I made 10 different worlds on all platforms (infinite, creative) and made the necessary conditions for pillager patrols to spawn. Here are the results (all 1.18.12)
| Windows 10 | Android 6 | Android 8 |
---|---|---|---|
world 1 | yes (2 hrs) | no | no |
world 2 | no | no | no |
world 3 | yes (1.5 hrs) | no | yes (20 mins) |
world 4 | no | no | no |
world 5 | yes (30-40 mins) | no | no |
world 6 | no | no | no |
world 7 | no | no | yes (45 mins) |
world 8 | no | yes (1 hr) | yes (2 hrs 10 mins) |
world 9 | yes (~1 hr) | didn't record for this one | no |
world 10 | no | no | yes (2 hrs) |
I afked for just about 3 hrs in each world. It took me around a week to record these results.
(Can't provide any files for this)
Comments 2
Cleaning up old tickets: This ticket had been set to 'Awaiting Response', but has not received a response from the reporter (~3 months+) so is being closed as Incomplete. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines which includes steps to reproduce the problem.
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We appreciate the time you put into testing and sharing your results, but your report is missing some critical information such as simulation distance, whether the player was in a village, and how you collected your data.
We already have a report on patrols spawning infrequently or not at all at MCPE-87453. The issue there has been attributed to a combination of patrol spawn range not being updated to fit the 1.16 spawning and despawning changes, the very short instant despawn range on simulation distance 4, and the way patrol spawning gets altered when the player is in a village. Please have a look at the comments in that report and let us know if you are detecting some other factor that that report does not explain.