How on earth can I prevent them from spawning and getting absolutely destroyed by them constantly? I have to keep switching to peaceful and then changing back to easy to despawn them!
Ive tried everything. lighting up the entire village with hundreds and hundreds of torches. and even lit up the entire land and caves super far out from the village all the way around it too. and it doesnt seem to matter.
Ive tried walling off the village too and spamming the place with torches and replacing the ground with bottom half slabs everywhere even on tops of the village roofs and inside the village houses. they just keep spawning right inside the village or just outside it and since im already inside the village. a raid begins immediately when I slay the illagers/pillagers
I just want some peace from them constantly attacking and making me have to spawn in new villagers every couple of days
Have your tried ringing the walls with magma blocks? They should kill any hostile mobs that try to get into the village, and won't trigger a raid if the pillager with the banner dies. Also, pillagers should be able to spawn in almost any light level.
Are the pillagers spawning inside the walls from the raid itself?
Edit: Ignore this since the hostile mob AI was improved such that they avoid anything that can hurt them.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
Pillagers don't care about light levels. This isn't a way to stop them to spawn.
There's no solution for now to prevent them to come inside your village apart from switching in peaceful mode.
However, keep in mind that if you don't kill the pillagers by yourself, you'll not get the Bad Omen effect, so you won't start a raid. I recommand you to create some Iron Golem in order to protect a bit the village, or to kill them in a different way (make them following you and place them in lava / cactus / bush / make them fall without hitting them).
When you see Pillager, you can also make the one with the banner follow you outside the village, kill him and drink a bucket of milk in order to get ride of the Bad Omen effect before returning in the village.
pillagers dont usually just spawn inside of villages unless you start a raid. just put u a wall and that is all you need.
Pillagers will spawn inside a village without a raid being started. Unless those hostile mobs armed with crossbows that just spawned 20 blocks away from me next to the house inside of the walled village were something other than pillagers.
Rollback Post to RevisionRollBack
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
Have your tried ringing the walls with magma blocks? They should kill any hostile mobs that try to get into the village, and won't trigger a raid if the pillager with the banner dies. Also, pillagers should be able to spawn in almost any light level.
Are the pillagers spawning inside the walls from the raid itself?
Yeah, this is later expounded-upon by the next person, talking about Sweet Berry Bushes (which go on Dirt, though so even though they can reproduce, it probably will take some time), Cactus (Sand, upon), and not having the Player kill them, directly. Iron Golems might be the way to go to "scrub them back," out to whatever-Wall's Built, where it's Ringed-outside by that "barbed wire"-like stuff (the Plants especially), from-inside, but that still requires at least one Iron Golem (1'll Generate in New up-coming Villages, with 1.14 Update - called Village & /and Pillage - but honestly Mob A.I. /Pathfinding gets confused, occasionally).
So be ready to use your "extreme-tactics" (and "Cheaty"-feeling), because as you say, it's Probably too-hard (especially I'm guessing in Hard Mode /Hardcore) in early-early-Game. I have a feeling I'll be relying mostly on an Infinity (with Unbreaking to back it up) -Enchanted Bow, with perhaps multiple-concentric Walls, and if it gets Really bad, Water Flows to like an "active-Moat" Push them back-away.
But I've been tightening-up (Wooden) Doors' outsides (cheaper than re-Placing with Iron) with my-usual Fence Gates and now-adding Fences-around such, to help-Protect the Villagers. I don't know if "Ravagers (formerly Illager Beasts)" still /did-ever attack-through solid Blocks more-than thereby 1-Block away from them, but Iron Golems still-Do, I confirmed with yesterday's Snapshot on the Wiki.
Im playing on easy difficulty and its way too much. I can't survive a single wave because theres so many of them and I dont even have enchanted gear yet.
what I did was set up a repeating command block that just automatically teleports any pillagers or illagers that spawn into the void so I dont have to deal with them at all. and can still play with difficulty on easy
stinks theres no way to avoid them spawning early game and they shouldn't spawn at all on easy difficulty. or should at least take at least 100+ in game days before trying to spawn on easy difficulty. and should spawn much smaller amounts. and maximum of 1 wave of enemies. no beast. and they should wait at least 100+ more days before attempting to spawn again on easy difficulty.
This news is distressing. I’ve watched 1.14 videos where a simple fence protected the village from intruders which could be shot from a distance. If this has changed and mobs can spawn inside the village, I’ll cease my plans of building fences around villages and never leave peaceful mode.
I just found out they spawn ANYWHERE in any biome. at any time of day or night. and they spawn about once every day or every couple of days.
and theres absolutely no way to prevent them from spawning directly inside a village without making every potential spawning place walk-on-able-block a bottom half slab or something mobs cant spawn on in the entire village. we are screwed and its gonna take me tons of work to make that many cobble bottom half slabs slabs
Since this is a snapshot of a release that I assume is still in development, it might be a bug that the pillagers can spawn anywhere, mightn’t it? Does anyone know if this behavior is intended?
Since this is a snapshot of a release that I assume is still in development, it might be a bug that the pillagers can spawn anywhere, mightn’t it? Does anyone know if this behavior is intended?
It's intended. If there is a bug involved it might be with how the game defines the village boundary: as in the game might not properly be defining one. It might simply calculate the center of the village and then create a 200 block circle it can spawn pillager patrols in. The village I was building up had to be partitioned with walls because of the Pillagers spawning inside the village, although there might have been holes in what constituted the village "border" due to the buildings being spread out a bit. I might have to create a flowing water moat to drive anything near the walls into either a pit or submerged cacti. So far the only thing that's fallen into my test traps of magma blocks are farm animals with the AI that is still tuned to stupid. I suppose you could create a zigzag wall of cacti with a water flow pushing them into that.
In my opinion, these things should be in a mod they make available, not in the vanilla version of the game.
Rollback Post to RevisionRollBack
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
In my opinion, these things should be in a mod they make available, not in the vanilla version of the game.
Given that the desire to play this particular mini-game is far from unanomous, that might be the best solution.
Per the wiki:
"Illager patrols spawn a maximum of five pillagers (weight 55) or vindicators (weight 27) up to 200 blocks away from a village on grass or sand with a block light level of 0–8 and a sky light level of 10–15. "
Assuming this is correct [the wiki has been shown wrong before ], raising the block light level to 9 ought be sufficient to block spawning.
Whether the 200 blocks radius is from the village center [which seems likely, given prior usage] or the village boundary is not made explicit.
Creating a synthetic village in a biome where illagers cannot spawn is another option.
"The illager patrols need to spawn in the right biome near a village, regardless if the village is mostly generated in an unusual place." [Plains, tiaga, savanna, snowy tiaga (& variants)] from https://minecraft.gamepedia.com/Illager_patrol#Java_Edition_2
Note the ability to spawn at block light level 8 (one greater than any other overworld hostile) may require redoing the defensive lighting within one's builds. [THX MS/Mj, sooooo glad to spend time reworking, rather than having to build anything new… [/sarcasm]]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
So, instead of building walls loosely ringing the village, I built walls that are a few blocks away (3-4) from the outermost walls of the buildings, and follow the generated paths to the next building, generally. The initial wall I built that loosely enclosed the village was allowing Pillagers to spawn inside the village. As they kept spawning in the village I started building more walls to cut off the areas they were spawning in which they still spawn in, they just cannot get into the village itself, at least I hope. Outside the walls after some experimentation I built a 2 wide x 3 deep channel around parts of the wall with a floor of magma blocks and a row of signs above the outermost block at the top to stop the flow of water. At ground level I dug a 4 wide channel surrounding the wall of water flowing towards the wall to push anything that gets into the water into the deeper channel in front of the wall with the magma block floor. The channel is wide enough to swallow ravagers and pillagers alike, and they aren't fireproof.
This can take a lot of Magma Blocks if you build the moat trap around the entire village, but that will save on arrows in the long run because ravagers take a lot of arrows to kill.
Fun fact: you can set pillagers with banners on fire, if not directly then set the block they are standing on on fire.
Side view of the water channel/magma trench :
____Ground Level____
[ ][S][<][<][<][W]
[ ][ ]
[ ][ ]
[M][M]
[M] = Magma Block , [S] = Sign ,[W] = Water Source Block , [<]/[>] = Direction of water flow
Just dealing with Pillager patrols, raid and ravagers is really just a huge sink of resources and time for no real benefit. I mean, I could have been doing something else, but instead I had to devote hours just to keep the pillagers from wiping the village out. Normally I just wall the villagers in, light it up, and wander off to do something else. Now I have to practically build a castle just to deal with pillagers before I do anything else.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
This can take a lot of Magma Blocks if you build the moat trap around the entire village, but that will save on arrows in the long run because ravagers take a lot of arrows to kill.
As was pointed out (by Bad-Jim2 in a post apparently lost to The Great Purge as noted here ) Magma blocks can be crafted which may make the resource costs less onerous if one has fairly good slime and blaze farms. [Each magma block requires 4 magma cream which each require 1 slime ball & 1 blaze powder (assuming one isn't mass hunting magma cubes); thus 4 slime balls + 2 blaze rods become 1 magma block.]
