#Java Installation Issue
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itgetsbetter · 1 year ago
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Queer Week of Rest, who's joining?!
(ᴗ˳ᴗ) zzZZZ
So Pride can be energizing, but it’s also a protest - and sometimes, even the most tireless activists experience burnout.
As a primarily digital-based org, we're logging off this week.
By logging off, we’re setting the standard for a Queer Week of Rest, with plenty of time to recharge, show ourselves some love and care, and come back reenergized to stand up for LGBTQ+ youth throughout the rest of 2024 - and we encourage y'all to take a device break, too! 
In the meantime, some resources you can access and reblog while we’re away:
💜 Our Get Help Page: Our database of over 1,000 LGBTQ+ orgs, hotlines, and resources you can filter by issue and location.
💜 imi: imi guide is a free, online mental health tool made for and with LGBTQ+ youth with guides on stress, stigma, gender, and queerness, including interactive activities like a new name try-on!
💜 Digital Pride on Twitch: Watch what you missed during Digital Pride as our community built an entire Pride Village in Minecraft! You can explore the open server for yourself, too: with the Java edition of Minecraft and your install set to 1.20.6, add the server pridevillage.carpercreations.dev
💜 TikTok and Youtube: Watch the new Youth Voices Roundtable on Youtube to hear from LGBTQ+ youth as they talk about Nex Benedict, how they can be better supported at school at home, and what Pride means to them. And watch tons of stories, experience, and advice on our TikTok!
See you again on July 8th, and we can’t wait!
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avg-lead-inhaler · 5 days ago
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🔋📌MECH-PIN SHIMEJI/DESKTOP BUDDY!!!📌🔋
been working on this for a bit, it is the default shimeji but with the amazing pinhead!
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📌DOWNLOAD HERE!📌
or here aswell⬇️
⬇️!!TUTORIAL + EXTRAS UNDER CUT!!⬇️
In order for the shimeji to work, you need to have JAVA and the ORIGINAL SHIMEJI downloaded!
-make sure u extract the zip file or it wont work :c
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go into the img folder, you should then find a folder called "Shimeji".
then, replace all of the default pngs with the silly pin!!!
ALSO!! if ur having issues with getting pin to interact with ur windows(i had that same issue too :c ),, look at this goated reddit post
PLAYLIST incase if ur still confused with installing :3
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enjoyyy :D
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tangomagnolija · 1 year ago
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hello hello hello remember shimejis? yeah we have the good old ones and brother I made them usable for the modern pc because the files we have of them simply are not compatible with the newer versions of java.
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No need to install any additional software, just click on the .jar file and let them run wild across your screen [if you do get issues, try installing the newest version of java, its free]. You can also grab them and throw them around at your will. The folder contains: Rokudo Mukuro by Inner-Cass Hibari Kyoya Hibird Xanxus Squalo download here since its a google drive upload I will try my best to slowly update them as I find more (IF i find more OTL) those are absolutely not made by me but rather mostly the japanese khr fanartists of old - however, due to the shareware-ness of a shimeji, i am unable to track the original artists unless the shimejis come from deviantart
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raffleshitposting · 2 months ago
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my thoughts and ramblings on merdeka (2) [spoilers!!]
CAN I BE SO FR this was my favourite production of the play so far.... the cast are incredibly talented and i really liked the additions of traditional malay and indian dance that weren't there in the original play (or at least, not in the recording i have). the coordination and chemistry of the cast (despite their increased size) during the added choreography in the syed yassin scene where farquhar and company were running around in circles and collectively sniping the temenggong's house, as well as the rani of jhansi regiment marching and flag signalling (semaphore?) scene gave me literal CHILLS.
also on the characterisation of raffles, i deeply enjoyed the played-up machiavellian portrayal of him for comedy here. i think i whispered to my friend "lore-accurate raffles" multiple times during certain scenes LOL it was so damn funny i was trying not to tweak out in my seat everytime the actors pranced around on stage. on the other hand, the real raffles is probably rolling in his grave rn. truly the raffles of all time.
also the way they utilised the stage and props in this one is genius even though all they had to work with was these platform things which they could stack and move around? in chapter 1 during the ritual humiliation scene where raffles and the installed sultan sat together in the palace (narration taken from hannigan's raffles and the british invasion of java!!), the platforms they sat on were stacked high and they were put in a very elevated position as compared to the original play, where they were just sitting on chairs on the ground. thought it was a very clever way of showing how the british constructed and enforced their superiority by literally elevating both the installed sultan and raffles above the the stage. watching this scene IRL was a very sobering and upsetting event like the whole audience was silent and the tension..... holy shit wtf. and in chapter 3 or 4 (?), there was also a bit where raffles and farquhar literally backed the sultan into a corner by moving the platform back into him which was a small thing but i will be thinking about this for the rest of my life...!! AGGHHGH
though i was a bit wary at the way they replaced the plot of the 'raffles must fall' book club with the one about a youth group staging a play for a school festival at first (not because i didn't like the idea, but i was just not used to the change and wondered if they were going to change any other parts of the play) i came to realise that the changes made were a sort of 'modernisation' of the play for 2025 (complete with jokes about DEI and cancel culture) because the original play was made in context of the bicentennial and i suppose it would've felt quite dated. and also they retained the scenes i loved in the original anyway so im good :3
also this is a random thought, but the national service protest scenes eerily made me reflect on the state of modern student protests in singapore. idk if it's just me but like it just feels so impactful that students (students MY AGE) were fighting for a cause they believed in with such conviction. but nowadays, it seems like any protests here are quickly shut down by the authorities as soon as they start (moe lgbtq protest, 'smiley face' guy, nus campus protests for palestine etc.). and it's easy to think that any sort of protest or activism is not worth the legal issues and are ultimately a waste of time and resources, but like. the whole point of protests is having the courage to disrupt the status quo for something you believe in, regardless of the consequences you might face!!! head in hands fr.
(OKAY TIME TO BE NITPICKY (not actual criticism. just things i want to be annoying about) erm ackshually ☝️ farquhar was scottish so i wish he was given a scottish accent, but i think it's really funny how he was given an exaggerated posh english accent instead. the rest of the audience loved it and i can honestly forgive it because i also love making fun of the english accent LMFAO. ALSO i was quite sad that they didn't do the thing where they threw the 'MERDEKA' prints to the audience </3)
BUT overall i fucking loved this play man. so much. kudos to the playwrights and the actors and everyone involved i'm so glad i watched it live (AND MANAGED TO GET FRONT ROW SEATS AHHGHHGHHH). truly the quintessential singaporean play i hope they stage this again every so often 🙏🙏 WILD RICE THEATRE DO YOU HEAR ME. WILD RICE THEATRE.......
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strobbylemonade · 1 year ago
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Custom Disc Installation Guide for Hermitcraft Season 9
I've seen a lot of people struggle with specifically the custom discs, so I made a guide on how to install the mods! It was originally posted as a twitter thread, along with a guide on how to get the world download.
How to install the Custom Discs mod for Decked Out / Hermitcraft 9 world download. Note: I'm assuming you already have the world installed. If you don't know how to do that, you can follow my previous guide here.
1) Follow this link https://oracle.com/java/technologies/downloads/#jdk17-windows…
2) Scroll down and download the "x64 Installer" (or whatever is more convenient for you).
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3) Open your Downloads folder and double click - you may need to right click and "Run as Administrator" if it's not working. Then, click Yes and install the program.
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4) The installation software should then open. Just follow the instructions and press Next, Next, and then Close.
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5) Open up the Hermitcraft world download. You may have seen the "To play Decked Out as the hermits experienced it..." message in chat. Click on "[Click here]".
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6) Press the first link ("Hermitcraft runs on Fabric [link]")
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7) Press the download button, then Download for Windows
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8) Double click the fabric-installer to open.
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9) MAKE SURE THE VERSION IS 1.20! Leave everything else as their defaults. Make sure "Create Profile" is checked. Then, press "Install". - If you can't install, open your normal Minecraft launcher and run 1.20, then close Minecraft.
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10) Go back to the Hermitcraft world and download the other three mods. Make sure you download all three of them!
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11) Open your Minecraft Launcher and go to Installations. You should see "fabric-loader-1.20". Hover over it and press the folder icon on the right hand side
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12) Open the "mods" folder. If you don't have one, create a new folder and name it "mods" (no capitals or punctuation)
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13) Drag and drop the three mods you just downloaded into the "mods" folder.
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14) Close Minecraft, and then press "Play" on the Fabric installation
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Open Singleplayer, and then your hermitcraft world, and everything should be in working order! To get to Decked Out, you can either visit by the Nether Hub (DO is East/Red 2), or teleport by: /tp -523 103 2171
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If you have any issues, feel free to reblog / comment with your problem (with a screenshot of your issue if you have one) and I'll be happy to help.
Good luck, and happy running!
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souhaillaghchimdev · 3 months ago
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How to Build Software Projects for Beginners
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Building software projects is one of the best ways to learn programming and gain practical experience. Whether you want to enhance your resume or simply enjoy coding, starting your own project can be incredibly rewarding. Here’s a step-by-step guide to help you get started.
1. Choose Your Project Idea
Select a project that interests you and is appropriate for your skill level. Here are some ideas:
To-do list application
Personal blog or portfolio website
Weather app using a public API
Simple game (like Tic-Tac-Toe)
2. Define the Scope
Outline what features you want in your project. Start small and focus on the minimum viable product (MVP) — the simplest version of your idea that is still functional. You can always add more features later!
3. Choose the Right Tools and Technologies
Based on your project, choose the appropriate programming languages, frameworks, and tools:
Web Development: HTML, CSS, JavaScript, React, or Django
Mobile Development: Flutter, React Native, or native languages (Java/Kotlin for Android, Swift for iOS)
Game Development: Unity (C#), Godot (GDScript), or Pygame (Python)
4. Set Up Your Development Environment
Install the necessary software and tools:
Code editor (e.g., Visual Studio Code, Atom, or Sublime Text)
Version control (e.g., Git and GitHub for collaboration and backup)
Frameworks and libraries (install via package managers like npm, pip, or gems)
5. Break Down the Project into Tasks
Divide your project into smaller, manageable tasks. Create a to-do list or use project management tools like Trello or Asana to keep track of your progress.
6. Start Coding!
Begin with the core functionality of your project. Don’t worry about perfection at this stage. Focus on getting your code to work, and remember to:
Write clean, readable code
Test your code frequently
Commit your changes regularly using Git
7. Test and Debug
Once you have a working version, thoroughly test it. Look for bugs and fix any issues you encounter. Testing ensures your software functions correctly and provides a better user experience.
8. Seek Feedback
Share your project with friends, family, or online communities. Feedback can provide valuable insights and suggestions for improvement. Consider platforms like GitHub to showcase your work and get input from other developers.
9. Iterate and Improve
Based on feedback, make improvements and add new features. Software development is an iterative process, so don’t hesitate to refine your project continuously.
10. Document Your Work
Write documentation for your project. Include instructions on how to set it up, use it, and contribute. Good documentation helps others understand your project and can attract potential collaborators.
Conclusion
Building software projects is a fantastic way to learn and grow as a developer. Follow these steps, stay persistent, and enjoy the process. Remember, every project is a learning experience that will enhance your skills and confidence!
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cornbread-but-cringey · 6 months ago
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Cornbread's Texture Fixer Devlog v0.9.0 - Beta 6 December 8th, 2024
i've decided i'm going to be doing weekly devlogs for whatever pack i'm working on at the time. primarily so this blog (pretend i posted this to the mc sideblog; i saved the draft wrong) isn't overrun with my responses to the vanilla change logs, but also, it adds a bit of structure to this whole thing. (well, i say this, but i've also put this off by multiple days).
anyway, first things first, i have updated my fix to the sides of grass blocks to account for the pale garden. (vanilla on left, resource pack on right)
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it isn't perfect, but that's mostly because minecraft's biome blending as a whole isn't perfect.
also, i only included the colors for transitions to dark forests, birch forests and groves, since i'm contemplating increasing the number of colors for each biome transition again. that'd be a lot of work for something that i don't even know if it'll be more accurate, so i haven't yet come to a decision, but once i do, i will finish the pale garden biome transitions.
these are the only transitions i even found generating naturally anyway, and bedrock edition does not yet have /fillbiome, so this shouldn't be noticeable in-game, but if it is, i would appreciate if people told me.
i fixed the issue this pack was having with cobblestone walls, as i said i would.
i removed the textures for the different types of nether bricks, since vanilla fixed their issue, but to match them (and other kinds of bricks), i shifted the texture for mud bricks over a pixel to the left, so that the stuff in between the bricks (i forgor what it's called) is on the right side.
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in very early versions, this pack and Conglomeration were initially meant to be one and the same, but that ended up getting changed. while a bunch of features got removed in favor of just having them in conglomeration, bedrock edition's green item slot highlight is just really ugly, and so the java-edition-styled highlights stayed in the pack for a long time, up until their removal in Beta 5.
i reverted that back.
turns out, the green slot highlight, apart from being really ugly, is also really difficult to work with from a creative perspective. particularly, in the crafter screen and the new bundle tooltip (bundle ui changed slightly in game version 1.21.50).
so i re-implemented all the JE-styled highlights i had from Beta 4. (i also reverted the changes to the buttons on the beacon screen, since those use the same color palette). there were some small changes to the json, but those aren't super important. what is important is that these changes meant i had to start paying attention to the bundle ui, which, of course, is off center. so i fixed that.
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sidenote, but you ever notice that light blue and light gray bundles have long enough names to stretch the ui?? java edition has its bundle ui pre-stretched to deal with this, which is kinda silly imo.
anyway, i also did the highlight inside the bundle ui:
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this is mostly accurate to java edition, except the slot background doesn't disappear when the highlight is visible, since the background of the tooltip is already opaque (and therefore inaccurate) anyway.
this uses two different textures (directly adapted from the java edition textures) because i couldn't get it accurate otherwise, but it might still be technically better optimized than vanilla, since it isn't needlessly checking whether touch controls are being used (selecting an item with touch controls instantly closes the bundle ui).
speaking of which, i also fixed bundles with pocket ui.
i'm holding off on pocket ui until the end of this pack's development, but i figured since i'm already here and pocket bundles are in the same file as classic bundles, i might as well.
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aaaaand before we leave bundle land, i just want to say that Beta 5 has an issue where a closed bundle is visible behind the open bundle when scrolling through a bundle's contents in a crafting grid specifically. i don't have an installation of Beta 5 right now to show this off with, but i fixed it.
one of my favorite parts of this pack is the way it changes the recipe book (/creative inventory). in vanilla, as with the rest of the ui, things are just kinda scaled willy nilly. the scrolling part of the recipe book doesn't quite fit into the space allotted, but this pack fixes that. (would you believe me if i said it was difficult? you shouldn't, because that would be me lying.)
one of the things this pack neglected to fix previously was the length that the recipe book scrolls. in vanilla, as with some other parts of the ui, the recipe book scrolls down farther than it should, leaving a noticeable gap between the buttons and the bottom of the scrolling area.
i didn't previously have any idea what the issue was on account of scrolling panels being complicated, but i've since messed around with dropdowns, learning a lot about scrolling in the process. the issue was the exact first thing i thought to check. mojang should be ashamed.
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Holy Shit It's So FUCKING SNUG!!!!!!!
last things last, mojang added an option to the GUI Log Level dropdown in the settings screen, making it scroll. this pack previously made it not be considered scrolling, since it didn't scroll before, but now that it does, this change has been reverted, with the fixes for scrolling dropdowns now in effect.
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hotfudgecherryrosy · 1 year ago
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What Happened to Innaflash?
This might seem random/sudden but I wanted to make this post. Innaflash is not dead, but like I warned, between schoolwork, adhd, narcolepsy, etc... yeah. Also, I have been working on building my skills.
I am most likely going to move Innaflash from a Java application you need to install to a neocities site potentially, but I do want to hear your opinions if you have any! I still plan on keeping personal data local on your computer because of both storage and potential security issues. If you have any questions as always let me know. XX
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guzsdaily · 8 months ago
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Good Code is Boring
Daily Blogs 358 - Oct 28th, 12.024
Something I started to notice and think about, is how much most good code is kinda boring.
Clever Code
Go (or "Golang" for SEO friendliness) is my third or fourth programming language that I learned, and it is somewhat a new paradigm for me.
My first language was Java, famous for its Object-Oriented Programming (OOP) paradigms and features. I learned it for game development, which is somewhat okay with Java, and to be honest, I hardly remember how it was. However, I learned from others how much OOP can get out of control and be a nightmare with inheritance inside inheritance inside inheritance.
And then I learned JavaScript after some years... fucking god. But being honest, in the start JS was a blast, and I still think it is a good language... for the browser. If you start to go outside from the standard vanilla JavaScript, things start to be clever. In an engineering view, the ecosystem is really powerful, things such as JSX and all the frameworks that use it, the compilers for Vue and Svelte, and the whole bundling, and splitting, and transpiling of Rollup, ESBuild, Vite and using TypeScript, to compile a language to another, that will have a build process, all of this, for an interpreted language... it is a marvel of engineering, but it is just too much.
Finally, I learned Rust... which I kinda like it. I didn't really make a big project with it, just a small CLI for manipulating markdown, which was nice and when I found a good solution for converting Markdown AST to NPF it was a big hit of dopamine because it was really elegant. However, nowadays, I do feel like it is having the same problems of JavaScript. Macros are a good feature, but end up being the go-to solution when you simply can't make the code "look pretty"; or having to use a library to anything a little more complex; or having to deal with lifetimes. And if you want to do anything a little more complex "the Rust way", you will easily do head to head with a wall of skill-issues. I still love it and its complexity, and for things like compiler and transpilers it feels like a good shot.
Going Go
This year I started to learn Go (or "Golang" for SEO friendliness), and it has being kinda awesome.
Go is kinda like Python in its learning curve, and it is somewhat like C but without all the needing of handling memory and needing to create complex data structured from scratch. And I have never really loved it, but never really hated it, since it is mostly just boring and simple.
There are no macros or magic syntax. No pattern matching on types, since you can just use a switch statement. You don't have to worry a lot about packages, since the standard library will cover you up to 80% of features. If you need a package, you don't need to worry about a centralized registry to upload and the security vulnerability of a single failure point, all packages are just Git repositories that you import and that's it. And no file management, since it just uses the file system for packages and imports.
And it feels like Go pretty much made all the obvious decisions that make sense, and you mostly never question or care about them, because they don't annoy you. The syntax doesn't get into your way. And in the end you just end up comparing to other languages' features, saying to yourself "man... we could save some lines here" knowing damn well it's not worth it. It's boring.
You write code, make your feature be completed in some hours, and compile it with go build. And run the binary, and it's fast.
Going Simple
And writing Go kinda opened a new passion in programming for me.
Coming from JavaScript and Rust really made me be costumed with complexity, and going now to Go really is making me value simplicity and having the less moving parts are possible.
I am becoming more aware from installing dependencies, checking to see their dependencies, to be sure that I'm not putting 100 projects under my own. And when I need something more complex but specific, just copy-and-paste it and put the proper license and notice of it, no need to install a whole project. All other necessities I just write my own version, since most of the time it can be simpler, a learning opportunity, and a better solution for your specific problem. With Go I just need go build to build my project, and when I need JavaScript, I just fucking write it and that's it, no TypeScript (JSDoc covers 99% of the use cases for TS), just write JS for the browser, check if what you're using is supported by modern browsers, and serve them as-is.
Doing this is really opening some opportunities to learn how to implement solutions, instead of just using libraries or cumbersome language features to implement it, since I mostly read from source-code of said libraries and implement the concept myself. Not only this, but this is really making me appreciate more standards and tooling, both from languages and from ecosystem (such as web standards), since I can just follow them and have things work easily with the outside world.
The evolution
And I kinda already feel like this is making me a better developer overhaul. I knew that with an interesting experiment I made.
One of my first actual projects was, of course, a to-do app. I wrote it in Vue using Nuxt, and it was great not-gonna-lie, Nuxt and Vue are awesome frameworks and still one of my favorites, but damn well it was overkill for a to-do app. Looking back... more than 30k lines of code for this app is just too much.
And that's what I thought around the start of this year, which is why I made an experiment, creating a to-do app in just one HTML file, using AlpineJS and PicoCSS.
The file ended up having just 350 files.
Today's artists & creative things Music: Torna a casa - by Måneskin
© 2024 Gustavo "Guz" L. de Mello. Licensed under CC BY-SA 4.0
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xalatath · 10 months ago
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dismiss Hey Wiki, the wiki mod for Java Edition, is now available! Install now and easily look things up on the wiki while you’re in game by aiming at a block, item, or entity and pressing H. Villager Not to be confused with Illager, Pillager or Wandering Trader. This article is about the mob in Minecraft. For the mob in Minecraft Dungeons, see MCD:Villager. For the mob in Minecraft Legends, see MCL:Villager. For the structure villagers live in, see Village. "Librarian" redirects here. For the achievement, see Achievements § Librarian. VillagerPlains Desert Savanna Taiga Snowy Jungle Swamp Plains (Baby)
Plains Villager Base.png: Infobox image for Villager the entity in Minecraft Invicon Villager Spawn Egg.png: Inventory sprite for Villager Spawn Egg in Minecraft as shown in-game with description: Villager Spawn Egg View all renders Health points
20♥ × 10 Behavior
Passive[note 1] Classification
NPC[note 2] Attack strength
Damage decreases with distance: ItemSprite firework-rocket.png: Sprite image for firework-rocket in Minecraft linking to Firework RocketFirework Rocket: Easy: 5♥♥♥ Normal: 8♥♥♥♥ Hard: 12♥ × 6 Hitbox size
In Java Edition: Adult: Height: 1.95 blocks Width: 0.6 blocks Baby: Height: 0.975 blocks Width: 0.3 blocks In Bedrock Edition: Adult: Height: 1.9 blocks Width: 0.6 blocks Baby: Height: 0.95 blocks Width: 0.3 blocks Speed
0.5 Spawn EnvSprite village.png: Sprite image for village in Minecraft linking to VillageVillage EnvSprite igloo.png: Sprite image for igloo in Minecraft linking to IglooIgloo basement When a zombie villager is cured Upon successful breeding
Villagers are passive mobs that inhabit villages, work at their professions, breed, and interact with each other. Their outfit varies according to their occupation and biome. A player can trade with them using emeralds as currency. Contents1 Spawning 1.1 Natural generation 1.2 Curing 2 Drops 2.1 Hero of the Village 3 Behavior 3.1 Movement patterns 3.1.1 Socializing 3.1.2 Migration 3.1.3 Pathfinding 3.1.4 Stranded villagers 3.1.5 Getting attacked 3.1.6 Preferred path 3.2 Job site blocks 3.3 Gossiping 3.4 Picking up items 3.5 Sharing food 3.6 Farming 3.7 Breeding 3.7.1 Willingness 3.8 Baby villagers 3.9 Lightning 3.10 Iron golem summoning 3.11 Panicking 3.12 Zombies 3.13 Raids 3.13.1 Hero of the Village 3.14 Staring 4 Schedules 4.1 Working 4.2 Wandering 4.3 Gathering 4.4 Playing 4.5 Returning home 4.6 Sleeping 4.7 Healing 5 Professions 5.1 Nitwit 5.2 Appearance 6 Trading 6.1 Supply and demand 6.2 Trade offering 6.3 Economic trade 6.4 Popularity or reputation 6.5 Hero of the Village 7 Similar mobs 7.1 Zombie villagers 7.2 Wandering trader 8 Sounds 8.1 Generic 8.2 Working 9 Data values 9.1 ID 9.2 Entity data 10 Achievements 11 Advancements 12 Video 13 History 14 Issues 15 Trivia 15.1 April Fools 16 Gallery 16.1 Renders 16.1.1 Idle 16.1.2 Asleep 16.2 Screenshots 16.3 Mojang images 16.4 In other media 17 See also 18 References 19 Navigation
Spawning Natural generation
Villagers can be found in villages, which spawn in several biomes such as plains, snowy plains, savannas, deserts, taigas, and snowy taigas‌[Bedrock Edition only] and can cut into other biomes such as swamps and jungles. When the village is generated, unemployed villagers spawn in them, the number of which depends on the buildings in that village, as some buildings generate villagers inside and some do not.
Each villager spawns with an empty inventory. Villagers never spawn with armor or other equipment. In Java Edition a dispenser can be used to equip armor on a villager.
Igloo basements always generate with one villager in the left cell and one zombie villager in the right cell. In Java Edition, the villager and zombie villager are both clerics, while in Bedrock Edition, they have random professions. In Java Edition, the cleric villager can change into a leatherworker since the basement generates with a cauldron, which is closer than the brewing stand to the villager. Curing See also: Zombie Villager § Curing
Giving a zombie villager the Weakness effect and then feeding it a golden apple starts the curing process. After five minutes, it transforms into a villager, displaying purple Nausea status effect particles for 10 seconds after being cured. The villager retains the profession it had as a zombie, if it had one before turning into a zombie villager. In Bedrock Edition, if the zombie villager is player spawned, it adopts a randomly chosen profession. The villager can also be a nitwit, meaning it cannot work once cured. If employed, the cured villager offers discounts on most of its trades.
Curing a zombie villager riding a chicken results in the villager riding a chicken. Eventually, the villager grows up and gains a profession. Curing a zombie villager with armor and items causes it to drop them as items. Drops
A villager, either adult or baby, does not ordinarily drop any items or experience when killed. However, when a player holds an emerald or other item a villager is willing to trade for, the item it offers in trade appears in its hands, alternating between items if there are multiple items the villager wants to trade.
Villagers raise their arms when showing trade items.‌[Bedrock Edition only]
Upon successful trading, a villager drops 3–6.
Upon successful trading, while willing to breed, 8–11 is dropped. Hero of the Village Main article: Hero of the Village
A villager can drop various items, depending on its profession, by throwing a gift toward a nearby player with the Hero of the Village effect. The gift is randomly selected from a list of items for the villager's individual profession, and there is a random cooldown before the villager can throw another gift. Behavior Movement patterns Socializing
Nitwit and unemployed villagers 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 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. They continuously stare at a nearby player unless the villager is trying to get into a house at night, farm food, work, or flee from a zombie or illager. Baby villagers may jump on beds and play tag with each other, similarly to how baby piglins and baby hoglins play tag.
In Bedrock Edition, baby villagers do not stop in order to stare at players, and thus continue moving as if the player is not there.
A villager tries not to travel far from its bed in a large village unless the job site or the nearest gossip site (bell) is far away.
Villagers emit green particles if they join a village, set a bed, or acquire a job site/profession.
Villagers run inside at night or during rain, closing doors behind them. They attempt to sleep at night, but if they cannot claim a bed, they stay indoors near a bed until morning. In the morning, they head outside and resume normal behavior. However, some villagers, such as nitwits, stay outside later than others unless being chased by an illager or zombie. Migration
If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it quickly moves back within the boundary. A villager taken more than 32 blocks away from its village boundary forgets the village within about 6 seconds. Whether in a village or not, a villager never despawns. Pathfinding
Villagers, like other mobs, can find paths around obstructions, avoid walking off cliffs of heights greater than 3 blocks, and avoid some blocks that cause harm. However, in crowded situations, one villager can push another off a cliff or into harm's way.
Villagers can open all wooden doors and find paths to blocks of interest behind the doors. However, they cannot open any trapdoors, fence gates, or iron doors. Villagers can climb ladders, but do not recognize them as paths and do not deliberately use them. Any climbing of ladders seems to be a side effect of them being pushed into the block by another mob (usually by other villagers). Stranded villagers
Climbing a ladder can leave a villager stranded on the second floor and roof of some village structures, as they lack the necessary AI to intentionally descend ladders.[verify] A simple fix for these situations is for the player to manually push the villager back toward the ladder hole. Then the player can place a wooden trapdoor at the top, to stop the villager from ever getting up there again. However, the villager can still get stuck on the ladder underneath the trapdoor. Another solution is to break the first ladder touching the ground, completely preventing the villager from climbing the ladder. However, this means the player has to jump up one block to use the ladder. Getting attacked
Villagers flee from zombies, zombie villagers, husks, drowned, zombified piglins ‌[Bedrock Edition only], zoglins, vindicators, pillagers (even if their crossbow has been broken), ravagers, and vexes within 8 blocks, and evokers and illusioners within 12 blocks. Like other passive mobs, villagers sprint away when attacked. Villagers do not run away from skeletons (and their variants), spiders, or cave spiders since these hostile mobs are passive toward villagers. Preferred path This feature is exclusive to Bedrock Edition.
When pathfinding, villagers prefer to stay on low cost blocks, such as dirt paths, cobblestone, bricks, and planks. They do this by trying to minimize the path cost of all of the blocks they walk across. They also avoid jumping, because it has a high path cost, but babies don't avoid it as much.
50 Other 3 1.5 Jump cost 20 5 Job site blocks For a list of job site blocks and the professions they are required for, see § Professions.
Unemployed villagers (other than babies and nitwits) seek employment at job site blocks (also referred to as workstations), and employed villagers use job site blocks to refresh their trades (see § Working). Villagers who have made their first trade must claim a site block that corresponds with their profession, whereas tradeless villagers may change their profession to match a site block.
In Java Edition, an unemployed villager claims job site blocks by searching for the nearest unclaimed site in a 48-block sphere. When a suitable site block is detected, the villager starts pathfinding to it, staking a provisional claim. This can occur only while the villager is awake. A provisional claim is released if the villager cannot reach the block within 60 seconds, however the villager may try again immediately.[1] To fully claim the site and change profession, the villager must approach within a 2-block radius of the job site's center. When a job site block is fully claimed, its owner emits green particles, and no other villager can claim the block unless the owner relinquishes it.
In Bedrock Edition, all villagers in a village search for unclaimed job sites in a 16 block radius and 4 block height. If a site block is found, it is added to a shared list of valid job site blocks for the whole village. An unemployed villager with a bed claims the first site block on that list and immediately acquires the profession to match, regardless of the distance or accessibility to the site block.[2] The villager can even claim the site block while sleeping. When a job site block is claimed, both the block and the villager making the claim emit green particles and the site block is removed from the list. If a villager cannot pathfind to its claimed site, both the site block and villager emit anger particles. The site block may need to be broken or interacted by a piston before the villager unclaims it.[verify for Bedrock Edition] A desert villager and a plains villager gossiping. Gossiping
Villagers can store memories about players in the form of gossip. These get spread to other villagers whenever they talk with each other. Each piece of gossip is one of five types, and it stores a value as well as a target. Gossips generate and increase in value as a result of various player actions. The target is the player who caused the gossip. Together the gossip values determine a player's reputation with villagers, which influence trading prices and the hostility of naturally spawned iron golems. Type Caused by Amount gained Decay Share penalty Max value Reputation multiplier Major positive Curing 20 0 100 20 5 Minor positive Curing 25 1 5 200 1 Minor negative Attacking 25 20 20 200 -1 Major negative Killing 25 10 10 100 -5 Trade Trading 2 2 20 25 1
Trading with or curing a villager increases the value of the corresponding gossips for the targeted villager only. When a villager is attacked or killed, however, it instead generates the major negative gossip in every other villager it could see (eye-to-eye line of sight) inside a box extending 16 blocks from the villager in all coordinate directions. When a piece of gossip is shared, it is received at a lower value than the sharer has it. Gossips also decay a certain amount (see Decay column) every 20 minutes. Since major positive gossip has a share penalty >= its max value and a decay of 0, it cannot be shared and never decays.
A player's total reputation with a villager is determined by multiplying each gossip's value by its respective multiplier and adding the results together. For example, if a player has recently cured a villager for the first time but also attacked the villager twice, their reputation with that villager would be 5×20 + 25 - 50 = 75. After 40 minutes the gossips have decayed twice, making the player's reputation 5×20 + 23 - 10 = 113.
The prices of a villager's trades all get reduced by reputation times the price multiplier rounded down, meaning that a positive reputation lowers prices but a negative reputation increase them. The price multiplier is either 0.05 or 0.2 depending on the item, see trading. Prices can not get lower than 1 or higher than the item's stack size. The exact function to calculate the price affected by the gossips is y = x - floor((5a + b + c - d - 5e) × p), Where y is the final price, x is the base price, a is the value of major_positive, b is the value of minor_positive, c is the value of trading, d is the value of minor_negative, e is the value of major_negative, and p is the value of PriceMultiplier.
An iron golem that was not built by a player becomes hostile toward all players whose reputation with any nearby villager is -100 or lower. The golem checks all villagers inside a box centered on the golem and extending 10 blocks in every horizontal direction and 8 blocks in both vertical directions.
Players can set villagers on fire using flint and steel or lava without affecting gossips. The same is true for TNT activated by redstone or a dispenser. However, TNT ignited directly by a player (using flint and steel, fire charges or flaming arrows) does generate gossip for damaged or killed villagers, because the TNT's damage is attributed to the player. Picking up items
Each villager has eight hidden inventory slots, which are initially empty when the villager is spawned. A villager can fill its inventory slots with items it picks up.
The villager does not intentionally seek out items to pick up, but it does collect any bread, carrots, potatoes, wheat, wheat seeds, beetroot, beetroot seeds, torchflower seeds, pitcher pods, and bone meal that happen to be in range. The listed items are the only items villagers can pick up, although the the /item replace command can put any arbitrary item into a villager's inventory. Also, bone meal can be picked up only by a farmer villager.
If a player and a villager are in the pickup range of an item at the same time, the player always picks it up first. If several villagers are next to an item, the same one picks up the item every time. This behavior prevents villagers from effectively sharing food (and thus breeding) in a small space.
When killed or converted to a zombie villager, any inventory item of the villager is lost, even when /gamerule keepInventory is set to true.
If /gamerule mobGriefing is false, villagers cannot pick up items, and farmer villagers cannot plant or harvest crops.
Like other mobs, villagers have four slots for worn armor, separate from their inventory slots. An adjacent dispenser can equip armor, elytra, mob heads or carved pumpkins to a villager‌[Java Edition only][3], but the armor is not rendered (except for carved pumpkins and mob heads). The equipment functions as normal; for example, a villager wearing an armor piece enchanted with Thorns can inflict Thorns damage to attackers, and a villager wearing Frost Walker boots is able to create frosted ice. If a villager is converted into a zombie villager, the armor it was wearing is dropped, though it may be able to pick it up and equip it again. A villager with thorns 3 deals more damage to zombies that attacked the villager than the villager takes damage. Sharing food Villagers sharing carrots.
In Java Edition, villagers collect bread, carrots, potatoes, beetroots, wheat seeds, beetroot seeds, and wheat. If a villager has at least 24 of these items, it gives the extra amount to a villager with 4 or fewer of each these food items. That other villager can also do this until all villagers have shared all items they could (for example, on a group of three villagers one receives 60 bread, then it shares 36 to another villager to keep 24[4], and that same villager then shares 12 to the third villager).
In the case of wheat, villagers have a distinct behavior. They do the same as other crops, but if a villager has at least 32 wheat, it tries to give half of it to another villager, making both have 16 wheat.
If a villager has 8 full ​[more information needed] stacks of any kind of food or seeds and then tries to share with another villager, it leaves at least 24 items in each stack. Thus it can never empty inventory slots to pick up other items, unless it uses the items when trying to breed or when farming if it is a farmer villager.[5][6] A bait villager can be used in a farm taking advantage of this mechanic to have a farmer villager collect and deposit crops.
In Bedrock Edition, if a villager has enough food in one inventory stack (6 bread or 24 carrots, potatoes, beetroots, or 18 wheat for farmers only) and sees a villager without enough food in one inventory stack (3 bread, 12 carrots, 12 potatoes, or 12 beetroots for non-farmers; 15 bread, 60 carrots, 60 potatoes, or 60 beetroots, or 45 wheat for farmers), the villager may decide to share food with that villager.
To share, a villager finds its first inventory stack with at least 4 bread, carrots, potatoes, or beetroot or with at least 6 wheat, and then throws half the stack (rounded down) in the direction of the target villager. When wheat is shared, it is first crafted to bread, which may result in 1 or 2 less than half the stack being shared. Farming Farmer villager picking and planting carrots.
