Talk:Zombie siege

Keep the info
Can people please keep the information on the page? I made this page to inform, not to be cut up by random editors. If you' re going to edit the page, stop taking away lines. Walrusninja 22:16, 12 February 2012 (UTC)


 * The wiki is for documenting the game, not suggesting new ideas - there's an entire section of the forum for that. See Rules 7A and 19. If Mojang has done anything to suggest that giants will be used, please provide a link to it. Sieges aren't officially confirmed aside from a couple of tweets by Jon, so anything about a release date or how they'll behave is pure guesswork. The 'giant spider' picture was a joke; the tweet was a reply to "@Jeb_ Do something that will amaze me, I'm bored.". -- Orthotope 22:57, 12 February 2012 (UTC)


 * In addition, this is not the place to post information and expect it to remain untouched. Every time you edit a page, underneath the "Save page"/"Show preview"/"Show changes" buttons, the very first bullet reads "If you do not want your writing to be edited mercilessly or redistributed by others, do not submit it." If you want a place to post stuff with the expectation that no one else will touch it, start a blog or website of your own. 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 00:22, 13 February 2012 (UTC)


 * That attitude is all-fine -and-not -good, but "edited mercilessly" = Deleting all Completely? at least on this Game's wiki I Saw it again, in this (well, one of these) Discussion (where I could reply to someone's missing all the points that I-guess they saw fit to re-move, rather than remove); this is quite-the-opposite of "or redistributed by others," which I guess is ok, too, as long as they don't-try to claim complete credit. –Preceding unsigned comment was added by 108.228.150.192 (Talk) 00:47, 7 June 2012. Please sign your posts with


 * That "attitude" is standard for any publicly-editable wiki you'll find - Wikipedia and other Wikimedia wikis, Wikia, this and other Curse wikis, etc. - and definitely includes wholesale removal of additions.
 * As for a redistributor trying to claim credit for the work on the wiki, our content is licensed under CC BY-NC-SA 3.0 (which means reusers must release it under the same or a similar license and cannot profit from it), which requires proper attribution to accompany any reproduction. While this doesn't sound like much on the surface, Creative Commons licenses are legally binding (just like the GPL, GFDL, and other such licenses) and allow for legal prosecution of violators. 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 00:25, 14 June 2012 (UTC)


 * As a longtime editor of many wiki's the purpose of being able to edit any content is to allow more information to be added, and for rapid revisions, not to remove information arbitrarily. It's one thing if it's blantantly false without a citation, or has spelling errors, but in those cases a "citation needed" tag should be added, and the errors corrected. Removal of information does not offer an postives, only negatives, and is directly opposed to the purpose of this site. 74.228.237.46 12:38, 30 August 2012 (UTC)

Pack Size?
Anyone know the size of the siege? I once found two packs of 6 zombies each, attempting (I was on easy) to break down two doors. Was this a siege? Quietsamurai1998 21:53, 16 February 2012 (UTC)


 * The actual sieges itself haven't been implemented yet, due to the villagers' lack of defense. But yes, that was most likely an organized zombie spawn attack. They will spawn in tight packs in different parts of the village and usually stay together, kind of like a tower defense game. So look forward to sieges soon. Walrusninja 12:46, 17 February 2012 (UTC)


 * I've tended to assume they're in groups of 5, 10, 15; but hey, they Could be 6, 12, or even 18, I've no way to know, as for example counting More-than 15 is Very difficult (especially with Iron Golem[s] around, and /or Villagers you have to Save, to Save the Village).  One thing I wonder is if post-Nether - away from the center of the Village, Possibly - vs. near-center spawns are similar in number of Z's (both numbers of packs and pack sizes).  But I have definitely seen up to 3 groups of about 5+ in separate places - maybe they split up? I don't know? - at a time.  –Preceding unsigned comment was added by 108.228.150.192 (Talk) 00:51, 7 June 2012. Please sign your posts with

rename
It should be renamed to zombie siege remember that old gameplay named zombie siege? why not rename it to zombie SIEGE?!?!?!?! –Preceding unsigned comment was added by Mewtwa2 (Talk&#124;Contribs) 16:02, 17 February 2012 (UTC). Please sign your posts with


 * Zombie siege redirects here. There is no official name for this yet, just the broad name of Siege. 99.248.60.72 21:28, 17 February 2012 (UTC)
 * Thanks for pointing this issue out. I've added the Conjecture notice to the top so people will be informed about the name. - Asterick6 06:12, 16 March 2012 (UTC)
 * At least MCP decompilation result names the class that handles the siege as "VillageSiege". Also, while it only consists of Zombies now, it could be that in future other mobs might also be part of the attack. Thus, calling it zombie siege might then be a bit misleading, while village siege should always be fine. Bugi74 21:54, 13 January 2013 (UTC)

Trivia addition
I just added a piece of trivia "Similar to Blood Moons in Terraria". Is this allowed? Or do I have to link to Terraria or what???!??!?!?!?!!?!!!!!!?1/ –Preceding unsigned comment was added by 217.137.150.49 (Talk) 17:27, 1 March 2012 (UTC). Please sign your posts with


 * Try to include a citation or reference if possible. You should be allowed to add it. 99.248.60.72 20:05, 9 March 2012 (UTC)

Story
This section is irrelevant and looks like someone puked fanfiction onto the page. –Preceding unsigned comment was added by Piro (Talk&#124;Contribs) 18:51, 6 March 2012‎ (UTC). Please sign your posts with


 * Spoken truly like a person who spends their time and mind negatively criticizing other peoples' good effort. 99.248.60.72 20:05, 9 March 2012 (UTC)

Screenshots
What's with people using "custom texture packs" on the wiki?? Use the default texture pack. =_= --Shikamaru123 09:22, 13 March 2012 (UTC)


 * I didn't post the photos. Ask the guy who did. 99.248.60.72 17:08, 18 March 2012 (UTC)

Frequency of Sieges?
I'm not great at coding and I was just wondering, how often/what is the probability of a siege in a given night? I know enough about coding that no reasonable person would put just a "mathrandom" in the middle of the code, so there must be a range of numbers or a probability of the sieges for each night. Also I would be interested in knowing when the decision of whether or not it would be a siege night. Ex. determined at sunset: (2% probability for the night) No Siege tonight --Droid1134 02:33, 16 March 2012 (UTC)
 * That's hard to determine with in-game tests. You'll have to look into the game code to be sure, and considering you're knowledgeable in coding, it shouldn't be too hard (although the obfuscation can be a pain to decode). - Asterick6 06:12, 16 March 2012 (UTC)
 * Looking in the code, siege starts are checked each midnight, and there is a harcoded 10% chance whether it tries to start a siege that night or skips that night. (Also, the village has to be big enough and it must find a valid place to spawn the monsters.) Bugi74 22:06, 13 January 2013 (UTC)

"* Zombie sieges are more common when returning from the Nether and entering in a loaded game. This may be linked with chunk loading." I added: "(Confirmed as spending many Minecraft days near Bedrock, mining away-from a Village, upon surfacing once 3 Different groups of 5 Zombies, so Roughly 15 [some disappeared while pursuing others] spawned, a record for one player)." –Preceding unsigned comment was added by 108.228.150.192 (Talk) 05:55, 5 June 2012. Please sign your posts with
 * And also confirmed that it's the chunk loading, post-Nether, that's the issue more than the location: about a dozen Z's jumped Me (usually they're after Villagers) as I exited the Nether, in one corner of the Village; this was just-after I saw about 10 near the center of the Village.  –Preceding unsigned comment was added by 108.228.150.192 (Talk) 05:55, 5 June 2012. Please sign your posts with

Light surrounding area?
If I were to light up the entire area around a village, would zombies still spawn? Do sieges cause zombies to spawn regardless of light level?--108.76.103.35 02:16, 25 March 2012 (UTC)
 * Done some very short tests and torches does seem to prevent zombie sieges. I tried changing the difficulty but torches still seems to work.--108.76.103.35 14:08, 25 March 2012 (UTC)
 * Scratch that, I've had different results on a multiplayer server. This village had a higher population than my first test. 10+ zombies spawned right in the middle of the village.--108.76.103.35 20:16, 26 March 2012 (UTC)
 * Sorry for my bad english, but tell me please, how far may be a wall from the houses to prevent zombie's penetration inside such garrison if entire village is well lighted with a torches? –Preceding unsigned comment was added by 46.119.10.235 (Talk) 19:59, 16 May 2012. Please sign your posts with

