TNT (trinitrotoluene) is a highly destructive block that, once activated, creates an explosion. TNT is usually recommended as a quick and efficient method for destroying large portions of undesirable blocks or structures. It can also be used as a weapon, but isn't recommended due to its destructive nature and its potential to seriously injure or even kill players if they stray too close to the blast radius. Detonating TNT in water will prevent it from destroying any blocks; however, entities will still be damaged if within the blast radius.
Upon being in the blast radius of a nearby explosion, right clicked with flint and steel, contact with fire or a fire charge, lava, or application of redstone current, TNT will follow the laws of physics (e.g., gravity), emit smoke, flash white, and explode after 4 seconds, or seven flashes. Almost all blocks (see list below), mobs, and players caught in the blast radius will take damage or be destroyed/killed outright. However, the damage to blocks (but not the player or mobs) can be prevented by detonating the TNT in a liquid. Floating items hit by the blast will be destroyed, however any block between an item and the center of the blast, no matter the size or material, will protect the item from destruction. The TNT blast will propagate according to this formula f=e-r, where f is the force of the TNT blast after propagating through the block, e is the energy of the blast before propagating through the block, and r is the blast resistance of the block. Thus, the explosion propagates farthest (7 blocks) through air, which has a blast resistance of zero. However, TNT immediately enclosed in stone will destroy an exact 3x3x3 cube originating from the center of the blast. The damage is lethal at close range. Numerous blocks and entities can survive TNT blasts, and even protect the player. In the case of blocks, obsidian, bedrock, and liquid source blocks are immune to TNT explosions, which allows for bomb shelters, a sealed world, and TNT cannons, respectively. In addition, a player or mob sitting in a minecart will take minimal damage from a TNT explosion, and this effect allows them to be launched great distances. For those who use TNT in the Nether, or deep underground, lava can and will eventually set fire to TNT, causing it to detonate. Furthermore, since TNT explosions require intensive CPU power, large explosions will cause severe stuttering in singleplayer and extreme lag while playing in multiplayer. In addition, TNT has several interesting properties. Theoretically, an infinite amount of primed TNT can fit into one cubic meter because primed TNT will not collide with other primed TNT. Falling sand and gravelentities will react accordingly to a detonation, scattering from the point of origin, and will fall through the TNT when it is triggered. If sand or gravel fall through primed TNT while it is underwater, the TNT will detonate normally, causing an explosion.
Uses
TNT monster traps can be created, making TNT a powerful defensive tool. When exposed to a Redstone current, the TNT activates as if it had been activated by a player. Combine this with a Pressure Plate and you can create an automatic defense for your buildings. Also, if you dig two blocks down, place a TNT block, then any block and then a pressure plate on top you get a landmine, which is great for defense. For the TNT to receive the circuit's signal, the Redstoneneeds to be directed straight into it from at least one of four sides, from either the Layer the TNT is based on, or above or below one layer. Diagonally adjacent entry will not make a connection. Redstone next to TNT will also set off the TNT, even if it is not directly connected with it (through a T connection not directly connected, or an "I" connection running parallel alongside it). TNT will only be set off by redstone if the redstone signal it is receiving turns on. This means that if it is receiving a current when it is placed, it will not be set off, but if the signal turns off and turns on again, it will be set off. There is however a bug where after flipping the signal off, sometimes only a few of the TNT blocks will become active. Redstone torches will activate a TNT block as well if directly under the TNT block, or under a block on which the TNT rests. TNT is also good for clearing large amounts of dirt or gravel when mining underground. It should be noted that you should avoid using TNT to clear areas when high up in a ravine, as the TNT might destroy the block you were standing on, causing you to fall to your death, you might fall off when running away from the TNT to avoid blast damage, and if you get hit by an explosion and surviving (mostly because of armor) you will probably be knocked off by the explosion knockback. Because primed TNT is affected by physics, it is used as a projectile which is propelled by an explosion of a TNT charge in TNT Cannons. Also, arrowsattached to TNT will fall off when it becomes a primed TNT. This can be used to create arrow traps. It is possible to "rocketjump" via TNT, by jumping while standing on it just before it explodes. However, this will deal damage, and possibly kill an unprotected player, so heavy armor is needed. Both activated and non-activated TNT can be pushed with pistons. No explosion properties or damage levels are changed by the push. Like any other block, it will stop as soon as the piston is fully extended; it is not launched. Although this may be a bug, TNT can be used to view nearby caves/underground spaces. This is done by using pistons to push TNT into where you are standing. Because TNT is transparent, this will not hurt you, but will allow you to see through all blocks that aren't adjacent to air. However, as TNT is quite dangerous and may be accidentally set off by the Redstone controlling the piston, it's best to use a block like Glowstone instead.
