Tainted MobsA villager is an intelligent passive NPC that the player can trade with. A villager wears clothing according to one of six professions, and many of these professions are subdivided into various careers. Villagers spawn inhabiting their villageswhich spawn in several biomes mobs cured as plains. A priest villager and priest zombie villager spawn locked up in the basements of igloos. In Bedrock edition, Villager and Zombie Villager inside igloo basement mobs cured random, instead of Priest. Villagers will mobs cured autonomously, but cjred doors and need to be willing in order to mejores anabolicos para masa muscular baby villagers.
Tainted Mobs | Blightfall Wikia | FANDOM powered by Wikia
A villager is an intelligent passive NPC that the player can trade with. A villager wears clothing according to one of six professions, and many of these professions are subdivided into various careers. Villagers spawn inhabiting their villages , which spawn in several biomes such as plains. A priest villager and priest zombie villager spawn locked up in the basements of igloos. In Bedrock edition, Villager and Zombie Villager inside igloo basement are random, instead of Priest.
Villagers will breed autonomously, but need doors and need to be willing in order to spawn baby villagers. After exactly 20 minutes, the baby villager will grow up to an adult. See this section for more information. Villagers will spawn if a player uses a splash potion of weakness on a zombie villager and then feeds it a regular golden apple.
It will then shake and turn into a villager within minutes. During the change, the zombie villager can still burn in the sun unless it is a baby zombie villager.
When a zombie kills a villager, it can turn the villager into a zombie villager, depending on the difficulty: Zombie villagers also spawn naturally in the Overworld in the same conditions as a normal zombie. Illagers are hostile villager-like mobs that spawn in woodland mansions. There are 3 kinds: Illagers are considered to be outcasts from villages.
Witches are hostile villager-like mobs which spawn in the Overworld according to the usual mob spawning rules. They can also spawn exclusively in witch huts , or spawn from a villager struck by lightning.
NPCs are villager-like mobs in Education Edition. Villagers do not drop anything when they die. They do not drop experience points. Upon spawning, villagers will leave their homes and begin to explore the village. Generally, they wander aimlessly inside the village during the day. They may go indoors or outdoors. Occasionally, two villagers may stop and turn to look at each other, in a behavior called socializing, in which they will stare at another villager for seconds at a time.
In the case of players, they will continuously stare at them as long as the player is close enough, unless the villager tries to get into a house at night, farm food, or flee from a zombie. When a player attacks a villager, the villager will not run away, but anger particles will fly out from the villager if it is in a village. In Bedrock Edition , villagers do not stop continuously in front of players. They will also sprint away if the player attacks them. Villagers, like other mobs, will find paths around obstructions and will avoid some harmful blocks and walking off cliffs.
However, in crowded situations it's possible for one villager to push another off a cliff or into harm. At night or during rain, villagers will run inside, closing doors behind them, and staying indoors until morning. In the morning they will head outside and resume normal behavior. Villagers will run away from zombies , vindicators and vexes within 8 blocks, and evokers within 12 blocks.
If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it will move quickly back within the boundary. A villager taken more than 32 blocks away from its village boundary will forget the village within about 6 seconds.
Whether in a village or not, a villager is never prone to despawning. There is evidence that villagers are prone to overcrowding certain areas of a village while leaving other areas completely empty. When moving inside, the AI prefers doors within 16 blocks Euclidean distance. It also tends to prefer doors with fewer villagers nearby, however "nearby" in this case is only 1. During the day, it has been observed that villagers will tend to cluster near a trapped villager or any existing large cluster of villagers, likely due to the "socialize" AI routine overriding their inclination to wander.
Villagers have eight hidden inventory slots, which start empty whenever the villager is spawned. Villagers will not intentionally seek out items to pick up, but they will collect any bread , carrots , potatoes , wheat , seeds , beetroot and beetroot seeds they happen to come within range of.
If a player and a villager are in the pickup range of an item at the same time, the player will always pick it up first. Any items in these slots are lost if a villager becomes a zombie villager; a zombie villager has no inventory slots. A Dispenser can be used, if adjacent to a villager, to place armor on it.
