Pillagers and illager captains don't respawn around the outpost. Sometimes they do respawn sometimes they don't.
This issue was fully fixed in 1.13.0.9 Beta on Android, but partially fixed for Windows 10. In Windows 10, killing the captain that initially spawned in an outpost will not respawn anymore, normal pillagers respawn properly but not the illager captains. If you are experiencing an issue where illager captains don't attack, see MCPE-44987.
Update by [~Auldrick]:
As far as we can determine, this is fixed in the 1.13.0.9 Beta for all platforms, including Windows 10. To anyone still having problems in the Beta, please comment below. This bug is expected to be fully fixed in the 1.13 release.
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Pillagers do not respawn at either of the two outposts I've camped near for hours. Once killed they're never seen again. (Nintendo Switch, Hard setting)
Reopening for review.

As this was previously closed I reported it anew at MCPE-47227 with more detail. Since then I have found a third tower which was occupied by four pillagers. After I killed all four no more have spawned at all.
(edit) found another one, killed the inhabitants and again no more respawned, ever. (still never seen a patrol either.)
Additional info. This is a world that was created in 1.10. Don't know if that's at all relevant.

I've Camped 4 Different Outposts in my Realm, placing cobble around the top where they are supposed to respawn so its always below light level 7, i've had the regular pillagers respawn in clumps ranging from 1-3 but a captain never respawns. (Xbox One, Hard setting)

Keep in mind that pillagers need darkness to respawn, that there is usually only a single spot where they do spawn, and that you have to be further than 24 blocks away for them to spawn.
Them needing darkness is likely the root of this issue, since they should spawn in any light level.
In 1.11 they spawned in any light level, and then in either 1.11.1, or 1.11.2 it got changed so they needed darkness. If that helps.

Windows 10/Xbox One Bedrock Edition on Hard Mode. two Pillager Outposts checked. Once all Pillagers are killed once, a single captain respawns and that's it. If that captain dies, I never see another pillager in the tower again. I've encased their spawn point in stone, so it is completely dark to no avail. Is there an ETA on a fix at all?
EDIT: Forgot to mention: I've only ever seen 1 patrol that spawned under my friend's house and I've done 3 raids already.

there are few dark enough spots in outposts for them to spawn and you must be withing range minimum-24 blocks away maximum-32 blocks away try standing that far away then report back

That's what I've been doing to get the single captain or 3 pillagers to respawn in the first place. I've even gone into creative and tested this and still ran into the same issue. I don't know what could be causing this. The area is always dark enough, I'm always within spawning distance or further if I try to come back after a bit. It always runs into the same issue time and time again.
EDIT: So after a bit of testing, I've come to find that the lighting prerequisite for spawning Pillagers is most likely to blame, as previously stated by silentwisperer above. I've encase the entirety of the spawn layer (top floor) of the Pillager tower in wood and flown straight upward for about 30 seconds - 1 minute at a time to find a Pillager in there. They spawn one at a time instead of in a group or rapidly. It seems to take them forever to spawn, even under the proper lighting conditions. All other floors in the tower are lit with one block of Glowstone in the center of the room and all banners are still present on the tower. One other issue may be other mobs being in the tower, which may have been fixed by the Glowstone being in the lower floors.
EDIT 2: Upon further inspection, it seems the floor below the top of the tower (Floor 3) needs to be lit up? I've removed the Glowstone from below the top floor and tried spawning them by flying upward and nothing happens. If I replace the Glowstone and fly up for 10 seconds and come back down, one has spawned. Some have been Captains, others haven't. I haven't a clue as to why a single floor being lit would cause this issue, seeing as they spawn just fine upon initial discovery of the tower. I'm going to try introducing natural lighting to the top floor as well as replacing the staircase that was there from world spawn and see how it goes.
EDIT 3: Walls removed from top of tower, stairs replaced, spawning fine. It's seems to be the floor below's lighting. Can others try this and confirm whether or not this works as a workaround for the time being?

Fixed in beta 1.13.0.9. