Guys, and gals, I have come here to release my anger. It's been about a year since I last played, and I seen the new village update and wanted to give it a try. I have been just exploring and trying to find my way around the game again. I spent quite some time trying to hunt down a village. After finding one finally I moved from my starting base to a tiny temporary base in the ground by the village. I had not much mind you, all stone equipment, no armor, no real base, only a two block tall outline where I was planning to build my permanent base. Instead I spent the past few days gathering resources and preparing to build.
Well, right as I was about to start building a group of strange enemies I'd never seen before showed up. I figured it was a new mob and I would give it a shot. I killed two crossbow dudes, but one had a strange square above his head. Then the axe guy came up and killed me in one shot. I respawn at my house and think oh well I'll just ignore that enemy. I run to town and see everyone is running from me. Then the village blows the alarm and I think, crap was I just killing villagers? Then I notice the red bar that says raid and a group of about 5 new enemies running towards me. ! This isn't good.
I run back to my house and grab a fresh stone sword and a stack of berries as they cross the river to my village. As soon as they get across they start chasing me. Oh crap this is really bad. I run around the meager frame of my house as I am just trying to bide time. Luckly there was some dirt that ramped up around the side of my house frame and I ended up trapping all the enemies in my enclosure I had maid for my house. AHA! I might have a shot after all. I tactically position myself around the edge off the block and start hacking away at them one by one. It may not be honorable, but it works! Wow, I did it, I manage to kill the entire raid!
... Wait what is this? Wait... No no no... The red bar is filling up again! NOOOO!!!! What is going on??? Suddenly a new group of even more enemies appear. More crossbow enemies and more axe dudes. Well, I have a plan, I'll simply lure them all into my trap again! Surely enough it works! At this point my sword is just about to break and I died once while rounding them into my trap. Oh well, I got this. I pick off the last enemy and relax in joy...
NOPE! The red bar is filling again. Shoot, what is going on here, is my game glitched? Why does it keep refilling. I pause the game and do a little reading. Oh there are 5 waves of incredibly difficult enemies and no way to end it apart from losing everything I have been working on? Great.... So I pop back into the game and think, maybe I can still do this...
Okay, trap, rinse, repeat... Wait, what is this giant bull thing? Shoooot. Suddenly my trap no longer works, the bull runs over it no problem. Well, maybe I should trap everyone else and deal with the bull after. So, that is what I did. Then, I try and take the bull down and I get one shot... Over... and over... and over... this isn't working, I need a new tactic. Interestingly enough I found it by an obscure wall above me, next to water, where I transition between water and ground and in the moment where the bull would chase me and stop chasing me I was able to land a single blow before he had the ability to damage me. This was a long and tedious process but I did it. I won! Wave three complete. I run home, stock up with some stone swords and berries and get ready for wave 4.
Wave 4 approaches. Hmm, just bow dudes, axe dudes and witches.... I got this. Trap, kill, complete. Easy... Well, I say easy, I actually probably died 5 or so times that last round.
Wave 5 starts to fill up on the raid bar... I got this, I can do this... Then I see the enemies approaching and I immediately don't think I can do this. Now there are flying enemies, a guy riding the bull, and a ton of witches, axe dudes and bow dudes.... Sigh, I don't know if I can do this. The villages are all still nice and safe and I figure I would give it a shot. I start pickling off the smaller enemies, though I am starting to panic now as they are killing villagers and Im not able to trap them like before because of the flying enemies. I manage to get a handful of them down and then I accidentally aggrod the bull. For some reason he followed me all the way back to my base and I was able to trap him and kill him. Actually the boy dude riding him did most the damage. Turns out if you get below the bull the bow guy will shoot him over and over, lol.
Here is where the problem is. I start to run back to village with only a handful of enemeis left, a few witches, a axe man with a square over his head and the flying angel enemies that were lurking somewhere, I am starting to think maybe I can save the village after all. However, on my way back my game crashed! I don't even use mods mind you. But it crashes and when I boot back in I notice that the red raid bar is gone... Was it over??? For a moment I was so happy.
I run to town and look around. Hmm, everyone is still inside though a lot of villagers had died by now. I walk inside a house to see if there is any villagers and right as I walk inside an axeman pops out and kills me. I run back to the house and battle it out with him. He's got a square on his head, a captain I guess, and figure I need to finish killing the enemies from the previous raid. I kill the jerk and then suddenly it dawns me... Holy mother of crap... I just started a brand new raid!!! A whole new one... All over again... Those past 2 hours of intense and tedious battling all for nothing. There is no way I am going to start a whole new raid...
My friends and I are playing on a Realms server we've been playing on for quite some time, we updated our 1.13 world to the new 1.14 version and kept playing on it, although the new village mechanics have broken a lot of our industrialization of farming and trading. I was putting some finishing touches on our Guardian Grinder (which thankfully still works, although squid/fish spawning seems to be bugged, at least the Guardians themselves still spawn) and I saw a small patrol of the new Pillagers swimming in the sea next to our grinder. I easily take them out from long range with my bow, including killing a ptrol leader. Ah, the new Bad Omen status effect. I figure I'll just stay here at the Guardian grinder until the effect wears off and then I can return to spawn complex...wait, why is there no time limit showing on Bad Omen? Will this stay forever until I enter a village and trigger a raid? Crap.