An Ender Dragon attacks a player while being healed
The portal generated when the dragon is defeated
The Ender Dragon is the first (and currently in the actual game, the only) official boss mob to appear in Minecraft (with the second being the Wither, introduced in pre-release 12w34a). It only naturally spawns in The End. This mob uses the dragon model Notch created, but utilizes a texture more reminiscent of an Enderman, being black and scaly with purple eyes.
Appearance
The Ender Dragon is a large, black dragon with glowing purple eyes. It is the second-largest mob in the game, only beaten by the unused Giant. It has a few dark gray features, such as the wings and various other parts of its body. Similar to Endermen and Spiders, the Ender Dragon's eyes are visible through darkness, so you can see it coming from anywhere in the End.
Strategy
Before entering the End, it is very strongly advised that the player first sleep in a bed near the End portal or taking a backup in case they die during the battle. It is strongly recommended that the player should have a full set of iron armor or higher, as any lower will get you easily knocked off The End by the Ender Dragon. Also have a diamond sword along with a bow and 2 to 4 stacks of arrows, or a bow with the Infinity enchantment, but note that the sword enchantment fire aspect and the bow enchantment flame do not work on the Ender Dragon. Upon entering the End, a purple "boss health" bar appears at the top of the player's screen. This bar indicates the remaining health of the resident Ender Dragon. Each End dimension houses a single Ender Dragon whose health is periodically charged by nearby Ender Crystals. These crystals can be found at the top of Obsidian pillars that dot the landscape. As the healing effect of the Ender Crystals can reverse hard-won damage rather quickly, it is recommended that they be destroyed before the player engages the Ender Dragon. Destroying an Ender Crystal while the Ender Dragon is being charged by it (indicated by a series of circles appearing between the Ender Crystal and the Ender Dragon) will cause the Ender Dragon to take additional damage instead of being healed. If the player repeats this method for all of the Ender Crysals, then the Ender Dragon will become weak and can be killed with no chance of it regaining health. Even after taking so much damage, it is still stronger than an average mob. Players can destroy an Ender Crystal by either as they would a regular block or by attacking it with a sword, a bow and arrow, snowballs, etc. When destroyed, the Ender Crystal explodes, leaving behind a block of Bedrock. Defeating the Ender Dragon in creative mode is quite easy, as the player can fly around and easily snipe or attack the dragon with melee attacks without having to worry about getting killed. But you MUST destroy the Ender Crystals as they will continue to heal the dragon even in creative mode. You have to worry about possibly getting knocked off the island because even in creative mode you can still die if you are knocked off the edge into the void. The most common and easiest strategy to defeat the Ender Dragon is to destroy all of the Ender Crystals before attempting to fight the Ender Dragon, as any damage done to the dragon can be quickly undone by the crystals. Since Ender Crystals explode, an advisable strategy is to shoot arrows or to throw snowballs from a distance so the player does not take damage, then climb up the Obsidian towers with a ladder. This ensures that if the player falls off the tower due to exploding Ender Crystals, that player will be able to grab onto the ladder and not die. (However, it should be noted that the Ender Dragon can and will destroy the player's ladders). If at all possible, the player should attempt to destroy the Ender Crystals while the Ender Dragon is too far away to detect or charge them. The player can wait for the Ender Dragon to fly near to the edge of the map, then run the other way until the boss's health bar disappears. The player can then safely destroy the Ender Crystals on that end of the map, taking care not to get close enough for the Boss's health bar to reappear. By repeating this strategy a few times, the player should be able to clear out the crystals from all parts of the map. When the Ender Dragon charges the player, it is directly facing the player. This gives the player a good chance of attacking its head to deal extra damage. But if the player decides to attack it, he/she will have less time to try to avoid its attack. The Ender Dragon will also destroy any block it comes into contact with except Obsidian, End Stone, and Bedrock. Instead of destroying them, the Ender Dragon passes through them. This makes TNT strategies difficult, if not impossible, to successfully execute. The Ender Dragon's swooping melee attacks have a significant amount of knockback if a player is hit by them, often knocking the player off of the platform in the End. The impact of the Ender Dragon's body and wings cause damage to the player, as well as knock back. Because of the Ender Dragon's speed and flight, projectiles are favored over melee approaches. The Ender Dragon's immense health and evasive nature necessitate a large ammunition stockpile. At least 2 full stacks of arrows are recommended since most will miss. Lava is useless, as it is immune to fire damage. Water is also useless, as it will take no damage from water and will destroy the block. Knockback enchantments are useless unless the enchantment is on grade 8 or higher (this is possible in SMP with modifications). Snowballs have the potential to stun-lock an Ender Dragon as its recovery time is slower than the firing rate of snowballs. Snowballs can also damage the Ender Dragon along with other thrown entities, such as Ender Pearls and Eggs. The Ender Dragon will take more damage from a melee attack than a ranged attack. Therefore, the player should wait for it to charge, sidestep, and then attack. Beds, which explode in the End, can be detonated when the Ender Dragon is nearby, causing considerable damage to it. This seems to almost be an exploit and should be avoided. TNT works the same without exploitation.
A dying enderdragon. (Animated)
Once killed, the Ender Dragon will appear to have beams of light spontaneously erupting from its body. It will then explode, dropping enough experience to bring a player from no experience to level 78 (20000 - 10 drops of 1000 experience, one drop of 10000 experience). If the player brings an enchantment table and 15 bookcases with him/her while killing the Ender Dragon, he/she can set it up after it dies and use it every 30 levels for many high level enchantments. It will also spawn an exit portal with a Dragon Egg on top. Entering the portal will activate a text cutscene that lasts for an average of 8 minutes, 30 seconds. After the cutscene, the player will be teleported to his/her spawn point in The Overworld. The cutscene can be skipped by pressing the Esc key, and will instantly send the player to his/her spawn point/Bed in The Overworld. The player may return to the End after defeating the Ender Dragon, however there will be no new dragon.
This video is about the ENDERDRAGON, it shows you very interesting stuff.
Minecraft is a sandboxindie video game written in Java originally created by Markus "Notch" Persson, and now by his company Mojang AB. It is heavily inspired by Infiniminer. From its creation, Minecraft was developed almost exclusively by Notch until Jens "Jeb" Bergensten started working with him, and has since become head of its development. It features music by Daniel "C418" Rosenfeld and paintings by Kristoffer Zetterstrand. Initially released as what is now known as MinecraftClassic on May 17, 2009, the game was released as Minecraft 1.0 on November 18th, 2011. Since it's release, Minecraft has expanded to mobile devicesand a version for Xbox 360. Minecraft focuses on allowing the player to explore, interact with, and modify a dynamically-generated map made of one-cubic-meter-sizedblocks. In addition to blocks, the environment features plants, mobs, and items. Some activities in the game include mining for ore, fighting hostile mobs, and crafting new blocks and tools by gathering various resources found in the game. The game's open-ended model allows players to create structures, creations and artwork on various multiplayer servers or their own single player maps. Other features include redstone circuits for logic computations and remote actions, minecarts and tracks, and a mysterious underworld called the Nether. Ultimately, the goal of the game is to travel to an alternate dimension called the End, and defeat the Ender Dragon.
