Will raids be added in all editions of the game? I play on Bedrock Edition, and I want to be able to access raids.
162.234.248.192 22:33, 2 February 2019 (UTC)
- They should be coming to Bedrock soonβ1.11 will be the full village and pillage update so maybe then. β Nixinova π Image
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22:50, 2 February 2019 (UTC)
- Perhaps, wait until you have the Bedrock Edition 1.14.0...? Or if on Java Edition, on Java Edition 1.14.
ImakerB Regarding this edit of yours: What is a "valid bed"? I see this term on other pages but it is not defined anywhere. ~ Amatulic (talk) 02:48, 7 March 2019 (UTC)
- A bed not enclosed in blocks. Basically if a normal player can sleep in one a villager can. β Nixinova π Image
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03:20, 7 March 2019 (UTC)
- So basically, any bed a player can sleep in is a valid bed? Does the bed have to be indoors? ~ Amatulic (talk) 04:58, 7 March 2019 (UTC)
- You know what? Since it seems Villages for-Villagers are now-defined by Beds, "'Work' Stations," and "Meeting Points (a.k.a. the single 'Bells' by central'ish Wells)," why should it?
- It's a good Q. , one we need to Experiment with (in the Snapshots, if we want an answer, soonest). Otherwise, Update (may be sooner than Experimental efforts think). Yilante 3 /20 /19 9:15 p.m. 76.209.248.192 04:15, 21 March 2019 (UTC)
- A village can be built fully underground, or at least it could a few weeks ago. JuniorJedi497 (talk) 23:14, 3 April 2019 (UTC)
"Raid will start to spawn illagers within 0-54 block away from villages."
So, this means that building defensive walls don't prevent raids from entering the village, as they can spawn at the very center of it, right? But what does happen if they spawn outside the walls? They can't destroy tall cobblestone walls, right? Will they just wait until the player gets out?--187.94.206.179 17:45, 7 March 2019 (UTC)
- So, from what I've seen so far (and I've survived a few raids), the raids don't stop, even if they spawn outside your walls. And no, they don't destroy blocks or open fences or doors. And they won't spawn inside your wall if you light it up well enough according to illager spawn rules. Jessieimproved (talk) 02:30, 16 March 2019 (UTC)
- So they just wait until I get out of the village, to ambush me. Do they despawn after some time? How about going to the Nether and coming back?--187.94.193.57 20:20, 17 March 2019 (UTC)
- I dunno about these: of Illagers, Vindicators (the ax[e] maniacs) don't just seem to chop-down (Wooden) Doors (on Hard Mode, at least for sure, like Zombies Break them-down, a la Zombie Sieges) ; Lighting doesn't-seem to affect these, as they - Patrols /Raids - seem to just- Spawn /Begin (respectively) when within-range and /or "any close range" (not sure which, probably depends on Patrol, Or, Raid) /"inside" Villages. But they are Hostile Mobs, so they Might, Despawn..? (when one's out of range? long-enough??)
- I also dunno if they attack-through corners (as for-example Zombies melee-through to hit Villagers, in at least earlier v's. before 1.13 I think, diagonals of Blocks), or if "drinking-Milk" helps anymore (with the "Bad Omen" Effect [now there's "Hero of the Village," so careful about Effects-neutralized at least occasionally]). Yet Raids-specifically are designed to last exactly as-long as there are any of the Illagers /Waves of Illagers, left (alive). Yilante 3 /20 /19 9:25 p.m. 76.209.248.192 04:25, 21 March 2019 (UTC)
- The raid automatically times out after a while, but I don't know whether the mobs despawn. JuniorJedi497 (talk) 18:00, 13 March 2021 (UTC)
It would be a welcome change if you could specify what these 0-52 blocks are measured from? Village center, meeting point or village border? The page states that "0-52 blocks away from the village" which is absolutely unclear. Although if they do indeed spawn inside the village border or even at the very center of the village it makes absolutely no sense both in terms of gameplay and common sense. 77.235.212.83 10:13, 30 April 2019 (UTC)
What of villages (I would assume mostly artificially created/expanded ones) that have multiple town centers? From what I understand, the game would consider these as two separate villages. Would this mean that starting a raid on one half of the larger village would allow raid mobs to spawn in the other half? Or, would the lighting rule that Jessieimproved mentioned apply here and force them to only spawn beyond the perimeter? Do raids take into account all villages in the area when being triggered and calculate the "0-1024 blocks" away for every village?