I get one of my friends to log in and prepare our Spawn Complex for attack. He seals the villagers in their trading cells and blocks off the trading windows so they'll be safe from errant arrows, grabs some stacks of emerald blocks and blank books for buying cheap books from our librarians once we defeat the Raid and the Hero of the Village effect takes hold, and sets himself atop our Trading Mall (which functions as a village) with his high-enchanted armor and weapons and awaits my return.
I return via the nether to our Spawn Complex, entering the overworld via a portal 100+ blocks from the nearest villager, so it should be outside the village border...why did a raid trigger the second I walked through the portal into the overworld? Apparently, my personal bed and work area (which has a couple of brewing stands and other workstation-class blocks) counts as a village even with no villager anywhere nearby, and the Pillagers have decided to raid it. They're waiting just outside the door when I exit my storage/sleeping/crafting area, but I too have high-enchanted diamond armor and weapons, and I fairly easily dispatch Wave 1. My buddy hurries over from the trading mall at the other end of Spawn Complex to help, and together we easily defeat the other raid waves.
We head to the trading area to buy cheap books...what do you mean, Hero of the Village doesn't effect book prices? Ah well, at least diamond tool prices are lowered by it, so I can pick up some cheaper-than-usual digging picks...wait, why did 3 of the ones I just bought disappear from my inventory? Crap, that's bugged too, and the full price of emeralds is taken and/or items you can't really afford vanish from your inventory. Ah well, I buy a full single chest of Mending books from one of my librarians, those are only 10 emeralds normally and either the number-of-trades-before-locking limit is WAY out of whack or Hero Of The Village keeps them from locking up temporarily. My autofarm got broken by the update or I'd sell a crapload of carrots and potatoes to replenish my emerald stocks, but I decide to wait and kill a Pillager Patrol to trigger a raid sometime later once I've modified/upgraded the autofarm to handle the new villager mechanics.
No, I'm not saying Pillager Raids are easy to beat. We had ridiculously good armor and weaponry and a few minutes to prep, and a well-established base complex where all the villagers are safely underground or indoors and we had clear fields of fire for our max-enchant bows and could take out most of the raiders from beyond their aggro distance. I can imagine they'd be a LOT tougher if we were still just getting started and had unenchanted weaponry, little or no armor, and were trying to defend a natural-generation village. A few days before, a wandering Patrol somehow got into our underground tunnel systems through a set of doors someone left levered open and surprised that friend who helped me beat off the Raid above when he wasn't expecting them, and he quickly took multiple crossbow bolts at close range and was killed before he could even fight back. He respawned far enough away that the patrol despawned before he could return to avenge himself, but at least he got his gear back.
What I AM saying is that Pillager Raids are bugged. They're attacking "villages" that are not villages, ignoring villagers to focus on players, the reward system doesn't work right, and a full multi-wave raid is probably something too powerful for early-game players to be expected to defeat.
As for how to deal with them...well, ever since Zombie Raids have been in the game, the general rule is to avoid villages until you're ready to deal with defending them. Visit them briefly during the day, grab a few seed crops, and come back later when you've armored up and gotten some good weaponry. Light the village up, wall it off, lock as many of them as you can inside their houses, don't let the clock strike midnight to trigger a zombie raid, and don't trigger a Pillager Raid if you can at all avoid it. Build some iron golems and let them handle the guy with the flag on his head if a Patrol wanders by, or set him on fire or lure him into a lava trap or something, let something other than your hands/weapons kill him to avoid the Bad Omen effect.
Put your personal sleep-to-reset-respawn-point bed FAR from any villagers or villages. Any other temporary sleep-to-skip-night beds should be broken and put into a chest when not in use. Same goes for all workstation-class blocks including brewing stands, cartography tables, looms, grindstones, and stonecutters. Useful and decorative as they are, put them away in a chest when not in use so they don't suddenly become a "village" or get claimed by some villager 100 blocks away in your villager holding area.
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"I think I'm starting to like this `programming' thing. It's about four times as fun as shaving." -- Notch, June 12, 2011
I’ve permanently sacrificed a slot in my inventory for a bucket of milk to immediately get rid of the bad omen whenever I encounter a patrol that has a banner-carrying captain. I like having a peaceful but lively village with contented villagers scurrying about and tending to their business. I would not enjoy putting their lives at risk.
Put your personal sleep-to-reset-respawn-point bed FAR from any villagers or villages. Any other temporary sleep-to-skip-night beds should be broken and put into a chest when not in use. Same goes for all workstation-class blocks including brewing stands, cartography tables, looms, grindstones, and stonecutters. Useful and decorative as they are, put them away in a chest when not in use so they don't suddenly become a "village" or get claimed by some villager 100 blocks away in your villager holding area.
This is good advice but is likely to be insufficient to avoid issues:
Breaking 'temporary' beds will reset ones spawn to the world spawn point.
While villagers only claim/relinquish beds during the 'hours' they are supposed to sleep, the claim can happen very quickly (ie in the few ticks between placing and using a bed).
In combination, this makes bed usage in any areas near (or potentially near) villagers problematic; the previous technique of leapfrogging along a chain of beds so as to be able to respawn near the area most recently used is likely to cause issues.