In Java Edition, during the "work" portion of their schedule, farmers tend nearby crops.Farmers sometimes move to random farmland blocks they detect within ±4 on the X and Z axes and ±2 on the Y axis, rather than going to their jobsite. If there are fully-grown crop blocks or air above farmland within ±1 of the villager on each axis, the farmer spends 10 seconds tending them (not counting time spend walking to the next block), one per second. The block is harvested if necessary and (re-)planted if the farmer has any seeds. If /gamerule mobGriefing is false, villagers cannot farm. Harvesting is done regardless of the villager's current inventory, even if they lack space to pick up the results. Planting is done as from the first eligible inventory slot. If there is at least one non-fully-grown crop block within ±1 of the farmer on each axis, the farmer has bone meal, and it has been at least 8 seconds since the farmer last did some fertilization, then the farmer fertilizes up to four crop blocks (one every two seconds). When the farmer works at their composter, it composts excess wheat and beetroot seeds, and extracts bone meal if it is full. Up to 20 seeds are composted in one work session, but at least 10 of each type of seed are first kept. Inventory slots are checked in reverse order.
In Bedrock Edition, farmers tend crops within the village boundary. Villagers far enough outside the boundary of any village also tend nearby crops. Farmland to be tended is found by seeking for certain blocks up to 9 blocks away from the villager in the X and Z coordinates and up to 1 away in the Y coordinate (a 19×19×3 volume total).If a farmer villager does not have enough food in one stack in its inventory (15 bread, 60 carrots, 60 potatoes, 60 beetroots, or 45 wheat) and finds fully-grown wheat, carrots, potatoes, or beetroot, the villager moves to the crop block and harvests it. If a farmer villager has any seeds, carrots, potatoes, or beetroot seeds in its inventory and finds an air block above farmland, the villager moves to it and plants a crop. They always plant from the first eligible slot in their inventory. Farmer villagers use and pick up bone meal. They also fill their composter with seeds. Farmer villagers start farming only if a crop is planted on farmland previously. Farmer villagers continue to plant on the farmland even if all crops are destroyed.
For both editions,Farmer villagers cannot turn dirt, grass blocks, or dirt paths into farmland, nor they pick up any hoes to till the blocks. If a hoe is placed into a farmer villager's mainhand or offhand via commands, they still cannot till any blocks. Farmer villagers often share their crops and food with other villagers if they have any extras.
Breeding For tutorials on breeding mechanics, see Tutorials/Village mechanics § Breeding and population cap and Tutorials/Legacy Console village mechanics.
Adult villagers breed depending on the time of the day and need to be willing to spawn § Baby villagers, who also require beds with at least 2 empty blocks above the head. Job sites are not required for villagers to breed.
The breeding depends on the number of valid beds. If a villager is "willing" (see § Willingness below), villagers breed as long as there are unclaimed beds available within the limits of the village. All baby villagers are initially unemployed.
In Java Edition, two villagers nearby one another periodically enter mating mode if both have enough food and are not on cooldown. Breeding fails (with anger particles displayed) if no unclaimed bed can be reached via pathfinding within a 48 block radius. The appearance of the child is randomly determined by either the biome type of the parents or by the biome where the breeding occurred.
In Bedrock Edition a census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village are counted as part of the population to determine if continued villager mating is allowed. However, any villager within the horizontal boundary of the village and the spherical boundary of the village attempts to enter mating mode as long as there is at least one villager within the boundary. 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.[7] Two villagers breeding. Willingness
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 for 5 minutes, at which point they must gather a sufficient stock of food items to breed again.
Villagers must have enough beds within village bounds for baby villagers to spawn. The villager must be able to path-find the bed from their current position. (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. If /gamerule mobGriefing is false, villagers don't pick up food or break crops. Some baby villagers in Java Edition. Their heads are smaller than Bedrock Edition or Minecraft Education baby villagers. Baby villagers
Baby villagers sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at other villagers, the player‌[Java Edition only], or an iron golem. If the iron golem is holding out a poppy, the children may cautiously take the flower from its hands. Baby villagers tend to group and chase one another around the village as if playing tag. They also jump on beds.
Illagers (except "Johnny" vindicators in Bedrock Edition) ignore baby villagers until they reach adulthood.
Baby villagers give gifts of poppies or wheat seeds to players who have the EffectSprite hero-of-the-village.png: Sprite image for hero-of-the-village in Minecraft linking to Hero of the VillageHero of the Village effect in Java Edition.
Baby villagers in Bedrock Edition and Minecraft Education 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 look like tiny normal villagers.[8]
Baby villagers can fit through 1×1 block gaps.
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. Lightning A villager gets struck by lightning.
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.
Iron golems also attack any villagers that turn into witches. Iron golem summoning Main article: Iron Golem § Villages
In Java Edition, villagers can summon an iron golem to protect themselves from hostile mobs. This requires either 3 panicking villagers or 5 gossiping villagers. If they don't find an iron golem within 16 blocks of their location for 30 seconds, another one is summoned.
In Bedrock Edition, villagers can summon an iron golem if there are less than 10 villagers per existing golem, the village has at least 20 beds, and 75% of these villagers must have worked in the past day. Panicking A villager panicking.
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 (spherical distance between feet center bottom-most point of the villager and hostile mob): Mob Panic radius Zombie, husk, drowned, zombie villager, vex 8 Vindicator, zoglin 10 Evoker, illusioner, ravager 12 Pillager 15 Zombies Main articles: Siege and Zombie
Zombies, zombie villagers, husks, and drowned seek out and attack villagers within a 35– to 52.5–block radius (depending on regional difficulty)‌[Java Edition only] or a 16-block radius‌[Bedrock Edition only] (even when the villager is invisible). 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. The chance of the villager becoming a zombie villager upon death is 0% on Easy, 50% on Normal, and 100% on Hard. 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. Raids Main article: Raid
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. Hero of the Village Main article: Hero of the Village
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. Staring A lot of villagers staring at the player. A lot of villagers staring at the player.
Villagers stare at any player that stares at them, or goes near them. This also applies for some mobs, especially cats. A villager first turns its head toward the player, then the body. Villagers can keep staring at the player unless a raid happens or a zombie comes and chases them off. A villager staring at the player. A villager staring at the player.
Schedules
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. Villager schedule in Java Edition Image Ticks (time) Employed Unemployed/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 Working
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.
Some professions have additional job-specific goals that are part of their work schedule:Farmers harvest and sow crops. Librarians inspect bookshelves.‌[Bedrock Edition only]
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. Wandering
All villagers wander from time to time, but for the unemployed and nitwits, they wander for the majority of their day. 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.
During this time of the day, they may also share items. Gathering
Late in the day, adult villagers 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.
If a villager isn't close enough to detect a bell, it wanders randomly, searching for one. Playing Four villager children chasing another baby villager, like playing tag.
Baby villagers wander randomly around the village. When they encounter another baby villager, the two of them follow each other for a while and sometimes run as if racing or chasing each other.
In Java Edition, they sometimes stop to jump and bounce on a bed or to stare at an iron golem they encounter. If the iron golem offers them a poppy, the baby villager cautiously accepts it. Returning home
All villagers head home a short time before 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 toward 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. Sleeping A top view of a savanna villager sleeping in a bed at night.
At sunset, villagers lie down in their beds and remain there until morning. Villagers wake early if food is thrown at them‌[Java Edition only], they are pushed out of bed, or if their bed is destroyed. 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.
Jumping on a bed with a villager sleeping in it does not cause the villager to get up.
In Java Edition, a villager can be pushed on its bed and sometimes turn its head. A villager can be pushed off a bed,[9] but is most likely to go back to sleeping after staring at the player who pushed the villager for a few seconds.
When sleeping in Java 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 and the anvil is dropped as item.
In Bedrock Edition, dropping an anvil on a villager that is sleeping causes the villager to take damage but remain sleeping in the bed and the anvil remains on top of the bed.
A villager who has no bed continues wandering in search of a bed to claim.
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 § Sleeping), if the Overworld's time is correct.[10] 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. Healing
A villager gets a brief regeneration effect once leveling up in its profession. Pink regeneration particles appear while it is healing.
In Bedrock Edition, when a villager successfully sleeps, it immediately heals itself when waking up at dawn (if it is damaged). Professions Job site blocks next to each other. All plains biome variant professions (except unemployed) corresponding to their different job site blocks.
Each villager can have a profession except for the nitwit, 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. If an adult villager does not have a profession (either they are unemployed or a nitwit), they wander instead.
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.
Nitwits and baby villagers cannot change their profession.
In Java Edition, villagers summoned by a spawn egg or via command /summon are always unemployed until they have claimed a job site block. In Bedrock Edition, however, villagers summoned in similar ways have a random profession[11]; 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:
Profession Job site block /
Workstation [ ]Biome Desert Jungle [12] Plains Savanna Snow Swamp[12] Taiga Unemployed None Nitwit None Armorer BlockSprite blast-furnace.png: Sprite image for blast-furnace in Minecraft linking to Blast FurnaceBlast Furnace Butcher BlockSprite smoker.png: Sprite image for smoker in Minecraft linking to SmokerSmoker Cartographer BlockSprite cartography-table.png: Sprite image for cartography-table in Minecraft linking to Cartography TableCartography Table Cleric BlockSprite brewing-stand.png: Sprite image for brewing-stand in Minecraft linking to Brewing StandBrewing Stand Farmer BlockSprite composter.png: Sprite image for composter in Minecraft linking to ComposterComposter Fisherman BlockSprite barrel.png: Sprite image for barrel in Minecraft linking to BarrelBarrel Fletcher BlockSprite fletching-table.png: Sprite image for fletching-table in Minecraft linking to Fletching TableFletching Table Leatherworker BlockSprite cauldron.png: Sprite image for cauldron in Minecraft linking to CauldronCauldron Librarian BlockSprite lectern.png: Sprite image for lectern in Minecraft linking to LecternLectern Stone Mason‌[BE only]‌[until BE 1.21.30]
Mason‌[JE only]​[upcoming: BE 1.21.30] BlockSprite stonecutter.png: Sprite image for stonecutter in Minecraft linking to StonecutterStonecutter Shepherd BlockSprite loom.png: Sprite image for loom in Minecraft linking to LoomLoom Toolsmith BlockSprite smithing-table.png: Sprite image for smithing-table in Minecraft linking to Smithing TableSmithing Table Weaponsmith BlockSprite grindstone.png: Sprite image for grindstone in Minecraft linking to GrindstoneGrindstone Nitwit A nitwit bobbling its head.‌[Java Edition only]
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 bobble its head at the player. 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.
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. Appearance
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, there is a 50% chance it's inherited from the biome type of the parents (equal chance for both parents). In case the villager's outfit is determined by biome but the biome has no specific villager type, it always becomes a plains villager. The outfits available are the following:
Villagers have 13 professions and 2 non professions for a total of 15 outfits:Farmer (straw hat) Trades crops and natural foods, such as bread and cookies. Fisherman (fisher hat) Trades campfires and fishing items. Shepherd (brown hat with white apron) Trades shears, wool, dyes, paintings and beds. Fletcher (hat with feather and quiver on the back) Trades bows, crossbows, all types of arrows (except luck) and archery ingredients. Cleric (purple apron and creeper cloak) Trades magic items like ender pearls, redstone dust, glowstone dust, and other enchanting or potion ingredients. Weaponsmith (eyepatch and black apron) Trades minerals, bells and enchanted melee weapons. The axe enchantments are weapon related, such as Sharpness or Smite. Armorer (welding mask) Trades foundry items and sells chain, iron and enchanted diamond armor tiers. Toolsmith (black apron) Trades minerals, bells and harvest tools. The axe enchantments are tool related. Librarian (eyeglasses and a book as a hat) Trades enchanted books, clocks, compasses, name tags, glass, ink sacs, lanterns, and book and quills. Cartographer (golden monocle) Trades banners, compasses, banner patterns, papers and various maps, including explorer maps. Leatherworker (brown apron and brown gloves) Trades scutes, rabbit hide, and leather-related items. Butcher (red headband and white apron) Trades meats, sweet berries, rabbit stew, and dried kelp blocks. Mason‌[JE only]/Stone Mason‌[BE only] (black apron and black gloves) Trades polished stones, terracotta, clay, glazed terracotta and quartz. Nitwit (green coated, no badge) No trades, no badge Unemployed (no overlay, base clothing of biome without any extra features) No trades until employed. No badge until employed. Villagers have different trades based on the biome in which they spawn.
Trading Main article: Trading The Java Edition trading interface, displaying basic novice-level trading options. Trading options of a max-level weaponsmith. 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).
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. Attempting to do so causes the villager to display a head-bobbling animation and play the villager's declined trade sound‌[Java Edition only].
Pressing the use control on 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.g. 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. Some trades grant higher levels to the villager than others. As it advances through its profession, the villager offers additional trades. When a villager unlocks a new trade at a higher level, it almost always grants more experience than lower-level trades.
Villagers have a maximum supply of items and after the player has traded for an item that many times, the villager's supply of the item is exhausted. This results in the trade being temporarily locked. A player can continue to trade for the villager's other available items if any. Exhausted items are restocked when the villager works at a job site, up to twice per day.
In Bedrock Edition, librarian villagers have a 50% chance to sell enchanted books as part of their trades at novice, apprentice, and journeyman-level, and have 1⁄3 chance to sell enchanted books at expert-level as part of their trades, meaning each librarian villager can sell up to four books. The price ranges between 5-64 emeralds per book. Based on the level of the enchantment and whether it is classified as a "treasure enchantment" (meaning they are not obtainable by enchanting, e.g. Mending), which doubles the cost, or not a price is determined.
In Java Edition, librarian villagers have a 2⁄3 chance to sell an enchanted book as part of their trades at the novice, apprentice, and journeyman level, and have a 50% chance to sell an enchanted book at the expert level, meaning each librarian can sell up to four books. The price ranges from 5-64 emeralds per book, depending on the enchantment's level as well as whether or not it is a treasure enchantment. Cost of enchanted books based on their level Level Lowest price Highest price I (1) 5 19 II (2) 8 32 III (3) 11 45 IV (4) 14 58 V (5) 17 71 (capped at 64)
They may contain any available enchantment (except Soul Speed, Swift Sneak, and Wind Burst) at any available level. See trading notes for more information on enchantments and prices.
Clicking use on an unemployed or nitwit villager in Java Edition causes it to grunt and bobble their head; doing so in Bedrock Edition does nothing.
Using a name tag on a villager always names the villager instead of opening the trading interface.
In Java Edition, using space inside of the trading interface after one trade was made refills the trading slots with items from the inventory.[verify] Supply and demand For detailed information on Villager economics, see Trading § Economics.
The price of an item can rise and fall with changes in demand. The price of a traded item can rise when next resupplied, or fall from a risen price if not traded. Demand is stored per item, not per villager. Trade offering Several villagers offering trade items to a player.
When a player holds an item near a villager who wants that item, the villager holds up an item it offers in exchange. For example, a farmer villager who buys 20 wheat for one emerald holds up an emerald, offering it to a player holding wheat. Villagers do not offer trades that are currently out of stock. If the villager has more than one trade for an item, it cycles through the trades, offering a different item every few seconds. This kind of trading interaction makes it easier to find villagers who offer a particular trade, but the player must still open the trading interface to complete the trade. Note that villagers do not hold items to offer trades during their gather or sleep phases, even though it is still possible to trade with them. Economic trade
Villagers have levels and require experience to unlock the next tiers of trade; level 1 is a novice, level 2 is apprentice, level 3 is journeyman, level 4 is expert, and level 5 is master. Villagers can resupply trades by themselves by working more at their job site block. Popularity or reputation
In Bedrock Edition, villagers increase their prices of trades if a player's popularity is low, (e.g. from damaging villagers), and decrease it if their popularity is high (e.g. from trading with multiple villagers). Curing a zombie villager also increases the player's popularity by 10.
In Java Edition, a villager's prices are affected by the player's reputation with that villager rather than by village popularity. Hero of the Village Main article: Hero of the Village
When a player receives EffectSprite hero-of-the-village.png: Sprite image for hero-of-the-village in Minecraft linking to Hero of the VillageHero of the Village, players receive discounted prices on all the items traded by villagers in both editions. The EffectSprite hero-of-the-village.png: Sprite image for hero-of-the-village in Minecraft linking to Hero of the VillageHero of the Village also gets gifts.‌[Java Edition only] Each villager throws gifts related to its profession, and nitwits and unemployed villagers throw wheat seeds instead. These gifts range in value from common (like seeds) to rare items (like chainmail armor). A player's popularity increases by 10 in Java Edition and doesn't increase in Bedrock Edition. Villagers also shoot off fireworks, with different colored fireworks with no pattern. Similar mobs Zombie villagers An example of a zombie villager. Main article: Zombie Villager
When a zombie kills a villager, it can turn the villager into a zombie villager, depending on the difficulty: 0% chance on Easy, 50% chance on Normal and 100% chance on Hard. Zombie villagers also spawn naturally in the Overworld in the same conditions as a normal zombie, although much less commonly, with a 5% chance. Zombie villagers also spawn in abandoned villages (zombie villages) and igloos. They do not spawn from the zombie monster spawner in Java Edition. Wandering trader A wandering trader. Main article: Wandering Trader
Wandering traders are passive mobs that spawn randomly close to the player in both editions, or periodically in village gathering sites in Bedrock Edition. Wandering traders also spawn near bells. Two trader llamas spawn leashed to the wandering trader when a wandering trader is naturally spawned, and in Bedrock Edition when summoned or spawned using a spawn egg.
Players may use emeralds to buy items from wandering traders without the need of unlocking the previous trade, but cannot trade items for emeralds. They also lock trades like villagers, but never unlock the trade, nor can they work at any job site blocks. Like villagers, wandering traders are attacked by most zombie variants (though they do not have a zombified form, they die if a zombie kills it, even on hard difficulty), illagers, ravagers‌[Java Edition only], and vexes.
Wandering traders also drink a Potion of Invisibility at night (or when they see a hostile mob such as an illager or zombie). They also drink a milk bucket in the morning to remove the Invisibility. They despawn after 40 minutes (even with a name tag or in a minecart or boat) with their llamas.
Villagers have entity data associated with them that contains various properties.
Java Edition: Main article: Entity formatEntity data Additional fields for mobs that can breed[
] Tags common to all entities[ ] Tags common to all mobs[ ] Tags common to all villagers[ ] 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.An item in the inventory, excluding the Slot tag. Tags common to all items[ ] LastRestock: The last tick the villager went to their job site block to resupply their trades. LastGossipDecay: The last tick all gossip of the villager has decreased strength naturally. 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. 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.
