Originally written on the official Minecraft feedback site
When villages generate, there would be a 3-5% chance that a seized village would generate. these villages are populated by illagers whose number would be determined by the number and type of houses and structures. All village chests would generate illager-related loot.
Vindicators
Vindicators would replace most villagers as the general inhabitants of the village. They would live in any house with a bed, but would not sleep.
Evokers and Vexes
All fenced pastures would be transformed into cages of iron bars and obsidian. On the corners of these cages would be wooden houses where Evokers would live. Depending on the size of the cage, it would house 3-7 vexes, which should no longer be able to pass through iron bars or obsidian. Evokers would also occupy libraries, which would have chests containing enchanted books.
Ravagers
I don't know what to do with ravagers. Does anyone have any ideas?
Witches
Witches would spawn in Churches and Leatherworker houses. The Cauldrons and potion stands would generate random amounts of random potions.
Pillagers
Pillagers would create cobblestone lookout towers and fire black fireworks when a player enters the vicinity. Their chests would be filled with fireworks and crossbows in addition to other pillager outpost loot.
Edit: I noticed this is located in Minecraft: Java Edition. Could a mod change it to just the general Suggestions forum?
This sounds like an interesting idea, actually. What I'd recommend, though, is changing the cages to house Ravagers instead of Vexes. It'd make more sense since Vexes are more similar to ghosts than wild beasts.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Having every villager replaced with vindicators sounds like it would be incredibly overwhelming.
A normal pillager, with a vindicator every tenth pillager, sounds much more manageable. I do really like this idea too, I've seen it done before, and I plan to do something similar in my own world.
Decent idea.
I think that majority of houses should have doors torn wide open, mossy stone and cobwebs inside. All fences should be broken, and plantations overgrown with grass.
Some houses should be well maintained by illagers with chests with appropiate loot (cauldrons with potions are not needed IMO).
I don't really think that watchtowers are needed, considering that pillagers have outposts.
Pillagers and vindicators should spawn in most houses, witches in churches and leatherworker houses as you suggested, and evokers in libraries.
Vexes are summoned, not herded - closed cages should be for villager children (and the children don't age till you liberate the village) and open cages for ravagers (1 per village max)
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
“I don’t really think that watchtowers are needed,
considering pillagers have outposts.”
I see where your coming from but I kinda disagree.
pillagers supposedly use there outposts as somewhere to stay and keep an eye on the nearby village until there “raid”.
This means it’s most likely not permanent as what’s the point of an outpost tower if there’s nothing to scout for?
so of course sometimes they would want to stay somewhere if they’re not raiding and they would want a way to protect there village meaning small (3x3 at most) lookout towers around the village.
“I don’t really think that watchtowers are needed,
considering pillagers have outposts.”
I see where your coming from but I kinda disagree.
pillagers supposedly use there outposts as somewhere to stay and keep an eye on the nearby village until there “raid”.
This means it’s most likely not permanent as what’s the point of an outpost tower if there’s nothing to scout for?
so of course sometimes they would want to stay somewhere if they’re not raiding and they would want a way to protect there village meaning small (3x3 at most) lookout towers around the village.
(Ik I’m talking about NPC’s here but oh well)
I mean, the outposts are giant watchtowers of the pillagers, so why give a structure with similiar design and purpose (aside from storage) that overlaps so much with already existing one?
I'd rather see a single outpost built literally in the middle of seized village.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I mean, the outposts are giant watchtowers of the pillagers, so why give a structure with similiar design and purpose (aside from storage) that overlaps so much with already existing one?
I'd rather see a single outpost built literally in the middle of seized village.
your idea there about it being in the middle is defiantly a good idea it just would make more sense if it had slight redesign From the outpost towers as now it’s in the village. it was just that Before your idea about them not needing another one wouldn’t make sense to have the big one like 50-100 blocks away as they are with normal un-raided Village.