Workstation [WS] claim distance is currently believed to be 48 blocks, but can happen very quickly; no WS-class block should be used within 48 blocks of any unemployed or WS-needing villager.
[If all the villagers within range have claimed WS AND are stil within 96-100 blocks (reports vary) of these WSs AND thw WSs have not been broken OR it is not between 2000 & 9000 ticks of a MC day one can safely use WS-class blocks.
Given the complexity of these conditions and the lack of an ability to check (without very tedious use of commands), simply avoiding all placement of any WS-class blocks with 48 of anyplace with villagers (including around transport lines) seems necessary.]
Beds have similar claim/reliquish mechanics (but tied to villager sleep times) and should similarly be avoided in such areas.
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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.
Breaking 'temporary' beds will reset ones spawn to the world spawn point.
While villagers only claim/relinquish beds during the 'hours' they are supposed to sleep, the claim can happen very quickly (ie in the few ticks between placing and using a bed).
In combination, this makes bed usage in any areas near (or potentially near) villagers problematic; the previous technique of leapfrogging along a chain of beds so as to be able to respawn near the area most recently used is likely to cause issues.
Workstation [WS] claim distance is currently believed to be 48 blocks, but can happen very quickly; no WS-class block should be used within 48 blocks of any unemployed or WS-needing villager.
[If all the villagers within range have claimed WS AND are stil within 96-100 blocks (reports vary) of these WSs AND thw WSs have not been broken OR it is not between 2000 & 9000 ticks of a MC day one can safely use WS-class blocks.
Given the complexity of these conditions and the lack of an ability to check (without very tedious use of commands), simply avoiding all placement of any WS-class blocks with 48 of anyplace with villagers (including around transport lines) seems necessary.]
Beds have similar claim/reliquish mechanics (but tied to villager sleep times) and should similarly be avoided in such areas.
Yeah, I know that breaking a bed will reset your spawn to the world spawn point, which is why I differentiated between one's main bed where one sleeps before doing dangerous things like going exploring or caving, and beds one sleeps in purely to reset to day while working someplace safe, such as while harvesting crops, breeding/killing livestock, or building/excavating a structure someplace mostly safe but where night might be a slight inconvenience. Even in totally safe indoor areas, I like to skip night whenever possible, to cut down on rain days and avoid Phantoms on the rare occasions I am outside at night in a well-lit enclosed area, as well as prevent zombie sieges of my trading mall, iron grinder, or autofarm tower.
Thanks for making this post. It was an enjoyable read. I've not played 1.14, so it was very informative.
It's unfortunate you found out about the new village raid mechanics in such a frustrating manner. Sounds like there absolutely needs to be some sort of "cool down" metric so raids don't happen one after another infinitely.
Sounds fun and exciting, though. Like all things Mojang anymore, it also sounds like 1.14 needs a lot of work and tweaking to get right. Unfortunately, Mojang doesn't have a very good track record of correcting correcting recognized issues or even outright bugs for that matter.
While villagers only claim/relinquish beds during the 'hours' they are supposed to sleep,
I'm pretty sure that can't be correct.
I placed 38 beds, waited till noon to make sure the villagers weren't confused about the time (in my previous test with only one villager I used /time set to change the time without having to wait), spawned in 11 villagers, marking the beds I spawned them next to and waited for night.
8 villagers were in the beds I'd marked and 3 were in neighbouring beds, so either I'd spawned them between the 2 beds and was mistaken about which was the closest or there is some slop in the bed claiming, not always getting the one that is absolutely closest. But obviously they all went back to a bed very close to where they were spawned.
--
I suspect it was me not paying attention, in my first test, done at midnight I had 100 beds and spawned in villagers one at a time and they all lay down in the bed whose head end they were closest to. If I spawned them in halfway between pillows they picked the northern bed over the southern and the western over the eastern. (I didn't test N-W or S-E preference.)
I''m learning to keep out of the village when I have the bad omen effect and instead hang out in my base until they commit to raiding me instead. My base is much easier to defend and the few villagers I have are safer there.
I use my bow to thin the herd before hunting down the rest of them.
There raids are getting a little excessive and and are hampering me from completing my on-going build projects. Since the 1.14 update rolled out on the David Craft Realm, i have accumulated 19 ominous banners. What does one do with them?
I''m learning to keep out of the village when I have the bad omen effect and instead hang out in my base until they commit to raiding me instead. My base is much easier to defend and the few villagers I have are safer there.
I use my bow to thin the herd before hunting down the rest of them.
There raids are getting a little excessive and and are hampering me from completing my on-going build projects. Sine the 1.14 update rolled out on the David Craft Realm, i have accumulated 15 ominous banners. What does one do with them?
I use them as a sort of "warning" to any incoming Illagers, that I have dealt with their many times before, and this time will be no different.
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hey everyone, minecraft newb here.
i accidently cause a raid on a village without knowing what bad omen was and not even knowing i had it. i was killed right away and by the time i got back only one villager was left. i locked him in the church and there he sits until i can secure the villlage and cure a zombie villager etc.
as far as the banners go, they will burn in the furnace. i don't know the proper terms for how long they will burn but one banner will turn one block of sand into a block of glass, so use that as a reference.
