mingling about an iron golem. Desert pyramid , Swamp hut and village close to each other.



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