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Snowy Taiga building?[]

In bedrock and console, snowy village use same substituion as snowy tundra and taiga, but in java 1.14 taiga village and snowy tundra village look different. Villager spawn in snowy taiga use same skin as in snowy tundra. However I don't know about building, is snowy taiga village use taiga building or snowy tundra building. ImakerB (talk) 04:05, 15 January 2019 (UTC)

Ok finally I found this answer by myself, that snowy taiga village generated using same building as taiga but covered in snow. ImakerB (talk) 01:40, 9 February 2019 (UTC)

"Villages are now set by the number of beds in the village instead of doors."[]

What exactly does "villages are now set" mean? ~ Amatulic (talk) 23:18, 18 February 2019 (UTC)

It mean number of house in villages now depend on beds, not valid doors. They change village mechanic. Bedless villages no longer registered as villages. Old villager however detect valid door as a house, while villager_v2 detect bed as house. I have tested iron golem still spawn in village with high number of door, however Iron Golem slowly leave the bedless village. ImakerB (talk) 01:52, 19 February 2019 (UTC)
OK, but if the iron golem leaves, wouldn't a new one spawn due to the doors? In one of the villages I visited, I added a bunch of doors to existing buildings, and now it has two iron golems walking around. I put a bed in one of the buildings to sleep. There are no other beds. Would that make a difference? Should I add beds to the villages in my world?
What do villagers now do in a bedless village? Wander off and get lost?
As far as I can tell, the iron golem farm I built in my home base village is still working, but does the bed I sleep in unbalance it? I sleep in a building off to the side that has no doors (just a fence gate); all the doors are symmetrically arranged in buildings surrounding the farm. Occasionally, an iron golem spawns outside the 16×16 area centered on my arrangement of doors, but that was happening way back in Bedrock 1.6. ~ Amatulic (talk) 02:14, 19 February 2019 (UTC)

What is a "meeting point"?[]

So what is this "meeting point" that the article mentions but doesn't define? If I rearrange all the doors in the village, does the meeting point change? Do iron golems still spawn in a 16×16 area centered on the village doors or do they now spawn according to other rules? ~ Amatulic (talk) 02:18, 21 February 2019 (UTC)

The meeting point spawns as the market stalls or well structures but I'm not sure if it is created with a custom village. – Nixinova Nixinova sig1 Nixinova sig2 02:19, 21 February 2019 (UTC)
I was referring to an existing village, which may already have a meeting point, in which I make some drastic rearrangements: create new buildings, remove doors from some, add doors to others. So far, this works well to control where iron golems spawn (in a water trap, in my case). I wonder if that has changed? ~ Amatulic (talk) 02:37, 21 February 2019 (UTC)
The Function of Meeting point structure is similar to village well prior Village and Pillage, where it used to count how many village generated in an area, also stronghold attempt to generate under it. Despite being meeting point, villager actually not mingling and gather around in there as they crowd in village gathering site which can also be created by player, so its possible to create identical meeting point structure, but still not registered as gathering site or vice versa. Destroying naturally meeting point structure seem to have no effect.ImakerB (talk) 02:45, 21 February 2019 (UTC)

So, what happens to previously-spawned villages?[]

In the world my son and I have been playing for about a year now (Bedrock Edition), there are 6 villages in our explored area. Needless to say, none of them have beds, except for ones we put in our home base village to sleep in. So what happens to villages in the next update, in which they need "valid beds" to be considered villages? Do the villagers just wander off, or die out? Do new workstations spawn? We've added enough doors in each village so that each one can have its own iron golem. What happens to that? I notice that one (only one) of the villages we explored previously now has a couple of cats, which is nice to see.