Apparently, if you actually place an Ominous Banner on a wall or floor, it supposedly attracts further Pillager Patrols. If you're confident enough in your ability to beat off Raids so as to get the Hero of the Village discount effect, you could use that to your advantage.
Or just use the banners to decorate a shield, or hang them on the wall in an item frame as trophies of successful defenses of your base/village.
There should be a way to equip villagers or armor-capable mobs with shields via dispensers or something, might be fun to use an Ominous Banner-decorated shield to arm a captured/nametagged zombie villager who is trapped in a wall niche as a gate guard in your castle.
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"I think I'm starting to like this `programming' thing. It's about four times as fun as shaving." -- Notch, June 12, 2011
Although i won't be going over to 1.14 with my current world (too many of my farms will be nuked) i have tried a copy of my world in 1.14 to try out the new features. I found a new village in some unexplored chunks - only one villager had a trade (there was a composter) but the others didnt. Over the last few days i've augmented the village and now added some of the diff trade blocks (Loom, Lectern etc) and now all the villagers have trades, plus i've added some more beds and am getting some baby villagers and two iron golems have spawned now, but I read that a Pillager raiding party would spawn at random within 200 blocks of the village at some point, and attack. But so far i've had nowt. Only a wandering trader has spawned. At least the village is now fortified, but have I done something wrong, missed something, or is it just luck a raiding party has'nt spawned yet? I'm now at 14000+ days in my world, and i've been playing this 1.14 copy for 8-10 days now ...
I have a rant and can not find a place to put feedback. Pillager spawning on hard mode is broken and needs fixing. You can not stop pillager patrols from spawning and they WILL spawn in your base eventually no matter if it is lit up to stop mob spawning.
So we found found a nice 1.14.1 seed with a double skeleton/zombie spawner right next to each other. We made a Realm for that seed and set up a base right by the double dungeon to make an awesome mob spawner. Pillager patrols would spawn around the base, but that was not a problem as we were mostly in the mineshafts clearing them out, finding the spawners and then building the spawn farm.
We drove a tunnel to the nearest village that was over 800 blocks away and the tunnel was over 1100 blocks long (sides of the triangle) for a future train system for importing villagers. So we finally get to the village and enforce martial law (locking the villagers inside the homes). My son goes back to work on the base, while I clear the trees and gather supplies (pumpkins for jack-o-lanterns, wood, etc) to put up a palisade and light up the village. I made a ruined tower as a back story for the village to use as a base and lit it up to at least light level 8 or more on every level to keep out mobs. Pillager patrols would still spawn near the village, but always near where I was at, so I decided instead of waiting them to despawn, i would kill them off. We play on hard setting, so that zombies can break down doors and I like building fortresses and fortified towns to keep out the mobs. Little did I know that hard settings would trigger 7 waves of pillagers!
That was fine, I decided that I would kill no more pillager captains until the town was lit up and the palisade was finished. So I'm out working on the palisade and lighting up the town and head back to the Broken Tower at dusk to sleep before continuing to work on the village. While I was more than 24 blocks away from the tower a pillager patrol spawned inside the tower! It was well lit, so mobs would not spawn, but the pillagers did spawn inside the building on spruce planks! So as soon as I unsuspectingly opened the iron door, i was attacked by the massed pillager patrol and killed in my OWN BASE!
I have looked and looked and there does not seem to be a way to stop a pillager patrol from spawning from 24 to 48 blocks from you even if it is in your own base! Mojang needs to fix this, but I have no idea where to put feedback directly to them. We don't want to play on easy mode where pillagers are restricted to spawning at light level 7 or less, but having them spawn in your base while you are outside is intolerable. I have seen suggestions about using banners as a way to claim territory that pillagers can not spawn in and I would wholeheartedly agree with this being implemented ASAP. Anyway to tag devs or the like? Or somewhere to post this to get their attention besides lost in the flotsam of the suggestions?
Here is where they spawned and every floor is lit with jack-o-lanterns, so no part of the Broken Tower is dark enough for mobs to spawn. Not pillagers evidently.
BTW, here is the seed -1979370091. You spawn at 234/109 and the spawners are at 420/650ish. The nearest village is 860/1365 and is in a little dark oak valley with plains, swamp and ocean nearby. The village history talks of the former Lords of Murkwood travelling south to a mound of sand in the ocean to attack an ocean monument (1075/1605). I checked and the nearest pillager outpost is at -1008/672 so these are pillager patrols spawning and not an outpost attacking. Any help with stopping pillager spawning would be appreciated, but with this being a Realm, I understand that we can not use mods to stop them.
I just re-read the OP and noticed that the player had managed to trap the first wave of the raid. He slaughtered them, which triggered the second wave. Does anyone know what would have happened if he had left the raiders in the trap indefinitely? Could the raid be stalled permanently? Can another raid be triggered (by killing a banner bearer) before the first one is over?
Here is where they spawned and every floor is lit with jack-o-lanterns, so no part of the Broken Tower is dark enough for mobs to spawn. Not pillagers evidently.