Player
The player is the person that the user controls in the world. When the user starts a game, the player is put in a world, generated by a random or specified seed, with an empty inventory. The player has a health bar with 10 hearts, and can be damaged by falls, suffocation, drowning, fire, lava, lightning, cacti, falling into the Void, and being hit by hostile mobs. Damage to health can be mitigated by armor, and health can be restored by eating food, or if difficulty is set to Peaceful, health will regenerate on its own. Hunger is also a factor if the game is not in Peaceful Mode, depleting over time and even faster while sprinting. Food will replenish health, however eating rotten flesh and raw chicken has a chance of poisoning the player. Depending on the difficulty level, a low hunger level will deplete a players health. A player's skin can be changed on the profile page of Minecraft.net.
Various Ores (in proximity of lava) that can be mined
As the game's name would suggest, mining is one of the main aspects of Minecraft. Mining is done to extract ore and other materials from below the surface of the map. These ores include coal, iron, gold, redstone, diamond, lapis lazuli, and emerald. These are crucial in making several useful items. Mining can involve digging a hole from the surface or going down through a cave. In Beta1.8, Abandoned Mine Shafts were added, creating extra areas to look for resources.
Crafting allows players to create new tools and blocks using items from their inventory. Crafting was first implemented in Indev, and Notch has expanded the crafting recipes with new versions, blocks, and items. To craft, a player can use the 2�2 grid in the inventory or the 3�3 grid provided by a crafting table. Smelting requires a furnace in addition to fuel, and processes blocks such as iron ore into a more useful form (e.g. iron ingot).
Mobs (Short for Mobiles) are the animals and other creatures that inhabit the map. These include zombies that attack by melee; skeletons that have a bow and arrow, spiders that jump large distances and can climb walls, and creepers that explode when near the player. Rare mobs include Spider Jockeys, skeletons riding spider; Endermen, that are tall, black creatures with purple eyes and turn aggressive when the player looks at them, and slimes, which spawn deep within the map. The Nether features ghasts; flying mobs that spit exploding fire balls and attack without provocation, and Zombie Pigmen; modified Pigmen with a Golden Sword and are neutral. In 1.0.0, blazes were added in the Nether (which shoot fireballs and fly) and Magma Cubes, which are similar to slimes but jump a bit higher). In The End, Ender Dragons exist; they are the first and currently only boss in Minecraft. To aid the player there are several passive mobs: pigs, cows, chickens, sheep, and squid, and two tameable mob types, wolves and ocelots. Wolves will attack enemy mobs if the player engages them. Cats, or tamed ocelots will keep creepers at bay and can't take fall damage. Passive mobs other than wolves yield resources when killed, such as beef, porkchops, chicken, wool, leather, and ink sacs. If killed when on fire, the meat drops are changed to steaks, cooked porkchops and cooked chickens. There is currently only one NPC mob; villagers, which spawn and move about within their NPC Village.
The multiplayer feature was introduced on June 8, 2009 for Classic, and later as SMP (Survival Multiplayer) on August 4, 2010, and has been a popular part of the game ever since. Minecraft multiplayer servers have developed to include their own rules and customs, guided by their administrators and moderators. The term griefer, meaning a player who causes grief, is a typical term on the internet, but has taken up its own definition on Minecraft servers: a person who destroys or defiles other users' creations on servers. Griefers are the reason many server administrators make rules, but this has been taken a step further with modifications to the Mojang server and even plugin-based replacement servers such as Bukkit. Because of these plugin-based servers, new user-created features have shown up in Minecraft. This includes features like money, vehicles, protection, RPG elements and more. These features normally do not require modification to a user's client and can be accessed by using chat commands. With the default controls, the chat screen is brought up by pressing T. After 1.2.4, it was now possible to scroll back through previous chat entries using the arrow keys. One popular game on multiplayer servers is Spleef (a play on the word "grief"), a game where the player's aim is to make another player drop through the floor by destroying blocks beneath the opponent's feet. This is typically played in a designated area.