I'd really like to see in this article some information about what happens to a world with villages in it, when the rules about villages get changed in an update. ~ Amatulic (talk) 22:54, 10 March 2019 (UTC)

You'll need to just place some beds down in the village. I assume the village itself will remain unchanged since updated world gen doesn't usually change those. – Nixinova Nixinova sig1 Nixinova sig2 23:52, 10 March 2019 (UTC)
Valid bed with villager will registered as village. I cure zombie villager and bring it to my house which has a bed, Then i kill illager captain in illager patrol, and when i was back to my house, a raid suddenly happen, all illager move toward my house. So your house can also registered as village. For cat spawning, you just need to place 4 beds and at least having one villager nearby, and one cat will spawn. As of 1.11, all villager are converted to villager_v2 which check for valid bed as a house, so they all will wander off searching for registered village, as previous village no longer registered as village. For workstation, you just need to place corresponding workstation block within village boundary (near valid bed) and villager will recognized it as workstation. You need to place it previous village cannot generate workstation block. For iron golem, I have tested that iron golem also spawn different in ways, I tested in latest beta that iron golem can spawn in doorless village, they just need large number of beds and villager then iron golem spawn near valid beds. ImakerB (talk) 23:55, 10 March 2019 (UTC)
Thanks. I put 3 or 4 beds in three of the villages around me. That was pretty tedious! I spent a day shearing sheep and building beds in my home village and putting beds in some buildings, and then another 2 days traveling to 2 other villages and putting some beds in them. I wonder how many beds I need? I've been placing them so the head of the bed is up against a wall, but some buildings don't have room. So I wonder if a "valid bed" includes a bed in a corner, with a wall on 2 sides?
This article could use a bit of expansion on the bed mechanics. ~ Amatulic (talk) 06:58, 11 March 2019 (UTC)
Great info. here. And suggestions for expansion.
I just want to add that we might want to have a sequential: "How do we deal with regular Villages /Villagers becoming (via 1.14 Update) New Villages /New Villagers?" I.e. , everything from Visiting them, to Protecting them, Exploit, Save, Encourage, and yeah, even hurt (and help after if enough to make a difference).
Ex. : (New) minimum that defines them (as just above from ImakerB, Bed and Villager), ways to keep them safe (whether in buildings and /or not, and yeah, what defines what buildings if different from each other) or what happens if we don't (and /or maybe how easily they get how-confused when they're not). How easy it is to Re-generate (if not re-Generate completely a - whole - new Village via just finding another to possibly-destroy) Villagers-and-Villages, Breeding them (re-Spawn individuals via Breeding mechanics also seemingly affected a bit) and supporting their (New, how it's different whichever ways) Villages, and finding-out New limits if-any of the New Villages (overall sizes /limitations /different abilities if any). Yilante 3 /14 /19 10:08 a.m. 76.209.248.192 17:08, 14 March 2019 (UTC)

All right, I am not happy. In the world I've been playing, painstakingly building up and discovering with my son for over a year, not a single one of the 6 villages we've discovered spawn in 1.11 if I create that world afresh. I'm guessing that unless we trek to all those villages, and craft a bunch of beds and workstations to put in them (not to mention figuring out how to obtain a bell from an "old" style villager), the villages will soon become empty ghost towns. Our lovely home village in which we've invested so much will meet the same fate. That's a lot of unanticipated work that shouldn't happen in-game. ~ Amatulic (talk) 16:20, 28 April 2019 (UTC)

