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Is the banner-wearing illager called the patrol captain or the patrol leader? Mojang seems to be alternating terminology. β Nixinova π Image
π Image
21:56, 16 December 2018 (UTC)
If the Bad Omen has 1-3 levels as stated in the article, what do the levels do? Trigger different size raids? Do the levels stack, if you happen to kill another patrol leader before a previous effect wears off? ~ Amatulic (talk) 23:54, 17 January 2019 (UTC)
37.120.201.110 03:00, 1 July 2020 (UTC)
Now, according to the decompiled code, the behavior on java now is pretty much the behavior on bedrock. I hope another editor or director can take a look and confirm before this change.
Moreover, it appears in code that illager patrols won't spawn on superflats. liach (talk) 10:24, 4 April 2019 (UTC)
I could swear I'd read somewhere that (Illager) Patrols are roughly once an hour /3 MC Days. How long - or is it just an average - might it be before another Illager Patrol arrives? (and might it overlap-ever with a Hero of the Village, Effect? [this all assumes just the same and /or Single, Player, for simplicity]) Yilante 4 /24 /19 11:44 a.m. 76.209.248.192 18:44, 24 April 2019 (UTC)
Patrols now only have pillagers, and the minecraft.net posts now just call them "patrols".[1] The main 1.14 changelog[2] is also inconsistent of their naming, calling them "patrols" (once), "illager patrols" (twice), and "pillager patrols" (once). β Nixinova π Image
π Image
05:06, 15 June 2019 (UTC)
pillager_outpost. -PancakeIdentity (talk) 22:29, 21 June 2019 (UTC)Is it true that they can spawn in light level 8 or lower at night on Java Edition unlike other hostile mobs which spawn at light level 7 or lower? β ReedemtheD3ad! (talk) 07:08, 25 September 2019 (UTC)
In the History section, it says that initially all types of illagers except illusioners, but including evokers. The history section also never mentioned removing evokers from the raids. Old memer (talk) 02:40, 15 January 2020 (UTC)
If I do /set time 240000 (day 10), will patrols start attempting to spawn? or not until I've been in the game long enough? 50.90.220.157 18:23, 14 March 2021 (UTC)
long l = serverLevel.getDayTime() / 24000L; -- 121.99.220.3 03:51, 4 September 2021 (UTC)The article says patrols spawn at light level 0-7 like any other hostile mob.
I've observed patrols spawning in broad daylight on Hard difficulty.
I'm playing the "Ocean Monuments Ahead" seed from the Bedrock Edition seed picker. I'm on a small island, well-lit so hostile mobs don't spawn on it. But patrols still spawn on it.
One time, in broad daylight, I saw a wandering trader bobbing in the ocean offshore, so I crossed over my island to get my boat. While crossing my island, the only mobs I saw on it were the passive animals I keep.
After a paddled the boat around my island to pick up the wandering trader (he had a glowstone block I wanted, and I had 2 emeralds from previous patrols), I beached the boat and saw 2 pillagers and 2 vindicators staring at me. They just appeared while I was riding around the island in my boat.
So I have to wonder if the light level 0-7 is really a requirement. I have tagged that sentence with a 'verify' tag.
Strangely, I noticed that if I shot an arrow at one from my boat, only that illager would come at me. The rest would just stand and stare, including the two pillagers with crossbows. So I could pick them off one by one (although a pillager would start shooting when I shot it). And this is Hard difficulty. This made me wonder if being in a boat prevents the patrol from pathfinding to you, and only by shooting one do you aggravate an illager enough to make it approach you. Amatulic (talk) 15:39, 5 June 2021 (UTC)
I'm on Java.
The text says that patrols will spawn at light levels of 8 or less. Is this still correct after the change in 1.19 to make hostile mobs only spawn at light level 0?
NOTE: I had one spawn inside a fully-lit and walled village. But the light level isn't 9 everywhere. So, this might still be true. If so, is it a bug (since it violates their change to light level 0)? SirDaddicus (talk) 18:42, 21 January 2023 (UTC)
it does seem to be correct: net.minecraft.world.entity.monster.PatrollingMonster#checkPatrollingMonsterSpawnRules (1.19.4 mojang mappings):
if (levelAccessor.getBrightness(LightLayer.BLOCK, blockPos) > 8) {
return false;
}
Joabroyt (talk) 17:27, 28 May 2023 (UTC)
When they spawn in a tree, it causes them to take damage every second until they die. I just saw it happen with one of them having the upper body in leaves. The guy was red nearly constantly until he died. 2001:7D0:81DC:3680:2CB1:D19A:8C1D:888D 17:38, 11 December 2023 (UTC)
Are we gonna change the bad omen part? Yeatsd (talk) 08:48, 16 June 2024 (UTC)
I have been recently collecting pillagers from patrols and disarming them on 1.21, and I found out an intresting behaviour which does not seem to be documented on the wiki. Whenever a pillager's crossbow breaks, it will lower its arms by default, much like players do. However, if the pillager in question is attached to a patrol (and I am saying this because I have never managed to get a pillager who is not part of a patrol to do it), it will raise its arms, or arm if holding an item, under certain circustances, much like both unarmed and armed vindicators do respectively, but won't attack the player. From the point the pillager spots the player on, this behavior will persist for quite some time (hours typically, rejoining or getting far way enough for the chunk to unload occasionally also works) even when the pillager is hundreds of blocks away from the player and not staring at them anymore. If the pillager lowers its arms; the circustances that have led him to raise them in the first place haven't changed; and it spots the player once again, it will raise its arms once again. Since I have captured pillagers from multiple patrols, and as I passified more of them, some of the pillagers stopped adopting this behaviour, this leads me to believe that it is related as to wether armed pillagers are part of the patrol or not, but it is really inconsistent. Sometimes unarmed pillagers also keep their crossbow animation, but this is eventually fixed, and some of them later adopt this behaviour. Does anyone know what exactly is the logic behind this?
PedroDungeons1776 (talk) 1:58, 23 July 2024 (UTC)
I was playing in an old realm, now updated to 1.21.5, and I noticed that patrols have been spawning much more often than they used to, and with more members. In the last few hours of gameplay, 2 patrols of 7 members each have spawned in the same day, and an isolated patrol of 8 members spawned a few minutes later. Could someone please verify exactly what changes have occurred?
PedroDungeons1776 (talk) 14:23, 6 April 2025 (UTC)
It says that patrols in java spawn during the day, but bedrock edition is the one I am not sure, day, night, or regardless of time? Someone please fix all this if you know what it is Minecraft27 (talk) 12:44, 9 May 2025 (UTC)
Unless I am greatly mistaken, "pillager patrol" is the official name. The style guide says that the official name of a feature takes priority. I do not understand why the article is called "Patrol" only to have "officially a pillager patrol" in its first sentence. Lord (talk) 08:15, 15 May 2025 (UTC)