If the mobs spawn inside larger villages, then the village would need to be sectioned off with walls into districts. Even then, the now segregated areas where the raid mobs would spawn would always be at risk of being cleaned out of villagers, despite being unaffiliated with the raid. Large villages would essentially be impossible to maintain without disabling raids or dodging patrols. Wonderosity (talk) 22:04, 12 October 2019 (UTC)
Looking at Raids.dat format, it appears that vanilla Java Minecraft uses the word "group" instead of "wave" for each wave of illager attack in a raid. Does the word "wave" come from somewhere authentic like a blog instead? Liachmodded (talk) 00:18, 28 March 2019 (UTC)
- "wave" is mentioned quite a lot in the most recent snapshot article. -BDJP (t|c) 00:47, 28 March 2019 (UTC)
- Additionally, the NBT on the entities uses "wave". FVbico (talk) 06:10, 28 March 2019 (UTC)
- You are actually right. In 19w13a, 18w49a and a few other posts, it seems "wave" appears way more frequently than "group". Let's just stick to "wave". Liachmodded (talk) 04:14, 28 March 2019 (UTC)
- Hope it works better /same as Mojang's intended /self-reference of "group." And that those like me didn't switch that unintentionally. >.> Yilante 3 /31 /19 1:28 a.m. 76.209.248.192 08:28, 31 March 2019 (UTC)
Most of the information in the section Behavior/Raid group/Java Edition, as of April 3, 2019, comes from experiments and needs verified. Can someone who knows how please look at the code to double-check? Particularly the claim, "Witches do not spawn on Easy," needs checked; no Witch spawned in 20+ trials, but that does not mean that no Witches will spawn on Easy. JuniorJedi497 (talk) 23:20, 3 April 2019 (UTC)
- The code has a chance to spawn extra witches in each wave, but this check is bypassed on easy difficulty Alugia7 (talk) 18:45, 3 June 2020 (UTC)
Should we also mention that raids can time out if the player waits too long to defeat it? Others have thought it was a bug, but Mojang identifies that this was an intentional feature(not one I agree with, but whatever). Please see the attached link to the bug tracker. https://bugs.mojang.com/plugins/servlet/mobile#issue/MC-154396 Resmartian01 (talk) 16:19, 5 July 2019 (UTC) Resmartian01 (talk) 16:19, 5 July 2019 (UTC)
- I think it should be mentioned, if details are available and verified. ~ Amatulic (talk) 16:31, 5 July 2019 (UTC)
I am currently working on getting a verified answer. Resmartian01 (talk) 15:21, 6 July 2019 (UTC)
- I can verify; I was fighting a raid in Bedrock Edition on raid six but I couldn't find the last raider and the raid bar dissipated with a chat message saying "raid expired".73.208.227.101 16:34, 24 November 2019 (UTC)
On Java, there is specific code that ends the raid after 48000 ticks. This implies that the raid timing out is intended. JuniorJedi497 (talk) 17:51, 13 March 2021 (UTC)
Is entering the village boundary really triggers the Raid?
[edit source]Latest comment: 13 May3 comments3 people in discussion
The wiki says that when a player enters a village, it triggers a raid, so I assume that is when the player crosses the village boundary. I tested this in a superflat world and discovered that the raid starts when a player enters a 3x3 chunk square, centered around a chunk that contains a claimed bed, job site, or a bell (these squares can overlap each other if necessary).
Is this actually the new village boundary now and the wiki about village boundary is wrong? or is it just a raid-inducing boundary only?
Capt john price (talk) 02:38, 6 August 2019 (UTC)
- I'm not sure what counts as a village boundary either and whether it's the same as the raid triggering area, but I got the same results (raids trigger when you enter the 3x3x3 chunk cube around a claimed block). I'll go ahead and edit the article to be more specific, though I don't know if it also works this way in Bedrock edition. βSonicwave talk 18:27, 8 October 2019 (UTC)
- I have found on Bedrock that the raid starts when crossing the village boundary which for an expanded village, is not the "64Γ23Γ64 region around a village center" mentioned in the Starting section for Bedrock.