Seeds used prior 1.11.0 generate differently. Village location is changed, so most old seed won't spawn village, village can still spawn but in different location, ex: seed 999 previously spawn triple village at spawn but in 1.11 no village generated at spawn. Same for 666 that have village near spawn. (Prior 1.11 there no village near spawn).
If you were open old villager trading ui, they still keep their trade offer when converted into new villager, which not give xp to themselves making impossible for them to level up. Also villager wander aimlessly leaving out village when there are no bed placed. Lastly the worst things which affect a lot of old maps (not from marketplace templates) is every villager transform into leatherworker or cleric just because of their workstations. ImakerB (talk) 23:19, 28 April 2019 (UTC)
My 9-year-old son and I were using seed -1000 in survival mode with zero cheats, his first big survival game, with an objective to accomplish as much as possible in the overworld. This seed spawned you right next to a village on top of a ravine, with one of the buildings sitting on top of a solid cobblestone shaft all the way to the bottom. This building was a great home base (we just dig more rooms downward as we need them) and the ravine has many useful resources including exposed diamond ore. A few steps outside the village we found a zombie spawner and skeleton spawner right near the surface, which we converted to a drowned and xp farm, respectively. And there were several other villages less than a daytime walk away, and a bit farther another one with a stronghold and another near a ravine that exposed a mineshaft. Really great seed! Our first big project was to convert that village to an iron golem farm while still allowing the villagers to roam around and trade with us. Even without the iron golem farm (it won't work anymore in 1.11), we still found plenty of iron ore on our own (it seemed like a rich area), although the iron golem farm helped us get enough for an anvil, which was incredibly useful with enchanted books we got by fishing.
We put in a few beds, but we're heartbroken that our 6 villages won't survive without a lot of intervention, and that our home village no longer spawns, and no village spawns with so many cool things nearby. The ravine and all the other features are still there in 1.11, but no village. We had hoped to start afresh in the same village in 1.11. I haven't found as interesting a seed since 1.11 came out although the "coastal village" preset in the seed picker looks promising.
We're depressed about it. We'll likely discontinue playing that world. We will miss it. It was really good while it lasted. It's sad that the new update breaks existing worlds that have already been widely explored.
Maybe a tutorial is in order: how to rescue your pre-1.11 villages. As you suggest, more than just beds are required. If you don't have a bell, are there other substitute meeting places? Do wells still work? ~ Amatulic (talk) 02:35, 30 April 2019 (UTC)

Are zombie villages still in Bedrock ?[]

Start from Village & Pillage, zombie village seem not be able to generate again, but i cannot confirm zombie village got removed after 1.11.0. ImakerB (talk) 23:08, 23 May 2019 (UTC)

Well, the Bedrock Edition exclusive features says that villages never spawn as zombie villages, but you likely knew that since you've been working in that article. I have never personally seen a zombie village myself, even before village & pillage. You would think that with a 2% chance, if I look at a hundred or so villages, I would see one. I don't play Java Edition, only Bedrock, so I suspect it's one of those Java-only things.
On the other hand, "absence of evidence isn't evidence of absence." ~ Amatulic (talk) 01:17, 24 May 2019 (UTC)
I haven't been able to find one yet. There are zombie villages in Java Edition though. Seed -6076517223245042802 has one, according to https://www.youtube.com/watch?v=wa6YPCC_8nM ~ Amatulic (talk) 05:44, 28 May 2019 (UTC)
I've seen abandoned villages in PE/Bedrock 68.97.102.43 15:44, 26 November 2019 (UTC)

Is house section still accurate ?[]

After Village & Pillage, House section show table which only consist of few building, not every type of building. I was found a savanna village consist of 4 temple, a taiga village with 5 weaponsmith, a plains village with 3 library. How these building calculated, are these building still have weight to generate or chosen randomly, because I'm not sure number of house still use building generation rules. ImakerB (talk) 06:06, 31 May 2019 (UTC)

I'm fairly sure the jigsaw blocks used in the generation of villages randomly call one of the buildings. I don't think any buildings have any caps on them anymore -PancakeIdentity (talk) 06:08, 31 May 2019 (UTC)
Unless someone says otherwise, I'm going to remove the seemingly old data in a few days. -PancakeIdentity (talk) 21:02, 9 June 2019 (UTC)
only confirming. I just started a new save and got 3 blacksmiths in a row of 4 buildings (screenshot) --Den_drummer (talk) 13:19, 20 July 2019 (UTC)

Sieges DONT seem to require 20 villagers[]

I've recently had a siege occur of about 15 zombies in my fully lit and walled off village of only 5 villagers. That's a lot less than the 20 villagers the wiki page says sieges require. The village did however have about 20 beds, and even more doors. (oh, and this is Java Edition) 5.103.145.18 21:35, 24 July 2019 (UTC)

Cleaning up the Styles section[]

The way this section is presented is pretty weird and outdated as the palette swaps aren't a thing anymore. Having this messy list of blocks as it is looks unclean and unorganized. Do we even need this section anymore? This information probably belongs better under Blueprints or something. If it is still needed, we should find a better way to present it. -PancakeIdentity (talk) 18:17, 2 August 2019 (UTC)

@PancakeIdentity: I just removed nearly all of the lists in the Styles section, leaving just the text that was there. ~ Amatulic (talk) 21:43, 2 August 2019 (UTC)