NPC Villages are groups of buildings inhabited by non-player characters (NPCs)�Villagermobsthat spawn naturally in the world. They only occur in the plains or desert biomes. Villages in Desert biomes have the buildings made of Sandstone, Smooth Sandstone, Chiseled Sandstone, Sandstone Slabs and Sandstone stairs instead of wooden or cobblestone features.
Structures
The buildings and structures that make up a village are:
Wood huts are made of oak wood and oak wooden planks, with a rounded roof, dirt floor, and glass panes for windows. Some have a fencepost-and-pressure-plate 'table'. They may or may not be inhabited upon the village spawning, and if there are villagers present in these huts, there is only one.
Small houses, similar in size to wood huts, but made with more planks, fewer wood blocks, and a cobblestone floor. Their roof is flat, and may have fenced off balcony with access provided by ladders. As with wood huts, they generate with no more than one villager. Unlike the other buildings, small houses have no door.
Large houses are composed of the same materials as small houses. However, they are much larger in size and are L-shaped. Two farmers always spawn in these houses.
Butcher's Shops have small seating areas made of two wooden stairs and between them a pressure plate-on-fence table. Nearby is a double stone slabcounter, probably for cutting up the meat. A fenced off backyard is located behind the building and is accessed through a door. The yard is also presumably for the butcher to raise animals, but they never spawn there. A butcher has a white work apron and always spawns in his shop. A farmer will also spawn.
Libraries are longer and narrower than other buildings, and have a row of wooden stairs as a bench in front of two pressure plate-on-fence tables, with a row of bookshelves above. A crafting table is located in the corner. One librarian villager with a white robe always spawns in each library.
Farms can come in small and large varieties. The small farms contain four rows of crops of wheat. A row of water separates the four rows into two groups of two. Larger farms are essentially two small farms combined. The farms are bordered by wooden logs, and in large farms, a walkway of logs also runs down the middle. Farms often seem to spawn in clustered areas near many small huts, possibly suggesting the poorer villagers who reside in the huts work on the farms. In 12w36a or above, carrots or potatoes can be found on a farm.
Wells are 2x2 pools filled with water, surrounded by cobblestone and have small roofs of cobblestone supported by fences. The wells are normally 10 blocks deep, but are only 4 blocks deep on Superflat worlds due to the low elevation. There is only one well in each village. Wells usually spawn near the center of the village with roads leading out from all sides. Wells do not provide an infinite water source unless the player inserts a layer of blocks below the top level of water, allowing the pool to replenish itself when water is withdrawn.
Blacksmiths are primarily made out of cobblestone, with wooden walls on the far side, (away from the lava) and stone slabs lining the roof. On the front of the building is a small porch with an awning supported by fences. Stairs lead up to the porch from the road. On the porch is a small pool of lava, surrounded on one side by iron bars. There are also two furnaces and a work table made of one double stone slab. An opening leads to a back room with a small room and a small chest containing a variety of items (listed below). One blacksmith villager with a black work apron always spawns near each Blacksmith but often wanders off. The lava can rarely set nearby structures on fire, which was a problem Jeb tweeted about during development.
The approximate chance of finding each item is as follows:
The number of buildings within villages varies considerably, and not all types of buildings will be in every village. There is always exactly one well; for other buildings, the maximum number is chosen at random, and is increased in superflat worlds. Structures are picked from a weighted list, in which some are more likely than others (for example, libraries are more common than butcher shops). Due to the nature of the generation algorithm, there may actually be fewer buildings of a given type than the chosen maximum. There is no fixed limit on the number of lamp posts; they are generated when no suitable place is found for other buildings. Gravel roads often go out of the village for quite a distance, leading nowhere.