Something else taht might lessen the resource requirements is building 'funnels' (ie cheap cobble walls in a 'V'-like shape) to guide the hostiles into the more expensive magma block traps…
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
As was pointed out (by Bad-Jim2 in a post apparently lost to The Great Purge as noted here ) Magma blocks can be crafted which may make the resource costs less onerous if one has fairly good slime and blaze farms. [Each magma block requires 4 magma cream which each require 1 slime ball & 1 blaze powder (assuming one isn't mass hunting magma cubes); thus 4 slime balls + 2 blaze rods become 1 magma block.]
Something else taht might lessen the resource requirements is building 'funnels' (ie cheap cobble walls in a 'V'-like shape) to guide the hostiles into the more expensive magma block traps…
I just plundered the Nether for a lot of Magma Blocks since that took a lot less time than trying to farm materials to make them from mobs drops.
Instead of using Magma Blocks you could just dig the trench deep enough to kill everything on impact. Maybe not the Ravagers, but everything else. I just didn't want to dig trenches that deep.
Rollback Post to RevisionRollBack
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
The Meaning of Life, the Universe, and Everything.
Join Date:
5/18/2013
Posts:
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Minecraft:
Prosetos
Member Details
Hey guys, I partially agree with most on this. However I'm really enjoying the pillager update, its given new life to this game since its now a challenge. Im a bit different than most people who play this, Im currently playing the latest snapshot 19w12b in hardcore mode. I found a nice spot to build a castle in between three close by villages in plains biome. And let me tell you, I keep getting patrols every 2 seconds. I try to avoid killing the leaders. However I do agree there needs to be some better way to counter the endless spawning of Illager patrols and raids. Not to mention the crazy infinite spawning on their bases.
Balance suggestions:
1. Give us a ranged golem, the snow golem is pretty much useless. I would like to set up defensive towers around the villagers I can defend from. And a golem would be great automatic defense to deal with endless attacks. Sure make the golem very expensive in resources, but at least I can look forward to some counter measures.
2. In other modes outside of hardcore, make there be a checkbox option for pillager raids. People who play on easy would rarely enjoy this feature. In hardcore there should be no option for unchecking this. You want hardcore, you have to play at the games maximum hardness.
I am no where near a village and I have pillagers spawning at my house all the time. No pillager tower either. I left my game on, went away for a day came home and was over run with pillagers. I deleted that world.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/28/2019
Posts:
62
Member Details
i also been playing in hardcore mode and at first it was difficult to deal with the pillagers but after getting a bow and some arrows not crossbow it was fairly easier from time to time i would actually provoke them to my village to get some xp and some emeralds from them but after it spawned stronger raid groups cactus walls helped deal with some of them. Unfortunately i died from two vindicators but was fun while it lasted
Cactus wall and Bow and Arrows help a lot don't forget the milk
How on earth can I prevent them from spawning and getting absolutely destroyed by them constantly? I have to keep switching to peaceful and then changing back to easy to despawn them!
Ive tried everything. lighting up the entire village with hundreds and hundreds of torches. and even lit up the entire land and caves super far out from the village all the way around it too. and it doesnt seem to matter.
Ive tried walling off the village too and spamming the place with torches and replacing the ground with bottom half slabs everywhere even on tops of the village roofs and inside the village houses. they just keep spawning right inside the village or just outside it and since im already inside the village. a raid begins immediately when I slay the illagers/pillagers
I just want some peace from them constantly attacking and making me have to spawn in new villagers every couple of days
Have your tried ringing the walls with magma blocks? They should kill any hostile mobs that try to get into the village, and won't trigger a raid if the pillager with the banner dies. Also, pillagers should be able to spawn in almost any light level.Are the pillagers spawning inside the walls from the raid itself?
Edit: Ignore this since the hostile mob AI was improved such that they avoid anything that can hurt them.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
Pillagers don't care about light levels. This isn't a way to stop them to spawn.
There's no solution for now to prevent them to come inside your village apart from switching in peaceful mode.
However, keep in mind that if you don't kill the pillagers by yourself, you'll not get the Bad Omen effect, so you won't start a raid. I recommand you to create some Iron Golem in order to protect a bit the village, or to kill them in a different way (make them following you and place them in lava / cactus / bush / make them fall without hitting them).
When you see Pillager, you can also make the one with the banner follow you outside the village, kill him and drink a bucket of milk in order to get ride of the Bad Omen effect before returning in the village.
