Short of turning on peaceful mode, I don‘t think so. If you search this forum you will find numerous suggestions on how to prevent illagers from spawning in people‘s bases. The same things might work on pillagers at an outpost.
Removing all spawnable spaces in the area should work (but note that patrols are not restricted to a set area).
As yet there is no stable version of 1.14, but this video (from 14Ap19) from ~2-5 minutes describes the volume of the outpost as it was defined at that time.
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Not surprising given how frequently the applicable mechanics have already changed…
I'd treat anything 1.14 related as experimental [ie. not build anything or start any world I'd be upset to lose] until a stable version has been out and found to be [comparatively] bug-free…
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Prior to 1.14.3, pillagers have their own custom-written spawning algorithm...the intent was to focus their spawning so that it seemed as though they were targetting the village rather than appearing uniformly across the world like a normal hostile mob (ie, creepers, zombies, skeletons). There were a few problems in the implementation of this, allowing the pillagers to spawn at times and places they were never intended to.
In 1.14.3, it will be changed so that pillagers use standard hostile-mob spawn conditions, such as light level of 7 or less. Thus, at that time you can just do like normal and your pillager problem will be instantly solved (barring, of course, a random bug that got past the beta testers or got reinserted when something else got fixed).
Hello. I have recently found a village with a pillager outpost near to it. Are there any ways to stop the pillagers from spawning?
Short of turning on peaceful mode, I don‘t think so. If you search this forum you will find numerous suggestions on how to prevent illagers from spawning in people‘s bases. The same things might work on pillagers at an outpost.
Removing all spawnable spaces in the area should work (but note that patrols are not restricted to a set area).
As yet there is no stable version of 1.14, but this video (from 14Ap19) from ~2-5 minutes describes the volume of the outpost as it was defined at that time.
Do you think the classic method of placing torches will work?
Maybe in 1.14.3
Probably not until then.
Just testing.
im still confused
Not surprising given how frequently the applicable mechanics have already changed…
I'd treat anything 1.14 related as experimental [ie. not build anything or start any world I'd be upset to lose] until a stable version has been out and found to be [comparatively] bug-free…
Prior to 1.14.3, pillagers have their own custom-written spawning algorithm...the intent was to focus their spawning so that it seemed as though they were targetting the village rather than appearing uniformly across the world like a normal hostile mob (ie, creepers, zombies, skeletons). There were a few problems in the implementation of this, allowing the pillagers to spawn at times and places they were never intended to.
In 1.14.3, it will be changed so that pillagers use standard hostile-mob spawn conditions, such as light level of 7 or less. Thus, at that time you can just do like normal and your pillager problem will be instantly solved (barring, of course, a random bug that got past the beta testers or got reinserted when something else got fixed).