- This is actually a useful mechanic for determining the north, south, east, west, top, and bottom a village. Find those 6 values out and you can calculate the village center to base an iron golem spawn off of. Mairondil (talk) 00:38, 13 May 2026 (UTC)
During raids, can the monsters spawn in well-lit places, inside transparent blocks, or near the player? an_awsome_person (talk) 01:56, 6 December 2019 (UTC)
- The raider can spawn on any light level, and can spawn in front of player if there no suitable block to spawn that far enough from player, such as in small skyblock islands. ImakerB (talk) 12:28, 1 February 2020 (UTC)
--109.201.38.62 12:23, 1 February 2020 (UTC)
- okay. so.. what --Hanzepic (talk) 12:25, 1 February 2020 (UTC)
- Unless you have, like, a villager spawner... and, uh, you kill the illagers... I guess... 182.18.217.117 17:07, 9 May 2021 (UTC)
Looking in the java code reveals a getPotentialBonusSpawns method that rolls a number between 0 and a hard-coded number which depends on difficulty. Alugia7 (talk) 18:45, 3 June 2020 (UTC)
- The Java code splits the counts into a base count and a bonus count, and the number of mobs is the sum of the base count and the rolled number that you mentioned. The numbers in the wiki represent the sum, not either individual count. JuniorJedi497 (talk) 18:06, 13 March 2021 (UTC)
Raid wave composition Java Edition on Easy
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Well... The wiki is sort of contradicting itself.
"The number of waves depends on difficulty: There are 3 waves in Easy difficulty [...]" However the Wiki shows (up to?) 5 waves.
The wiki page of Raid says: Bad Omen only affects weapon enchantments: "When triggered with Bad Omen I, illager weapons are unenchanted. Bad Omen levels II through VI each increases the possibility of low-level enchantments"
However, the wiki Page on Bad Omen says: "In Java Edition, Bad Omen's potency determines the number of waves of the raid (and thus final wave difficulty) that the player triggers upon entering a certain radius around a bed that a villager has claimed"
Soooo... does the Bad Omen effect determine how many waves there are on easy mode? And is that secret I try to figure out for ages, how evokers are spawned in MC Java Easy during a Raid?
Hope someone can clarify this conundrum. β Preceding unsigned comment was added by 130.92.168.178 (talk) at 12:42, 3 November 2020β (UTC). Please sign your posts with ~~~~
- I play Bedrock not Java, but I have resolved the contradictions. Because the number of waves expands from 5 on normal to 7 on hard, and the text already says there are 3 waves on easy, I just removed the extra waves from the table in easy mode. Also, because there is already a mechanism (game difficulty) for controlling the number of waves, the statement in the Bad Omen article seemed incorrect, so I have changed it to state that different levels of the effect determine the chance of an illager being equipped with an enchanted weapon.
- I resolved these contradictions based on deductive reasoning. A java edition player should check to make sure. Amatulic (talk) 19:36, 3 November 2020 (UTC)
- I just tested on Java 1.16.4 with Bad Omen V on Easy, and got 4 waves all 4 times I tried it. I also got 4 waves with Bad Omen II, so it seems like it may cap at 4 waves on easy (making Bad Omen III-V meaningless). I never saw any evokers, fwiw. - 76.250.43.239 21:37, 17 November 2020 (UTC)
Looking at the code in 1.16.5 I found this method within raid.java
public float getEnchantOdds() {
int n = this.getBadOmenLevel();
if (n == 2) {
return 0.1f;
}
if (n == 3) {
return 0.25f;
}
if (n == 4) {
return 0.5f;
}
if (n == 5) {
return 0.75f;
}
return 0.0f;
}
And looking in pillager.java, if the said number is rolled, it creates a pool of quick charge (1, wave4+ 2, wave6+) and multishot to add. Not sure if this is in addition to normal enchantment odds for other mobs. Similary, vindicators can have sharpness 1, and sharpness 2 (wave6+)
Alugia7 (talk) 18:28, 3 February 2021 (UTC)
If you spawn a raid then switch to Creative you can still be targeted and shot at by raiders. I did this accidentally by spawning in a raid, switching to Survival, then going back to creative to find the hole half the raid was stuck in.β Unsigned comment added by 173.64.101.203 (talk) at 19:04, 3 March 2021 (UTC). Sign comments with ~~~~