"* Lighting does not seem to have any effect on sieges." I added: "(Confirmed, both for lone Zombie sightings and the same Roughly 15 seen as of Snapshot 12w22a within basically the same small on-screen area)." I realize now that the above you folks have said is correct: in SMP, I tend to more-easily (more people working on it and /or Creative) create large-Population, NPC Villages. These seem to me to be more subject - both the SMP, and the MP Creative - as well as Survival SP, to larger and /or more-frequent sieges. And yes, at least 15 spawned nearish (like 25 blocks from, but my outer-walls - at 5 blocks outside of all Village features including roads - were relatively-far, out, so like 30+ blocks on average in each direction for walls) the center of the Village. Since this as I said in the quotes happened at first just for what looked like 1 Zombie, and then 15 the next time, in about the same place (within about 10 blocks), it seems to me that it's even possible that the spawn-point of a Siege is relatively-set, or at least not-far from the center of a Village. (Which personally, the "center" of the Village I define as relatively-close to the well, overall). –Preceding unsigned comment was added by 108.228.150.192 (Talk) 06:05, 5 June 2012. Please sign your posts with

I built an apartment block for villagers which was completely enclosed apart from the iron front door, and it never seems to get besieged. I think that maybe they always spawn outside. I'll try to ckect this in the code but I'm not sure if I have a recent enough version.109.150.131.207 14:57, 16 September 2012 (UTC)

About sieges
Zombies still seem to siege during day if you were to spawn any in Creative mode, they will chase Villagers, and once these Villagers reteat in their house, try to bust the door down. They sometimes kill 1-2 villagers before burning down --88.169.236.34 16:13, 12 April 2012 (UTC)


 * And ironically, once they get inside, they might survive (until natural /artificial ["killing" them] despawn), even if I don't know if they normally seek the shade, or just water; I don't know if seeking the shade, they would on-purpose bust down a door just to Get to it - see through the door, though they seem to have no problem gathering-around in multiples with Villagers behind them (otherwise getting stuck on a door is a 1 Z: 1 door thing) - or if again it's just-accidental, as with them trying to bust the door (and Sunlight makes no difference, if they continue, then).  –Preceding unsigned comment was added by 108.228.150.192 (Talk) 00:58, 7 June 2012. Please sign your posts with

Villagers Extinction?
So what we know about villages: 1. Zombies try to kill villagers. 2. Villagers hide from zombies in houses. 3. Zombies break doors on Hardcore. 4. Villagers can NOT put doors back into frames. 5. To a Villager, a doorless house is not a house. 6. Ergo, the quantity of houses will DECREASE with every attack, due to the missing doors. 7. Villagers reproduction depends on the available doors. 8. Ergo, fewer doors mean fewer villagers. 9. Again ergo, after a few sieges the village may become EXTINCT. Not enough doors. So what could a player see when he comes too late? Empty village, broken doors and a lonely golem maybe. Dear admins, moderators, and anyone related to the Mojang, what if we suggest to Notch or Jeb or any other Minecraft developer to rewrite a few lines in a zombie AI code, making zombies NOT to break doors, but to OPEN them, and coming in for brains of poor Villagers. This way, Villagers will have the chance to REPOPULATE the village, because the doors will remain intact. And villagers CAN close doors. What do you think? P.S. I tried writing an email to Notch, he didn't reply =) –Preceding unsigned comment was added by 89.110.19.131 (Talk) 18:45, 16 June 2012. Please sign your posts with

There are a couple things wrong with what you are saying. There will be no siege if player is not within 128 block. The doors will only break on hard or hardcore. And If player is in the village he/she could easly pick up and place the doors.--MathgeekJoe 01:14, 16 October 2012 (UTC)

or mojang could just write the code for villagers replacing doors, you look way too far into this 67.212.9.73 18:36, 10 November 2012 (UTC) cylers

The player can repopulate villages by "curing" zombie villagers with potions and golden apples as of snapshot 12w32a Abc03833 15:57, 2 February 2013 (UTC)

Is this really coded to do this?
I previously thought that this only happened when zombies naturally spawned in the village. I didn't realize that zombies will spawn just because the village exists. Because of this, I thought the "fact" that this can happen at any light level was just a myth. What is really true? HotdogPi Come to my page! 02:50, 4 July 2012 (UTC)
 * With "/gamerule doMobSpawning false", zombies still spawned in the village. Confirmed to be a special event. HotdogPi Come to my page! 18:43, 15 September 2012 (UTC)
 * There is a separate class that handles the starting of a village siege, and it is totally separate from other mob spawning. So yes, Minecraft is really coded to this. However, the spawned mobs seem to be normal zombies. Also, at least in 1.4.7 the siege process seems to be broken and fails to start any sieges. Bugi74 21:58, 13 January 2013 (UTC)

Naming
Apparently people on the wiki don't understand what Siege means.

from dictionary.reference.com/

- the act or process of surrounding and attacking a fortified place in such a way as to isolate it from help and supplies, for the purpose of lessening the resistance of the defenders and thereby making capture possible.

