Pillager spawning at outposts is absolutely horrendous. They work similarly to Guardian spawns in ocean monuments, where they endlessly spawn in the chunks the structure is in, instead of the other structures, which have predetermined, fixed amounts of mobs (e.g. villages, woodland mansions, etc).
The first problem is that the structure is incredibly small, and endless spawning like that looks and is really silly. There's not going to be a whole army of them like there would be Guardians in the ocean monument, it's a fairly small tower that could probably house under 10. Its silliness is especially apparent when you compare them to the woodland mansions. Woodland mansions, one of the largest structures of all time and inarguably the "home base" of the Illagers, has a fixed amount of Illagers in each one (a bunch of Vindicators and 3-5 or so Evokers), but the Pillager outpost, a measly dwarf in comparison to the mansion, has infinite spawning. It's so strange, and it becomes even stranger, as they will continue to spawn even when the outpost is just blown up. Those chunks are permanently going to be Pillager spawns, and that's simply ridiculous.
The second problem is that their spawning is actually kind of broken. Usually, when you go to the outpost, a lot of them start spawning, but sometimes, their spawning is incredibly slow, and they barely will spawn. In one of my world tests, I went to one and literally only one Pillager spawned per couple of minutes or so. I remember one time finding a Pillager outpost in a Survival world and literally none were spawning at all. Not only is their spawning really weird and bad in my opinion, it's also literally just broken.
Pillager outposts, just like woodland mansions and villages, should have a fixed number of mobs tied to said structure, like probably around 7 or 8 is a good number, maybe higher. The infinite spawning is just questionable design.
The reason for the erratic spawning is because structure-based spawns are based on natural spawning; just like a darkroom mob farm the chance of a mob spawning within a structure depends on the overall number of spawnable spaces within a 128 block radius (in the extreme case I never found a witch hut with a witch in it until I fixed MC-710, and even then it can wander off and be indistinguishable from naturally spawned witches elsewhere). Pillagers do have an advantage in that they only require a sky light level of 11 or less (completely ignored if on sand or grass) and block light of 8 or less (compared to 7/0 for most other mobs).
However, there is a solution which is already in the game - mob spawners, which will reliably spawn mobs once a player gets near a structure and can be deactivated/destroyed to disable spawns, and are also easier to balance with respect to exploiting farms (in TMCW I added a counter which tracks the number of mobs spawned over time and if it gets too high they will no longer drop loot or XP until it decreases, allowing for a generous 50 or so mobs for continuous spawning, which is more than enough for most typical item uses, e.g. blaze rods. Also, I added a "ignoresSkylight" tag which can disable the check for sky light when hostile mobs spawn so they can spawn in structures with windows during the day; you must place torches to stop them from spawning).
Another benefit is that the game doesn't need to save structure bounding boxes, which in the case of mineshafts caused significant performance/memory usage issues in large worlds in older versions (I fixed this by disabling structure saving for mineshafts, with no consequences as they don't have structure-specific spawns, only mob spawners, or a method to locate them (they added structure saving in 1.6.4 so you could upgrade to 1.7 and witch huts would still work correctly and existing strongholds be locatable; another use is to save the altitude for village buildings, else they may generate split vertically along chunk borders, and ensure existing structures fully generate into new chunks after a generation change).
I don't think a mob soawner would be the right choice in case of the outpost.
Imo the Mansion should have those spawnrates or mobspawner.
The outpost would look less inhabited with mob spawners instead of actually straving illagers.
I wonder why they decided to allow them spawn within the structure boundary. The tower is smaller then a mansion. It should have the mobs saved within the structure like the mansion has right now.
Doesn't make much sence to me, haveing an endless battle over a small outpost when you can conquer a whole mansion. :/
Rollback Post to RevisionRollBack
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
I think it would be better to have infinite spawning in mansions instead of stopping infinite spawning in outposts. That way, it can still be (ab)used for raid farms.
