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Talk:Patrol

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Latest comment: 15 May 2025 by Harristic in topic Move "Patrol" to "Pillager Patrol".
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Captain or leader?

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Latest comment: 21 December 20203 comments3 people in discussion

Is the banner-wearing illager called the patrol captain or the patrol leader? Mojang seems to be alternating terminology. – Nixinova πŸ‘ Image
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21:56, 16 December 2018 (UTC)

Well, I never heard of a "patrol captain" in real life. That just seems awkward, like "patrol chief". It's always "patrol leader". I think we should pick one and be consistent. ~ Amatulic (talk) 00:22, 18 December 2018 (UTC)
Looking at JE's code, it refers to the banner-wearing pillager as the "captain." For consistency's sake, that terminology should be used--regardless of whether we determine it to be lackluster.--Wordandahalf (talk) 18:28, 21 December 2020 (UTC)

Bad Omen "levels"

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Latest comment: 1 July 20204 comments3 people in discussion

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)

Each bad oen level adds to waves to the raid. So Bad Omen V will have 5Γ—2 waves of illagers attacking the village. I'm not sure about the stacking. – Nixinova πŸ‘ Image
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00:13, 18 January 2019 (UTC)
OK, thanks. I added a generic sentence to that effect just now. ~ Amatulic (talk) 01:51, 19 January 2019 (UTC)

37.120.201.110 03:00, 1 July 2020 (UTC)

Section Illager patrol#Java Edition 2 outdated

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Latest comment: 8 May 20195 comments4 people in discussion

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)

Maybe, that in some superflat world. i play on bedrock and illager patrol still spawn in flat world.
One of correct biome which illager patrol can spawn is plains which is default biome in classic flat.(the only available superflat preset in bedrock) ImakerB (talk) 11:28, 4 April 2019 (UTC)
I am talking about Java Edition. The chunk generator for superflat in Java does not include a patrol spawner while the regular chunk generator does. liach (talk) 01:32, 5 April 2019 (UTC)
I am playing on Java Edition and I can confirm the 200 blocks away from village condition doesn't seem to exist anymore : I just saw a patrol spawn in front of me while the nearest village is more than 1000 blocks away 88.190.74.76 13:28, 8 May 2019 (UTC)
How are you verifying this? The /locate command doesn't always identify the nearest structure. See https://bugs.mojang.com/browse/MC-140299 resolved as duplicate and being tracked in https://bugs.mojang.com/browse/MC-138887 ~ Amatulic (talk) 17:49, 8 May 2019 (UTC)

What's the frequency? can it be stopped??" (REM song)

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Latest comment: 25 April 20193 comments3 people in discussion

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)

Any event that is determined by probability of occurrence won't happen at regular intervals, but at random intervals.
The article is pretty clear about how it works in Bedrock Edition: "Illager patrols spawn naturally after five in-game days, then after a delay between 5–6 minutes an attempt will be made to spawn an illager patrol (20% chance of success), repeating the delay and spawn attempts." That means you can expect 1 out of 5 spawn attempts to be successful, which averages out to one patrol every 25-30 minutes but the interval between patrols can be as short as 5 minutes or as long as days if many attempts fail in a row.
The article is less clear on how it works in Java Edition. ~ Amatulic (talk) 20:27, 24 April 2019 (UTC)
As I read through Java decompiled code, it appears it works the same in JE as the described behavior of BE here, except that patrols won't spawn on superflats. liach (talk) 00:26, 25 April 2019 (UTC)

Move to "patrol"?

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Latest comment: 24 June 20198 comments6 people in discussion

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). – Nixinova πŸ‘ Image
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05:06, 15 June 2019 (UTC)

Support. Just move it. No discussion needed here. We shouldn't be naming articles with unnecessary disambiguation in the title when there is no ambiguity. There is no need to disambiguate the type of patrol, because there is only one type. (And I'd say the same is true for "pillager outpost"; what other kind is there?) ~ Amatulic (talk) 14:29, 16 June 2019 (UTC)
Re: pillager outpost - I'd say keep that one. They've been pretty consistently called that by Mojang, and the in-game structure is called pillager_outpost. -PancakeIdentity (talk) 22:29, 21 June 2019 (UTC)
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 Support They are called pillager patrols in Bedrock Edition. By moving, we would not show a bias towards any particular edition. The BlobsπŸ‘ Image
04:37, 21 June 2019 (UTC)
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 Support No extra comments needed, it just makes sense. -PancakeIdentity (talk) 16:22, 21 June 2019 (UTC)
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 Support for above reasons. –Sonicwave talk 19:06, 21 June 2019 (UTC)
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 Support -BDJP (t|c) 02:26, 22 June 2019 (UTC)
Moved the page (from "Illager patrol"). –Sonicwave talk 20:17, 24 June 2019 (UTC)

Spawn Conditions

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Latest comment: 9 May 20253 comments3 people in discussion

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? – ReedemtheD3ad! (talk) 07:08, 25 September 2019 (UTC)

It says that they spawn in light level of 8 or lower during the day, but I don't know if that's true though Minecraft27 (talk) 12:39, 9 May 2025 (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)

Day requirement: gametime or daytime?

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Latest comment: 4 September 20213 comments3 people in discussion

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)

I think that will just modulo 24000 to set a time in the current in-game day. You need to use "/time add 240000" to add 10 in-game days to the world time.
As to whether that will cause a patrol spawn attempt, I have no idea. Amatulic (talk) 00:20, 15 March 2021 (UTC)


I think it will, after reading through the code, it uses long l = serverLevel.getDayTime() / 24000L; -- 121.99.220.3 03:51, 4 September 2021 (UTC)

Bedrock light level requirement

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Latest comment: 5 June 20211 comment1 person in discussion

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)

Light level

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Latest comment: 28 May 20232 comments2 people in discussion

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)

To specify spawning in leaves

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Latest comment: 11 December 20231 comment1 person in discussion

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)

Ominous Bottles

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Latest comment: 17 June 20242 comments2 people in discussion

Are we gonna change the bad omen part? Yeatsd (talk) 08:48, 16 June 2024 (UTC)

Fixed. I replaced the section about bad omen with one about ominous bottles. Rampage455 (talk) 22:21, 17 June 2024 (UTC)

Unarmed pillager attack animation

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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?

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PedroDungeons1776 (talk) 1:58, 23 July 2024 (UTC)

Changes in the spawn mechanics?

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Latest comment: 6 April 20251 comment1 person in discussion

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?

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PedroDungeons1776 (talk) 14:23, 6 April 2025 (UTC)

Patrols can spawn only on day or night?

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Latest comment: 9 May 20251 comment1 person in discussion

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)

Move "Patrol" to "Pillager Patrol".

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Latest comment: 15 May 20253 comments3 people in discussion

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)

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 Support, the word "patrol" is too broad, and the word pillager patrol is correct as I know. --πŸ‘ Image
MCJA17 (talk, Project) 09:02, 15 May 2025 (UTC)
Provide a source for Pillager Patrol being the official name and the move can be done. There’s also no source for Patrol being the official name, and it should have one, but it is at least the status quo. - Harristic / Talk πŸ‘ Image
09:30, 15 May 2025 (UTC)
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