That stinks that theres no kind of effigie or something item or block you can put down in a village to make a safe radius so they can't spawn.
they seem really overpowered especially to early game
pillagers dont usually just spawn inside of villages unless you start a raid. just put u a wall and that is all you need.
Pillagers will spawn inside a village without a raid being started. Unless those hostile mobs armed with crossbows that just spawned 20 blocks away from me next to the house inside of the walled village were something other than pillagers.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
Yeah, this is later expounded-upon by the next person, talking about Sweet Berry Bushes (which go on Dirt, though so even though they can reproduce, it probably will take some time), Cactus (Sand, upon), and not having the Player kill them, directly. Iron Golems might be the way to go to "scrub them back," out to whatever-Wall's Built, where it's Ringed-outside by that "barbed wire"-like stuff (the Plants especially), from-inside, but that still requires at least one Iron Golem (1'll Generate in New up-coming Villages, with 1.14 Update - called Village & /and Pillage - but honestly Mob A.I. /Pathfinding gets confused, occasionally).
So be ready to use your "extreme-tactics" (and "Cheaty"-feeling), because as you say, it's Probably too-hard (especially I'm guessing in Hard Mode /Hardcore) in early-early-Game. I have a feeling I'll be relying mostly on an Infinity (with Unbreaking to back it up) -Enchanted Bow, with perhaps multiple-concentric Walls, and if it gets Really bad, Water Flows to like an "active-Moat" Push them back-away.
But I've been tightening-up (Wooden) Doors' outsides (cheaper than re-Placing with Iron) with my-usual Fence Gates and now-adding Fences-around such, to help-Protect the Villagers. I don't know if "Ravagers (formerly Illager Beasts)" still /did-ever attack-through solid Blocks more-than thereby 1-Block away from them, but Iron Golems still-Do, I confirmed with yesterday's Snapshot on the Wiki.
Im playing on easy difficulty and its way too much. I can't survive a single wave because theres so many of them and I dont even have enchanted gear yet.
what I did was set up a repeating command block that just automatically teleports any pillagers or illagers that spawn into the void so I dont have to deal with them at all. and can still play with difficulty on easy
stinks theres no way to avoid them spawning early game and they shouldn't spawn at all on easy difficulty. or should at least take at least 100+ in game days before trying to spawn on easy difficulty. and should spawn much smaller amounts. and maximum of 1 wave of enemies. no beast. and they should wait at least 100+ more days before attempting to spawn again on easy difficulty.
This news is distressing. I’ve watched 1.14 videos where a simple fence protected the village from intruders which could be shot from a distance. If this has changed and mobs can spawn inside the village, I’ll cease my plans of building fences around villages and never leave peaceful mode.
I also have the same difficulties to prevent them from attacking me, I will try the walls with blocks of magma I hope that it will work.
Appvalley TutuApp Tweakbox
I just found out they spawn ANYWHERE in any biome. at any time of day or night. and they spawn about once every day or every couple of days.
and theres absolutely no way to prevent them from spawning directly inside a village without making every potential spawning place walk-on-able-block a bottom half slab or something mobs cant spawn on in the entire village. we are screwed and its gonna take me tons of work to make that many cobble bottom half slabs slabs
Since this is a snapshot of a release that I assume is still in development, it might be a bug that the pillagers can spawn anywhere, mightn’t it? Does anyone know if this behavior is intended?
It's intended. If there is a bug involved it might be with how the game defines the village boundary: as in the game might not properly be defining one. It might simply calculate the center of the village and then create a 200 block circle it can spawn pillager patrols in. The village I was building up had to be partitioned with walls because of the Pillagers spawning inside the village, although there might have been holes in what constituted the village "border" due to the buildings being spread out a bit. I might have to create a flowing water moat to drive anything near the walls into either a pit or submerged cacti. So far the only thing that's fallen into my test traps of magma blocks are farm animals with the AI that is still tuned to stupid. I suppose you could create a zigzag wall of cacti with a water flow pushing them into that.
In my opinion, these things should be in a mod they make available, not in the vanilla version of the game.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
Given that the desire to play this particular mini-game is far from unanomous, that might be the best solution.
Per the wiki:
Assuming this is correct [the wiki has been shown wrong before ], raising the block light level to 9 ought be sufficient to block spawning.
Whether the 200 blocks radius is from the village center [which seems likely, given prior usage] or the village boundary is not made explicit.
Creating a synthetic village in a biome where illagers cannot spawn is another option.
"The illager patrols need to spawn in the right biome near a village, regardless if the village is mostly generated in an unusual place." [Plains, tiaga, savanna, snowy tiaga (& variants)] from https://minecraft.gamepedia.com/Illager_patrol#Java_Edition_2
Note the ability to spawn at block light level 8 (one greater than any other overworld hostile) may require redoing the defensive lighting within one's builds. [THX MS/Mj, sooooo glad to spend time reworking, rather than having to build anything new… [/sarcasm]]
So, instead of building walls loosely ringing the village, I built walls that are a few blocks away (3-4) from the outermost walls of the buildings, and follow the generated paths to the next building, generally. The initial wall I built that loosely enclosed the village was allowing Pillagers to spawn inside the village. As they kept spawning in the village I started building more walls to cut off the areas they were spawning in which they still spawn in, they just cannot get into the village itself, at least I hope. Outside the walls after some experimentation I built a 2 wide x 3 deep channel around parts of the wall with a floor of magma blocks and a row of signs above the outermost block at the top to stop the flow of water. At ground level I dug a 4 wide channel surrounding the wall of water flowing towards the wall to push anything that gets into the water into the deeper channel in front of the wall with the magma block floor. The channel is wide enough to swallow ravagers and pillagers alike, and they aren't fireproof.
This can take a lot of Magma Blocks if you build the moat trap around the entire village, but that will save on arrows in the long run because ravagers take a lot of arrows to kill.
Fun fact: you can set pillagers with banners on fire, if not directly then set the block they are standing on on fire.
Side view of the water channel/magma trench :
____Ground Level____
[ ][S][<][<][<][W]
[ ][ ]
[ ][ ]
[M][M]
[M] = Magma Block , [S] = Sign ,[W] = Water Source Block , [<]/[>] = Direction of water flow
Just dealing with Pillager patrols, raid and ravagers is really just a huge sink of resources and time for no real benefit. I mean, I could have been doing something else, but instead I had to devote hours just to keep the pillagers from wiping the village out. Normally I just wall the villagers in, light it up, and wander off to do something else. Now I have to practically build a castle just to deal with pillagers before I do anything else.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
As was pointed out (by Bad-Jim2 in a post apparently lost to The Great Purge as noted here ) Magma blocks can be crafted which may make the resource costs less onerous if one has fairly good slime and blaze farms. [Each magma block requires 4 magma cream which each require 1 slime ball & 1 blaze powder (assuming one isn't mass hunting magma cubes); thus 4 slime balls + 2 blaze rods become 1 magma block.]
Something else taht might lessen the resource requirements is building 'funnels' (ie cheap cobble walls in a 'V'-like shape) to guide the hostiles into the more expensive magma block traps…
I just plundered the Nether for a lot of Magma Blocks since that took a lot less time than trying to farm materials to make them from mobs drops.
Instead of using Magma Blocks you could just dig the trench deep enough to kill everything on impact. Maybe not the Ravagers, but everything else. I just didn't want to dig trenches that deep.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
Hey guys, I partially agree with most on this. However I'm really enjoying the pillager update, its given new life to this game since its now a challenge. Im a bit different than most people who play this, Im currently playing the latest snapshot 19w12b in hardcore mode. I found a nice spot to build a castle in between three close by villages in plains biome. And let me tell you, I keep getting patrols every 2 seconds. I try to avoid killing the leaders. However I do agree there needs to be some better way to counter the endless spawning of Illager patrols and raids. Not to mention the crazy infinite spawning on their bases.
Balance suggestions:
1. Give us a ranged golem, the snow golem is pretty much useless. I would like to set up defensive towers around the villagers I can defend from. And a golem would be great automatic defense to deal with endless attacks. Sure make the golem very expensive in resources, but at least I can look forward to some counter measures.
2. In other modes outside of hardcore, make there be a checkbox option for pillager raids. People who play on easy would rarely enjoy this feature. In hardcore there should be no option for unchecking this. You want hardcore, you have to play at the games maximum hardness.
I am no where near a village and I have pillagers spawning at my house all the time. No pillager tower either. I left my game on, went away for a day came home and was over run with pillagers. I deleted that world.
i also been playing in hardcore mode and at first it was difficult to deal with the pillagers but after getting a bow and some arrows not crossbow it was fairly easier from time to time i would actually provoke them to my village to get some xp and some emeralds from them but after it spawned stronger raid groups cactus walls helped deal with some of them. Unfortunately i died from two vindicators but was fun while it lasted
Cactus wall and Bow and Arrows help a lot don't forget the milk
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