Villager type[
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Villager profession[
][edit]
Bedrock Edition:See Bedrock Edition level format/Entity format.
Achievements [ ] Icon Achievement In-game description Actual requirements (if different) Gamerscore earned Trophy type (PS4) PS4 Other
Icon Advancement In-game description Actual requirements (if different) 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. Adventure Adventure, exploration and combat Kill any mob, or be killed by any living entity. Arbalistic Kill five unique mobs with one crossbow shot EntitySprite armor-stand.png: Sprite image for armor-stand in Minecraft linking to Armor StandArmor Stand also counts 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. Over-Overkill Deal 50 hearts of damage in a single hit using the Mace — Star Trader Trade with a Villager at the build height limit Stand on any block that is higher than 318 and trade with a villager or wandering trader. 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 30×30×30 volume centered on the lightning strike. Take Aim Shoot something with an Arrow Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. 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. What a Deal! Successfully trade with a Villager Take an item from a villager or wandering trader's trading output slot. 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. Video
TriviaThe villagers were inspired by the shopkeepers in Dungeon Master II.[16] Originally, the mobs populating villages were to be pigmen.[17] When a villager is in love mode, it walks slowly. However, when a villager runs indoors as the night falls, it runs faster than the player's sprinting speed. The villager skins added in the Village and Pillage update were inspired by 2018 fashion shows, such as Gucci's.[18] Villagers are genderless, meaning they are neither male nor female.[19] Villagers occasionally sleep in odd ways during the night inside their beds, sometimes hanging halfway off the side of the bed or even glitching into walls. Although the villages in snowy taiga biomes spawn the snowy villager variant in Bedrock Edition, they use the taiga village variant. In Java Edition, when the Programmer Art resource pack is enabled, all villagers wear a green hood on their heads.[20] This is because the Programmer Art nitwit texture (which is directly copied from the pre-1.14 vanilla resource pack and had the hood in the texture since its addition) is called the same as the Village & Pillage base villager texture (...\entity\villager\villager.png). In Bedrock Edition, when the Classic Textures pack from the Marketplace is enabled, the villagers still use their default texture instead of the old texture.[21] This is because the old textures of villager are located in ...\entity\villager, while the textures for new villagers are in ...\entity\villager2. Giving a villager any item (with commands) causes it to hold the item as if offering it, but it cannot be traded. Fisherman villagers have been intentionally textured by Jasper Boerstra to display the long-since-removed raw fish texture.[22] Villagers display their held items differently than most creatures do, using the "ground" parameter instead of the usual hand parameter in model display settings. Villagers (and baby villagers) on boats that have claimed a bed can still sleep when the bed is near to them resulting in them sleeping in the boat instead.‌[Bedrock Edition only] Ancient villagers have been shown in Minecraft Legends, although they were hinted at in Minecraft Dungeons. In Java Edition, the death messages of villagers are recorded in the game's logs.[23] Baby villagers taking poppies from iron golems is a reference to the 1986 Japanese animated movie Castle in the Sky, in which a giant robot covered in vines (inspiration for the iron golem) gives the main characters flowers to put on a memorial.[24] Their vocal sounds are performed by Samuel Åberg.[25]
April Fools Main article: Easter eggs § 2014 This feature is exclusive to Java Edition.
On April 1, 2014, Mojang announced that villagers have taken over the skin servers and content delivery networks (CDN) as an April Fools joke. This caused the player's current skin to turn into villager skins, and caused users to be unable to change their skins unless modifying the launcher.json file. Different career villager skins were used, including the then-unused nitwit villager (green robe).
Many of the sounds were also changed, supposedly by the villagers. They seem to be similar to a villager talking (with words, rather than their normal sounds). The in-game music has also been altered to include villager like noises, and also features a villager version of the "Game of Thrones" theme on the title screen. The sounds originate from the sound resource pack created by Element Animation, titled The Element Animation Villager Sound Resource Pack (T.E.A.V.S.R.P.), which is based on the villagers appearing in their fan videos. The villagers were voiced by Dan Lloyd, Director of Element Animation.
The skins and the sounds were reverted to the way they were before on April 2, 2014. However, this update cannot be activated by setting the computer's date to April 1, 2014. Gallery Renders Idle
Asleep
References
Can unintentionally hurt the player with a firework rocket after a raid is defeated.Categorized as an NPC in the game code.
MC-257069 — Trapped villager can prevent any other villagers from claiming a jobsite MCPE-63311 — Villagers claim workstations and beds that are too far away and/or get stuck unemployed "Villagers cannot be equipped with anything by a dispenser, but that would be a separate issue and a feature request rather than a bug." — Cannot dispense armor or mob heads onto villagers or zombies — resolved as "Cannot Reproduce". MC-181525 MC-178019 Villager food sharing (java 1.16) - Only the last part and the bugs are relevant https://youtu.be/AnOeYZi4fgc&t=48m33s MC-180893 — resolved as "Invalid". MC-145707 — resolved as "Works As Intended". MC-146515 — Villagers can sleep in all dimensions — resolved as "Works As Intended". MCPE-46034 Jungle and swamp villages do not exist, but a village from another biome can intersect with any biome, including jungles and swamps. Jungle and swamp villagers can naturally spawn in their corresponding biomes only if a village intersects with the desired biome. Jungle and swamp villagers can also be obtained by breeding villagers in the desired biome or by using a spawn egg in the desired biome, as well as by curing a zombie villager spawned in a jungle or swamp. MC-181190 — The discount for curing a villager is multiplied if the villager is reinfected and cured again — resolved as "Fixed". MCPE-147834 — resolved as "Fixed". MCPE-152386 — resolved as "Fixed". http://www.reddit.com/r/Minecraft/comments/xfzdg/i_am_markus_persson_aka_notch_creator_of/c5m0p26 "It's very likely the townspeople will be pigmen =)" – @notch (Markus Persson) on X (formerly Twitter), April 25, 2011 "Fun Fact: Most of the villager designs were inspired by 2018 fashion shows like Gucci's." – @JasperBoerstra (Jasper Boerstra) on X (formerly Twitter), February 28, 2019 "Villagers are genderless- they are neither male nor female." – @HelenAngel on X (formerly Twitter), March 8, 2019 MC-141075 MCPE-119646 — resolved as "Invalid". MC-173917 — resolved as "Works As Intended". MC-165985 — Villager deaths are logged — resolved as "Works As Intended". "@scambot Yes, thanks to @pgeuder who sent me inspirational pictures!" – @jonkagstrom (Jon Kågström) on X (formerly Twitter), February 23, 2012 "HOW MINECRAFT SOUNDS ARE MADE" – Minecraft on YouTube, August 3, 2024"This is how I perform experiments on Testificates:" – @jeb_ (Jens Bergensten) on X (formerly Twitter), May 21, 2012
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Entities [ ]Mobs Passive EntitySprite allay.png: Sprite image for allay in Minecraft linking to AllayAllay EntitySprite armadillo.png: Sprite image for armadillo in Minecraft linking to ArmadilloArmadillo EntitySprite axolotl.png: Sprite image for axolotl in Minecraft linking to AxolotlAxolotl EntitySprite bat.png: Sprite image for bat in Minecraft linking to BatBat EntitySprite camel.png: Sprite image for camel in Minecraft linking to CamelCamel EntitySprite cat.png: Sprite image for cat in Minecraft linking to CatCat EntitySprite chicken.png: Sprite image for chicken in Minecraft linking to ChickenChicken EntitySprite cod.png: Sprite image for cod in Minecraft linking to CodCod EntitySprite cow.png: Sprite image for cow in Minecraft linking to CowCow EntitySprite donkey.png: Sprite image for donkey in Minecraft linking to DonkeyDonkey EntitySprite frog.png: Sprite image for frog in Minecraft linking to FrogFrog EntitySprite glow-squid.png: Sprite image for glow-squid in Minecraft linking to Glow SquidGlow Squid EntitySprite horse.png: Sprite image for horse in Minecraft linking to HorseHorse EntitySprite mooshroom.png: Sprite image for mooshroom in Minecraft linking to MooshroomMooshroom EntitySprite mule.png: Sprite image for mule in Minecraft linking to MuleMule EntitySprite ocelot.png: Sprite image for ocelot in Minecraft linking to OcelotOcelot EntitySprite parrot.png: Sprite image for parrot in Minecraft linking to ParrotParrot EntitySprite pig.png: Sprite image for pig in Minecraft linking to PigPig EntitySprite pufferfish.png: Sprite image for pufferfish in Minecraft linking to PufferfishPufferfish EntitySprite rabbit.png: Sprite image for rabbit in Minecraft linking to RabbitRabbit EntitySprite salmon.png: Sprite image for salmon in Minecraft linking to SalmonSalmon EntitySprite sheep.png: Sprite image for sheep in Minecraft linking to SheepSheep EntitySprite skeleton-horse.png: Sprite image for skeleton-horse in Minecraft linking to Skeleton HorseSkeleton Horse EntitySprite sniffer.png: Sprite image for sniffer in Minecraft linking to SnifferSniffer EntitySprite snow-golem.png: Sprite image for snow-golem in Minecraft linking to Snow GolemSnow Golem EntitySprite squid.png: Sprite image for squid in Minecraft linking to SquidSquid EntitySprite strider.png: Sprite image for strider in Minecraft linking to StriderStrider EntitySprite tadpole.png: Sprite image for tadpole in Minecraft linking to TadpoleTadpole EntitySprite tropical-fish.png: Sprite image for tropical-fish in Minecraft linking to Tropical FishTropical Fish EntitySprite turtle.png: Sprite image for turtle in Minecraft linking to TurtleTurtle EntitySprite villager.png: Sprite image for villager in Minecraft linking to VillagerVillager EntitySprite wandering-trader.png: Sprite image for wandering-trader in Minecraft linking to Wandering TraderWandering Trader
CE & EE only EntitySprite agent.png: Sprite image for agent in Minecraft linking to AgentAgent EntitySprite npc.png: Sprite image for npc in Minecraft linking to NPCNPC EntitySprite pet.png: Sprite image for pet in Minecraft linking to Pet (China Edition)Pet
Neutral EntitySprite bee.png: Sprite image for bee in Minecraft linking to BeeBee EntitySprite cave-spider.png: Sprite image for cave-spider in Minecraft linking to Cave SpiderCave Spider EntitySprite dolphin.png: Sprite image for dolphin in Minecraft linking to DolphinDolphin EntitySprite drowned.png: Sprite image for drowned in Minecraft linking to DrownedDrowned EntitySprite enderman.png: Sprite image for enderman in Minecraft linking to EndermanEnderman EntitySprite fox.png: Sprite image for fox in Minecraft linking to FoxFox EntitySprite goat.png: Sprite image for goat in Minecraft linking to GoatGoat EntitySprite iron-golem.png: Sprite image for iron-golem in Minecraft linking to Iron GolemIron Golem EntitySprite llama.png: Sprite image for llama in Minecraft linking to LlamaLlama EntitySprite trader-llama.png: Sprite image for trader-llama in Minecraft linking to LlamaTrader Llama EntitySprite panda.png: Sprite image for panda in Minecraft linking to PandaPanda EntitySprite piglin.png: Sprite image for piglin in Minecraft linking to PiglinPiglin EntitySprite polar-bear.png: Sprite image for polar-bear in Minecraft linking to Polar BearPolar Bear EntitySprite spider.png: Sprite image for spider in Minecraft linking to SpiderSpider EntitySprite wolf.png: Sprite image for wolf in Minecraft linking to WolfWolf EntitySprite zombified-piglin.png: Sprite image for zombified-piglin in Minecraft linking to Zombified PiglinZombified Piglin
Hostile EntitySprite blaze.png: Sprite image for blaze in Minecraft linking to BlazeBlaze EntitySprite bogged.png: Sprite image for bogged in Minecraft linking to BoggedBogged EntitySprite breeze.png: Sprite image for breeze in Minecraft linking to BreezeBreeze EntitySprite creeper.png: Sprite image for creeper in Minecraft linking to CreeperCreeper EntitySprite elder-guardian.png: Sprite image for elder-guardian in Minecraft linking to Elder GuardianElder Guardian EntitySprite endermite.png: Sprite image for endermite in Minecraft linking to EndermiteEndermite EntitySprite evoker.png: Sprite image for evoker in Minecraft linking to EvokerEvoker EntitySprite ghast.png: Sprite image for ghast in Minecraft linking to GhastGhast EntitySprite guardian.png: Sprite image for guardian in Minecraft linking to GuardianGuardian EntitySprite hoglin.png: Sprite image for hoglin in Minecraft linking to HoglinHoglin EntitySprite husk.png: Sprite image for husk in Minecraft linking to HuskHusk EntitySprite magma-cube.png: Sprite image for magma-cube in Minecraft linking to Magma CubeMagma Cube EntitySprite phantom.png: Sprite image for phantom in Minecraft linking to PhantomPhantom EntitySprite piglin-brute.png: Sprite image for piglin-brute in Minecraft linking to Piglin BrutePiglin Brute EntitySprite pillager.png: Sprite image for pillager in Minecraft linking to PillagerPillager EntitySprite ravager.png: Sprite image for ravager in Minecraft linking to RavagerRavager EntitySprite shulker.png: Sprite image for shulker in Minecraft linking to ShulkerShulker EntitySprite silverfish.png: Sprite image for silverfish in Minecraft linking to SilverfishSilverfish EntitySprite skeleton.png: Sprite image for skeleton in Minecraft linking to SkeletonSkeleton EntitySprite slime.png: Sprite image for slime in Minecraft linking to SlimeSlime EntitySprite stray.png: Sprite image for stray in Minecraft linking to StrayStray EntitySprite vex.png: Sprite image for vex in Minecraft linking to VexVex EntitySprite vindicator.png: Sprite image for vindicator in Minecraft linking to VindicatorVindicator EntitySprite warden.png: Sprite image for warden in Minecraft linking to WardenWarden EntitySprite witch.png: Sprite image for witch in Minecraft linking to WitchWitch EntitySprite wither-skeleton.png: Sprite image for wither-skeleton in Minecraft linking to Wither SkeletonWither Skeleton EntitySprite zoglin.png: Sprite image for zoglin in Minecraft linking to ZoglinZoglin EntitySprite zombie.png: Sprite image for zombie in Minecraft linking to ZombieZombie EntitySprite zombie-villager.png: Sprite image for zombie-villager in Minecraft linking to Zombie VillagerZombie Villager
Bosses EntitySprite ender-dragon.png: Sprite image for ender-dragon in Minecraft linking to Ender DragonEnder Dragon EntitySprite wither.png: Sprite image for wither in Minecraft linking to WitherWither
Unused EntitySprite zombie-horse.png: Sprite image for zombie-horse in Minecraft linking to Zombie HorseZombie Horse
Java Edition only EntitySprite giant.png: Sprite image for giant in Minecraft linking to GiantGiant EntitySprite illusioner.png: Sprite image for illusioner in Minecraft linking to IllusionerIllusioner EntitySprite killer-bunny.png: Sprite image for killer-bunny in Minecraft linking to Killer BunnyKiller Bunny
BE & EE only EntitySprite elder-guardian-ghost.png: Sprite image for elder-guardian-ghost in Minecraft linking to Elder Guardian GhostElder Guardian Ghost EntitySprite old-villager.png: Sprite image for old-villager in Minecraft linking to Villager (old)Old Villager EntitySprite old-zombie-villager.png: Sprite image for old-zombie-villager in Minecraft linking to Zombie VillagerOld Zombie Villager
Joke features EntitySprite batato.png: Sprite image for batato in Minecraft linking to BatatoBatato EntitySprite cow-horse.png: Sprite image for cow-horse in Minecraft linking to Cow HorseCow Horse EntitySprite diamond-chicken.png: Sprite image for diamond-chicken in Minecraft linking to Diamond ChickenDiamond Chicken EntitySprite love-golem.png: Sprite image for love-golem in Minecraft linking to Love GolemLove Golem EntitySprite mega-spud.png: Sprite image for mega-spud in Minecraft linking to Mega SpudMega Spud EntitySprite moon-cow.png: Sprite image for moon-cow in Minecraft linking to Moon CowMoon Cow EntitySprite nerd-creeper.png: Sprite image for nerd-creeper in Minecraft linking to Nerd CreeperNerd Creeper EntitySprite pink-wither.png: Sprite image for pink-wither in Minecraft linking to Pink WitherPink Wither EntitySprite plaguewhale-slab.png: Sprite image for plaguewhale-slab in Minecraft linking to Plaguewhale SlabPlaguewhale Slab EntitySprite poisonous-potato-zombie.png: Sprite image for poisonous-potato-zombie in Minecraft linking to Poisonous Potato ZombiePoisonous Potato Zombie EntitySprite pony.png: Sprite image for pony in Minecraft linking to PonyPony EntitySprite ray-tracing.png: Sprite image for ray-tracing in Minecraft linking to Ray Tracing (mob)Ray Tracing EntitySprite redstone-bug.png: Sprite image for redstone-bug in Minecraft linking to Redstone BugRedstone Bug EntitySprite smiling-creeper.png: Sprite image for smiling-creeper in Minecraft linking to Smiling CreeperSmiling Creeper EntitySprite toxifin-slab.png: Sprite image for toxifin-slab in Minecraft linking to Toxifin SlabToxifin Slab
Mentioned EntitySprite barnacle.png: Sprite image for barnacle in Minecraft linking to BarnacleBarnacle EntitySprite copper-golem.png: Sprite image for copper-golem in Minecraft linking to Copper GolemCopper Golem EntitySprite crab.png: Sprite image for crab in Minecraft linking to CrabCrab EntitySprite firefly.png: Sprite image for firefly in Minecraft linking to FireflyFirefly EntitySprite glare.png: Sprite image for glare in Minecraft linking to GlareGlare EntitySprite great-hunger.png: Sprite image for great-hunger in Minecraft linking to Great HungerGreat Hunger EntitySprite iceologer.png: Sprite image for iceologer in Minecraft linking to IceologerIceologer EntitySprite meerkat.png: Sprite image for meerkat in Minecraft linking to MeerkatMeerkat EntitySprite moobloom.png: Sprite image for moobloom in Minecraft linking to MoobloomMoobloom EntitySprite ostrich.png: Sprite image for ostrich in Minecraft linking to OstrichOstrich EntitySprite penguin.png: Sprite image for penguin in Minecraft linking to PenguinPenguin EntitySprite pigman.png: Sprite image for pigman in Minecraft linking to PigmanPigman EntitySprite rascal.png: Sprite image for rascal in Minecraft linking to RascalRascal EntitySprite red-dragon.png: Sprite image for red-dragon in Minecraft linking to Red DragonRed Dragon EntitySprite termite.png: Sprite image for termite in Minecraft linking to TermiteTermite EntitySprite tuff-golem.png: Sprite image for tuff-golem in Minecraft linking to Tuff GolemTuff Golem EntitySprite vulture.png: Sprite image for vulture in Minecraft linking to VultureVulture EntitySprite wildfire.png: Sprite image for wildfire in Minecraft linking to WildfireWildfire
Removed EntitySprite mob.png: Sprite image for mob in Minecraft linking to Mob (entity)Mob EntitySprite beast-boy.png: Sprite image for beast-boy in Minecraft linking to Mob (entity)Beast Boy EntitySprite black-steve.png: Sprite image for black-steve in Minecraft linking to Mob (entity)Black Steve EntitySprite rana.png: Sprite image for rana in Minecraft linking to Mob (entity)Rana EntitySprite steve-indev.png: Sprite image for steve-indev in Minecraft linking to Mob (entity)Steve EntitySprite monster.png: Sprite image for monster in Minecraft linking to Monster (entity)Monster
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dismiss Hey Wiki, the wiki mod for Java Edition, is now available! Install now and easily look things up on the wiki while you’re in game by aiming at a block, item, or entity and pressing H. Villager Not to be confused with Illager, Pillager or Wandering Trader. This article is about the mob in Minecraft. For the mob in Minecraft Dungeons, see MCD:Villager. For the mob in Minecraft Legends, see MCL:Villager. For the structure villagers live in, see Village. "Librarian" redirects here. For the achievement, see Achievements § Librarian. VillagerPlains Desert Savanna Taiga Snowy Jungle Swamp Plains (Baby)
Plains Villager Base.png: Infobox image for Villager the entity in Minecraft Invicon Villager Spawn Egg.png: Inventory sprite for Villager Spawn Egg in Minecraft as shown in-game with description: Villager Spawn Egg View all renders Health points
20♥ × 10 Behavior
Passive[note 1] Classification
NPC[note 2] Attack strength
Damage decreases with distance: ItemSprite firework-rocket.png: Sprite image for firework-rocket in Minecraft linking to Firework RocketFirework Rocket: Easy: 5♥♥♥ Normal: 8♥♥♥♥ Hard: 12♥ × 6 Hitbox size
In Java Edition: Adult: Height: 1.95 blocks Width: 0.6 blocks Baby: Height: 0.975 blocks Width: 0.3 blocks In Bedrock Edition: Adult: Height: 1.9 blocks Width: 0.6 blocks Baby: Height: 0.95 blocks Width: 0.3 blocks Speed
0.5 Spawn EnvSprite village.png: Sprite image for village in Minecraft linking to VillageVillage EnvSprite igloo.png: Sprite image for igloo in Minecraft linking to IglooIgloo basement When a zombie villager is cured Upon successful breeding
Villagers are passive mobs that inhabit villages, work at their professions, breed, and interact with each other. Their outfit varies according to their occupation and biome. A player can trade with them using emeralds as currency. Contents1 Spawning 1.1 Natural generation 1.2 Curing 2 Drops 2.1 Hero of the Village 3 Behavior 3.1 Movement patterns 3.1.1 Socializing 3.1.2 Migration 3.1.3 Pathfinding 3.1.4 Stranded villagers 3.1.5 Getting attacked 3.1.6 Preferred path 3.2 Job site blocks 3.3 Gossiping 3.4 Picking up items 3.5 Sharing food 3.6 Farming 3.7 Breeding 3.7.1 Willingness 3.8 Baby villagers 3.9 Lightning 3.10 Iron golem summoning 3.11 Panicking 3.12 Zombies 3.13 Raids 3.13.1 Hero of the Village 3.14 Staring 4 Schedules 4.1 Working 4.2 Wandering 4.3 Gathering 4.4 Playing 4.5 Returning home 4.6 Sleeping 4.7 Healing 5 Professions 5.1 Nitwit 5.2 Appearance 6 Trading 6.1 Supply and demand 6.2 Trade offering 6.3 Economic trade 6.4 Popularity or reputation 6.5 Hero of the Village 7 Similar mobs 7.1 Zombie villagers 7.2 Wandering trader 8 Sounds 8.1 Generic 8.2 Working 9 Data values 9.1 ID 9.2 Entity data 10 Achievements 11 Advancements 12 Video 13 History 14 Issues 15 Trivia 15.1 April Fools 16 Gallery 16.1 Renders 16.1.1 Idle 16.1.2 Asleep 16.2 Screenshots 16.3 Mojang images 16.4 In other media 17 See also 18 References 19 Navigation
Spawning Natural generation
Villagers can be found in villages, which spawn in several biomes such as plains, snowy plains, savannas, deserts, taigas, and snowy taigas‌[Bedrock Edition only] and can cut into other biomes such as swamps and jungles. When the village is generated, unemployed villagers spawn in them, the number of which depends on the buildings in that village, as some buildings generate villagers inside and some do not.
