Can you interact with villagers on minecraft




















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. If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it moves quickly 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 is never prone to despawning. Villagers can open all wooden doors and find paths or 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, likely, and most often, other villagers. Unfortunately, this behavior can leave them stranded on the second floors and roofs of some village structures, as they lack the necessary AI to intentionally descend ladders. One way to prevent a villager from climbing ladders is to break the first ladder touching the ground thus requiring a player to jump to the ladder to climb.

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 towards villagers, although a skeleton arrow might hit a villager by accident. Villagers favor pathways to reach a selected destination and try to stay in low cost blocks, like the dirt path or cobblestone blocks. They also avoid jumping. Smooth Sandstone. An unemployed villager acquires a profession and a job by claiming the first unclaimed job site block it can detect in that area.

A job site block can be detected as long as it is in range, not already claimed, and the villager can pathfind to the block to claim it. This means if they cannot see or get to the block, they cannot claim it. When the block is claimed, its owner emits green particles and no other villager can claim it unless the owner relinquishes it. A villager who already has a profession but no job site attempts to find one:.

In Java Edition , villagers can change professions only while awake. Villagers also tend to walk to the job site block before claiming it. They also stare at the block while walking towards it. In Bedrock Edition , villagers can still claim job site blocks when asleep, while green particles still appear around the block and the villager. Villagers change their profession before walking to their job site block.

They stare at the block while walking just like Java Edition. Villagers can store certain 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 the villager, which influence trading prices and the hostility of naturally spawned iron golems. Trading with or curing a villager increase 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 every 20 minutes. Since major positive gossip have a decay of 0 and a share penalty equal to its max value, it cannot be shared and never decays. A player's total reputation with a villager is determined by multiplying each gossip's value by their respective multiplier and adding the results together.

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.

Prices can not get lower than 1 or higher than the item's stack size. Iron golems that were not built by a player become hostile towards players whose reputation with any nearby villager is 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.

Villagers have eight hidden inventory slots, which start empty whenever the villager is spawned. Villagers do not intentionally seek out items to pick up, but they do collect any bread , carrots , potatoes , wheat , wheat seeds , beetroot , beetroot seeds , and bone meal within range bone meal can be picked up only by farmer villagers.

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. Consequently, in constrained space, the same villager picks up any item dropped. This behavior prevents villagers from sharing food in a one-block space. Like other mobs, villagers have four slots for worn armor , separate from their inventory.

An adjacent dispenser can equip armor, elytra , mob heads or carved pumpkins to a villager, 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.

Despite villagers using emeralds to trade, they do not pick up any emeralds they see since they're not greedy. 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, potatoes, or beetroot, 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. Farmer villagers tend crops within the village boundary. Villagers far enough outside the boundary of any village also tend nearby crops.

Job sites are not required for villagers to breed. The breeding depends on the number of valid beds. All baby villagers are initially unemployed. A census is periodically taken to determine the current population of the village.

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. Villagers must be willing to breed. Willingness is determined by the amount of food items a villager has. Becoming willing consumes the villager's food stock, therefore, after mating, villagers cease to be willing until they gather a sufficient stock of food items and breed again. Villagers must have enough beds within village bounds for baby villagers to spawn. The beds must have 2 blocks of clearance above them because there needs to be room for the baby villager to jump on them.

This means that the baby villager needs to be able to path-find the bed; it can't be in an unreachable spot. Note that mobs view slabs as full blocks for pathfinding, so putting upper half slabs above a bed invalidates the bed. Villagers can become willing by having either 3 bread , 12 carrots , 12 potatoes , or 12 beetroots in one slot in their inventory.

Any villager with an excess of food usually farmers throws food to other villagers, allowing them to pick it up and obtain enough food to become willing. The player can also throw bread, carrots, beetroots, or potatoes at the villagers themselves to encourage breeding. Villagers consume the required food upon becoming willing. Some baby villagers in Java Edition , their heads are not as big as Bedrock Edition or Education Edition baby villagers.

Baby villagers sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at an iron golem. If the iron golem is holding out a poppy , the children may cautiously take the flower from its hands. This is a reference to the Japanese animated movie, Laputa: Castle In The Sky, where a giant robot covered in vines inspiration for the iron golem gives the main characters flowers to put on a memorial. They also jump on beds. In Bedrock Edition , illagers ignore baby villagers until they reach adulthood.

In Java Edition , illagers attack baby villagers just like their adult counterparts, but pillagers have a hard time killing any since the hitbox of the villager is tiny. Baby villagers give gifts of poppies or wheat seeds to players who have the Hero of the Village effect in Java Edition. Baby villagers in Bedrock and Education editions have a slightly bigger head than in Java Edition ; this also can be seen in other baby mobs in the game as well.