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Rather than Vexes, it'd be better to put Ravagers in the cages, as vexes are otherwise spawned by Evokers.
In order to set the seized villages out from mansions in terms of loot, you could include the Illusioners, as open spaces is where they can more easily fight.
I agree, although villagers should still exist in the villages but inside iron bar cages, and upon defeating the pillagers who seized the village, you should earn the hero of the village award, and get cheaper trades like you would in a raid.
I don't know about ravagers existing already in a seized village either. I mean it's sort of bad enough that they spawn unintentionally when a friend or yourself kills a pillager captain in a different kind of village and that there's no time for milk to nullify this, don't you agree? and without armour and a ranged weapon they can be annoying.
I agree, although villagers should still exist in the villages but inside iron bar cages, and upon defeating the pillagers who seized the village, you should earn the hero of the village award, and get cheaper trades like you would in a raid.
I don't know about ravagers existing already in a seized village either. I mean it's sort of bad enough that they spawn unintentionally when a friend or yourself kills a pillager captain in a different kind of village and that there's no time for milk to nullify this, don't you agree? and without armour and a ranged weapon they can be annoying.
You take their freshly captured position after being tracked and are surprised they call reinforcements?
It's totally realistic they would call reinforcements if you tried to liberate the village!
your idea there about it being in the middle is defiantly a good idea it just would make more sense if it had slight redesign From the outpost towers as now it’s in the village. it was just that Before your idea about them not needing another one wouldn’t make sense to have the big one like 50-100 blocks away as they are with normal un-raided Village.
Villages.
Villages don't always spawn with an outpost nearby.
Seized villages might just have increased radius at which pillager outposts don't spawn at (every village has such radius, just these would have bigger one).
Optionally, the longer radius might alternate the generation of outposts and make them spawn with no chests, pillagers, or any wooden assets, with only an overgrown cobblestone base hinting the outpost existed there - these outposts would be "deconstructed" and moved inside the village.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
You take their freshly captured position after being tracked and are surprised they call reinforcements?
It's totally realistic they would call reinforcements if you tried to liberate the village!
Villages don't always spawn with an outpost nearby.
Seized villages might just have increased radius at which pillager outposts don't spawn at (every village has such radius, just these would have bigger one).
Optionally, the longer radius might alternate the generation of outposts and make them spawn with no chests, pillagers, or any wooden assets, with only an overgrown cobblestone base hinting the outpost existed there - these outposts would be "deconstructed" and moved inside the village.
The idea is perfectly fine, but a small piece of advice though.
Ravagers[/i]
I don't know what to do with ravagers. Does anyone have any ideas?
This isn't a big deal, but you probably shouldn't put incomplete suggestions parts in your idea. As not everyone will keep checking back to see if something is finished.
I agree with the suggestions for villager cages. This would give a better purpose for liberating a seized village, and it would be useful to be able to restore it as a village. Naturally, I also agree with the suggestions for a hero of the village effect when defeating a seized village, and I feel it would be absurd not to receive that effect. I also think some pillager outposts should have seized village liberator maps in their chests, similar to explorer maps that can be bought from villagers.
I agree with the suggestions for villager cages. This would give a better purpose for liberating a seized village, and it would be useful to be able to restore it as a village. Naturally, I also agree with the suggestions for a hero of the village effect when defeating a seized village, and I feel it would be absurd not to receive that effect. I also think some pillager outposts should have seized village liberator maps in their chests, similar to explorer maps that can be bought from villagers.
I don't agree with the suggestion tow4rzysz made about broken fences though, this opens the door for pillagers to become AI griefers, a suggestion I've heavily rejected since they were introduced and when some fans on reddit began talking about it.
Sure there should be some villages that are taken over by pillagers
But let us not forget the fact that there is such a thing as overpowered enemies.
If there is such a thing as overpowered playable characters and items, then there is such a thing as overpowered enemies,
quite simple to understand.