Structure
Weight
Default maximum range
Superflat maximum range
Wood hut
3
2 � 5
3 � 8
Small house
4
2 � 4
3 � 6
Large house
8
0 � 3
1 � 5
Butcher's shop
15
0 � 2
1 � 3
Library
20
0 � 2
1 � 3
Small farm
3
2 � 4
3 � 6
Large farm
3
1 � 4
2 � 5
Blacksmith
15
0 � 1
0 � 2
Church
20
0 � 1
1 � 2
Finding NPC Villages
One method is to find the possible places that villages can spawn by using a superflat world, where a lack of terrain makes villages spawn more often. This method will not always work:
Find your seed number. This can be done by pressing "/" and typing "seed".
Create a creative, superflat world, using that seed.
If the computer being used is sufficiently powerful, set the render distance to "far".
Fly around and search for an NPC village.
When you find one, press F3 and find the coordinates.
Go to these coordinates on your other (first) world.
An NPC village (not the same design but still an NPC village) will have spawned there.
The above does not always work because NPC villages only spawn in flat biomes (plains and desert), so the above produces many false positives where the location in the original map is not suitable. One possibility is to retry the steps above but for step 2 select default world type (as opposed to superflat). This makes it harder to see NPC villages, but each NPC village found is much more likely to exist in the original world. There are also programs like AMIDST (by Skidoodle) to map worlds that will display all villages of the world/seed.
Defending and Rescuing NPC Villages
If a player stays in or near an NPC Village overnight, they are likely to encounter a Zombie Siege. Zombies will spawn within the village, regardless of light level, and attack the villagers. While the villagers will attempt to hide in their houses, zombies will be capable of breaking down their doors even on normal mode (this is believed to be a glitch). Sufficiently large villages may have Iron Golems to help defend them, but even so, without aid from the player, the village is likely to be depopulated within a few sieges. (If there are fewer than two villagers remaining at any time, they will be unable to respawn, and even if they can respawn, this process will be too slow to recover from the zombie attacks.) There is also the matter that Villager AI is woefully insufficient for their survival -- even without zombies, they are prone to falling into nearby caves or pits, dancing on cactus, and otherwise getting themselves killed. Accordingly, player assistance will be needed to help the village survive, consisting of the following steps:
Until the village is fenced (see below), players should not spend the night within 128 blocks (their mob despawning radius) of the village borders.
As quickly as possible, they should light the entire area (including inside buildings), and build a fence completely enclosing the village, taking the usual care to make sure that nearby blocks do not allow mobs to jump over the fence from outside. While this will not protect against the siege itself, it will prevent other monsters (especially creepers) from spawning or entering during the night, which they will do if a player is nearby. Left to themselves, mobs besides zombies will not attack villagers... but they will attack the player, and creepers will blow up parts of the village. Alternatively, wait till nightfall, and then place a block in front of every door in the village that is holding villagers. The villagers won't be able to wander, and the zombies won't be able to attack them.
The player should go out at night and fight zombies.
When morning comes, the player should replace any doors that have been broken. Do not try replacing the doors with iron doors -- sure, the zombies can't break them, but neither will the villagers recognize an iron door as a "village door", for spawning purposes.
In version 1.4, zombies will not merely kill villagers, but will convert them to Zombie Villagers. If a player has been to a Nether Fortress, they may be able to cure these unfortunates as follows: (a) Splash them with a Potion of Weakness, then (b) Feed them a Golden Apple (nugget version), and (c) wait.
In version 1.4, even a depopulated village will occasionally spawn Zombie Villagers, who can then be cured to repopulate the village.
The bare minimum that a house can be. A door with at least 1 building block at same height within 30 blocks. Villagers will congregate within a few blocks of the door regardless of structure size.