I think we should separate ravager riders into their separate mob components because I tested my skills in raids, and the ravager rider was actually two different entites. Should we separate the ravager riders? Witherite Armor (talk) 20:27, 15 March 2021 (UTC)
- Guys... I have a bad feeling about this... I think we should just consider them as if the player were riding a horse, its variants, a pig, or a strider, all with a saddle, perhaps... 182.18.217.117 17:17, 9 May 2021 (UTC)
No, seriously, I'm thinking, can you make a mod that can use, say, zombies and related mobs in raids, then the bossbar would say "Zombification Raid"? Or a skeleton raid (possibly with the variants) while the boss bar says "Skeletonization Raid"? 182.18.217.117 17:03, 9 May 2021 (UTC)
- There is already one similar to what you are saying. ItΒ΄s called Hostile Worlds - Invasions. --Goro488 (talk) 17:34, 9 May 2021 (UTC)
Raid center and village center are used separately, but nothing mentions where the raid center actually is. is the raid center just placed at the village center, at the player position when the raid starts, or somewhere else? 99.238.34.139 20:50, 29 June 2021 (UTC)
- This is explained in Raid#Starting. The raid center is a random location inside a region around the village center. Amatulic (talk) 22:26, 29 June 2021 (UTC)
- It mentions the bossbar appearing in a region around the raid center, but it doesn't explain where the raid center is. 99.238.34.139 00:08, 2 July 2021 (UTC)
- Village center, raid center, and raid wave spawning location are three different locations. In Java, villages/village centers don't exist anymore (like they used to with door counting), any subchunk that contains a claimed POI counts as a core village subchunk, and entering a 3x3x3 subchunk cube around it with bad omen starts a raid. Raid center *starts out* as the average position of all claims POIs within 64 block radius sphere of the player when the raid triggers. Like mentioned below for example, if there is only a single bed, it's the location of that bed. There is something weird going on in stacking raid farms where they move raid center around willy-nilly by removing and adding POIs after raid has already started. I'll try to add this info once I understand it. Raid wave spawn is the only location picked randomly, inside a ring around raid center (and then a smaller ring and then a square if that fails). 91.193.4.151 15:06, 4 October 2022 (UTC)
I tested it in creative. It is not the player position. In a single-bed village it should be the pillow of the bed. --Mfb1 (talk) 15:23, 29 October 2021 (UTC)
Sound not found in the game though still present
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There was a sound called entity.pillager.horn.celebrate but it is not found in the sound list despite being there, is it possible that Mojang has changed the name of this sound? PinksheepyIsLeaving (talk) 22:55, 22 October 2021 (UTC)
I have witnessed waves spawning near or at the location that the last one spawned, unless I am near the site. Could someone please verify this with more focused testing?
To put it shortly, will the level of Bad Omen matter in Bedrock Edition 1.21? -Nerdyguy2000 (talk) 02:56, 9 June 2024 (UTC)
- Update: does the level of Bad Omen matter in Bedrock edition 1.21? Nerdyguy2000 (talk) 15:24, 15 June 2024 (UTC)
- Whoops did not mean to put a red link Nerdyguy2000 (talk) 15:25, 15 June 2024 (UTC)
- The level of Bad Omen definitely does not matter in BE. At all. Disappointing. Mikk (talk) 22:42, 27 July 2024 (UTC)
- Apart from ominous trials? Yeah, disappointing. -~- Nerdyguy2000 talk edits 22:49, 27 July 2024 (UTC)
- Yeah, they do affect the ominous trials timer. But that's it. I even made a pillager farm to get high level potions, thinking I'd make a kickass raid farm. Nope. :-( -- Mikk (talk) 14:33, 30 July 2024 (UTC)
- Too bad! Maybe next update. And it only affects the trial omen effect :( -~- Nerdyguy2000 talk edits 14:45, 30 July 2024 (UTC)
Loot info should be moved into the Loot section
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I've done a fair bit cleanup of redundant/misplaced info throughout the page just now, but there's 1 obvious todo remaining: actually moving the loot drop info sprinkled throughout the "wave composition" sections to the Loot section. --Mikk (talk) 22:40, 27 July 2024 (UTC)
Feedback (Fri, 30 May 2025 15:26:59 UTC)
[edit source]Latest comment: 28 January2 comments2 people in discussion