I know tow4rzysz didn't say pillagers should be able to break fences, only that you find broken ones in villages that suffered hostile takeovers before your arrival. But this is a slippery slope to go down and I feel (even though he wasn't encouraging it) this will indirectly end up pandering to elitists who don't care how much work would be destroyed as long as the game becomes something they want and not us. Worse, is there are people who do get a kick out of seeing others work being ruined, you know the type, if you've seen videos of people's builds being griefed on Youtube. I know people should use more common sense and use whitelisted servers (as well as backup their save data) and not play with people they don't trust, but the point is not everyone plays Minecraft for that.
Back on what tow4rzysz said about your seized villages suggestion though, my point is if you give people an inch they take a mile.
This idea may not stop at finding broken fences at villages you never visited before, it could snowball into something more destructive as Mojang releases more content for the game.
My dude it’s a missing fence gate for decretive purposes.
its only a problem if Mojang makes it one, which they obviously won’t.
(also I’m pretty sure these “seized villages” spawn in as “seized villages” Meaning the pillagers have been there for a while and I’m sure they wouldn’t look after there rotting fence posts😂)
Originally written on the official Minecraft feedback site
When villages generate, there would be a 3-5% chance that a seized village would generate. these villages are populated by illagers whose number would be determined by the number and type of houses and structures. All village chests would generate illager-related loot.
Vindicators
Vindicators would replace most villagers as the general inhabitants of the village. They would live in any house with a bed, but would not sleep.
Evokers and Vexes
All fenced pastures would be transformed into cages of iron bars and obsidian. On the corners of these cages would be wooden houses where Evokers would live. Depending on the size of the cage, it would house 3-7 vexes, which should no longer be able to pass through iron bars or obsidian. Evokers would also occupy libraries, which would have chests containing enchanted books.
Ravagers
I don't know what to do with ravagers. Does anyone have any ideas?
Witches
Witches would spawn in Churches and Leatherworker houses. The Cauldrons and potion stands would generate random amounts of random potions.
Pillagers
Pillagers would create cobblestone lookout towers and fire black fireworks when a player enters the vicinity. Their chests would be filled with fireworks and crossbows in addition to other pillager outpost loot.
Edit: I noticed this is located in Minecraft: Java Edition. Could a mod change it to just the general Suggestions forum?
This sounds like an interesting idea, actually. What I'd recommend, though, is changing the cages to house Ravagers instead of Vexes. It'd make more sense since Vexes are more similar to ghosts than wild beasts.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Having every villager replaced with vindicators sounds like it would be incredibly overwhelming.
A normal pillager, with a vindicator every tenth pillager, sounds much more manageable. I do really like this idea too, I've seen it done before, and I plan to do something similar in my own world.
Decent idea.
I think that majority of houses should have doors torn wide open, mossy stone and cobwebs inside. All fences should be broken, and plantations overgrown with grass.
Some houses should be well maintained by illagers with chests with appropiate loot (cauldrons with potions are not needed IMO).
I don't really think that watchtowers are needed, considering that pillagers have outposts.
Pillagers and vindicators should spawn in most houses, witches in churches and leatherworker houses as you suggested, and evokers in libraries.
Vexes are summoned, not herded - closed cages should be for villager children (and the children don't age till you liberate the village) and open cages for ravagers (1 per village max)
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
“I don’t really think that watchtowers are needed,
considering pillagers have outposts.”
I see where your coming from but I kinda disagree.
pillagers supposedly use there outposts as somewhere to stay and keep an eye on the nearby village until there “raid”.
This means it’s most likely not permanent as what’s the point of an outpost tower if there’s nothing to scout for?
so of course sometimes they would want to stay somewhere if they’re not raiding and they would want a way to protect there village meaning small (3x3 at most) lookout towers around the village.
(Ik I’m talking about NPC’s here but oh well)
I mean, the outposts are giant watchtowers of the pillagers, so why give a structure with similiar design and purpose (aside from storage) that overlaps so much with already existing one?
