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Stopping Pillager Spawns at Outposts

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  • 5
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    I definitely like the idea of being able to repurpose the towers.

    That said, it really isn't a "bit of a task." I have twice now started a game in view of a tower, and both times I stormed it without doing anything at all beyond picking up a block of dirt. I ran for the tower and ran inside... the first time having no idea what to expect, but figuring it was a fun way to start. I found the door easily and took one hit on the run to get there. I ran up the stairs and no one was inside the tower waiting. Those giving chase were not close enough behind to get a shot off as I wound up the stairs. At the top, I turned and used the dirt to block the stairs. I then had all the time in the world to loot the chest as they grunted beneath me. I turned to go and had to drop from the tower, but probably should have just run through them.

    The second time was even easier. I cased the place from a distance (they patrol and will attack if you are too close) and found the entrance in advance. I got a good line on the door and ran for it. No damage. Same deal, got the loot, and this time there's a pond beneath me, so I just run off the top of the tower. No damage at the bottom. One of them gave chase for a long time and got two hits, but I emerged unscathed and healed with the food I just stole from the tower chest along with the rest of the loot that included a crossbow and some other good starter stuff.

    In other words... yes, I like your idea. No, I don't think it's much of a task to get the top of the tower if it can be done at the very beginning of a game.

  • 3
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    I encountered an outpost very close to a village and when I used both to trigger a raid I went trough my bow trying to finish the first wave. I got 13 omenous banners and 7 crossbows before leaving the village to fend for itself.

  • 7
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    I would like to add my support for this suggestion, with some further comments and tweaks. I think that instead of pillagers randomly spawning around the terrain of the outpost, there should be a finite count of them associated with it. Perhaps 50 would be a good number? After they are defeated, the outpost is yours, to destroy or repurpose.

    Pillager outposts add something fun and challenging to the game. But I don't think the pillagers themselves should be randomly blinking on and off like the ghoulish nighttime mobs of skeletons and zombies. Somehow that feels wrong. It makes them seem less like human entities and more like, well, just random generated mobs. With a finite count of pillagers in the forts, we have a pathway to victory and closure.

    As fun as the pillagers are, it's actually pointless to engage with them. We need a reason to interact with pillager outposts. There needs to be a way to conquer them, even if it's really hard to do so. That would encourage the player to strategize the best way to topple the towers and even repurpose them, if desired. As it stands now, I just ignore the outposts, having learned what I did about them. After all, what's the point?

    This needs to change in Minecraft.

  • 2
    Registered User commented
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    I would love this.

  • 2
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    I just filled the tower with torches and they stopped spawning

  • 2
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    I have tried everything. I destroyed their home. I burned the grass, put some wood over it and they keep on spawning. I am playing in survival hardcore mode. But the fact that they keep spawning no matter what on the same location is truly annoying. Is there any way to stop that?

  • 1
    Registered User commented
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    If you're willing, you can place a repeating command block with the following command in the center of the top floor of the tower:

    tp @e[type=pillager] ~ -100 ~

    This will keep the entity count low as opposed to killing the pillagers with a command and having their loot drop all over the place. You may want to turn off command block output as every time it sends one into the void it will tell you in the chat.

    I have my command block set up to be redstone dependent. I put the command block in the center of the floor, a quartz block with a switch attached covering it, and a redstone lamp on top that indicates if the command block is receiving redstone power. Lamp on = no pillagers. Lamp off = normal amount of pillagers.

    It is a decent temporary fix to something that will hopefully be updated later on. Plus it makes for a great challenge between players to see who can light the lamp first.

  • 5
    Registered User commented
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    I think it should be like a banner design that you need to make on top of removing their banners. Maybe if you used an illager head to craft a banner that stops illagers from spawning. This would add more complexity and allow people to build bases that ward off illagers/pillagers in a unique and quite relevant way.

  • 5
    Registered User commented
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    Definitely like this idea, especially as after the update the Pillagers seem to be spawning absolutely non-stop.

  • 2
    Registered User commented
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    Nah. Just make a replica if you want an outpost of your own. Then you can avoid the hostility altogether. I don't see why you would want them to stop spawning when that is the most likely chance of you finding them besides a rare patrol.

  • 4
    Registered User commented
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    Yes. Please. I'm currently trying to settle in one but they won't stop spawning and I am always left with half a heart at the end

  • 3
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    I totally agree. But still have them randomly spawn out in the open a little bit too so you still can get them like save the one with the banner so more spawn with him.

  • 1
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    I think it would be cool if every That could be one out of ten banners dropped by a Pillager Captain contained a blood splatter. That could be the sign for pillager's to stop spawning.

  • 1
    Registered User commented
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    im personally not a fan of this idea. if u like the aesthetic of the towers, you can always build your own. many raid farms make use of the pillagers outpost areas, including getting rid of the tower itself and replacing it with a trap or mob grinder for the pillagers to reliably get the bad omen effect. mojang messes with farms enough, mostly iron golem farms, but also others. we dont need them messing up everyones raid farm.