Each villager spawns with an empty inventory. Villagers never spawn with armor or other equipment. In Java Edition a dispenser can be used to equip armor on a villager.
Igloo basements always generate with one villager in the left cell and one zombie villager in the right cell. In Java Edition, the villager and zombie villager are both clerics, while in Bedrock Edition, they have random professions. In Java Edition, the cleric villager can change into a leatherworker since the basement generates with a cauldron, which is closer than the brewing stand to the villager. Curing See also: Zombie Villager § Curing
Giving a zombie villager the Weakness effect and then feeding it a golden apple starts the curing process. After five minutes, it transforms into a villager, displaying purple Nausea status effect particles for 10 seconds after being cured. The villager retains the profession it had as a zombie, if it had one before turning into a zombie villager. In Bedrock Edition, if the zombie villager is player spawned, it adopts a randomly chosen profession. The villager can also be a nitwit, meaning it cannot work once cured. If employed, the cured villager offers discounts on most of its trades.
Curing a zombie villager riding a chicken results in the villager riding a chicken. Eventually, the villager grows up and gains a profession. Curing a zombie villager with armor and items causes it to drop them as items. Drops
A villager, either adult or baby, does not ordinarily drop any items or experience when killed. However, when a player holds an emerald or other item a villager is willing to trade for, the item it offers in trade appears in its hands, alternating between items if there are multiple items the villager wants to trade.
Villagers raise their arms when showing trade items.‌[Bedrock Edition only]
Upon successful trading, a villager drops 3–6.
Upon successful trading, while willing to breed, 8–11 is dropped. Hero of the Village Main article: Hero of the Village
A villager can drop various items, depending on its profession, by throwing a gift toward a nearby player with the Hero of the Village effect. The gift is randomly selected from a list of items for the villager's individual profession, and there is a random cooldown before the villager can throw another gift. Behavior Movement patterns Socializing
Nitwit and unemployed villagers 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 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. They continuously stare at a nearby player unless the villager is trying to get into a house at night, farm food, work, or flee from a zombie or illager. Baby villagers may jump on beds and play tag with each other, similarly to how baby piglins and baby hoglins play tag.
In Bedrock Edition, baby villagers do not stop in order to stare at players, and thus continue moving as if the player is not there.
A villager tries not to travel far from its bed in a large village unless the job site or the nearest gossip site (bell) is far away.
Villagers emit green particles if they join a village, set a bed, or acquire a job site/profession.
Villagers run inside at night or during rain, closing doors behind them. They attempt to sleep at night, but if they cannot claim a bed, they stay indoors near a bed until morning. In the morning, they head outside and resume normal behavior. However, some villagers, such as nitwits, stay outside later than others unless being chased by an illager or zombie. Migration
If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it quickly moves back within the boundary. A villager taken more than 32 blocks away from its village boundary forgets the village within about 6 seconds. Whether in a village or not, a villager never despawns. Pathfinding
Villagers, like other mobs, can find paths around obstructions, avoid walking off cliffs of heights greater than 3 blocks, and avoid some blocks that cause harm. However, in crowded situations, one villager can push another off a cliff or into harm's way.
Villagers can open all wooden doors and find paths to blocks of interest behind the doors. However, they cannot open any trapdoors, fence gates, or iron doors. Villagers can climb ladders, but do not recognize them as paths and do not deliberately use them. Any climbing of ladders seems to be a side effect of them being pushed into the block by another mob (usually by other villagers). Stranded villagers
Climbing a ladder can leave a villager stranded on the second floor and roof of some village structures, as they lack the necessary AI to intentionally descend ladders.[verify] A simple fix for these situations is for the player to manually push the villager back toward the ladder hole. Then the player can place a wooden trapdoor at the top, to stop the villager from ever getting up there again. However, the villager can still get stuck on the ladder underneath the trapdoor. Another solution is to break the first ladder touching the ground, completely preventing the villager from climbing the ladder. However, this means the player has to jump up one block to use the ladder. Getting attacked
Villagers flee from zombies, zombie villagers, husks, drowned, zombified piglins ‌[Bedrock Edition only], zoglins, vindicators, pillagers (even if their crossbow has been broken), ravagers, and vexes within 8 blocks, and evokers and illusioners within 12 blocks. Like other passive mobs, villagers sprint away when attacked. Villagers do not run away from skeletons (and their variants), spiders, or cave spiders since these hostile mobs are passive toward villagers. Preferred path This feature is exclusive to Bedrock Edition.
When pathfinding, villagers prefer to stay on low cost blocks, such as dirt paths, cobblestone, bricks, and planks. They do this by trying to minimize the path cost of all of the blocks they walk across. They also avoid jumping, because it has a high path cost, but babies don't avoid it as much.
50 Other 3 1.5 Jump cost 20 5 Job site blocks For a list of job site blocks and the professions they are required for, see § Professions.
Unemployed villagers (other than babies and nitwits) seek employment at job site blocks (also referred to as workstations), and employed villagers use job site blocks to refresh their trades (see § Working). Villagers who have made their first trade must claim a site block that corresponds with their profession, whereas tradeless villagers may change their profession to match a site block.
In Java Edition, an unemployed villager claims job site blocks by searching for the nearest unclaimed site in a 48-block sphere. When a suitable site block is detected, the villager starts pathfinding to it, staking a provisional claim. This can occur only while the villager is awake. A provisional claim is released if the villager cannot reach the block within 60 seconds, however the villager may try again immediately.[1] To fully claim the site and change profession, the villager must approach within a 2-block radius of the job site's center. When a job site block is fully claimed, its owner emits green particles, and no other villager can claim the block unless the owner relinquishes it.
In Bedrock Edition, all villagers in a village search for unclaimed job sites in a 16 block radius and 4 block height. If a site block is found, it is added to a shared list of valid job site blocks for the whole village. An unemployed villager with a bed claims the first site block on that list and immediately acquires the profession to match, regardless of the distance or accessibility to the site block.[2] The villager can even claim the site block while sleeping. When a job site block is claimed, both the block and the villager making the claim emit green particles and the site block is removed from the list. If a villager cannot pathfind to its claimed site, both the site block and villager emit anger particles. The site block may need to be broken or interacted by a piston before the villager unclaims it.[verify for Bedrock Edition] A desert villager and a plains villager gossiping. Gossiping
Villagers can store memories about players in the form of gossip. These get spread to other villagers whenever they talk with each other. Each piece of gossip is one of five types, and it stores a value as well as a target. Gossips generate and increase in value as a result of various player actions. The target is the player who caused the gossip. Together the gossip values determine a player's reputation with villagers, which influence trading prices and the hostility of naturally spawned iron golems. Type Caused by Amount gained Decay Share penalty Max value Reputation multiplier Major positive Curing 20 0 100 20 5 Minor positive Curing 25 1 5 200 1 Minor negative Attacking 25 20 20 200 -1 Major negative Killing 25 10 10 100 -5 Trade Trading 2 2 20 25 1
Trading with or curing a villager increases the value of the corresponding gossips for the targeted villager only. When a villager is attacked or killed, however, it instead generates the major negative gossip in every other villager it could see (eye-to-eye line of sight) inside a box extending 16 blocks from the villager in all coordinate directions. When a piece of gossip is shared, it is received at a lower value than the sharer has it. Gossips also decay a certain amount (see Decay column) every 20 minutes. Since major positive gossip has a share penalty >= its max value and a decay of 0, it cannot be shared and never decays.
A player's total reputation with a villager is determined by multiplying each gossip's value by its respective multiplier and adding the results together. For example, if a player has recently cured a villager for the first time but also attacked the villager twice, their reputation with that villager would be 5×20 + 25 - 50 = 75. After 40 minutes the gossips have decayed twice, making the player's reputation 5×20 + 23 - 10 = 113.
The prices of a villager's trades all get reduced by reputation times the price multiplier rounded down, meaning that a positive reputation lowers prices but a negative reputation increase them. The price multiplier is either 0.05 or 0.2 depending on the item, see trading. Prices can not get lower than 1 or higher than the item's stack size. The exact function to calculate the price affected by the gossips is y = x - floor((5a + b + c - d - 5e) × p), Where y is the final price, x is the base price, a is the value of major_positive, b is the value of minor_positive, c is the value of trading, d is the value of minor_negative, e is the value of major_negative, and p is the value of PriceMultiplier.
An iron golem that was not built by a player becomes hostile toward all players whose reputation with any nearby villager is -100 or lower. The golem checks all villagers inside a box centered on the golem and extending 10 blocks in every horizontal direction and 8 blocks in both vertical directions.
Players can set villagers on fire using flint and steel or lava without affecting gossips. The same is true for TNT activated by redstone or a dispenser. However, TNT ignited directly by a player (using flint and steel, fire charges or flaming arrows) does generate gossip for damaged or killed villagers, because the TNT's damage is attributed to the player. Picking up items
Each villager has eight hidden inventory slots, which are initially empty when the villager is spawned. A villager can fill its inventory slots with items it picks up.
The villager does not intentionally seek out items to pick up, but it does collect any bread, carrots, potatoes, wheat, wheat seeds, beetroot, beetroot seeds, torchflower seeds, pitcher pods, and bone meal that happen to be in range. The listed items are the only items villagers can pick up, although the the /item replace command can put any arbitrary item into a villager's inventory. Also, bone meal can be picked up only by a farmer villager.
If a player and a villager are in the pickup range of an item at the same time, the player always picks it up first. If several villagers are next to an item, the same one picks up the item every time. This behavior prevents villagers from effectively sharing food (and thus breeding) in a small space.
When killed or converted to a zombie villager, any inventory item of the villager is lost, even when /gamerule keepInventory is set to true.
If /gamerule mobGriefing is false, villagers cannot pick up items, and farmer villagers cannot plant or harvest crops.
Like other mobs, villagers have four slots for worn armor, separate from their inventory slots. An adjacent dispenser can equip armor, elytra, mob heads or carved pumpkins to a villager‌[Java Edition only][3], but the armor is not rendered (except for carved pumpkins and mob heads). The equipment functions as normal; for example, a villager wearing an armor piece enchanted with Thorns can inflict Thorns damage to attackers, and a villager wearing Frost Walker boots is able to create frosted ice. If a villager is converted into a zombie villager, the armor it was wearing is dropped, though it may be able to pick it up and equip it again. A villager with thorns 3 deals more damage to zombies that attacked the villager than the villager takes damage. Sharing food Villagers sharing carrots.
In Java Edition, villagers collect bread, carrots, potatoes, beetroots, wheat seeds, beetroot seeds, and wheat. If a villager has at least 24 of these items, it gives the extra amount to a villager with 4 or fewer of each these food items. That other villager can also do this until all villagers have shared all items they could (for example, on a group of three villagers one receives 60 bread, then it shares 36 to another villager to keep 24[4], and that same villager then shares 12 to the third villager).
In the case of wheat, villagers have a distinct behavior. They do the same as other crops, but if a villager has at least 32 wheat, it tries to give half of it to another villager, making both have 16 wheat.
If a villager has 8 full ​[more information needed] stacks of any kind of food or seeds and then tries to share with another villager, it leaves at least 24 items in each stack. Thus it can never empty inventory slots to pick up other items, unless it uses the items when trying to breed or when farming if it is a farmer villager.[5][6] A bait villager can be used in a farm taking advantage of this mechanic to have a farmer villager collect and deposit crops.
In Bedrock Edition, if a villager has enough food in one inventory stack (6 bread or 24 carrots, potatoes, beetroots, or 18 wheat for farmers only) and sees a villager without enough food in one inventory stack (3 bread, 12 carrots, 12 potatoes, or 12 beetroots for non-farmers; 15 bread, 60 carrots, 60 potatoes, or 60 beetroots, or 45 wheat for farmers), the villager may decide to share food with that villager.
To share, a villager finds its first inventory stack with at least 4 bread, carrots, potatoes, or beetroot or with at least 6 wheat, and then throws half the stack (rounded down) in the direction of the target villager. When wheat is shared, it is first crafted to bread, which may result in 1 or 2 less than half the stack being shared. Farming Farmer villager picking and planting carrots.
In Java Edition, during the "work" portion of their schedule, farmers tend nearby crops.Farmers sometimes move to random farmland blocks they detect within ±4 on the X and Z axes and ±2 on the Y axis, rather than going to their jobsite. If there are fully-grown crop blocks or air above farmland within ±1 of the villager on each axis, the farmer spends 10 seconds tending them (not counting time spend walking to the next block), one per second. The block is harvested if necessary and (re-)planted if the farmer has any seeds. If /gamerule mobGriefing is false, villagers cannot farm. Harvesting is done regardless of the villager's current inventory, even if they lack space to pick up the results. Planting is done as from the first eligible inventory slot. If there is at least one non-fully-grown crop block within ±1 of the farmer on each axis, the farmer has bone meal, and it has been at least 8 seconds since the farmer last did some fertilization, then the farmer fertilizes up to four crop blocks (one every two seconds). When the farmer works at their composter, it composts excess wheat and beetroot seeds, and extracts bone meal if it is full. Up to 20 seeds are composted in one work session, but at least 10 of each type of seed are first kept. Inventory slots are checked in reverse order.