While not visible in most cases other than Pumpkins and Mob Heads the equipment will be fully functional, for example, the Thorns Enchantment will hurt zombies that attack a Villager with a piece of armor enchanted with Thorns equipped. 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 or 12 carrots, potatoes or beetroot 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 his 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. Adult and baby brown-robed villagers, both farmers and other careers, will tend crops within the village boundary. Villagers far enough outside the boundary of any village will also tend nearby crops.
Baby villagers will sprint around, entering and leaving houses at will. They will sometimes stop sprinting to stare at an Iron Golem. If the Iron Golem is holding a poppy , the children will cautiously take the flower from its hands. Unlike other breed-able mobs, the parents and child have no personal interactions other than socializing.
Zombies will try to find and attack villagers within a 42 block radius even when the villager is invisible , and will attempt to break down doors. Zombies will only successfully break doors if the difficulty is set to hard, though only a fraction of zombies spawned in hard mode have the capacity to break doors. This also applies to zombie pigmen if they path find through a door. Villagers will run away from zombies, sometimes hiding in houses.
The villager's only "natural" defense are the iron golems , which attack nearby hostile mobs. Zombies will try to kill villagers, or convert them to zombie villagers.
Baby villagers can be infected by zombies as well. Drowned will chase and attack villagers in the same way zombies will, and villagers will run from Drowned in the same way they run from zombies. When lightning strikes between 3—4 blocks of a villager, it will turn into a witch. Villagers will mate depending on the number of valid doors. The type of villager that spawns is not dependent on the villager's parents.
A valid door is any door within the village radius where the number of "outside" spaces within 5 blocks in a straight line on one side of the door is not the same as the number of "outside" spaces within 5 blocks on the other side of the door. A space is considered to be "outside" if it has nothing but transparent blocks above it all the way to the sky.
A census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village and within 5 vertical blocks of the center will be 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 within the spherical boundary of the village will attempt 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 will mate with each other and produce a child. Additionally, villagers must be "willing" in order to breed. After mating, they will no longer be willing, and must be made willing again. Villagers may become willing when the player trades with them. Willingness is granted the first time a new offer is traded, or at a one-in-five chance on subsequent trades.
Green particles will appear if the villager becomes willing by trading. This will not cause them to immediately seek out a mate, however. Villagers can also become willing by having either 3 bread , 12 carrots or 12 potatoes in one stack in their inventory.
Any villager with an excess of food usually farmers will throw food to other villagers, allowing them to pick it up and obtain enough food to become willing.
You can also throw bread, carrots, beetroots, or potatoes at the villagers yourself to encourage breeding. Villagers will consume the required food upon becoming willing. Each villager has a profession, which can be identified by their clothing. Villagers also have careers specific to their profession. The player can identify a villager's career by reading the title at the top of the trading interface. Below is a table listing the various villagers, with their careers in relation to their professions, as well as the IDs specifying these.
While each profession has a 1 in 6 chance of occurring, the probabilities for individual careers to occur are more diversified. They are listed in the table as well. When transformed into a zombie villager, the profession of the zombified villager will remain unchanged however the career is reset and randomly picked again if turned back into a villager allowing for the player to get a villager with a new career with new trade offers.
Old trade offers will disappear, even if the same career is chosen again. The trading system is a gameplay mechanic that allows players to trade emeralds for items and vice-versa with villagers.
Their trades can be good or bad, depending on what the cost is and what items you might get. Trading is only available for adult villagers; the player cannot trade with baby villagers. Right-clicking a villager will allow a player to trade with them, and display their career.
Villagers will make offers based on their profession and career, and will only make trades based on whatever offers they are making.
Different offers may be viewed by pressing the left and right buttons next to the currently displayed offer. All offers involve emerald as a currency, and some item pertinent to the villager's profession and career. Trading allows the acquisition of rare items that would otherwise be fairly difficult to obtain, such as chain armor.