I'd rather see a single outpost built literally in the middle of seized village.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
your idea there about it being in the middle is defiantly a good idea it just would make more sense if it had slight redesign From the outpost towers as now it’s in the village. it was just that Before your idea about them not needing another one wouldn’t make sense to have the big one like 50-100 blocks away as they are with normal un-raided Village.
Villages.
Rather than Vexes, it'd be better to put Ravagers in the cages, as vexes are otherwise spawned by Evokers.
In order to set the seized villages out from mansions in terms of loot, you could include the Illusioners, as open spaces is where they can more easily fight.
Suggestions:
New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
Lead Ore
Wind revamp and hot air balloons.
I agree, although villagers should still exist in the villages but inside iron bar cages, and upon defeating the pillagers who seized the village, you should earn the hero of the village award, and get cheaper trades like you would in a raid.
I don't know about ravagers existing already in a seized village either. I mean it's sort of bad enough that they spawn unintentionally when a friend or yourself kills a pillager captain in a different kind of village and that there's no time for milk to nullify this, don't you agree? and without armour and a ranged weapon they can be annoying.
You take their freshly captured position after being tracked and are surprised they call reinforcements?
It's totally realistic they would call reinforcements if you tried to liberate the village!
Villages don't always spawn with an outpost nearby.
Seized villages might just have increased radius at which pillager outposts don't spawn at (every village has such radius, just these would have bigger one).
Optionally, the longer radius might alternate the generation of outposts and make them spawn with no chests, pillagers, or any wooden assets, with only an overgrown cobblestone base hinting the outpost existed there - these outposts would be "deconstructed" and moved inside the village.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
We never used to have to deal with them though.
The idea is perfectly fine, but a small piece of advice though.
This isn't a big deal, but you probably shouldn't put incomplete suggestions parts in your idea. As not everyone will keep checking back to see if something is finished.
Thanks for the advice. I'll apply that in my future suggestions.
I agree with the suggestions for villager cages. This would give a better purpose for liberating a seized village, and it would be useful to be able to restore it as a village. Naturally, I also agree with the suggestions for a hero of the village effect when defeating a seized village, and I feel it would be absurd not to receive that effect. I also think some pillager outposts should have seized village liberator maps in their chests, similar to explorer maps that can be bought from villagers.
I don't agree with the suggestion tow4rzysz made about broken fences though, this opens the door for pillagers to become AI griefers, a suggestion I've heavily rejected since they were introduced and when some fans on reddit began talking about it.
Sure there should be some villages that are taken over by pillagers
But let us not forget the fact that there is such a thing as overpowered enemies.
If there is such a thing as overpowered playable characters and items, then there is such a thing as overpowered enemies,
quite simple to understand.
I know tow4rzysz didn't say pillagers should be able to break fences, only that you find broken ones in villages that suffered hostile takeovers before your arrival. But this is a slippery slope to go down and I feel (even though he wasn't encouraging it) this will indirectly end up pandering to elitists who don't care how much work would be destroyed as long as the game becomes something they want and not us. Worse, is there are people who do get a kick out of seeing others work being ruined, you know the type, if you've seen videos of people's builds being griefed on Youtube. I know people should use more common sense and use whitelisted servers (as well as backup their save data) and not play with people they don't trust, but the point is not everyone plays Minecraft for that.
Back on what tow4rzysz said about your seized villages suggestion though, my point is if you give people an inch they take a mile.
This idea may not stop at finding broken fences at villages you never visited before, it could snowball into something more destructive as Mojang releases more content for the game.
My dude it’s a missing fence gate for decretive purposes.
its only a problem if Mojang makes it one, which they obviously won’t.
(also I’m pretty sure these “seized villages” spawn in as “seized villages” Meaning the pillagers have been there for a while and I’m sure they wouldn’t look after there rotting fence posts😂)