- Its already mentioned in a technical sense under raid wave spawning. Basically, the raid spawns within 96 blocks of the center of the village, or if it doesn't count as a village, a point of interest (a bed, job site, or a bell) that is claimed by a villager. BDJP (t|c) 21:13, 28 January 2026 (UTC)
I'm pretty sure that villagers are required. The Fandom Minecraft Wiki says that they are. But, as this article currently reads, there is NO requirement for villagers to be present. The two key sentences are (1) "When a player with the Bad Omen status effect enters a village (see below for exact definitions), the effect converts into Raid Omen." and (2) In Java Edition, any subchunk containing a claimed POI (point of interest: a bed, job site, or bell) counts as a village. I just tried to initiate a raid where I had multiple beds and a bell, which satisfies the requirements specified in this article, but my Bad Omen effect never converted to Raid Omen, even though I went far away from and returned to the "village" several times. Can someone please confirm that villagers ARE indeed required before I make the change? Thank you. HolyT (talk) 01:22, 22 August 2025 (UTC)
- How are you having a claimed job site block or bed without having a villager? Nixinova ββT β C 05:37, 22 August 2025 (UTC)
- Ah, I missed the claimed in "claimed POI." I didn't know that a bell could be claimed. Should we add "villager" to the list for clarity, or otherwise re-work this section of the article? HolyT (talk) 06:01, 22 August 2025 (UTC)
- I went ahead and redid part of the sentence, and used the word "villager" in it. For something minor like this you dont need to ask permission to do it :) π Image
amethyst_hhhπ Image
06:05, 22 August 2025 (UTC)
- I understand. I asked because I had missed that "claimed" was already in there (implying that villagers are required); if it hadn't been there, then this would have been a more substantial change. Good edit. Thanks! HolyT (talk) 06:11, 22 August 2025 (UTC)
- From what I understand while villagers arent a direct requirement for a raid, theyre still required, because a village is required, and you cant have a village (or rather, what the game recognizes as a village) without villagers. π Image
amethyst_hhhπ Image
05:42, 22 August 2025 (UTC)
- Not known information, will test on Java Edition. π Image
Sightnado t | c 02:15, 15 December 2025 (UTC)
- Behavior seems to be that raid waves spawn based on what the difficulty was at the beginning of the raid. Don't know if this is actually worth putting anywhere in the article. π Image
Sightnado t | c 02:23, 15 December 2025 (UTC)
- I've add it in Raid wave composition section. Hxy123abc (talk) 03:39, 17 December 2025 (UTC)
Feedback (Fri, 24 Apr 2026 18:08:20 UTC)
[edit source]Latest comment: 25 April3 comments2 people in discussion
- ~2026-WardenVindicatorSky5500 (talk β’ contribs β’ logs β’ filter log β’ block user β’ block log) made most of the changes. I'm not sure if some of those changes are correct, so I'll just remove the evokers from the Easy difficulty table and wait until someone checks the code. ββMinecraftExp123(talk|contribs) 01:44, 25 April 2026 (UTC)
- The code for raids can be seen at https://mcsrc.dev/1/26.1.2/net/minecraft/world/entity/raid/Raid, but it's too complicated for me to analyse what happens. ββMinecraftExp123(talk|contribs) 01:58, 25 April 2026 (UTC)
I noticed the article states that the exact spawning mechanics for Bedrock Edition are largely unknown.
Over the past few years Iβve been investigating the system myself, and recently put together a YouTube video documenting the banded spawning model, the evidence supporting it, and the few behavioural systems that I found along the way.
The bulk of the work was done over the last couple of months, but the project itself goes back much further. The video in question may be found here: https://www.youtube.com/watch?v=nZXjl6ekgEc
Iβd be interested to hear whether any of the findings can be independently verified by others and potentially help improve the current documentation. NPB36 (talk) 05:55, 14 June 2026 (UTC)
- Small update: I've continued the investigation since the original post/video and managed to close up several loose ends relating to validation (which appears to behave more like a valid-spawns sphere), Raid progress simulation and its ties to Simulation Distance, cluster spread corrections, and a few other observations.
- The details can be found within the pinned comment of the same video. NPB36 (talk) 22:20, 23 June 2026 (UTC)