Since this event does not have an official name, can we at least change it to something that makes sense? –Preceding unsigned comment was added by 70.16.245.5 (Talk) 22:41, 14 July 2012. Please sign your posts with


 * Care to suggest a better name, then, or do you just want to complain? -- Orthotope 03:14, 15 July 2012 (UTC)

I just want to complain. –Preceding unsigned comment was added by 70.16.245.5 (Talk) 22:41, 14 July 2012. Please sign your posts with

I lied, how about Horde that sounds like a good name. –Preceding unsigned comment was added by 70.16.245.5 (Talk) 22:41, 14 July 2012. Please sign your posts with

Zombie Siege mode?
Is there any page or part of a page that tells you more about the scrapped Zombie Siege mode? Or is there simply not enough information about it? whizzer0 16:59, 10 August 2012 (UTC)

Indoors!?
The zombies keep spawning inside my villagers' buildings. What good are doors if the zombies start out inside the buildings? Is this a bug or a feature? Blahpers 04:02, 5 September 2012 (UTC)

Yeah, they do this; it's part of the reason we can't just rely-on pre-existing Door-designated "valid" buildings for them, to hide in: not to mention the Zombies can break through the same, Wooden Doors they can open (always). That is, we need to build our own buildings, or at least put Doors they can open in front of the buildings without-Doors. That said, I just read this: "Hard mode: All doors should be one block above the ground. This still allows villagers to enter but prevents zombies from breaking in." I don't understand this.. Anywhere Villagers can open, Zombies, can break-in, they both only being able to interface with Wooden Doors - and height doesn't matter, if they can get-to, that one, right..? Since when can Zombies only hit-onto the block level they're standing-on? (is there a bug, you're saying with the separate, way they break, [Wooden] Doors?).


 * Try playing on hard difficulty on a superflat world. You will find that zombies jump to hit the door as long as the door is facing so there is no inlet where the door is. Zombies need to constantly hit the door, much like the player, but they automaticly jump to reach the door.

Zombie Siege important Questions
If you read the page it is mostly correct. For those who ask Mention things please just read the page. I have read it but something I still don't know. Question, do sieges spawn in player made villages In other worlds? Reason being is I made a susessful village in the end but I haven't seen any sieges yet. I want to know If I need any special defences? Question one, part two, If they do spawn in player made villages, what is the village boundry? --MathgeekJoe 01:08, 16 October 2012 (UTC) I'm Not Sure but the wiki says they do. Hasn't happened yet to me though. I got a nice village, big enough to have spawned 2 Iron Golems. I'll Enlarge it and see if they do start mobbing. if not ill change the wiki page for it. HomelessOne 02:01, 19 December 2012 (UTC)

In a creative world, I have a villager breeder (area with a lot of doors) and it gets sieged almost every night. Abc03833 16:01, 2 February 2013 (UTC)

village sieges
I'm wondering if you were to completely 100% destroy a village would sieges still occur? Kieranfishing 13:48, 31 December 2012 (UTC)
 * In such case they should not occur. The siege starting process checks that village is big enough (has enough valid doors and villagers). It should be enough to reduce the village below the limits. However, normal zombie spawns would still happen, and those zombies behave just like siege zombies (seek doors and villagers) even if their numbers are less. Bugi74 22:02, 13 January 2013 (UTC)

Siege, Village siege, or Zombie siege?
There are two topics on this talk page that hint at a discussion for the correct name of the article, or at least a consensus, but they didn't launch well. This article has been moved three times in this month (not counting a sentence case move) and there seems to be no consensus for any of those moves. The last one had no summary at all and was just an uncalled-for move by a silent new user (less than 24 hours).

This topic is now an official consensus discussion for either the correct, or an agreed-upon, name of the article. Here's a general description of all three possible names and the reason they should be used:


 * Siege: simple and to the point, taking into account the possibility Mojang could have anything else planned for similar code
 * Village siege: since this occurs only in villages
 * Zombie siege: zombies are the only ones that siege, but going on the possibility mentioned in the first one, other mobs could be used in the future

I would like to go for Village siege personally. Reply with which one you want, and why. 01:37, 18 February 2013 (UTC)
 * Zombie Siege -- Partly because Mojang could introduce other sorts of sieges, which might well warrant their own articles. Also, it sounds cooler, and if we're to be setting the official name, we should go for the cool option.  --Mental Mouse 02:46, 18 February 2013 (UTC)


 * I don't have a strong opinion on which term to use, but note that the MCP class/method names aren't in the original, obfuscated source, and so shouldn't be considered official. -- Orthotope 03:25, 18 February 2013 (UTC)


 * I prefer "Siege" because it's the most neutral, simplest name. Mojang hasn't even hinted any plans to add additional types of sieges in the future, so I think that argument's a non-concern; even if it does happen, it'll be a trivial matter to move this page at that time. 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 03:46, 18 February 2013 (UTC)


 * Thanks for the tip, Orthotope. Part of my reasoning for leaning towards Village siege was due to that code, but now I'm indifferent on either Siege or Zombie Siege. Zombie does sound cool, but Siege is neutral and simple. I guess we'll see when more people reply.  04:09, 18 February 2013 (UTC)
 * I am in no way implying that Curse videos are official, but due to the recent video (what a coincidence) I would like to go with Siege for consistency.  06:26, 18 February 2013 (UTC)


 * I would go with Seige. - Creepers explode, don&#39;tcha know? 20:30, 18 February 2013 (UTC)


 * I think Seige by itself is too vague. If I didn't know and searched for why a village in my world got attacked, Village Siege would seem most relevant in the search results. Whichever gets chosen, a redirect from the other would be helpful ie zombie seige redirects to villager seige. KollinsPlays 06:35, 19 February 2013 (UTC)


 * Regardless of what's chosen, redirects will be left in place to help with searching. =) 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 08:15, 19 February 2013 (UTC)


 * I think Village Siege is the best. Siege is slightly vague, and Village Siege gets to the point. It shows that it is a siege held on villages. — Number  maniac  (C)  07:55, 22 March 2013 (UTC)

It's been three months, and the consensus reached is that the page should be renamed "Siege". Thanks for your comments. -- Jeffw  (talk) (contribs) 21:18, 8 June 2013 (UTC)

Hold on. I think it should be named Zombie Siege, as it has always been referred to as a zombie siege, and people looking for information on #1, what friends have told them is a zombie siege #2 what they know is a zombie siege #3 if they visited the page and are coming back to get more information and can't find the page because someone named it siege! Blueninja66 (talk) 19:10, 17 November 2013 (UTC)

Related to siege "pack size" and screenshots
It seems some screenshots are depicting something else than a "real" zombie siege, as the code (that I last checked) had both sieges bugged (they won't start) and if they do start (by applying a fix), the number of zombies isn't as much as in some of the screenshots. At least in 1.4.7, the number of zombies spawned for a siege is upto 20; normally spawned zombie may certainly join in. Some of those screenshots have more than double the numbers. This makes me think they are "staged" by either modded client or by spawning the zombies with eggs.

The behavior of zombies is the same, that is not the problem, but the screenshots are giving a much more dire picture of the situation than warranted. (Not that 20+few zombies would be easy to handle, either).

So, should those screenshots be allowed? Or should we demand more realistic ones? Bugi74 20:28, 17 March 2013 (UTC)


 * I'd prefer to only have 'authentic' screenshots. In a few (File:Zombiehorde.png and File:Zombieremnantshouse.png), the player can be seen holding a zombie spawn egg, so those have obviously been staged. As for the code, it's still bugged in 1.5, and there's a (fortunately disabled) clause that allows up to 100 zombies to spawn. -- Orthotope 09:49, 18 March 2013 (UTC)


 * That first code block for 100 zombies looks like left-overs from internal testing towards the zombie siege game mode or something, and indeed perma-disabled (I've thus ignored it fully in other changes by me). Note also the check for the 'state == 2', which means it would be run after the normal siege has been spawned in, or if it was skipped for that night. Basically, if that constant false was not there, the 100 spawn count would be in effect forever after the first midnight, over and over again.


 * The number of 20 spawn-tries is set in the method that looks for spawn location; once it finds a suitable location (never due to the bug), it also sets the count to 20. Note that the 20 is the number of spawn tries; if one try happens to roll a location that is not suitable for spawning, that try is lost (the count is still decreased). Thus, the number of zombies actually spawned for the siege could be anything between 0 and 20, though for typical villages most likely closer to that 20. Bugi74 16:21, 18 March 2013 (UTC)

False info
The article says "A zombie siege requires a village of at least 10 houses and at least 20 villagers". I don't think that's right. On 1.6.2, I made a glass cage with no doors and only 6 Villagers in it, and a Zombie Siege still started. It wasn't just one zombie either. There was quite a few Zombies that could see the Villagers from over 20 blocks away. Whether you think I'm mistaken and that it wasn't a siege, or you agree with me, please correct either me or the article. Fred071202 21:04, 19 July 2013 (UTC)
 * Probably normal night spawning -- the villagers would draw them from the surrounding area. Last I heard, true sieges were still disabled, and thank ghod for that given the recent zombie buffs! --Mental Mouse 21:48, 19 July 2013 (UTC)
 * Correct. Sieges are still the same, broken, nothing has been done to the code since. The reason for the current "sieging" is simply normal spawning and the generic zombie behavior of hunting villagers (whether they have a village/house/door or not). With the new extra large aggro and pathfinding range, the normal spawns can easily combine to groups even worse than what a siege would have been.
 * In addition, normal spawning happens everywhere, even when the village is too small to have a golem, or even with no village at all, just villagers. In a glass cage. Sieges have checks to not do more than one siege per night, and to ignore small villages (e.g. ones already beaten previously). Add in the fact that zombies can occasionally hit through a closed door (bug)...
 * As it is, the normal spawning is currently many times more dangerous thing than sieges.
 * However, siege can spawn zombies even inside fully lit houses, while normal zombie spawns won't do that and can thus be blocked with fences and lights. (There seems to be a way to abuse a minor design issue/coding mistake with the siege spawning to create a siege-safe village, but since that is likely something that would be fixed... meh.)
 * I think it should be needless to say, but, zombies vs. villagers situation is about 99% broken in general at the moment, multiple bugs in the siege code is a minor thing. -- Bugi74 13:26, 20 July 2013 (UTC)
 * Thanks for clearing that up! I guess the zombies in the light spawned far away and then came into the lit up areas. Fred071202 21:23, 24 July 2013 (UTC)

Dealing with the bugs Without technically-"cheating."
So I'd found a tiny - 2 buildings (if big: but just 2 Villagers)! - Village within sight of Spawn (after, you know, many Hours spent doing other stuff, including dying nearly from hunger). I put a single Wood Plank in front of each Wooden Door that exited (even to the back fenced area of one, with Torches by that, too), and extra Torches inside /some around, and came back in roughly 30 MC Days after using a Bed extensively (I was building my fortified base just-outside the tiny Village limits I'd already marked), and none /4 Villagers were there.

Assumedly, Zombies killed all 4 /4, in Both buildings. Probably through a Siege - how else? but meanwhile, I repopulated (using Creative mode) the 4 /4 - and went back to fortifying the tiny Village, next.

So how do we do, that, despite the Buggy, Sieging /Zombies "calling" other Z's (through buildings? if not Walls, I built in any Village, yet all since this 1.7.2 Horses UpDate) /Zombies "calling" other Z's WITHOUT Spawning, even new ones (even when they call they seem to me to almost call-beyond what's visible on Normal distance viewing mode, and so it's kinda-vague to me if they are "calling" or else new ones are being Spawned, which seems to happen plenty right Next to me, And even in my line of sight - Directly! - such that I Never know where a Z will attack me /the Villagers, often even from next). 4 Iron Golems Spawned, luckily (if for only then about 30 Villagers? overkill, maybe of them Spawning, anyway continuing), which Should be enough for minimal Village defense, Until the Z's get through the Doors (or have they just been Hitting, silly Villagers who often run-out Before the Wooden Door even breaks as an item, Through the Doors?).

Well: I have been implementing something I'd spear, er separately designed for Trading; an underground almost-nuclear (if of course Never deep-enough, for That) bunker-type area, or "Trading (under-)floor," as I thought of it. A Large, stairway going down at least a dozen Blocks, to a hollowed-out, much Larger - more-or-less Village-sized - Trading /Breeding area, up until they are halfway to breaking the World, anyway with too-much Lag I guess as Mobs, Crashing it; luckily, they'd decided to fall - through Wooden Fence Posts - into a large-opening Cave beneath one corner of the Walled-in Village, doing them, er this largely themselves.

But when all but one's top Trade lists changed /re-set to "original" Trades (maybe? another Bug?? I'd accidentally hit - though never killed - some of them, making small 2-high pockets for them to live in to stop them from going-nuts at night, causing others to run-into them, pushing them away from the Tarding, er Trading window, and then the Left-Clicking on various places turning into a "hit" suddenly After entered [can't just be Lag, it was partially a window-closing, issue that should've canceled this Left-Click, In My Opinion, rather than converted them into often Sword strokes]), the bottom Villagers of-course stayed the same, as I'd been concentrating on them. Meanwhile, my apparently-successful "Trading floor," had also doubled as a Villager preservation system (there were also a few fewer, I think of them on top, though this could've been the Villager Children falling through the fence, which was over the Cave opening).

I like the suggestion on this wiki topic about pressure plates, drawbridges, and "kill areas" for Zombies (like Glass over a room: I was already doing that with all my added buildings, because of the Sieges as they used to happen). But any other ideas for dealing with incredibly-dangerous now-Normal Z (Re-, almost)Spawns that do Not actively use the Player, if possibly actively hitting, at least the Zombies, 1-by-1?

Might say, er save a lot of time. This is Yilante again at 50.1.134.10 03:58, 26 November 2013 (UTC)

Villages in the nether
If you make a village in the nether or on the roof of the nether is it immune from zombie sieges? I'm working on testing this but so far it would seem the spawning is not triggered in the nether. Does anyone have some reliable information? I don't think one can because there is no day-night cycle in the Nether. -EatingSilencerforBreakfast (talk) 17:01, 23 August 2015 (UTC)

Husk siege?
Just a quick question for this page, can a desert village have a Husk siege? Meaning that Husks would siege the village, instead of zombies? -172.68.58.123 13:06, 24 September 2016 (UTC)


 * I think no. Looking at MCP 9.31 (the mod coder pack for minecraft 1.10), in net.minecraft.village.VillageSiege, it explicitly sets those zombies to 'normal' type. –  Sealbudsman talk/contr 13:45, 24 September 2016 (UTC)

Officially called Zombie Sieges, also not currently in Bedrock codebase
While watching the Official Minecraft Stream on 19 June 2018, the developers on the stream stated that "Zombie siege" is the official name for this event. As well, they stated that that Zombie Sieges are currently not in the Bedrock codebase. I can confirm this from my own testing. I setup a redstone loop with command blocks to switch from 23999 to 17999 in a village, and after several dozen cycles, no zombie siege began.

Is this still in the game?
With the update to 1.14 and the addition of raids, are zombie sieges still in the game? -PancakeIdentity (talk) 03:09, 21 May 2019 (UTC)
 * I play on Bedrock, so i don't know about java, but in Bedrock Edition the siege still can occur, even after Village & Pillage. ImakerB (talk) 03:18, 21 May 2019 (UTC)
 * Yes, it is still there. Look at aqf class in 1.14.2 Pre-Release 2 jar; it is the logic for zombie siege. However, the logic for village center has changed a bit as the village center is no longer arbitrary center of doors but based on the distributions of points of interest (job sites, beds, bells) liach (talk) 03:52, 21 May 2019 (UTC)

Now there's no mention of a Player needing to be in the Village for a Siege to happen. Have things changed?
Before 1.14 it said here that a player needed to be in the village at midnight for a siege to occur, but as the newer text describes now, that is not even mentioned. Is that just an oversight, or is it possible for a player to be anywhere in the overworld at midnight (or maybe just nearby?) for a siege to start. If that's true then are all villages affected? or maybe just those close to the spawn point which are always loaded? or loaded because the player is just nearby. I hope this was just accidentally left out in the latest revision because it would be horrible if no player needed to be in the village like before. –Preceding unsigned comment was added by 87.141.43.112 (talk) at 16:47, 1 June 2019‎ (UTC). Please sign your posts with

The siege check description says the player needs to be withing the village size +1 radius. So, if you stay far enough away it won't happen. The article also mentions the check being at midnight, so sleeping at sunset prevents the check. What the page really needs is better historical documentation. The Z-Siege is an irrational, unbalanced, kludge that's been removed and readded. Judging from contradictions in the articles and confusion in the talk pages (mostly old) people are trying to sort out fact from fiction from history across incompatible platforms. #M$Mess 216.115.239.50 16:16, 1 July 2020 (UTC)