Talk:Pillager Outpost

Latest comment: 6 April by 5.194.197.205 in topic Asymmetry
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Banners[edit source]

I was playing experimental game play in bedrock 1.10 and I found a pillager outpost with nine black banners.73.208.227.101 17:26, 23 March 2019 (UTC)Reply[reply]

The term "near villages"[edit source]

Can someone with code access verify that outposts indeed generate based on nearby village locations? Up to 1500 blocks away seems not really "near" and in fact is several "regions" away. By the same logic, other structures (e.g. witch huts) also generate "near villages". 1500 blocks is a really large distance in that regard. RealWormbo (talk) 19:53, 24 April 2019 (UTC)Reply[reply]

The page previously said "100-400" so I've just changed it to "within a couple hundred blocks of a village". – Nixinova   20:04, 24 April 2019 (UTC)Reply[reply]
Even that is still wrong. The comments by developers on this invalid bug report deny any relation of outpost locations or patrol spawning to village locations. RealWormbo (talk) 15:19, 9 May 2019 (UTC)Reply[reply]
It doesn't say anything about outposts, but it does say that patrols don't care about villages. SirDaddicus (talk) 15:10, 29 November 2023 (UTC)Reply[reply]

Mob spawning[edit source]

I already killed the outpost captain, so why new captains keep spawning? There is no mob spawner here. What do I need to do to get rid of them? There are already great numbers of these mobs around the outpost (I'm locked inside, installed a door and locked it).--187.94.193.57 22:45, 11 May 2019 (UTC)Reply[reply]

Outposts are not like Woodland Mansions (more like Monuments or Fortresses) and captains are only semi-special mobs. Every illager spawning at an outpost has a 6% chance to be a captain. RealWormbo (talk) 22:47, 11 May 2019 (UTC)Reply[reply]
OK, User:RealWormbo, but, why do they keep spawning? I want to get rid of them!--187.94.193.57 16:53, 12 May 2019 (UTC)Reply[reply]
They keep spawning because that's how structures with special mob spawning rules work. You can't "conquer" a structure unless you remove all spawning spaces. For monuments you do that by removing the water, but how would you conquer e.g. a nether fortress? The same answer probably applies to pillager outposts. RealWormbo (talk) 16:55, 12 May 2019 (UTC)Reply[reply]
User:RealWormbo "Wither skeletons spawn in fortresses at a light level of 7 or less." In this case it's clear: I just need to add torches. But doesn't seems the case of Pillagers... Or is it the case?--187.94.193.57 17:14, 12 May 2019 (UTC)Reply[reply]
So the actual question is what signifies the presence of a Pillager Outpost structure to the spawning logic, once it has been generated in the world – and what is needed to make the game 'forget' that there is something defined as an 'outpost' in this area of the world.
Are there some invisible spawner blocks? Is it a tag added to the chunk data? Is it maybe an entry in some other database besides the chunk data? Is it even possible to "remove" an outpost from the game after it has been created by worldgen, either in creative mode, or using external tools like NBT editors if need be?
Will an outpost added manually (using structure blocks as explained in the article) post-worldgen start and continue spawning pillagers? The article only mentions the initial generation of iron golems and allays.
This info would be a very welcome addition to the article (or maybe a "Pillager_Outpost/Technical" subpage), certainly for world builders and editors.14:41, 14 September 2024 (UTC)2001:A62:140D:6C01:26A2:647E:AB04:BAEA

Rarity of Outposts[edit source]

This page says that outposts are slightly rather than dungeons. However, I looked at the dungeon and outpost finders at this site. It looks like dungeons appear every couple hundred blocks, while outposts appear every several hundred blocks, or even a couple thousand blocks, apart. Since dungeons are underground, the difficulty to find one vs. the actual rarity is much more that that of an outpost.

I think we should remove the information that outposts are just slightly rarer than dungeons, since it is not true, and different readers will have different notions of “rare”. If we want to compare the rarity of outposts to that of another structure at all, I would probably choose villages. The Blobs 14:04, 7 August 2019 (UTC)Reply[reply]

How many illagers simultanously?[edit source]

Hi, is there a cap on spawning if a certain umber of illagers are present in the bounding box? I have 5 around the tower atm. Also, it's unclear around which block "71x71x71 cube centered on the watchtower" refers to.–Preceding unsigned comment was added by 89.14.244.169 (talk) at 23:00, 05 October 2019 (UTC). Please sign your posts with ~~~~Reply[reply]

Info about spawning conditions missing[edit source]

Hi, I'm missing the info about the conditions under which pillagers spawn around the tower on here. There seems to be something special about them. They tend to spawn only at daytime. But spawning can be prevented by torching up the 71x71 area around the tower. A torch grid with torches every 5th block prevents spawning completely. A normal torch-saving anti-spawning pattern with torches on every eleventh block in a row and the next column 6 blocks from it and shifted doesn't work, though. Saw some youtubers watering up the area, that also helped. My currently used version: 1:14:4 stable. Best regards, IP 77.183.132.105 23:28, 24 October 2019 (UTC)Reply[reply]