  • 1
    Registered User commented
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    I'm currently rebuilding one out of fireproof blocks. I tried a lava most and nothing. Maybe if I completely recreate the Outpost, make it my own the spawning will stop

  • 5
    Registered User commented
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    I love this idea; particularly this part:

    "It can also be made more balanced by making the "Bad Omen" effect also cause raids to captured outposts"

     

    This indicates that upon taking an outpost, a raid would be triggered that you'd have to immediately fight off. What I'd love to see is that any failed raid would result in the surrounding area becoming a hostile outpost. The same then could apply to villages; if a raid is failed, the pillagers place some banners and the place becomes pillager-controlled and they'll spawn there to defend the village.

  • 1
    Registered User commented
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    i just put carpet on where they seem to spawn

     

  • 4
    Registered User commented
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    this is so neccesary!

  • 5
    Registered User commented
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    Honestly, I hate Pillagers. They spawn CONSTANTLY, everywhere in the game it seems, and in Bedrock, there isn't a way to disable them (aside from half slabs around the tower, and that obviously doesn't stop the wider region spawns). If I could get rid of them entirely, I would. I like the suggestions of triggering a raid on the tower once you claim it, it would make a fun challenge, and then actually make interactions with them worth more than Bad Omen and damaged crossbows.

  • 5
    Registered User commented
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    Totally agree! Right now there seems to be no point in attacking the Pillager Outposts- the pillagers just respawn, so you can't really 'beat' it, and for better players, the loot isn't that good. Granted, you might want to free the Iron Golems and just burn down the whole place- (Speaking of which, I am all for a little villager prison inside the outpost- that would provide more motivation to attack, and free them)- but honestly, it is just a big waste of time if they just keep respawning. Here's my general thoughts:

    1. Have a special banner or block in the center of the top story of the tower. When a player claims it, pillagers stop spawning. The pillagers prevously spawned do not despawn. This would make it so that a player still has to fight to take the outpost, not just be fast and grab the banner.

    2. I definitely agree with the raid idea. It can't be a true war if we can't fight for certain positions! That requires being able to conquer the outposts- and for the pillagers to be able to take it back. The raid would likely have to be different, since right now they are designed to slaughter innocents in wooden villages. I'm not sure if the Illagers should win if enough of them get into the tower or if they just drive the player(s) away. I like the getting into the tower idea pretty good, because then the player can't just hole up in the top story with their wheat farm and just wait out the raid; they would have to actively fight to keep the Illagers out of the main tower.

  • 4
    Registered User commented
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    I like this idea a lot!

    What I'm struggling with right now... I'm really bad at survival MC. I haven't played many times, let alone beat the Ender Dragon ever. A little ways off from my spawn, I found a perfect little protected valley to settle in, so I built my house, started a mine, etc. A few days later I hear the malicious little grunts and there's one chasing me around my settlement. Little did I know there was an outpost less than 80 blocks from my front door, so if I go too far out adventuring that way they spot me and chase me some more. The most annoying thing, though, is the occasional pillager popping across the river for a visit.

    My idea is to at least have a finite number of pillagers that spawn so they don't just keep showing up at my front door for a house-warming party.

  • 1
    Registered User commented
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    bro just go somewhere else and build yourself a base

  • 1
    Registered User commented
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    Perhaps you could "claim" land using banners of your own, stopping all illagers or villagers from spawning, at the risk of starting a raid.

  • 1
    Registered User commented
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    Fun Fact: If you place a bunch of iron bars at head height at the top of the towers, you can single out the spawning space, and then you just break the unnecessary bars, and now pillagers are stuck if they spawn. Now you can do what you want without being interrupted by pillagers

  • 1
    Registered User commented
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    I have pillager events turned off.

    Why are Pillager towers being generated in my world?

    Why are Pillagers spawning in them?

    Why do they keep respawning after I've killed them?  Shouldn't turning the event off at least stop them from ever respawning?

  • 1
    Registered User commented
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    I managed to spawn proof a pillager outpost with torches placed every 4 blocks in a grid ~30 blocks from the tower as well as torches in all internal rooms. Pillagers seem to spawn in daylight and low light, but not bright light. Good luck!

  • 4
    Registered User commented
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    I think that this idea is sound in principle - Maybe the finite number of pillagers idea that Marc Adrian suggested would be a good balance, but I think that maybe the outposts should have fewer pillagers than fifty. After all, it's only an outpost! What I would love to see is a larger Illager "fort" that could have even more.

    I also think there should be pillager raids on fortresses that have been "captured" every once in a while; if the player is killed in one, they should "take back" the fortress.

  • 0
    Registered User commented
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    Thank you!!! I found a seed with a pillager outpost right inside of a village, and it’s super annoying and they kept spawning, and I’m always on my toes. I finished a raid with stone tools, somehow, and it should stop them from spawning in maybe like a 100 block radius??? IDK

  • 0
    Registered User commented
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    They should fix this!

  • 0
    Registered User commented
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    I like the idea, however, is it possible for Minecraft to change it a bit?

    For example, the pillager tower would have a spawner of some sort, so players could still use it as a farm for exp and stuff. But if you want to repurpose or destroy the tower you can just destroy the spawner so the pillagers would stop spawning. 

    But it may be a little unchallenging since you can just destroy the spawner at the start. So maybe Minecraft could also add an update such as a mini-boss spawns when the spawner si destroyed? Cause that would add some fun to it and also be useful at the same time. 

    Idk, but I think this suggestion could really be used as an update cause mob spawners would now be elevated instead of players just sopping spawn by using torches.