Turning Loot into a dropdown section[]

The Loot section of the page currently takes up a lot of space. Is there anyway we could add an option to show/hide this section? -PancakeIdentity (talk) 23:02, 2 August 2019 (UTC)

There's Template:Collapse that could be used for this purpose, but I don't see that section as too long. Hiding it won't improve page load time, and it isn't much bigger than the history section below it. ~ Amatulic (talk) 02:37, 3 August 2019 (UTC)
It almost splits the page in two. It takes a few seconds to scroll through it, effectively separating the article into two parts with information players might not be here for. The History section is different imo as it's at the bottom of the page. -PancakeIdentity (talk) 02:46, 3 August 2019 (UTC)
If it must be non-visible, I recommend moving it to a sub-page. That would improve the page load time too. Then anyone who wants to see the information still can see it on the sub-page, but those who don't care about it won't need to download it into a hidden area. ~ Amatulic (talk) 05:57, 3 August 2019 (UTC)
Loot section is indeed a bit too long, it takes a couple seconds to scroll through in order to continue reading the rest, it even gets slightly annoying. I think collapsing this section is a good choice here, since neither does it contain that much content to be worth making a sub-page, nor is it particularly interesting to click on (like “structure” sub-page is). Luotiansha (talk) 20:16, 12 October 2019 (UTC)
 Done -PancakeIdentity (talk) 23:26, 12 October 2019 (UTC)

Delibirda's suggestion[]

How about adding more screenshots from Village & Pillage to the gallery?--Delibirda (talk) 16:28, 13 October 2019 (UTC)

We already have a lot, if anything the gallery section is too big right now. -PancakeIdentity (talk) 16:45, 13 October 2019 (UTC)

Proposed merge from Village/Structures (old) to Village[]

These villages might have still in positions 180.191.138.89 07:49, 20 January 2020 (UTC)

A good point. While people may have world files that still contain old villages, these aren't part of the world generation now. An alternative proposal is for the editor community to provide better support to old material. This seemed more prevalent before the fandom merger. Now old content seems more likely to just be removed, instead of referencing when the changes were introduced. See also the frequency of mentioning old style buildings without linking to their articles. Limestonebuilder (talk) 18:01, 2 May 2023 (UTC)

Limit of Village Borders[]

The page says that the village border will be the farthest bed(s) from the center of the village upon creation. How big can a player make a village (in Java and Bedrock)? Is the border spherical or does it spawn with an irregular shape? Do beds in other villages count? If you put beds at the edges of a world border and have the center of the village at the center of the world, would the village be the same size as the world? Fluffy dragon728 (talk) 15:15, 8 May 2020 (UTC)

Popularity disabled in Peaceful Difficulty (BEDROCKEDITION ONLY)[]

Since iron golems act passive in peaceful means popularity is an unused mechanic. 188.120.87.87 13:10, 12 May 2020 (UTC)

meeting points[]

I have seen a village with 2 meeting points, around 40 blocks away from each other. is this a bug?–Preceding unsigned comment was added by Chungus123456 (talkcontribs) at 16:09, 3 September 2020 (UTC). Please sign your posts with ~~~~

It must be a combined village, aka 2 villages generating right next to each other, this may look like 1 huge village.---Humiebee Discuss anything with me Look at my edits 16:12, 3 September 2020 (UTC)

There is a plains village structure called PlainsMeetingPoint4 that is not technically a village center. It looks like the market stalls but smaller. Maybe this is what you saw? --AstroTibs (talk) 01:19, 31 October 2020 (UTC)

Popularity maxes at 30 in JE?[]

What update changed this? In Java Edition, popularity/reputation ranged from -30 to 10 at least from 1.7 through 1.12.