In Bedrock Edition, farmers tend crops within the village boundary. Villagers far enough outside the boundary of any village also tend nearby crops. Farmland to be tended is found by seeking for certain blocks up to 9 blocks away from the villager in the X and Z coordinates and up to 1 away in the Y coordinate (a 19×19×3 volume total).If a farmer villager does not have enough food in one stack in its inventory (15 bread, 60 carrots, 60 potatoes, 60 beetroots, or 45 wheat) and finds fully-grown wheat, carrots, potatoes, or beetroot, the villager moves to the crop block and harvests it. If a farmer villager has any seeds, carrots, potatoes, or beetroot seeds in its inventory and finds an air block above farmland, the villager moves to it and plants a crop. They always plant from the first eligible slot in their inventory. Farmer villagers use and pick up bone meal. They also fill their composter with seeds. Farmer villagers start farming only if a crop is planted on farmland previously. Farmer villagers continue to plant on the farmland even if all crops are destroyed.
For both editions,Farmer villagers cannot turn dirt, grass blocks, or dirt paths into farmland, nor they pick up any hoes to till the blocks. If a hoe is placed into a farmer villager's mainhand or offhand via commands, they still cannot till any blocks. Farmer villagers often share their crops and food with other villagers if they have any extras.
Breeding For tutorials on breeding mechanics, see Tutorials/Village mechanics § Breeding and population cap and Tutorials/Legacy Console village mechanics.
Adult villagers breed depending on the time of the day and need to be willing to spawn § Baby villagers, who also require beds with at least 2 empty blocks above the head. Job sites are not required for villagers to breed.
The breeding depends on the number of valid beds. If a villager is "willing" (see § Willingness below), villagers breed as long as there are unclaimed beds available within the limits of the village. All baby villagers are initially unemployed.
In Java Edition, two villagers nearby one another periodically enter mating mode if both have enough food and are not on cooldown. Breeding fails (with anger particles displayed) if no unclaimed bed can be reached via pathfinding within a 48 block radius. The appearance of the child is randomly determined by either the biome type of the parents or by the biome where the breeding occurred.
In Bedrock Edition a census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village are counted as part of the population to determine if continued villager mating is allowed. However, any villager within the horizontal boundary of the village and the spherical boundary of the village attempts to enter mating mode as long as there is at least one villager within the boundary. 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.[7] Two villagers breeding. Willingness
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 for 5 minutes, at which point they must gather a sufficient stock of food items to breed again.
Villagers must have enough beds within village bounds for baby villagers to spawn. The villager must be able to path-find the bed from their current position. (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. If /gamerule mobGriefing is false, villagers don't pick up food or break crops. Some baby villagers in Java Edition. Their heads are smaller than Bedrock Edition or Minecraft Education baby villagers. Baby villagers
Baby villagers sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at other villagers, the player‌[Java Edition only], or an iron golem. If the iron golem is holding out a poppy, the children may cautiously take the flower from its hands. Baby villagers tend to group and chase one another around the village as if playing tag. They also jump on beds.
Illagers (except "Johnny" vindicators in Bedrock Edition) ignore baby villagers until they reach adulthood.
Baby villagers give gifts of poppies or wheat seeds to players who have the EffectSprite hero-of-the-village.png: Sprite image for hero-of-the-village in Minecraft linking to Hero of the VillageHero of the Village effect in Java Edition.
Baby villagers in Bedrock Edition and Minecraft Education 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 look like tiny normal villagers.[8]
Baby villagers can fit through 1×1 block gaps.
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. Lightning A villager gets struck by lightning.
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.
Iron golems also attack any villagers that turn into witches. Iron golem summoning Main article: Iron Golem § Villages
In Java Edition, villagers can summon an iron golem to protect themselves from hostile mobs. This requires either 3 panicking villagers or 5 gossiping villagers. If they don't find an iron golem within 16 blocks of their location for 30 seconds, another one is summoned.
In Bedrock Edition, villagers can summon an iron golem if there are less than 10 villagers per existing golem, the village has at least 20 beds, and 75% of these villagers must have worked in the past day. Panicking A villager panicking.
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 (spherical distance between feet center bottom-most point of the villager and hostile mob): Mob Panic radius Zombie, husk, drowned, zombie villager, vex 8 Vindicator, zoglin 10 Evoker, illusioner, ravager 12 Pillager 15 Zombies Main articles: Siege and Zombie
Zombies, zombie villagers, husks, and drowned seek out and attack villagers within a 35– to 52.5–block radius (depending on regional difficulty)‌[Java Edition only] or a 16-block radius‌[Bedrock Edition only] (even when the villager is invisible). 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. The chance of the villager becoming a zombie villager upon death is 0% on Easy, 50% on Normal, and 100% on Hard. 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. Raids Main article: Raid
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. Hero of the Village Main article: Hero of the Village
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. Staring A lot of villagers staring at the player. A lot of villagers staring at the player.
Villagers stare at any player that stares at them, or goes near them. This also applies for some mobs, especially cats. A villager first turns its head toward the player, then the body. Villagers can keep staring at the player unless a raid happens or a zombie comes and chases them off. A villager staring at the player. A villager staring at the player.
Schedules
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. Villager schedule in Java Edition Image Ticks (time) Employed Unemployed/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 Working
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.
Some professions have additional job-specific goals that are part of their work schedule:Farmers harvest and sow crops. Librarians inspect bookshelves.‌[Bedrock Edition only]
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. Wandering
All villagers wander from time to time, but for the unemployed and nitwits, they wander for the majority of their day. 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.
During this time of the day, they may also share items. Gathering
Late in the day, adult villagers 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.
If a villager isn't close enough to detect a bell, it wanders randomly, searching for one. Playing Four villager children chasing another baby villager, like playing tag.
Baby villagers wander randomly around the village. When they encounter another baby villager, the two of them follow each other for a while and sometimes run as if racing or chasing each other.
In Java Edition, they sometimes stop to jump and bounce on a bed or to stare at an iron golem they encounter. If the iron golem offers them a poppy, the baby villager cautiously accepts it. Returning home
All villagers head home a short time before 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 toward 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. Sleeping A top view of a savanna villager sleeping in a bed at night.
At sunset, villagers lie down in their beds and remain there until morning. Villagers wake early if food is thrown at them‌[Java Edition only], they are pushed out of bed, or if their bed is destroyed. 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.
Jumping on a bed with a villager sleeping in it does not cause the villager to get up.
In Java Edition, a villager can be pushed on its bed and sometimes turn its head. A villager can be pushed off a bed,[9] but is most likely to go back to sleeping after staring at the player who pushed the villager for a few seconds.
When sleeping in Java 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 and the anvil is dropped as item.
In Bedrock Edition, dropping an anvil on a villager that is sleeping causes the villager to take damage but remain sleeping in the bed and the anvil remains on top of the bed.
A villager who has no bed continues wandering in search of a bed to claim.
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 § Sleeping), if the Overworld's time is correct.[10] 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. Healing
A villager gets a brief regeneration effect once leveling up in its profession. Pink regeneration particles appear while it is healing.
In Bedrock Edition, when a villager successfully sleeps, it immediately heals itself when waking up at dawn (if it is damaged). Professions Job site blocks next to each other. All plains biome variant professions (except unemployed) corresponding to their different job site blocks.
Each villager can have a profession except for the nitwit, 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. If an adult villager does not have a profession (either they are unemployed or a nitwit), they wander instead.
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.
Nitwits and baby villagers cannot change their profession.
In Java Edition, villagers summoned by a spawn egg or via command /summon are always unemployed until they have claimed a job site block. In Bedrock Edition, however, villagers summoned in similar ways have a random profession[11]; 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:
Profession Job site block /
Workstation [ ]Biome Desert Jungle [12] Plains Savanna Snow Swamp[12] Taiga Unemployed None Nitwit None Armorer BlockSprite blast-furnace.png: Sprite image for blast-furnace in Minecraft linking to Blast FurnaceBlast Furnace Butcher BlockSprite smoker.png: Sprite image for smoker in Minecraft linking to SmokerSmoker Cartographer BlockSprite cartography-table.png: Sprite image for cartography-table in Minecraft linking to Cartography TableCartography Table Cleric BlockSprite brewing-stand.png: Sprite image for brewing-stand in Minecraft linking to Brewing StandBrewing Stand Farmer BlockSprite composter.png: Sprite image for composter in Minecraft linking to ComposterComposter Fisherman BlockSprite barrel.png: Sprite image for barrel in Minecraft linking to BarrelBarrel Fletcher BlockSprite fletching-table.png: Sprite image for fletching-table in Minecraft linking to Fletching TableFletching Table Leatherworker BlockSprite cauldron.png: Sprite image for cauldron in Minecraft linking to CauldronCauldron Librarian BlockSprite lectern.png: Sprite image for lectern in Minecraft linking to LecternLectern Stone Mason‌[BE only]‌[until BE 1.21.30]
Mason‌[JE only]​[upcoming: BE 1.21.30] BlockSprite stonecutter.png: Sprite image for stonecutter in Minecraft linking to StonecutterStonecutter Shepherd BlockSprite loom.png: Sprite image for loom in Minecraft linking to LoomLoom Toolsmith BlockSprite smithing-table.png: Sprite image for smithing-table in Minecraft linking to Smithing TableSmithing Table Weaponsmith BlockSprite grindstone.png: Sprite image for grindstone in Minecraft linking to GrindstoneGrindstone Nitwit A nitwit bobbling its head.‌[Java Edition only]
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 bobble its head at the player. 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.
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. Appearance
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, there is a 50% chance it's inherited from the biome type of the parents (equal chance for both parents). In case the villager's outfit is determined by biome but the biome has no specific villager type, it always becomes a plains villager. The outfits available are the following:
Villagers have 13 professions and 2 non professions for a total of 15 outfits:Farmer (straw hat) Trades crops and natural foods, such as bread and cookies. Fisherman (fisher hat) Trades campfires and fishing items. Shepherd (brown hat with white apron) Trades shears, wool, dyes, paintings and beds. Fletcher (hat with feather and quiver on the back) Trades bows, crossbows, all types of arrows (except luck) and archery ingredients. Cleric (purple apron and creeper cloak) Trades magic items like ender pearls, redstone dust, glowstone dust, and other enchanting or potion ingredients. Weaponsmith (eyepatch and black apron) Trades minerals, bells and enchanted melee weapons. The axe enchantments are weapon related, such as Sharpness or Smite. Armorer (welding mask) Trades foundry items and sells chain, iron and enchanted diamond armor tiers. Toolsmith (black apron) Trades minerals, bells and harvest tools. The axe enchantments are tool related. Librarian (eyeglasses and a book as a hat) Trades enchanted books, clocks, compasses, name tags, glass, ink sacs, lanterns, and book and quills. Cartographer (golden monocle) Trades banners, compasses, banner patterns, papers and various maps, including explorer maps. Leatherworker (brown apron and brown gloves) Trades scutes, rabbit hide, and leather-related items. Butcher (red headband and white apron) Trades meats, sweet berries, rabbit stew, and dried kelp blocks. Mason‌[JE only]/Stone Mason‌[BE only] (black apron and black gloves) Trades polished stones, terracotta, clay, glazed terracotta and quartz. Nitwit (green coated, no badge) No trades, no badge Unemployed (no overlay, base clothing of biome without any extra features) No trades until employed. No badge until employed. Villagers have different trades based on the biome in which they spawn.
Trading Main article: Trading The Java Edition trading interface, displaying basic novice-level trading options. Trading options of a max-level weaponsmith. 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).
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. Attempting to do so causes the villager to display a head-bobbling animation and play the villager's declined trade sound‌[Java Edition only].
Pressing the use control on 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.g. 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. Some trades grant higher levels to the villager than others. As it advances through its profession, the villager offers additional trades. When a villager unlocks a new trade at a higher level, it almost always grants more experience than lower-level trades.
Villagers have a maximum supply of items and after the player has traded for an item that many times, the villager's supply of the item is exhausted. This results in the trade being temporarily locked. A player can continue to trade for the villager's other available items if any. Exhausted items are restocked when the villager works at a job site, up to twice per day.
In Bedrock Edition, librarian villagers have a 50% chance to sell enchanted books as part of their trades at novice, apprentice, and journeyman-level, and have 1⁄3 chance to sell enchanted books at expert-level as part of their trades, meaning each librarian villager can sell up to four books. The price ranges between 5-64 emeralds per book. Based on the level of the enchantment and whether it is classified as a "treasure enchantment" (meaning they are not obtainable by enchanting, e.g. Mending), which doubles the cost, or not a price is determined.
In Java Edition, librarian villagers have a 2⁄3 chance to sell an enchanted book as part of their trades at the novice, apprentice, and journeyman level, and have a 50% chance to sell an enchanted book at the expert level, meaning each librarian can sell up to four books. The price ranges from 5-64 emeralds per book, depending on the enchantment's level as well as whether or not it is a treasure enchantment. Cost of enchanted books based on their level Level Lowest price Highest price I (1) 5 19 II (2) 8 32 III (3) 11 45 IV (4) 14 58 V (5) 17 71 (capped at 64)
They may contain any available enchantment (except Soul Speed, Swift Sneak, and Wind Burst) at any available level. See trading notes for more information on enchantments and prices.
Clicking use on an unemployed or nitwit villager in Java Edition causes it to grunt and bobble their head; doing so in Bedrock Edition does nothing.
Using a name tag on a villager always names the villager instead of opening the trading interface.
In Java Edition, using space inside of the trading interface after one trade was made refills the trading slots with items from the inventory.[verify] Supply and demand For detailed information on Villager economics, see Trading § Economics.
The price of an item can rise and fall with changes in demand. The price of a traded item can rise when next resupplied, or fall from a risen price if not traded. Demand is stored per item, not per villager. Trade offering Several villagers offering trade items to a player.
When a player holds an item near a villager who wants that item, the villager holds up an item it offers in exchange. For example, a farmer villager who buys 20 wheat for one emerald holds up an emerald, offering it to a player holding wheat. Villagers do not offer trades that are currently out of stock. If the villager has more than one trade for an item, it cycles through the trades, offering a different item every few seconds. This kind of trading interaction makes it easier to find villagers who offer a particular trade, but the player must still open the trading interface to complete the trade. Note that villagers do not hold items to offer trades during their gather or sleep phases, even though it is still possible to trade with them. Economic trade
Villagers have levels and require experience to unlock the next tiers of trade; level 1 is a novice, level 2 is apprentice, level 3 is journeyman, level 4 is expert, and level 5 is master. Villagers can resupply trades by themselves by working more at their job site block. Popularity or reputation
In Bedrock Edition, villagers increase their prices of trades if a player's popularity is low, (e.g. from damaging villagers), and decrease it if their popularity is high (e.g. from trading with multiple villagers). Curing a zombie villager also increases the player's popularity by 10.
In Java Edition, a villager's prices are affected by the player's reputation with that villager rather than by village popularity. Hero of the Village Main article: Hero of the Village
When a player receives EffectSprite hero-of-the-village.png: Sprite image for hero-of-the-village in Minecraft linking to Hero of the VillageHero of the Village, players receive discounted prices on all the items traded by villagers in both editions. The EffectSprite hero-of-the-village.png: Sprite image for hero-of-the-village in Minecraft linking to Hero of the VillageHero of the Village also gets gifts.‌[Java Edition only] Each villager throws gifts related to its profession, and nitwits and unemployed villagers throw wheat seeds instead. These gifts range in value from common (like seeds) to rare items (like chainmail armor). A player's popularity increases by 10 in Java Edition and doesn't increase in Bedrock Edition. Villagers also shoot off fireworks, with different colored fireworks with no pattern. Similar mobs Zombie villagers An example of a zombie villager. Main article: Zombie Villager
When a zombie kills a villager, it can turn the villager into a zombie villager, depending on the difficulty: 0% chance on Easy, 50% chance on Normal and 100% chance on Hard. Zombie villagers also spawn naturally in the Overworld in the same conditions as a normal zombie, although much less commonly, with a 5% chance. Zombie villagers also spawn in abandoned villages (zombie villages) and igloos. They do not spawn from the zombie monster spawner in Java Edition. Wandering trader A wandering trader. Main article: Wandering Trader
Wandering traders are passive mobs that spawn randomly close to the player in both editions, or periodically in village gathering sites in Bedrock Edition. Wandering traders also spawn near bells. Two trader llamas spawn leashed to the wandering trader when a wandering trader is naturally spawned, and in Bedrock Edition when summoned or spawned using a spawn egg.
Players may use emeralds to buy items from wandering traders without the need of unlocking the previous trade, but cannot trade items for emeralds. They also lock trades like villagers, but never unlock the trade, nor can they work at any job site blocks. Like villagers, wandering traders are attacked by most zombie variants (though they do not have a zombified form, they die if a zombie kills it, even on hard difficulty), illagers, ravagers‌[Java Edition only], and vexes.
Wandering traders also drink a Potion of Invisibility at night (or when they see a hostile mob such as an illager or zombie). They also drink a milk bucket in the morning to remove the Invisibility. They despawn after 40 minutes (even with a name tag or in a minecart or boat) with their llamas.
Villagers have entity data associated with them that contains various properties.
Java Edition: Main article: Entity formatEntity data Additional fields for mobs that can breed[
] Tags common to all entities[ ] Tags common to all mobs[ ] Tags common to all villagers[ ] 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.An item in the inventory, excluding the Slot tag. Tags common to all items[ ] LastRestock: The last tick the villager went to their job site block to resupply their trades. LastGossipDecay: The last tick all gossip of the villager has decreased strength naturally. 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. 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.
Villager type[
][edit]
Villager profession[
][edit]
Bedrock Edition:See Bedrock Edition level format/Entity format.
Achievements [ ] Icon Achievement In-game description Actual requirements (if different) Gamerscore earned Trophy type (PS4) PS4 Other
Icon Advancement In-game description Actual requirements (if different) 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. Adventure Adventure, exploration and combat Kill any mob, or be killed by any living entity. Arbalistic Kill five unique mobs with one crossbow shot EntitySprite armor-stand.png: Sprite image for armor-stand in Minecraft linking to Armor StandArmor Stand also counts 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. Over-Overkill Deal 50 hearts of damage in a single hit using the Mace — Star Trader Trade with a Villager at the build height limit Stand on any block that is higher than 318 and trade with a villager or wandering trader. 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 30×30×30 volume centered on the lightning strike. Take Aim Shoot something with an Arrow Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. 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. What a Deal! Successfully trade with a Villager Take an item from a villager or wandering trader's trading output slot. 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. Video
TriviaThe villagers were inspired by the shopkeepers in Dungeon Master II.[16] Originally, the mobs populating villages were to be pigmen.[17] When a villager is in love mode, it walks slowly. However, when a villager runs indoors as the night falls, it runs faster than the player's sprinting speed. The villager skins added in the Village and Pillage update were inspired by 2018 fashion shows, such as Gucci's.[18] Villagers are genderless, meaning they are neither male nor female.[19] Villagers occasionally sleep in odd ways during the night inside their beds, sometimes hanging halfway off the side of the bed or even glitching into walls. Although the villages in snowy taiga biomes spawn the snowy villager variant in Bedrock Edition, they use the taiga village variant. In Java Edition, when the Programmer Art resource pack is enabled, all villagers wear a green hood on their heads.[20] This is because the Programmer Art nitwit texture (which is directly copied from the pre-1.14 vanilla resource pack and had the hood in the texture since its addition) is called the same as the Village & Pillage base villager texture (...\entity\villager\villager.png). In Bedrock Edition, when the Classic Textures pack from the Marketplace is enabled, the villagers still use their default texture instead of the old texture.[21] This is because the old textures of villager are located in ...\entity\villager, while the textures for new villagers are in ...\entity\villager2. Giving a villager any item (with commands) causes it to hold the item as if offering it, but it cannot be traded. Fisherman villagers have been intentionally textured by Jasper Boerstra to display the long-since-removed raw fish texture.[22] Villagers display their held items differently than most creatures do, using the "ground" parameter instead of the usual hand parameter in model display settings. Villagers (and baby villagers) on boats that have claimed a bed can still sleep when the bed is near to them resulting in them sleeping in the boat instead.‌[Bedrock Edition only] Ancient villagers have been shown in Minecraft Legends, although they were hinted at in Minecraft Dungeons. In Java Edition, the death messages of villagers are recorded in the game's logs.[23] Baby villagers taking poppies from iron golems is a reference to the 1986 Japanese animated movie Castle in the Sky, in which a giant robot covered in vines (inspiration for the iron golem) gives the main characters flowers to put on a memorial.[24] Their vocal sounds are performed by Samuel Åberg.[25]
April Fools Main article: Easter eggs § 2014 This feature is exclusive to Java Edition.
On April 1, 2014, Mojang announced that villagers have taken over the skin servers and content delivery networks (CDN) as an April Fools joke. This caused the player's current skin to turn into villager skins, and caused users to be unable to change their skins unless modifying the launcher.json file. Different career villager skins were used, including the then-unused nitwit villager (green robe).
Many of the sounds were also changed, supposedly by the villagers. They seem to be similar to a villager talking (with words, rather than their normal sounds). The in-game music has also been altered to include villager like noises, and also features a villager version of the "Game of Thrones" theme on the title screen. The sounds originate from the sound resource pack created by Element Animation, titled The Element Animation Villager Sound Resource Pack (T.E.A.V.S.R.P.), which is based on the villagers appearing in their fan videos. The villagers were voiced by Dan Lloyd, Director of Element Animation.
The skins and the sounds were reverted to the way they were before on April 2, 2014. However, this update cannot be activated by setting the computer's date to April 1, 2014. Gallery Renders Idle
Asleep
References
Can unintentionally hurt the player with a firework rocket after a raid is defeated.Categorized as an NPC in the game code.
MC-257069 — Trapped villager can prevent any other villagers from claiming a jobsite MCPE-63311 — Villagers claim workstations and beds that are too far away and/or get stuck unemployed "Villagers cannot be equipped with anything by a dispenser, but that would be a separate issue and a feature request rather than a bug." — Cannot dispense armor or mob heads onto villagers or zombies — resolved as "Cannot Reproduce". MC-181525 MC-178019 Villager food sharing (java 1.16) - Only the last part and the bugs are relevant https://youtu.be/AnOeYZi4fgc&t=48m33s MC-180893 — resolved as "Invalid". MC-145707 — resolved as "Works As Intended". MC-146515 — Villagers can sleep in all dimensions — resolved as "Works As Intended". MCPE-46034 Jungle and swamp villages do not exist, but a village from another biome can intersect with any biome, including jungles and swamps. Jungle and swamp villagers can naturally spawn in their corresponding biomes only if a village intersects with the desired biome. Jungle and swamp villagers can also be obtained by breeding villagers in the desired biome or by using a spawn egg in the desired biome, as well as by curing a zombie villager spawned in a jungle or swamp. MC-181190 — The discount for curing a villager is multiplied if the villager is reinfected and cured again — resolved as "Fixed". MCPE-147834 — resolved as "Fixed". MCPE-152386 — resolved as "Fixed". http://www.reddit.com/r/Minecraft/comments/xfzdg/i_am_markus_persson_aka_notch_creator_of/c5m0p26 "It's very likely the townspeople will be pigmen =)" – @notch (Markus Persson) on X (formerly Twitter), April 25, 2011 "Fun Fact: Most of the villager designs were inspired by 2018 fashion shows like Gucci's." – @JasperBoerstra (Jasper Boerstra) on X (formerly Twitter), February 28, 2019 "Villagers are genderless- they are neither male nor female." – @HelenAngel on X (formerly Twitter), March 8, 2019 MC-141075 MCPE-119646 — resolved as "Invalid". MC-173917 — resolved as "Works As Intended". MC-165985 — Villager deaths are logged — resolved as "Works As Intended". "@scambot Yes, thanks to @pgeuder who sent me inspirational pictures!" – @jonkagstrom (Jon Kågström) on X (formerly Twitter), February 23, 2012 "HOW MINECRAFT SOUNDS ARE MADE" – Minecraft on YouTube, August 3, 2024"This is how I perform experiments on Testificates:" – @jeb_ (Jens Bergensten) on X (formerly Twitter), May 21, 2012
Navigation [ ]v t e
Entities [ ]Mobs Passive EntitySprite allay.png: Sprite image for allay in Minecraft linking to AllayAllay EntitySprite armadillo.png: Sprite image for armadillo in Minecraft linking to ArmadilloArmadillo EntitySprite axolotl.png: Sprite image for axolotl in Minecraft linking to AxolotlAxolotl EntitySprite bat.png: Sprite image for bat in Minecraft linking to BatBat EntitySprite camel.png: Sprite image for camel in Minecraft linking to CamelCamel EntitySprite cat.png: Sprite image for cat in Minecraft linking to CatCat EntitySprite chicken.png: Sprite image for chicken in Minecraft linking to ChickenChicken EntitySprite cod.png: Sprite image for cod in Minecraft linking to CodCod EntitySprite cow.png: Sprite image for cow in Minecraft linking to CowCow EntitySprite donkey.png: Sprite image for donkey in Minecraft linking to DonkeyDonkey EntitySprite frog.png: Sprite image for frog in Minecraft linking to FrogFrog EntitySprite glow-squid.png: Sprite image for glow-squid in Minecraft linking to Glow SquidGlow Squid EntitySprite horse.png: Sprite image for horse in Minecraft linking to HorseHorse EntitySprite mooshroom.png: Sprite image for mooshroom in Minecraft linking to MooshroomMooshroom EntitySprite mule.png: Sprite image for mule in Minecraft linking to MuleMule EntitySprite ocelot.png: Sprite image for ocelot in Minecraft linking to OcelotOcelot EntitySprite parrot.png: Sprite image for parrot in Minecraft linking to ParrotParrot EntitySprite pig.png: Sprite image for pig in Minecraft linking to PigPig EntitySprite pufferfish.png: Sprite image for pufferfish in Minecraft linking to PufferfishPufferfish EntitySprite rabbit.png: Sprite image for rabbit in Minecraft linking to RabbitRabbit EntitySprite salmon.png: Sprite image for salmon in Minecraft linking to SalmonSalmon EntitySprite sheep.png: Sprite image for sheep in Minecraft linking to SheepSheep EntitySprite skeleton-horse.png: Sprite image for skeleton-horse in Minecraft linking to Skeleton HorseSkeleton Horse EntitySprite sniffer.png: Sprite image for sniffer in Minecraft linking to SnifferSniffer EntitySprite snow-golem.png: Sprite image for snow-golem in Minecraft linking to Snow GolemSnow Golem EntitySprite squid.png: Sprite image for squid in Minecraft linking to SquidSquid EntitySprite strider.png: Sprite image for strider in Minecraft linking to StriderStrider EntitySprite tadpole.png: Sprite image for tadpole in Minecraft linking to TadpoleTadpole EntitySprite tropical-fish.png: Sprite image for tropical-fish in Minecraft linking to Tropical FishTropical Fish EntitySprite turtle.png: Sprite image for turtle in Minecraft linking to TurtleTurtle EntitySprite villager.png: Sprite image for villager in Minecraft linking to VillagerVillager EntitySprite wandering-trader.png: Sprite image for wandering-trader in Minecraft linking to Wandering TraderWandering Trader
CE & EE only EntitySprite agent.png: Sprite image for agent in Minecraft linking to AgentAgent EntitySprite npc.png: Sprite image for npc in Minecraft linking to NPCNPC EntitySprite pet.png: Sprite image for pet in Minecraft linking to Pet (China Edition)Pet
Neutral EntitySprite bee.png: Sprite image for bee in Minecraft linking to BeeBee EntitySprite cave-spider.png: Sprite image for cave-spider in Minecraft linking to Cave SpiderCave Spider EntitySprite dolphin.png: Sprite image for dolphin in Minecraft linking to DolphinDolphin EntitySprite drowned.png: Sprite image for drowned in Minecraft linking to DrownedDrowned EntitySprite enderman.png: Sprite image for enderman in Minecraft linking to EndermanEnderman EntitySprite fox.png: Sprite image for fox in Minecraft linking to FoxFox EntitySprite goat.png: Sprite image for goat in Minecraft linking to GoatGoat EntitySprite iron-golem.png: Sprite image for iron-golem in Minecraft linking to Iron GolemIron Golem EntitySprite llama.png: Sprite image for llama in Minecraft linking to LlamaLlama EntitySprite trader-llama.png: Sprite image for trader-llama in Minecraft linking to LlamaTrader Llama EntitySprite panda.png: Sprite image for panda in Minecraft linking to PandaPanda EntitySprite piglin.png: Sprite image for piglin in Minecraft linking to PiglinPiglin EntitySprite polar-bear.png: Sprite image for polar-bear in Minecraft linking to Polar BearPolar Bear EntitySprite spider.png: Sprite image for spider in Minecraft linking to SpiderSpider EntitySprite wolf.png: Sprite image for wolf in Minecraft linking to WolfWolf EntitySprite zombified-piglin.png: Sprite image for zombified-piglin in Minecraft linking to Zombified PiglinZombified Piglin
Hostile EntitySprite blaze.png: Sprite image for blaze in Minecraft linking to BlazeBlaze EntitySprite bogged.png: Sprite image for bogged in Minecraft linking to BoggedBogged EntitySprite breeze.png: Sprite image for breeze in Minecraft linking to BreezeBreeze EntitySprite creeper.png: Sprite image for creeper in Minecraft linking to CreeperCreeper EntitySprite elder-guardian.png: Sprite image for elder-guardian in Minecraft linking to Elder GuardianElder Guardian EntitySprite endermite.png: Sprite image for endermite in Minecraft linking to EndermiteEndermite EntitySprite evoker.png: Sprite image for evoker in Minecraft linking to EvokerEvoker EntitySprite ghast.png: Sprite image for ghast in Minecraft linking to GhastGhast EntitySprite guardian.png: Sprite image for guardian in Minecraft linking to GuardianGuardian EntitySprite hoglin.png: Sprite image for hoglin in Minecraft linking to HoglinHoglin EntitySprite husk.png: Sprite image for husk in Minecraft linking to HuskHusk EntitySprite magma-cube.png: Sprite image for magma-cube in Minecraft linking to Magma CubeMagma Cube EntitySprite phantom.png: Sprite image for phantom in Minecraft linking to PhantomPhantom EntitySprite piglin-brute.png: Sprite image for piglin-brute in Minecraft linking to Piglin BrutePiglin Brute EntitySprite pillager.png: Sprite image for pillager in Minecraft linking to PillagerPillager EntitySprite ravager.png: Sprite image for ravager in Minecraft linking to RavagerRavager EntitySprite shulker.png: Sprite image for shulker in Minecraft linking to ShulkerShulker EntitySprite silverfish.png: Sprite image for silverfish in Minecraft linking to SilverfishSilverfish EntitySprite skeleton.png: Sprite image for skeleton in Minecraft linking to SkeletonSkeleton EntitySprite slime.png: Sprite image for slime in Minecraft linking to SlimeSlime EntitySprite stray.png: Sprite image for stray in Minecraft linking to StrayStray EntitySprite vex.png: Sprite image for vex in Minecraft linking to VexVex EntitySprite vindicator.png: Sprite image for vindicator in Minecraft linking to VindicatorVindicator EntitySprite warden.png: Sprite image for warden in Minecraft linking to WardenWarden EntitySprite witch.png: Sprite image for witch in Minecraft linking to WitchWitch EntitySprite wither-skeleton.png: Sprite image for wither-skeleton in Minecraft linking to Wither SkeletonWither Skeleton EntitySprite zoglin.png: Sprite image for zoglin in Minecraft linking to ZoglinZoglin EntitySprite zombie.png: Sprite image for zombie in Minecraft linking to ZombieZombie EntitySprite zombie-villager.png: Sprite image for zombie-villager in Minecraft linking to Zombie VillagerZombie Villager
Bosses EntitySprite ender-dragon.png: Sprite image for ender-dragon in Minecraft linking to Ender DragonEnder Dragon EntitySprite wither.png: Sprite image for wither in Minecraft linking to WitherWither
Unused EntitySprite zombie-horse.png: Sprite image for zombie-horse in Minecraft linking to Zombie HorseZombie Horse
Java Edition only EntitySprite giant.png: Sprite image for giant in Minecraft linking to GiantGiant EntitySprite illusioner.png: Sprite image for illusioner in Minecraft linking to IllusionerIllusioner EntitySprite killer-bunny.png: Sprite image for killer-bunny in Minecraft linking to Killer BunnyKiller Bunny
BE & EE only EntitySprite elder-guardian-ghost.png: Sprite image for elder-guardian-ghost in Minecraft linking to Elder Guardian GhostElder Guardian Ghost EntitySprite old-villager.png: Sprite image for old-villager in Minecraft linking to Villager (old)Old Villager EntitySprite old-zombie-villager.png: Sprite image for old-zombie-villager in Minecraft linking to Zombie VillagerOld Zombie Villager
Joke features EntitySprite batato.png: Sprite image for batato in Minecraft linking to BatatoBatato EntitySprite cow-horse.png: Sprite image for cow-horse in Minecraft linking to Cow HorseCow Horse EntitySprite diamond-chicken.png: Sprite image for diamond-chicken in Minecraft linking to Diamond ChickenDiamond Chicken EntitySprite love-golem.png: Sprite image for love-golem in Minecraft linking to Love GolemLove Golem EntitySprite mega-spud.png: Sprite image for mega-spud in Minecraft linking to Mega SpudMega Spud EntitySprite moon-cow.png: Sprite image for moon-cow in Minecraft linking to Moon CowMoon Cow EntitySprite nerd-creeper.png: Sprite image for nerd-creeper in Minecraft linking to Nerd CreeperNerd Creeper EntitySprite pink-wither.png: Sprite image for pink-wither in Minecraft linking to Pink WitherPink Wither EntitySprite plaguewhale-slab.png: Sprite image for plaguewhale-slab in Minecraft linking to Plaguewhale SlabPlaguewhale Slab EntitySprite poisonous-potato-zombie.png: Sprite image for poisonous-potato-zombie in Minecraft linking to Poisonous Potato ZombiePoisonous Potato Zombie EntitySprite pony.png: Sprite image for pony in Minecraft linking to PonyPony EntitySprite ray-tracing.png: Sprite image for ray-tracing in Minecraft linking to Ray Tracing (mob)Ray Tracing EntitySprite redstone-bug.png: Sprite image for redstone-bug in Minecraft linking to Redstone BugRedstone Bug EntitySprite smiling-creeper.png: Sprite image for smiling-creeper in Minecraft linking to Smiling CreeperSmiling Creeper EntitySprite toxifin-slab.png: Sprite image for toxifin-slab in Minecraft linking to Toxifin SlabToxifin Slab
Mentioned EntitySprite barnacle.png: Sprite image for barnacle in Minecraft linking to BarnacleBarnacle EntitySprite copper-golem.png: Sprite image for copper-golem in Minecraft linking to Copper GolemCopper Golem EntitySprite crab.png: Sprite image for crab in Minecraft linking to CrabCrab EntitySprite firefly.png: Sprite image for firefly in Minecraft linking to FireflyFirefly EntitySprite glare.png: Sprite image for glare in Minecraft linking to GlareGlare EntitySprite great-hunger.png: Sprite image for great-hunger in Minecraft linking to Great HungerGreat Hunger EntitySprite iceologer.png: Sprite image for iceologer in Minecraft linking to IceologerIceologer EntitySprite meerkat.png: Sprite image for meerkat in Minecraft linking to MeerkatMeerkat EntitySprite moobloom.png: Sprite image for moobloom in Minecraft linking to MoobloomMoobloom EntitySprite ostrich.png: Sprite image for ostrich in Minecraft linking to OstrichOstrich EntitySprite penguin.png: Sprite image for penguin in Minecraft linking to PenguinPenguin EntitySprite pigman.png: Sprite image for pigman in Minecraft linking to PigmanPigman EntitySprite rascal.png: Sprite image for rascal in Minecraft linking to RascalRascal EntitySprite red-dragon.png: Sprite image for red-dragon in Minecraft linking to Red DragonRed Dragon EntitySprite termite.png: Sprite image for termite in Minecraft linking to TermiteTermite EntitySprite tuff-golem.png: Sprite image for tuff-golem in Minecraft linking to Tuff GolemTuff Golem EntitySprite vulture.png: Sprite image for vulture in Minecraft linking to VultureVulture EntitySprite wildfire.png: Sprite image for wildfire in Minecraft linking to WildfireWildfire
Removed EntitySprite mob.png: Sprite image for mob in Minecraft linking to Mob (entity)Mob EntitySprite beast-boy.png: Sprite image for beast-boy in Minecraft linking to Mob (entity)Beast Boy EntitySprite black-steve.png: Sprite image for black-steve in Minecraft linking to Mob (entity)Black Steve EntitySprite rana.png: Sprite image for rana in Minecraft linking to Mob (entity)Rana EntitySprite steve-indev.png: Sprite image for steve-indev in Minecraft linking to Mob (entity)Steve EntitySprite monster.png: Sprite image for monster in Minecraft linking to Monster (entity)Monster
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thank you phineas very cool
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govindhtech · 11 months ago
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Intel VTune Profiler For Data Parallel Python Applications
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Intel VTune Profiler tutorial
This brief tutorial will show you how to use Intel VTune Profiler to profile the performance of a Python application using the NumPy and Numba example applications.
