I found a pillager outpost and want to make it my new house. Is there anyway to keep them from spawning? None have spawned there yet and I've been there a few days. Does that mean they won't?
Have you seen any properly generated outpost in recents Snapshots?
In older snapshots, it worked correctly, but in my maps the main outpost structure has always been missing in the recent snapshots.
If I try to locate the outpost in creative mode by command, I usually find a place where the pillagers are moving around, sometimes there is a tent or golem cage, but the main tower is missing. Sometimes even the pillager are missing.
pillagers can spawn in illager patrols. Illager patrols spawn a maximum of five pillagers (weight 55) or vindicators (weight 27) up to 200 blocks away from a village on grass or sand with a block light level of 0–8 and a sky light level of 10–15. Illager patrols spawn naturally throughout the day or night but after 5 in-game days.
Note that the spawn conditions given for illager patrols are apparently contradictory:
block light 0-8 AND sky light 10-15, but "spawn naturally throughout the day or night" [emphasis added]
Assuming the "and" is a logical one (ie that illager patrols require blocks having BOTH block light <9 AND sky light >9) as well as that the same constraint applies to pillager outposts:
one should be able to prevent spawns by lighting the entire area around and inside the outpost to block light 9+.
Because snapshots are still regularly changing various mechanics and because available information is either fragmentary (and potentially out-of-date) or absent:
the above should be construed as the basis for experimentation rather than an actual solution…
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.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
I'm simply saying that wording change simply fixes the problem with the sentence being contradictory. You can verify for yourself whether the wording needs to be changed.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
This information would also seem to confirm that the spawn conditions given for illager patrols ("block light level of 0–8 and a sky light level of 10–15") is a logical AND – which also implies either pillager raids cannot spawn at night (when no block has a skylight level of >9) despite the wiki note that raids "spawn naturally throughout the day or night[/b]" [emphasis added], or that the latter statement is false.
[It remains possible theat what is meant by the wiki is that the block must have block light <9 AND sky light that would be >9 during the day .]
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.
I found a pillager outpost and want to make it my new house. Is there anyway to keep them from spawning? None have spawned there yet and I've been there a few days. Does that mean they won't?
Have you seen any properly generated outpost in recents Snapshots?
In older snapshots, it worked correctly, but in my maps the main outpost structure has always been missing in the recent snapshots.
If I try to locate the outpost in creative mode by command, I usually find a place where the pillagers are moving around, sometimes there is a tent or golem cage, but the main tower is missing. Sometimes even the pillager are missing.
mobs only spawn 20 blocks away from you, so if you leave and come back they might spawn there
As hostile mobs will only spawn >24 blocks from the player (not counting cage spawners) lack of spawmning while you've been present is not definitive.
Spawn information for pillagers is currently less than full and somewhat contradictory:
https://minecraft.gamepedia.com/Pillager does not mention pillager outposts as being spawn sites stating only:
whereas https://minecraft.gamepedia.com/Pillager_outpost includes a pic with the description "The complete area, relative to the tower, in which pillagers naturally spawn."
Note that the spawn conditions given for illager patrols are apparently contradictory:
block light 0-8 AND sky light 10-15, but "spawn naturally throughout the day or night" [emphasis added]
Assuming the "and" is a logical one (ie that illager patrols require blocks having BOTH block light <9 AND sky light >9) as well as that the same constraint applies to pillager outposts:
Because snapshots are still regularly changing various mechanics and because available information is either fragmentary (and potentially out-of-date) or absent:
So change the "and" to an "or" on the wiki and it will be written correctly.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
Have you confirmed this?
I'm simply saying that wording change simply fixes the problem with the sentence being contradictory. You can verify for yourself whether the wording needs to be changed.
The wiki is maintained and edited by players.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
New idea at https://www.minecraftforum.net/forums/minecraft-java-edition/recent-updates-and-snapshots/2957534-pillager-raid-immunity-with-underground-villages
This information would also seem to confirm that the spawn conditions given for illager patrols ("block light level of 0–8 and a sky light level of 10–15") is a logical AND – which also implies either pillager raids cannot spawn at night (when no block has a skylight level of >9) despite the wiki note that raids "spawn naturally throughout the day or night[/b]" [emphasis added], or that the latter statement is false.
[It remains possible theat what is meant by the wiki is that the block must have block light <9 AND sky light that would be >9 during the day .]