Pillager spawning at outposts is absolutely horrendous. They work similarly to Guardian spawns in ocean monuments, where they endlessly spawn in the chunks the structure is in, instead of the other structures, which have predetermined, fixed amounts of mobs (e.g. villages, woodland mansions, etc).
The first problem is that the structure is incredibly small, and endless spawning like that looks and is really silly. There's not going to be a whole army of them like there would be Guardians in the ocean monument, it's a fairly small tower that could probably house under 10. Its silliness is especially apparent when you compare them to the woodland mansions. Woodland mansions, one of the largest structures of all time and inarguably the "home base" of the Illagers, has a fixed amount of Illagers in each one (a bunch of Vindicators and 3-5 or so Evokers), but the Pillager outpost, a measly dwarf in comparison to the mansion, has infinite spawning. It's so strange, and it becomes even stranger, as they will continue to spawn even when the outpost is just blown up. Those chunks are permanently going to be Pillager spawns, and that's simply ridiculous.
The second problem is that their spawning is actually kind of broken. Usually, when you go to the outpost, a lot of them start spawning, but sometimes, their spawning is incredibly slow, and they barely will spawn. In one of my world tests, I went to one and literally only one Pillager spawned per couple of minutes or so. I remember one time finding a Pillager outpost in a Survival world and literally none were spawning at all. Not only is their spawning really weird and bad in my opinion, it's also literally just broken.
Pillager outposts, just like woodland mansions and villages, should have a fixed number of mobs tied to said structure, like probably around 7 or 8 is a good number, maybe higher. The infinite spawning is just questionable design.
Since most ppl abuse these outposts to build raid farms, it's unlikely you get much support.
But i do, since it's just weird having more illagers at an outpost then in a mansion.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
The reason for the erratic spawning is because structure-based spawns are based on natural spawning; just like a darkroom mob farm the chance of a mob spawning within a structure depends on the overall number of spawnable spaces within a 128 block radius (in the extreme case I never found a witch hut with a witch in it until I fixed MC-710, and even then it can wander off and be indistinguishable from naturally spawned witches elsewhere). Pillagers do have an advantage in that they only require a sky light level of 11 or less (completely ignored if on sand or grass) and block light of 8 or less (compared to 7/0 for most other mobs).
However, there is a solution which is already in the game - mob spawners, which will reliably spawn mobs once a player gets near a structure and can be deactivated/destroyed to disable spawns, and are also easier to balance with respect to exploiting farms (in TMCW I added a counter which tracks the number of mobs spawned over time and if it gets too high they will no longer drop loot or XP until it decreases, allowing for a generous 50 or so mobs for continuous spawning, which is more than enough for most typical item uses, e.g. blaze rods. Also, I added a "ignoresSkylight" tag which can disable the check for sky light when hostile mobs spawn so they can spawn in structures with windows during the day; you must place torches to stop them from spawning).
Another benefit is that the game doesn't need to save structure bounding boxes, which in the case of mineshafts caused significant performance/memory usage issues in large worlds in older versions (I fixed this by disabling structure saving for mineshafts, with no consequences as they don't have structure-specific spawns, only mob spawners, or a method to locate them (they added structure saving in 1.6.4 so you could upgrade to 1.7 and witch huts would still work correctly and existing strongholds be locatable; another use is to save the altitude for village buildings, else they may generate split vertically along chunk borders, and ensure existing structures fully generate into new chunks after a generation change).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I don't think a mob soawner would be the right choice in case of the outpost.
Imo the Mansion should have those spawnrates or mobspawner.
The outpost would look less inhabited with mob spawners instead of actually straving illagers.
I wonder why they decided to allow them spawn within the structure boundary. The tower is smaller then a mansion. It should have the mobs saved within the structure like the mansion has right now.
Doesn't make much sence to me, haveing an endless battle over a small outpost when you can conquer a whole mansion. :/
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
I think it would be better to have infinite spawning in mansions instead of stopping infinite spawning in outposts. That way, it can still be (ab)used for raid farms.