Java Edition baby villagers don't have too big of a head, so they look like a tiny normal villager. A baby villager becomes an adult 20 minutes after birth, even when in a boat or a minecart. Baby villagers with no AI do not grow up. When lightning strikes within 3—4 blocks of a villager, the villager is replaced by a witch that can't despawn. Even a baby villager that is struck by lightning is turned into a two-block-tall witch.

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

Villagers can summon iron golems regardless of their profession including nitwits or latest working time. In Bedrock Edition, a golem can spawn if there are at least 20 beds and 10 villagers. All villagers in the village must have a bed, and a profession with access to the profession block. One golem spawns per 10 villagers. The golem must be killed near the village as villagers have a long cooldown time for golems that wander away. Villagers sometimes panic during a raid or a zombie siege by emitting water particles and shaking.

In Java Edition , villagers panic if they see a mob that is hostile toward villagers, like a zombie, zombie villager, husk, drowned, zoglin, illager, vex, wither, or ravager and flee frantically from them, sometimes hiding in houses. In Bedrock Edition, villagers panic by running around in circles around a bed in a village house, such as when a raid happens or when the player rings the village bell.

Java Edition villagers in panic are more likely to summon iron golems. To see these mobs, the villager must have an unobstructed line of sight to it eye-level to eye-level , and be within a certain range [4] spherical distance between feet center bottom-most point of the villager and hostile mob : [ verify ].

Zombies attempt to break down doors , but only a fraction of zombies can do so and can succeed only when difficulty is set to hard.

Zombies who cannot break doors tend to crowd around a door that separates them from a villager. If a zombie or a drowned comes across a set of doors with one open, it usually tries to go through the closed door. Both zombies and drowned either kill villagers or convert them to zombie villagers.

Baby villagers can be infected by zombies as well. Drowned are able to convert villagers to zombie villagers, even when attacking with a trident from a distance.

During a raid , villagers flee from illagers and run to the nearest house , similar to a zombie siege. For a villager to hide, the house must have a door and at least one bed. Before the first raid wave in Java Edition , at least one villager rushes to ring the bell in the center of the village if they are close enough to warn the other villagers of an incoming raid before going into their house.

In Bedrock Edition , the bell rings automatically regardless of whether a villager is nearby. In Java Edition , when a bell is rung, all illagers within 48 blocks get the glowing effect for 3 seconds. A villager often stays in the house it first entered, but may exit the house occasionally. The player can still trade with villagers during a raid. On random occasions, the villager displays water particles as if sweating. In Java Edition , once the player gains the Hero of the Village status after defeating a raid, villagers give them a discount for their trades and throw them gifts related to their profession.

Villagers stare at any player that stares at them, or goes near them. This also applies for some mobs, especially wolves. A villager first turns its head towards the player, then the body.

Villagers can keep staring at the player unless a raid happens or a zombie comes and chases them off. Villagers have set schedules depending on their age and employment status. Schedules define the villager's goals, which mostly determine how they behave throughout the day. However, their goals can be interrupted by higher priority behaviors most villagers have, such as fleeing from an attack, trading, and getting out of the rain.

Employed villagers spend most of their day standing next to their job site blocks. From time to time they "gather supplies" by wandering a short distance away, then returning.

When a villager reaches its job site block, it commences "work". Two times a day, this action of working resupplies any locked trades. Villagers can resupply twice per day, even without having a bed or while sitting in a minecart.

A villager can "reach" its job site block if the block is in any of the 8 directly adjacent or diagonal block spaces horizontally around it at the height of their feet, or at the 9 blocks below that.

Villagers can still "reach" them diagonally, even if they can't see or touch the face of the block. Employed villagers do not breed with each other during their work schedule. Nitwits and the unemployed do not follow this rule as they would breed with each other and the employed villagers. Leatherworker villagers work at any cauldron; the cauldron does not have to be filled with water in order for the villager to work at it. All villagers wander from time to time, but for the unemployed, wandering is their main goal because it maximizes their ability to find a job site block they can claim thereby becoming employed.

Nitwit villagers wander for their whole day before returning home, and sometimes they even hang out with other employed villagers. A wandering villager chooses a random block and walks toward it, then stands there for a variable amount of time before wandering again. If at any time it detects a job site block it can claim, it does so, assumes the skin for the associated profession, and immediately begins following the appropriate schedule. A villager attempts to claim a job site block by finding a path to a block next to one, showing angry particles when unable to reach it.