Analysing Performance in Applications and Systems
For HPC, cloud, IoT, media, storage, and other applications, Intel VTune Profiler optimises system performance, application performance, and system configuration.
Optimise the performance of the entire application not just the accelerated part using the CPU, GPU, and FPGA.
Profile SYCL, C, C++, C#, Fortran, OpenCL code, Python, Google Go, Java,.NET, Assembly, or any combination of languages can be multilingual.
Application or System: Obtain detailed results mapped to source code or coarse-grained system data for a longer time period.
Power: Maximise efficiency without resorting to thermal or power-related throttling.
VTune platform profiler
It has following Features.
Optimisation of Algorithms
Find your code’s “hot spots,” or the sections that take the longest.
Use Flame Graph to see hot code routes and the amount of time spent in each function and with its callees.
Bottlenecks in Microarchitecture and Memory
Use microarchitecture exploration analysis to pinpoint the major hardware problems affecting your application’s performance.
Identify memory-access-related concerns, such as cache misses and difficulty with high bandwidth.
Inductors and XPUs
Improve data transfers and GPU offload schema for SYCL, OpenCL, Microsoft DirectX, or OpenMP offload code. Determine which GPU kernels take the longest to optimise further.
Examine GPU-bound programs for inefficient kernel algorithms or microarchitectural restrictions that may be causing performance problems.
Examine FPGA utilisation and the interactions between CPU and FPGA.
Technical summary: Determine the most time-consuming operations that are executing on the neural processing unit (NPU) and learn how much data is exchanged between the NPU and DDR memory.
In parallelism
Check the threading efficiency of the code. Determine which threading problems are affecting performance.
Examine compute-intensive or throughput HPC programs to determine how well they utilise memory, vectorisation, and the CPU.
Interface and Platform
Find the points in I/O-intensive applications where performance is stalled. Examine the hardware’s ability to handle I/O traffic produced by integrated accelerators or external PCIe devices.
Use System Overview to get a detailed overview of short-term workloads.
Multiple Nodes
Describe the performance characteristics of workloads involving OpenMP and large-scale message passing interfaces (MPI).
Determine any scalability problems and receive suggestions for a thorough investigation.
Intel VTune Profiler
To improve Python performance while using Intel systems, install and utilise the Intel Distribution for Python and Data Parallel Extensions for Python with your applications.
Configure your Python-using VTune Profiler setup.
To find performance issues and areas for improvement, profile three distinct Python application implementations. The pairwise distance calculation algorithm commonly used in machine learning and data analytics will be demonstrated in this article using the NumPy example.
The following packages are used by the three distinct implementations.
Numpy Optimised for Intel
NumPy’s Data Parallel Extension
Extensions for Numba on GPU with Data Parallelism
Python’s NumPy and Data Parallel Extension
By providing optimised heterogeneous computing, Intel Distribution for Python and Intel Data Parallel Extension for Python offer a fantastic and straightforward approach to develop high-performance machine learning (ML) and scientific applications.
Added to the Python Intel Distribution is:
Scalability on PCs, powerful servers, and laptops utilising every CPU core available.
Assistance with the most recent Intel CPU instruction sets.
Accelerating core numerical and machine learning packages with libraries such as the Intel oneAPI Math Kernel Library (oneMKL) and Intel oneAPI Data Analytics Library (oneDAL) allows for near-native performance.
Tools for optimising Python code into instructions with more productivity.
Important Python bindings to help your Python project integrate Intel native tools more easily.
Three core packages make up the Data Parallel Extensions for Python:
The NumPy Data Parallel Extensions (dpnp)
Data Parallel Extensions for Numba, aka numba_dpex
Tensor data structure support, device selection, data allocation on devices, and user-defined data parallel extensions for Python are all provided by the dpctl (Data Parallel Control library).
It is best to obtain insights with comprehensive source code level analysis into compute and memory bottlenecks in order to promptly identify and resolve unanticipated performance difficulties in Machine Learning (ML),  Artificial Intelligence ( AI), and other scientific workloads. This may be done with Python-based ML and AI programs as well as C/C++ code using Intel VTune Profiler. The methods for profiling these kinds of Python apps are the main topic of this paper.
Using highly optimised Intel Optimised Numpy and Data Parallel Extension for Python libraries, developers can replace the source lines causing performance loss with the help of Intel VTune Profiler, a sophisticated tool.
Setting up and Installing
1. Install Intel Distribution for Python
2. Create a Python Virtual Environment
   python -m venv pyenv
   pyenv\Scripts\activate
3. Install Python packages
   pip install numpy
   pip install dpnp
   pip install numba
   pip install numba-dpex
   pip install pyitt
Make Use of Reference Configuration
The hardware and software components used for the reference example code we use are:
Software Components:
dpnp 0.14.0+189.gfcddad2474
mkl-fft 1.3.8
mkl-random 1.2.4
mkl-service 2.4.0
mkl-umath 0.1.1
numba 0.59.0
numba-dpex 0.21.4
numpy 1.26.4
pyitt 1.1.0
Operating System:
Linux, Ubuntu 22.04.3 LTS
CPU:
Intel Xeon Platinum 8480+
GPU:
Intel Data Center GPU Max 1550
The Example Application for NumPy
Intel will demonstrate how to use Intel VTune Profiler and its Intel Instrumentation and Tracing Technology (ITT) API to optimise a NumPy application step-by-step. The pairwise distance application, a well-liked approach in fields including biology, high performance computing (HPC), machine learning, and geographic data analytics, will be used in this article.
Summary
The three stages of optimisation that we will discuss in this post are summarised as follows:
Step 1: Examining the Intel Optimised Numpy Pairwise Distance Implementation: Here, we’ll attempt to comprehend the obstacles affecting the NumPy implementation’s performance.
Step 2: Profiling Data Parallel Extension for Pairwise Distance NumPy Implementation: We intend to examine the implementation and see whether there is a performance disparity.
Step 3: Profiling Data Parallel Extension for Pairwise Distance Implementation on Numba GPU: Analysing the numba-dpex implementation’s GPU performance
Boost Your Python NumPy Application
Intel has shown how to quickly discover compute and memory bottlenecks in a Python application using Intel VTune Profiler.
Intel VTune Profiler aids in identifying bottlenecks’ root causes and strategies for enhancing application performance.
It can assist in mapping the main bottleneck jobs to the source code/assembly level and displaying the related CPU/GPU time.
Even more comprehensive, developer-friendly profiling results can be obtained by using the Instrumentation and Tracing API (ITT APIs).
Read more on govindhtech.com
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adi-barda · 11 months ago
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Chapter 4 - Gemini API Developer Competition - Fighting game & Android Export
As planned, I spent the last days on adding fighting game capability to the engine and Android exporting feature. The fighting game has much more details in the puzzle for the AI agent to cope with. There are complex animations for the player and for the opponent, they need to constantly look at each other, you need to be able to demo their kick, punch, block animations, the player needs to be able to move in 3D space etc. Overall I'm very pleased with the results so far. The user can speak freely enough with the AI, get instant results and funny reactions. What's more, I've been able to add Android exporting of the game and automatically open it in Android studio. It was challenging because the Java code worked different on PC and on the mobile device specifically handling of Zip files and all kind of Gradle dependency hell. ChatGPT was on my side all the way, assisting me to resolve configuration issues and coding problems such as selecting the best Zip 3rd party library.
youtube
This video clip, demonstrates the current status of the project. It shows a complete story from the user perspective - you have a conversation with the AI, a game is created and finally you export it to Android studio for deployment in Google play store or any other market place.
What's next
Better and shorter presentation
Prepare the installation of all the components as well as SceneMax3D dev studio
Get feedback from the community
Prepare documentation for the architectural strategies, entities diagram etc.
So far I'm getting very good vibes from the game dev. community, and friends on various WhatsApp groups.
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sandybing · 1 year ago
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Fun with Flutter & Kotlin: A Beginner's Guide
Embark on the dynamic journey of cross-platform app development with the seamless integration of Flutter and Kotlin. This guide unveils key aspects for beginners, ensuring a smooth introduction to creating your first Flutter + Kotlin app.
Introduction
Discover the perfect synergy between Flutter, Google's UI toolkit, and Kotlin, a modern programming language, setting the stage for efficient cross-platform development.
Understanding Flutter
What is Flutter?: A Dart-powered framework simplifying cross-platform development.
Key Features: Real-time updates with Hot Reload and a rich widget library for intuitive UI development.
Setting Up Flutter: A user-friendly guide for installing Flutter SDK and configuring the development environment.
Dive into Kotlin
Introduction: Exploring Kotlin's origins, its role in mobile development, and interoperability with Java.
Setting Up Kotlin for Flutter: Seamless integration guidance for a harmonious development experience.
Building Your First Flutter + Kotlin App
Project Structure Overview: Breakdown of components and files within a Flutter + Kotlin project.
Creating UI with Flutter: Leveraging the widget system for visually appealing interfaces.
Adding Functionality with Kotlin: Integrating Kotlin code seamlessly for enhanced functionality.
Navigating Through Flutter and Kotlin
Navigation Basics: Demystifying navigation within a Flutter app.
Kotlin's Role in Navigation: Enhancing navigation functionalities with Kotlin code.
Debugging and Testing
Debugging Techniques in Flutter: Navigating common challenges with Flutter DevTools.
Testing Strategies with Kotlin: Effective unit testing guidance in Kotlin.
Optimization and Performance
Flutter Performance Tips: Managing widget rebuilds and optimizing state management.
Kotlin's Performance Contribution: Enhancing app performance through efficient coding and memory management.
Advanced Concepts
State Management in Flutter: Insights into advanced options for efficient state management.
Advanced Kotlin Features: Exploration of Kotlin's advanced features, including coroutines and concurrency.
Deployment and Publishing
Preparing Your App: Steps for building and securing an app for deployment.
Publishing on App Stores: Navigating submission processes for Google Play and App Store.
Troubleshooting and Common Issues
Flutter Troubleshooting: Strategies for addressing common issues and handling errors.
Kotlin-Specific Challenges: Identifying and overcoming challenges specific to Kotlin in Flutter projects.
Community and Resources
Joining Flutter Communities: Encouragement to connect through online forums and groups.
Kotlin Resources for Beginners: A curated list of tutorials and documentation for Kotlin learners.
This is the short description for flutter and kotlin. Check out the full descriptive blog for flutter vs Kotlin.
Conclusion
Summarizing key learnings, this guide encourages continued exploration of Flutter and Kotlin's potential in cross-platform app development. If you are a business owner and want your app ready but you are still not sure about which platform you should go for either flutter or kotlin. Here at Eitbiz you will find the best experts who will guide you to the best platform according to your business or service. Check out how we create and help businesses with our flutter app development and kotlin app development.
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yappg · 1 year ago
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First dev blog
Hi! I can't believe this is the first dev blog for yappg (or rather, this iteration of yappg. There are dev blogs for the previous attempts that can be found on youtube or gamejolt).
I wanted to wait until I had an icon, but turns out I found something to talk about.
yappg is made with gamemaker. Partially because it's a nice engine, partially because it's one I am familiar with, but mostly because it's the same project I keep trying to make in that engine for around 5+ years. I really want to do my best to finish it this time, hence the tumblr blog. But how I used my computer was very different 5 years ago. Today, I am on Arch Linux (let's get this out of the way : i use arch btw). Arch is not a supported operating system for the GameMaker engine. I think the issue is pretty easy to figure out.
Up until now, I have been using distrobox to manage a podman container based on Ubuntu 23.10. While solutions like debtap exists in order to convert .deb packages into Arch Linux compatible packages, it doesn't really work with GM. The container approach gives me a near native experience. It's not perfect. Either due to configurations issues or just container issues, the GM debugger doesn't work, the game itself seems to run at a very low fps when ran from inside the container (like, for example, when testing) and any attempt at making an executable fails around 1/8th of the times (but don't quote me on the number tho). Good enough to develop, but there are some time lost dealing with bugs. Plus, I have to run the Beta version of the GameMaker IDE.
But this isn't what made me write this post. Oh no. GameMaker has 2 different ways to create an executable file. You can either use the VM or the YYC. The VM option runs the game in a virtual machine (a bit like Java), while the yyc option compiles the game. This compilation comes with a performance boost, but it takes alot longer to build and features like the debugger are disabled. And as it turns out, something breaks in my container setup when trying to compile an executable using yyc. But at least, that's better than what happens when I try to do a remote build from the container to an ubuntu vm. Because the build doesn't fail... but the engine forgets how the room order works or something.
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This object is in the first room of the game. Every build has that specific object, and the alarm event was left untouched since it's creation. Why is this an issue now???
Honestly, HOW??? And I can confirm that the issue is with the container, because after having installed the beta ide on the same virtual machine and compiling the game there, the room order works again, and the game is compiled without any issues.
The tl;dr here is to not run the GameMaker beta IDE inside of a container, but that's too late for me. Fortunately, I can keep developing for vm until I am close to being done, at which point I can switch to yyc and fix whatever bug might pop up
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roseliejack123 · 2 years ago
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Your Roadmap to Java Proficiency: Step-by-Step Learning Guide
Embarking on the journey to master Java, a versatile and widely-used programming language, is not just a venture into coding; it's a profound exploration into the realm of software development. Java is the linchpin of countless applications, from web development and mobile apps to scientific research, gaming, and more. Whether you're stepping into the programming world for the first time or an experienced developer seeking to expand your skill set, understanding the fundamentals of Java is your gateway to the ever-evolving world of technology.
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Mastering Java is not only a valuable skill but also an exciting and rewarding journey. By following a structured approach, you can build a strong foundation and gradually advance towards proficiency. In this comprehensive guide, we'll walk you through the essential steps and concepts, ensuring that you gain a comprehensive understanding of Java. From setting up your development environment to building real-world projects, we'll cover every crucial aspect of your Java learning journey.
Are you ready to dive into the world of Java? Let's get started on your path to becoming a proficient Java developer.
Step 1: Setting Up Your Development Environment: 
Setup Your Environment To kickstart your Java learning journey, the first chapter delves into setting up your development environment. You'll begin by installing the Java Development Kit (JDK) and an Integrated Development Environment (IDE) like Eclipse or IntelliJ IDEA. These essential tools streamline the coding process, making it more efficient and organized.
Step 2: Grasping the Basics: 
Learn the Basics Building a strong foundation is vital, and the second chapter focuses on grasping the basics of Java. You'll start with fundamental concepts such as data types, variables, operators, and control structures like if-else statements and loops. Online tutorials and beginner Java books are excellent resources for this stage, providing you with a solid introduction to the language.
Step 3: Mastering Object-Oriented Programming (OOP): 
Object-Oriented Programming (OOP) Java is renowned for its object-oriented nature, and Chapter 3 delves into the core principles of Object-Oriented Programming (OOP). You'll explore classes, objects, inheritance, encapsulation, and polymorphism, all of which are fundamental concepts that underpin Java's architecture.
Step 4: Navigating Data Structures and Algorithms: 
Data Structures and Algorithms Understanding data structures and algorithms is crucial for solving real-world problems efficiently. Chapter 4 provides an overview of essential data structures like arrays, lists, and sets, and introduces you to basic algorithms. This knowledge is fundamental for optimizing code and solving complex programming challenges.
Step 5: Exception Handling and Error Tolerance: 
Exception Handling Chapter 5 delves into the critical topic of exception handling. You'll learn how to handle exceptions properly, an essential aspect of writing reliable and error-tolerant code. Proper exception handling ensures that your applications can gracefully recover from unexpected issues.
Step 6: Exploring I/O Operations: 
I/O Operations Chapter 6 focuses on Input/Output (I/O) operations in Java. You'll explore reading and writing files, as well as interacting with users through the console. I/O operations are essential for creating programs that can handle data efficiently.
Step 7: Embracing Multithreading: 
Multithreading Java's support for multithreading is a powerful feature, enabling the creation of concurrent applications. In Chapter 7, you'll grasp the intricacies of thread management and synchronization, essential skills for building responsive and efficient software.
Step 8: Building Projects and Gaining Practical Experience: 
Build Projects and Practice Chapter 8 encourages you to apply what you've learned by embarking on practical projects. These projects not only solidify your skills but also serve as valuable additions to your portfolio. Real-world applications of your knowledge help you grow as a developer.
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Exploring Java is more than simply a first step towards learning a programming language—it's a calculated investment in your capacity for software creation. Java is a useful tool for both inexperienced and expert developers due to its adaptability and prevalence in many applications. But you need the proper instruction and training if you want to fully utilize its strength and potential.
This is where ACTE Technologies comes into the picture. If you're committed to becoming a proficient Java developer, you should strongly consider enrolling in their comprehensive Java training courses. The wealth of knowledge and practical expertise they offer can significantly expedite your journey toward mastering Java. By choosing ACTE Technologies, you're not just embarking on a learning adventure; you're opening the door to a myriad of career opportunities in the vast landscape of software development and information technology. Your programming future is full of potential, and it all begins with the right education and training. Start your Java learning adventure with ACTE Technologies, and the possibilities are limitless.
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