Loot table error[edit source]

In the table showing the loot for the chests, it claims that the crossbow has a chance of 100%, while it really only has 50% - the pool is drawn 0-1x, and the average number per chest, of crossbows, is 0.5, not 1. I can also confirm that I've opened chests in pillager outposts without getting crossbows. --2057clones (talk) 00:17, 19 April 2020 (UTC)Reply[reply]

It is confusing. There is a 100% chance to find a stack of crossbows, but the stack may be empty. The Blobs 16:02, 27 April 2020 (UTC)Reply[reply]
Welp. --2057clones (talk) 16:08, 27 April 2020 (UTC)Reply[reply]
Fixing it is not as easy as you may think. We would need to edit Module:LootChest so the algorithm accounts for edge cases like this. The Blobs 16:13, 27 April 2020 (UTC)Reply[reply]

Outpost Captains[edit source]

I play Bedrock 1.16 and, while farming Pillagers at my Outpost, I noticed that occasionally the Outpost Captain respawns with 3-4 Pillagers. It doesn't say anything about this but I'm a new user so I want approval to edit the page. Don't wanna do something wrong or provide misinformation :). Emosar (talk) 16:55, 1 December 2020 (UTC)Reply[reply]

Pillager spawn[edit source]

Does anyone know what part of the structure actually causes pillagers to spawn? I've tried making outposts using structure blocks but they don't spawn any pillagers. 56KPK (talk) 22:50, 7 March 2021 (UTC)Reply[reply]

There is no structure. The outpost locations are based on calculated world XYZ, just like witch huts. 69.24.173.149 16:12, 21 March 2021 (UTC)Reply[reply]
@56KPK: To expand that a bit: There's a structure, but just because you make your own villager outpost doesn't mean you have created the spawn conditions. Apparently one of the spawn conditions is for the structure to be at a location calculated by the world generation algorithm.
If that's the case, then the question is how do you make a working pillager outpost if you're creating your own world? Amatulic (talk) 17:43, 21 March 2021 (UTC)Reply[reply]

Crowd of pillagers[edit source]

I went to a pillager outpost near a village in bedrock edition and there was so many pillagers spilling out of the outpost idk if it was a glitch or just normal but last time I went there there was 7 outpost captains and swarming with like 30 pillagers is that the new norm for the 1.17/.18 update? – Unsigned comment added by 98.40.172.14 (talk) at 10:12, 30 August 2021‎ (UTC). Sign comments with ~~~~Reply[reply]

What was the seed? It's hard to determine what's going on without the seed.
Also, did you try to re-create the world and test it in Creative? Amatulic (talk) 12:36, 30 August 2021 (UTC)Reply[reply]

Spawning conditions info is weirdly expressed[edit source]

In the "Mobs" section, it says:

"Pillagers may naturally spawn on any valid opaque block (except leaves) as long as the block light level is 8 or less. They cannot, however, spawn on blocks that emit a light level of 14 or greater."

The second sentence makes no sense to me as that condition is already covered by "as long as the block light level is 8 or less". That sentence should be removed. Not doing it myself since I could be missing something obvious. Daenvil (talk) 14:06, 9 May 2024 (UTC)Reply[reply]

There's a distinction between block light and sky light (see light), so this statement does make sense, even though it is phrased a bit confusingly and should probably be changed – though I'm not quite sure how. | violine1101 (talk) 14:32, 9 May 2024 (UTC)Reply[reply]
Yes, but aren't both sentences talking about block light? The first says "block light level" and the second "blocks that emit a light level" (i.e. also block light level) Daenvil (talk) 17:46, 9 May 2024 (UTC)Reply[reply]
Ah, I misread that slightly, I thought the second part was talking about sky light, but even that wouldn't make sense since pillagers can visibly still spawn in daylight. In the pillager article, there is no similar claim, it just says "They may spawn on any valid opaque block if the block light level is less than or equal to 8." The part about not being able to spawn on blocks emitting lights was added in this revision in August 2022 by User:AD OffKilter, maybe they can explain what it is about? | violine1101 (talk) 18:18, 9 May 2024 (UTC)Reply[reply]

Feedback (Thu, 27 Mar 2025 18:36:27 UTC)[edit source]

Unresolved
It could be included that the bounding box of this structure is, from the center of the tower's ceiling, +9 -25 on the y axis and +-23 on the x and z axis --FeedbackBot 18:36, 27 March 2025 (UTC)Reply[reply]

Asymmetry[edit source]

Camman18 saw the outpost is asymmetrical. 5.194.197.205 07:06, 6 April 2025 (UTC)Reply[reply]