A surprisingly "acceptable" house for a villager who tries to escape the rain
The player can add more doors to a village to cause more villagers to spawn there.For every valid door in the village it will produce 35% of a villager. The requirements for a valid village door are that more spaces must be "outside" on one side of the door than the other. A space is considered "outside" if the sun hits it directly during the day, i.e., there is nothing above it except for transparent blocks like glass. Any space that is not transparent, or is shaded from above, is considered "inside". It will look at the 5 blocks in a straight line on each side of the door, and count the number of "outside" spaces. If the number of "outside" spaces on one side of the door is different than the number of outside spaces on the other side, it will be a valid door.
Buildings may be constructed out of most kinds of blocks provided that they are not transparent.
To properly register each door, a villager must be within a radius of 16 blocks horizontally and 3 to 4 blocks vertically of it. Doors may unregister if there are no villagers within range for a period of time.
Each door successfully registered as a house counts as 35% of a villager, meaning that every 3 registered doors produces a villager and every 20 registered doors is an additional 7 villagers.
Perhaps the easiest way to increase villager population is to make a kind of building some players call, "love shacks." These shacks are simply a building three blocks tall with large dimensions that for walls simply have alternating column and door. These are extremely efficient and easy to make. For a slightly more natural way to make expanding easier, given the choice, villagers prefer areas where numerous doors back onto an area - like a communal square; this is almost always occupied as the chance of there being an active door within 16 blocks or so of the square is very high relatively speaking.
Criteria for an acceptable house
General criteria tested:
With door - villagers enter acceptable structure upon downfall (rain/snow) (does not enter without door of course, as a door determines a house)
No lighting (the existence of a light source is irrelevant in determining house eligibility)
Grass floor (floor surface does not seem to be relevant, also experimented: Jack-o-Lanterns, ice, bookshelves, gold ore as floors - all acceptable, although ice was interesting to watch)
Interestingly, whether the door was placed inside the frame, or on the bordering block outside the frame in any fashion, the villager entered in all cases (diagrams below)
Floor does not have to be at door level (inside floor can have a 1 block drop immediately after door without stairs, or 1 block up as long as door frame accommodates head space)
Acceptable structure does not require a roof cover (top can be completely open to rain and villager will attempt to escape from it inside the open top structure)
In fact, an acceptable "house" can be as minimal as a door, and then any single building block at the same height and within 30 blocks
Villagers cannot directly find a house unless there are no more than 15 blocks between them and the door only, regardless of any of the structure (also without random wandering in the right direction)
Villagers will attempt to squeeze as many of themselves as possible into 1 structure if it is the nearest house
A lone door will not be seen as a structure to a newly spawned villager, although destroying all of the structural blocks will not cause previous residents to forget about the house, and they will often congregate within 3 blocks of the "inside" of the door where the structure used to be
Note that regardless of structure size, villagers will stay within 3 blocks of the door while "actively" occupying the house
The final definition of a "house" seems to be: any door that has at least 1 building block at the same height, and within 30 blocks of the door.
The player is capable of founding a new village by "transplanting" villagers from an existing village, as long as the following conditions are met:
Must be at least 40 blocks from the "boundary" of the existing village, or else villagers will simply return to the village.
There must be homes at the new village, or else the villagers will simply wander.
As a villager cannot be manually pushed far past the boundary of the village, a common method for transplanting villagers from an older town to a newer one is placing tracks, and pushing the villagers into minecarts - they will simply sit in the minecart and not react to the village border as they pass it, until they are removed from the cart. Villagers may disappear when traveling in minecarts only to reappear when the minecart is broken. It is often helpful, but not required, to place the doors of the homes after the arrival of the villagers to speed detection. You can also simply destroy all the doors in the villages which will remove the boundary.
History
Notch originally worked on NPC Villages by himself, but eventually gave the task to Jeb, so that he could work on other things.[1] Jeb has said that during early tests of villages, the lava in a smithy often set the village on fire.[2] NPC villages were added in Beta 1.8. Originally, NPC Villages were intended to be populated with Pigmen,[3] but in Beta 1.9 Pre-release, Villager mobs were added to spawn in NPC Villages. A picture of NPC villages was released by Notch before 1.8 was released.[4][5] In the early screenshots, villages were partly made of Moss Stone. Even though the picture only showed the exterior of the buildings, videos recorded later during PAX revealed the interior of the structures. NPC Villages are most often spawned in desert or plains biomes. This is probably due to the fact that while villagers wander, they are prone to falling off of cliffs and other tall structures, much as a wolf will. It is implied that villages will have their own biome in order to solve many of the problems that were hindering their development.[6] As of 12w07a, Villagers will automatically repopulate according to the number of available houses in the Village. This is useful, because Zombie sieges have also been implemented, which hordes of zombies will have a chance to spawn near villages at night and attack Villagers. The player may supplement the amount of available houses by creating structures that consist of an area with a roof and wooden door. As of 12w08a, Iron Golems will spawn near villages in order to protect the Villagers against any mobs in its sight, except passive mobs, wolves, and certain hostile mobs, such as the creeper, due to its potentially destructive nature when aggravated. Since Minecraft snapshot 12w21a the player can trade with Villagers using emeralds. As of 12w21a, NPC Villages change style according to their biome (e.g., the structures are made of sand/sandstone when any NPC villages are spawned in a desert). As of 12w32a, villages now keep track of the 'popularity' of players by username. A player's popularity starts at zero, and ranges between -30 and 10, and the following can alter a player's popularity:
Popularity of Actions
Action
Popularity Change
Trading a villager for the last offer slot on their list
A player's popularity is not reset by death, and players cannot alter other players' popularity. In addition, a player's popularity is stored per-village, meaning a player may be popular in one village and notorious in another. When a player's actions are direct on a villager, particles will appear around that villager to indicate the change in popularity. Presently, popularity has only one effect: if a player has -15 popularity or less, iron golems of that village will become aggressive to that player. If an iron golem is idle, it may become aggressive to the nearest player with -15 or lower popularity. The only limit to this aggression is a distance of approximately 13 quinquagintillion (10^153) blocks, which is many times larger than the size of the Minecraft world: therefore, if an iron golem is in a loaded chunk, it may become aggressive to a player at any possible distance in-game. Finally, this snapshot added a mechanic to encourage players to protect villagers: if a villager dies to a non-mob, non-player source while a player is within 16 blocks, or if a monster kills a villager, then no villager in the village will mate for approximately 3 minutes.
PAX
NPC Villages were shown to the public during the PAX 2011 demo. For demo purposes, Notch made them appear near the spawn so people could see them.[7] On a live stream from his Android phone during PAX, Notch stated that NPCs were not added to the villages but that they were coming eventually. (According to Jeb, NPCs for the village was delayed until Beta 1.9.[8]) The majority of the NPC structures are made from wood based resources, with frames of cobblestone, and the footpaths are 3 blocks wide and made of gravel. The gravel appears to replace the top layer of dirt (or sand) upon generation of the village.[9]
]Old interview of Notch
Notch once answered some questions about an idea he had, NPC Villages, where he revealed some thoughts about them[10]:
If you treat the Villagers well (giving them items), they'll give you items back. (This has been fulfilled with the addition of trading.)
If you treat the Villagers badly (attacking/killing them), they'll try to do the same to you. (This has been partially fulfilled with the addition of Iron Golems, and in the 1.4 snapshots.)
Raiding chests will anger the owners of the town/chest and they will attack.
Eventually these villages will have more player looking NPC's. Also, trading has been Jeb's main focus on villages.
Gallery
An official screenshot of an NPC village released by Notch.
An official screenshot released by Notch of a player near two NPC houses. Two Endermen can also be seen in this image.