Coulda sworn Pillagers can only spawn on grass blocks or sand. Luckily, the floors of the interior/underground tunnels and rooms of our spawn complex are all either stonebrick/smoothstone variants, jack-o-lanterns for light, or mycelium (which is harder to accidentally break when moving rails around with a nice pick). So we haven't had any indoor raid spawning yet. Just yesterday I did find a patrol just outside our perimeter fence and I took it out, then single-handedly fought off the resulting raid waves, only dying once, and that because I stupidly fell into a stairwell I'd trapped like 3 of them in and then a ravager fell in on top of us. But haven't had any indoor spawns yet, either from patrols or raids around the autofarm tower whose farmer-workers make it a village. But if they can spawn on other surfaces, we may have to rethink our defensive strategy.
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"I think I'm starting to like this `programming' thing. It's about four times as fun as shaving." -- Notch, June 12, 2011
If there aren't any variants of sand or grass blocks, they spawn in a certain location not far from the player. That can even cause suffocation for them.
The mechanics are horrifically broken, without any comments for their application in the code, and appear to be written by someone without much experience playing Minecraft (or an idiot).
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My short story-like journals; quick-and-easy reads:
Guys, and gals, I have come here to release my anger. It's been about a year since I last played, and I seen the new village update and wanted to give it a try. I have been just exploring and trying to find my way around the game again. I spent quite some time trying to hunt down a village. After finding one finally I moved from my starting base to a tiny temporary base in the ground by the village. I had not much mind you, all stone equipment, no armor, no real base, only a two block tall outline where I was planning to build my permanent base. Instead I spent the past few days gathering resources and preparing to build.
Well, right as I was about to start building a group of strange enemies I'd never seen before showed up. I figured it was a new mob and I would give it a shot. I killed two crossbow dudes, but one had a strange square above his head. Then the axe guy came up and killed me in one shot. I respawn at my house and think oh well I'll just ignore that enemy. I run to town and see everyone is running from me. Then the village blows the alarm and I think, crap was I just killing villagers? Then I notice the red bar that says raid and a group of about 5 new enemies running towards me. ! This isn't good.
I run back to my house and grab a fresh stone sword and a stack of berries as they cross the river to my village. As soon as they get across they start chasing me. Oh crap this is really bad. I run around the meager frame of my house as I am just trying to bide time. Luckly there was some dirt that ramped up around the side of my house frame and I ended up trapping all the enemies in my enclosure I had maid for my house. AHA! I might have a shot after all. I tactically position myself around the edge off the block and start hacking away at them one by one. It may not be honorable, but it works! Wow, I did it, I manage to kill the entire raid!
... Wait what is this? Wait... No no no... The red bar is filling up again! NOOOO!!!! What is going on??? Suddenly a new group of even more enemies appear. More crossbow enemies and more axe dudes. Well, I have a plan, I'll simply lure them all into my trap again! Surely enough it works! At this point my sword is just about to break and I died once while rounding them into my trap. Oh well, I got this. I pick off the last enemy and relax in joy...
NOPE! The red bar is filling again. Shoot, what is going on here, is my game glitched? Why does it keep refilling. I pause the game and do a little reading. Oh there are 5 waves of incredibly difficult enemies and no way to end it apart from losing everything I have been working on? Great.... So I pop back into the game and think, maybe I can still do this...
Okay, trap, rinse, repeat... Wait, what is this giant bull thing? Shoooot. Suddenly my trap no longer works, the bull runs over it no problem. Well, maybe I should trap everyone else and deal with the bull after. So, that is what I did. Then, I try and take the bull down and I get one shot... Over... and over... and over... this isn't working, I need a new tactic. Interestingly enough I found it by an obscure wall above me, next to water, where I transition between water and ground and in the moment where the bull would chase me and stop chasing me I was able to land a single blow before he had the ability to damage me. This was a long and tedious process but I did it. I won! Wave three complete. I run home, stock up with some stone swords and berries and get ready for wave 4.
Wave 4 approaches. Hmm, just bow dudes, axe dudes and witches.... I got this. Trap, kill, complete. Easy... Well, I say easy, I actually probably died 5 or so times that last round.
Wave 5 starts to fill up on the raid bar... I got this, I can do this... Then I see the enemies approaching and I immediately don't think I can do this. Now there are flying enemies, a guy riding the bull, and a ton of witches, axe dudes and bow dudes.... Sigh, I don't know if I can do this. The villages are all still nice and safe and I figure I would give it a shot. I start pickling off the smaller enemies, though I am starting to panic now as they are killing villagers and Im not able to trap them like before because of the flying enemies. I manage to get a handful of them down and then I accidentally aggrod the bull. For some reason he followed me all the way back to my base and I was able to trap him and kill him. Actually the boy dude riding him did most the damage. Turns out if you get below the bull the bow guy will shoot him over and over, lol.
Here is where the problem is. I start to run back to village with only a handful of enemeis left, a few witches, a axe man with a square over his head and the flying angel enemies that were lurking somewhere, I am starting to think maybe I can save the village after all. However, on my way back my game crashed! I don't even use mods mind you. But it crashes and when I boot back in I notice that the red raid bar is gone... Was it over??? For a moment I was so happy.
I run to town and look around. Hmm, everyone is still inside though a lot of villagers had died by now. I walk inside a house to see if there is any villagers and right as I walk inside an axeman pops out and kills me. I run back to the house and battle it out with him. He's got a square on his head, a captain I guess, and figure I need to finish killing the enemies from the previous raid. I kill the jerk and then suddenly it dawns me... Holy mother of crap... I just started a brand new raid!!! A whole new one... All over again... Those past 2 hours of intense and tedious battling all for nothing. There is no way I am going to start a whole new raid...
Closes game, come here and rants...
Feels a bit better...
/end
My friends and I are playing on a Realms server we've been playing on for quite some time, we updated our 1.13 world to the new 1.14 version and kept playing on it, although the new village mechanics have broken a lot of our industrialization of farming and trading. I was putting some finishing touches on our Guardian Grinder (which thankfully still works, although squid/fish spawning seems to be bugged, at least the Guardians themselves still spawn) and I saw a small patrol of the new Pillagers swimming in the sea next to our grinder. I easily take them out from long range with my bow, including killing a ptrol leader. Ah, the new Bad Omen status effect. I figure I'll just stay here at the Guardian grinder until the effect wears off and then I can return to spawn complex...wait, why is there no time limit showing on Bad Omen? Will this stay forever until I enter a village and trigger a raid? Crap.
I get one of my friends to log in and prepare our Spawn Complex for attack. He seals the villagers in their trading cells and blocks off the trading windows so they'll be safe from errant arrows, grabs some stacks of emerald blocks and blank books for buying cheap books from our librarians once we defeat the Raid and the Hero of the Village effect takes hold, and sets himself atop our Trading Mall (which functions as a village) with his high-enchanted armor and weapons and awaits my return.
I return via the nether to our Spawn Complex, entering the overworld via a portal 100+ blocks from the nearest villager, so it should be outside the village border...why did a raid trigger the second I walked through the portal into the overworld? Apparently, my personal bed and work area (which has a couple of brewing stands and other workstation-class blocks) counts as a village even with no villager anywhere nearby, and the Pillagers have decided to raid it. They're waiting just outside the door when I exit my storage/sleeping/crafting area, but I too have high-enchanted diamond armor and weapons, and I fairly easily dispatch Wave 1. My buddy hurries over from the trading mall at the other end of Spawn Complex to help, and together we easily defeat the other raid waves.
We head to the trading area to buy cheap books...what do you mean, Hero of the Village doesn't effect book prices? Ah well, at least diamond tool prices are lowered by it, so I can pick up some cheaper-than-usual digging picks...wait, why did 3 of the ones I just bought disappear from my inventory? Crap, that's bugged too, and the full price of emeralds is taken and/or items you can't really afford vanish from your inventory. Ah well, I buy a full single chest of Mending books from one of my librarians, those are only 10 emeralds normally and either the number-of-trades-before-locking limit is WAY out of whack or Hero Of The Village keeps them from locking up temporarily. My autofarm got broken by the update or I'd sell a crapload of carrots and potatoes to replenish my emerald stocks, but I decide to wait and kill a Pillager Patrol to trigger a raid sometime later once I've modified/upgraded the autofarm to handle the new villager mechanics.
No, I'm not saying Pillager Raids are easy to beat. We had ridiculously good armor and weaponry and a few minutes to prep, and a well-established base complex where all the villagers are safely underground or indoors and we had clear fields of fire for our max-enchant bows and could take out most of the raiders from beyond their aggro distance. I can imagine they'd be a LOT tougher if we were still just getting started and had unenchanted weaponry, little or no armor, and were trying to defend a natural-generation village. A few days before, a wandering Patrol somehow got into our underground tunnel systems through a set of doors someone left levered open and surprised that friend who helped me beat off the Raid above when he wasn't expecting them, and he quickly took multiple crossbow bolts at close range and was killed before he could even fight back. He respawned far enough away that the patrol despawned before he could return to avenge himself, but at least he got his gear back.
What I AM saying is that Pillager Raids are bugged. They're attacking "villages" that are not villages, ignoring villagers to focus on players, the reward system doesn't work right, and a full multi-wave raid is probably something too powerful for early-game players to be expected to defeat.
As for how to deal with them...well, ever since Zombie Raids have been in the game, the general rule is to avoid villages until you're ready to deal with defending them. Visit them briefly during the day, grab a few seed crops, and come back later when you've armored up and gotten some good weaponry. Light the village up, wall it off, lock as many of them as you can inside their houses, don't let the clock strike midnight to trigger a zombie raid, and don't trigger a Pillager Raid if you can at all avoid it. Build some iron golems and let them handle the guy with the flag on his head if a Patrol wanders by, or set him on fire or lure him into a lava trap or something, let something other than your hands/weapons kill him to avoid the Bad Omen effect.
Put your personal sleep-to-reset-respawn-point bed FAR from any villagers or villages. Any other temporary sleep-to-skip-night beds should be broken and put into a chest when not in use. Same goes for all workstation-class blocks including brewing stands, cartography tables, looms, grindstones, and stonecutters. Useful and decorative as they are, put them away in a chest when not in use so they don't suddenly become a "village" or get claimed by some villager 100 blocks away in your villager holding area.
I’ve permanently sacrificed a slot in my inventory for a bucket of milk to immediately get rid of the bad omen whenever I encounter a patrol that has a banner-carrying captain. I like having a peaceful but lively village with contented villagers scurrying about and tending to their business. I would not enjoy putting their lives at risk.
This is good advice but is likely to be insufficient to avoid issues:
Breaking 'temporary' beds will reset ones spawn to the world spawn point.
While villagers only claim/relinquish beds during the 'hours' they are supposed to sleep, the claim can happen very quickly (ie in the few ticks between placing and using a bed).
In combination, this makes bed usage in any areas near (or potentially near) villagers problematic; the previous technique of leapfrogging along a chain of beds so as to be able to respawn near the area most recently used is likely to cause issues.
Workstation [WS] claim distance is currently believed to be 48 blocks, but can happen very quickly; no WS-class block should be used within 48 blocks of any unemployed or WS-needing villager.
[If all the villagers within range have claimed WS AND are stil within 96-100 blocks (reports vary) of these WSs AND thw WSs have not been broken OR it is not between 2000 & 9000 ticks of a MC day one can safely use WS-class blocks.
Given the complexity of these conditions and the lack of an ability to check (without very tedious use of commands), simply avoiding all placement of any WS-class blocks with 48 of anyplace with villagers (including around transport lines) seems necessary.]
Beds have similar claim/reliquish mechanics (but tied to villager sleep times) and should similarly be avoided in such areas.
Yeah, I know that breaking a bed will reset your spawn to the world spawn point, which is why I differentiated between one's main bed where one sleeps before doing dangerous things like going exploring or caving, and beds one sleeps in purely to reset to day while working someplace safe, such as while harvesting crops, breeding/killing livestock, or building/excavating a structure someplace mostly safe but where night might be a slight inconvenience. Even in totally safe indoor areas, I like to skip night whenever possible, to cut down on rain days and avoid Phantoms on the rare occasions I am outside at night in a well-lit enclosed area, as well as prevent zombie sieges of my trading mall, iron grinder, or autofarm tower.
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Thanks for making this post. It was an enjoyable read. I've not played 1.14, so it was very informative.
It's unfortunate you found out about the new village raid mechanics in such a frustrating manner. Sounds like there absolutely needs to be some sort of "cool down" metric so raids don't happen one after another infinitely.
Sounds fun and exciting, though. Like all things Mojang anymore, it also sounds like 1.14 needs a lot of work and tweaking to get right. Unfortunately, Mojang doesn't have a very good track record of correcting correcting recognized issues or even outright bugs for that matter.
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I'm pretty sure that can't be correct.
I placed 38 beds, waited till noon to make sure the villagers weren't confused about the time (in my previous test with only one villager I used /time set to change the time without having to wait), spawned in 11 villagers, marking the beds I spawned them next to and waited for night.
8 villagers were in the beds I'd marked and 3 were in neighbouring beds, so either I'd spawned them between the 2 beds and was mistaken about which was the closest or there is some slop in the bed claiming, not always getting the one that is absolutely closest. But obviously they all went back to a bed very close to where they were spawned.
--
I suspect it was me not paying attention, in my first test, done at midnight I had 100 beds and spawned in villagers one at a time and they all lay down in the bed whose head end they were closest to. If I spawned them in halfway between pillows they picked the northern bed over the southern and the western over the eastern. (I didn't test N-W or S-E preference.)
Just testing.
I''m learning to keep out of the village when I have the bad omen effect and instead hang out in my base until they commit to raiding me instead. My base is much easier to defend and the few villagers I have are safer there.
I use my bow to thin the herd before hunting down the rest of them.
There raids are getting a little excessive and and are hampering me from completing my on-going build projects. Since the 1.14 update rolled out on the David Craft Realm, i have accumulated 19 ominous banners. What does one do with them?
I use them as a sort of "warning" to any incoming Illagers, that I have dealt with their many times before, and this time will be no different.
*laughs in Phantom*
Defender of the 1.14 Textures/Bedrock Edition
I'm going to add my own little logo over the top of them and deploy them around my base.
…a bordure and a bend gules?
LOL !
Just testing.
LOL, well the banner has extra layers on it so I have to remove 3 just to add one. Ouch
hey everyone, minecraft newb here.
i accidently cause a raid on a village without knowing what bad omen was and not even knowing i had it. i was killed right away and by the time i got back only one villager was left. i locked him in the church and there he sits until i can secure the villlage and cure a zombie villager etc.
as far as the banners go, they will burn in the furnace. i don't know the proper terms for how long they will burn but one banner will turn one block of sand into a block of glass, so use that as a reference.
Apparently, if you actually place an Ominous Banner on a wall or floor, it supposedly attracts further Pillager Patrols. If you're confident enough in your ability to beat off Raids so as to get the Hero of the Village discount effect, you could use that to your advantage.
Or just use the banners to decorate a shield, or hang them on the wall in an item frame as trophies of successful defenses of your base/village.
There should be a way to equip villagers or armor-capable mobs with shields via dispensers or something, might be fun to use an Ominous Banner-decorated shield to arm a captured/nametagged zombie villager who is trapped in a wall niche as a gate guard in your castle.