I also wonder if it's worth adding somewhere that the popularity counter had some fatal bugs starting in 1.9? Specifically, once a server is restarted, everyone's popularity in every village resets to zero. --AstroTibs (talk) 01:17, 31 October 2020 (UTC)

minimum separation between villages[]

50 blocks at least is needed between villages Here is my test: On java edition I made a superflat and placed several beds next to each other, (the first bed would have been the village centre). I spawned in villagers and they filled the beds. Then I placed a bell off to one side. I then placed another single bed in the opposite direction, starting from ten blocks away, then set the time to 9000, and no suprise the villagers all then flocked to the gathering site (the bell). This kept happening until my single bed was 50 blocks away. (I only tested in multiples of ten blocks).

hope this helps anyone who is trying to locate a villager breeder 178.208.169.48 23:12, 14 March 2021 (UTC) Frodo 2020-03-14

I doubt that would work in Bedrock.
I wonder what would happen if you moved both the single bed and the bell? Is there some point at which the bell is no longer regarded as part of the village? Amatulic (talk) 00:06, 15 March 2021 (UTC)

Iron Golem killing decreases reputation by -10[]

Does village reputation REALLY decreases by 10 once killing an iron golem Pinksheepy (talk) 12:01, 5 April 2021 (UTC)

Yes, but you can't see the difference other than higher or lower prices in trades and iron golems attacking you. TheGreatSpring (talk | contribs) (Tagalog translation) 12:07, 5 April 2021 (UTC)

Village spawning algorithm[]

I noticed that there are no description of the algorithm that determines the location of a village. There is mentioning of what biomes they spawn in, but how about some more details? Compare this to nether fortress & bastions, only one of which can spawn in each 432*432 quadrant, and this has already been mentioned in their respective articles. Hopefully there are similar rules for village generation as well. Windwend (talk) 21:06, 6 April 2021 (UTC)

Village reputation decreases by -1 per hit or just -1 once if attacking a villager[]

For Java Edition's reputation mechanic does village reputation decrease by -1 per hit or is it just -1 once per villager if attacking one? 173.32.2.153 13:00, 10 May 2021 (UTC)

That's a good question. It would make sense for it to be "per hit" as the table shows for Bedrock Edition. I don't believe the game has a way to tell if multiple hits constitute a single attack or multiple attacks, so it's simplest to penalize per hit.
That would mean you get penalized less by killing a villager in one shot with a Power IV bow than 20 hits with a wooden hoe.
I'm just speculating though. Anyone know for sure? Amatulic (talk) 22:17, 10 May 2021 (UTC)

Spending time in a village increases popularity by 1 if not above 0[]

Spending time in a village will increase popularity by 1, but what is the unit for increasing popularity? 173.32.204.85 14:49, 11 June 2021 (UTC)

It is just a quantity, no units. Or think of it as a "popularity unit". Or are you asking how much time should be spent in the village to get that 1 unit? Amatulic (talk) 00:41, 12 June 2021 (UTC)

Iron golems keep attacking the player even when hostile mobs are near[]

"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."

I am playing in Java Edition and an iron golem got provoked because I had bad reputation, so I tried to distract it with hostile mobs but it doesn't target them, so does this only apply to Bedrock Edition? 76.64.52.246 17:27, 11 July 2021 (UTC)

Well, that sort of contradicts the iron golem article, which says that iron golems attack hostile mobs in order. A player who provoked the iron golem would be considered a hostile mob by the golem. The iron golem pays attention to only one hostile mob at a time, ignoring others, until that hostile mob is dead, and then it shifts its attention to the next mob in line.
If you can afford to lose your XP, and your respawn point is in or near the village, you can let the iron golem kill you and your respawned self doesn't provoke the golem. Amatulic (talk) 22:07, 11 July 2021 (UTC)

Popularity disabled since Village and Pillage?[]

I don't think the popularity mechanic is used since the Village and Pillage update, anyone can confirm? 99.225.26.102 13:57, 6 November 2021 (UTC)

popularity decrease when waking up villages and taking their bed (BE) ?[]

When reading the "storm clouds" description when popularity decreases, I remembered that when waking up a villager to sleep in their bed, they will show little storm clouds too. does that mean this decreases popularity too? bedrock edition on PS4 here.

Page idea[]

"Village (old)" is my page idea. Unknown user 18:58, 27 June 2022 (UTC)

You may be looking for Village/Structure (old)/Blueprints. Limestonebuilder (talk) 17:56, 2 May 2023 (UTC)
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