After a villager fails to reach the job site block several times, it becomes unclaimed, indicated by showing angry particles on it. The villager loses its job site block and eventually becomes unemployed if the villager is at novice-level and no nearby job site block is available. Any other nearby unemployed villager has a chance to become the block's new owner. If there are no unemployed villagers nearby, then the villager who lost the job site block seeks for another unclaimed one or tries to reclaim the same unreachable one in an endless loop this also happens for claiming beds.

The wander schedule includes a job-specific goal called "exploring the outskirts" that causes villagers to wander near the edges of the village. This enables them to detect new beds, job site blocks, bells, and houses that players have used to extend the village. Late in the day, adult villagers other than nitwits gather at a meeting place the area around a bell. When two villagers encounter one another, they mingle look at each other and "converse" by humming at other villagers.

They may also share food, or breed if both are willing. Baby villagers wander randomly searching for others to play with. When they find one, the two of them follow each other for a while and sometimes run as if racing or chasing each other. They sometimes stop to stare at an iron golem. Each profession has a unique costume that sets them apart from one another.

You can also hold an item or emerald in your hand, and if a villager holds something in their hand in turn, it means they are willing to trade with you for that item. Villagers will level up as you trade with them.

Each level unlocks more trade options you can take advantage of. A villager's level progress is marked at the top of the trading interface, and their level is marked by the orb at their uniform's belt.

If you're not happy with a specific trade, you can always mine out the villager's workstation and place it back down. This resets their trades and all level progress. With Librarians , this method is particularly useful, since Librarians have a chance of having any enchanted book as their first trade, including rare ones like Mending and Infinity.

Generally, you'll want to secure a few villagers with good emerald trades. These are trades, which are cheap to make and will get you some emeralds, so that you can afford more important trades with other villagers. Good emerald trades will be marked down in the list with the E marking. Emerald Compass. Ocean Explorer Map [note 3]. Woodland Explorer Map [note 3]. Item Frame. Flower Charge Banner Pattern. Field Masoned Banner Pattern. Bordure Indented Banner Pattern. Rotten Flesh. Redstone Dust.

Gold Ingot. Lapis Lazuli. Rabbit's Foot. Glowstone Dust. Glass Bottle. Ender Pearl. Nether Wart. Bottle o' Enchanting. Pumpkin Pie. Suspicious Stew [note 4]. Golden Carrot. Glistering Melon. Bucket of Cod. Emerald Raw Cod. Cooked Cod.

Emerald Raw Salmon. Cooked Salmon. Enchanted [note 1] Fishing Rod. Tropical Fish. One of 5 Boats [note 5]. Emerald Gravel. Enchanted [note 1] Bow. Tripwire Hook. Enchanted [note 1] Crossbow. Emerald Arrow.

Leather Pants [note 7]. Leather Tunic [note 7]. Leather Cap [note 7]. Leather Boots [note 7]. Rabbit Hide. Leather Horse Armor [note 7]. Emerald Book. Enchanted Book [note 8].

Ink Sac. Book and Quill. Name Tag. Chiseled Stone Bricks. One of 3 stone variants. One of 3 polished stone variants or Dripstone Block.

Nether Quartz. Block of Quartz or Quartz Pillar. Stone Axe. Stone Pickaxe. Stone Shovel. Stone Hoe. Enchanted [note 1] Iron Axe. Enchanted [note 1] Iron Pickaxe. Enchanted [note 1] Iron Shovel. Diamond Hoe. Enchanted [note 1] Diamond Axe. Enchanted [note 1] Diamond Shovel. Enchanted [note 1] Diamond Pickaxe. Iron Axe. Enchanted [note 1] Iron Sword. Enchanted [note 1] Diamond Sword. Ocean Explorer Map [note 10]. Woodland Explorer Map [note 10].

Globe Banner Pattern. Suspicious Stew 5 seconds of Night Vision. Suspicious Stew 8 seconds of Jump Boost. Suspicious Stew 7 seconds of Weakness.

Suspicious Stew 6 seconds of Blindness. Suspicious Stew 14 seconds of Poison. Suspicious Stew 0. Glistering Melon Slice. One of 5 Boat [note 5]. Clay Ball.

Polished Andesite. Polished Granite. Polished Diorite. Dripstone Block. Quartz Pillar. Block of Quartz. White Wool. Brown Wool. Black Wool. Gray Wool. Black Dye. Gray Dye. Lime Dye. Light Blue Dye. White Dye. Red Dye. Light Gray Dye. Pink Dye. Yellow Dye. Orange Dye. Green Dye. Brown Dye. Blue Dye. Purple Dye. Cyan Dye. Magenta Dye.



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