Although i won't be going over to 1.14 with my current world (too many of my farms will be nuked) i have tried a copy of my world in 1.14 to try out the new features. I found a new village in some unexplored chunks - only one villager had a trade (there was a composter) but the others didnt. Over the last few days i've augmented the village and now added some of the diff trade blocks (Loom, Lectern etc) and now all the villagers have trades, plus i've added some more beds and am getting some baby villagers and two iron golems have spawned now, but I read that a Pillager raiding party would spawn at random within 200 blocks of the village at some point, and attack. But so far i've had nowt. Only a wandering trader has spawned. At least the village is now fortified, but have I done something wrong, missed something, or is it just luck a raiding party has'nt spawned yet? I'm now at 14000+ days in my world, and i've been playing this 1.14 copy for 8-10 days now ...
Mintutor now works in 1.13!
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I have a rant and can not find a place to put feedback. Pillager spawning on hard mode is broken and needs fixing. You can not stop pillager patrols from spawning and they WILL spawn in your base eventually no matter if it is lit up to stop mob spawning.
So we found found a nice 1.14.1 seed with a double skeleton/zombie spawner right next to each other. We made a Realm for that seed and set up a base right by the double dungeon to make an awesome mob spawner. Pillager patrols would spawn around the base, but that was not a problem as we were mostly in the mineshafts clearing them out, finding the spawners and then building the spawn farm.
We drove a tunnel to the nearest village that was over 800 blocks away and the tunnel was over 1100 blocks long (sides of the triangle) for a future train system for importing villagers. So we finally get to the village and enforce martial law (locking the villagers inside the homes). My son goes back to work on the base, while I clear the trees and gather supplies (pumpkins for jack-o-lanterns, wood, etc) to put up a palisade and light up the village. I made a ruined tower as a back story for the village to use as a base and lit it up to at least light level 8 or more on every level to keep out mobs. Pillager patrols would still spawn near the village, but always near where I was at, so I decided instead of waiting them to despawn, i would kill them off. We play on hard setting, so that zombies can break down doors and I like building fortresses and fortified towns to keep out the mobs. Little did I know that hard settings would trigger 7 waves of pillagers!
That was fine, I decided that I would kill no more pillager captains until the town was lit up and the palisade was finished. So I'm out working on the palisade and lighting up the town and head back to the Broken Tower at dusk to sleep before continuing to work on the village. While I was more than 24 blocks away from the tower a pillager patrol spawned inside the tower! It was well lit, so mobs would not spawn, but the pillagers did spawn inside the building on spruce planks! So as soon as I unsuspectingly opened the iron door, i was attacked by the massed pillager patrol and killed in my OWN BASE!
I have looked and looked and there does not seem to be a way to stop a pillager patrol from spawning from 24 to 48 blocks from you even if it is in your own base! Mojang needs to fix this, but I have no idea where to put feedback directly to them. We don't want to play on easy mode where pillagers are restricted to spawning at light level 7 or less, but having them spawn in your base while you are outside is intolerable. I have seen suggestions about using banners as a way to claim territory that pillagers can not spawn in and I would wholeheartedly agree with this being implemented ASAP. Anyway to tag devs or the like? Or somewhere to post this to get their attention besides lost in the flotsam of the suggestions?
Here is where they spawned and every floor is lit with jack-o-lanterns, so no part of the Broken Tower is dark enough for mobs to spawn. Not pillagers evidently.
BTW, here is the seed -1979370091. You spawn at 234/109 and the spawners are at 420/650ish. The nearest village is 860/1365 and is in a little dark oak valley with plains, swamp and ocean nearby. The village history talks of the former Lords of Murkwood travelling south to a mound of sand in the ocean to attack an ocean monument (1075/1605). I checked and the nearest pillager outpost is at -1008/672 so these are pillager patrols spawning and not an outpost attacking. Any help with stopping pillager spawning would be appreciated, but with this being a Realm, I understand that we can not use mods to stop them.
I just re-read the OP and noticed that the player had managed to trap the first wave of the raid. He slaughtered them, which triggered the second wave. Does anyone know what would have happened if he had left the raiders in the trap indefinitely? Could the raid be stalled permanently? Can another raid be triggered (by killing a banner bearer) before the first one is over?
Coulda sworn Pillagers can only spawn on grass blocks or sand. Luckily, the floors of the interior/underground tunnels and rooms of our spawn complex are all either stonebrick/smoothstone variants, jack-o-lanterns for light, or mycelium (which is harder to accidentally break when moving rails around with a nice pick). So we haven't had any indoor raid spawning yet. Just yesterday I did find a patrol just outside our perimeter fence and I took it out, then single-handedly fought off the resulting raid waves, only dying once, and that because I stupidly fell into a stairwell I'd trapped like 3 of them in and then a ravager fell in on top of us. But haven't had any indoor spawns yet, either from patrols or raids around the autofarm tower whose farmer-workers make it a village. But if they can spawn on other surfaces, we may have to rethink our defensive strategy.
Good video posted in the OptiFine thread:
If there aren't any variants of sand or grass blocks, they spawn in a certain location not far from the player. That can even cause suffocation for them.
The mechanics are horrifically broken, without any comments for their application in the code, and appear to be written by someone without much experience playing Minecraft (or an idiot).
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures