Talk:Raid

Raid Update
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 soon—1.11 will be the full village and pillage update so maybe then. – Nixinova Nixinova sig image 1.png Nixinova sig image 2.png 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.

What is a "valid bed"?
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. – Nixinova Nixinova sig1.png Nixinova sig2.png 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)

Defensive walls
"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)

Large Villages
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)

Rename "Wave" to "Group"
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 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)

Code analysis vs. Experimentation
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)

Raid Timing Out
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?
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. – Sonicwave talk  18:27, 8 October 2019 (UTC)

Spawning requirements
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)

I call Raids "Massacres".
--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)

Random bonus spawns
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
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. – Preceding unsigned comment was added by 130.92.168.178 (talk) at 12:42, 3 November 2020‎ (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)

Enchantments
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)

Creative raid
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. – Unsigned comment added by 173.64.101.203 (talk) at 19:04, 3 March 2021 (UTC). Sign comments with
 * Weird... I triggered a raid in Minecraft: Java Edition, in creative, but they didn't hit me (minus the little fact that I had Projectile Protection X via the command ... and I'm in this place: ...

Mobs
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)

Can you make a mod that can make raids from any mob?
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. It´s called Hostile Worlds - Invasions. --Goro488 (talk) 17:34, 9 May 2021 (UTC)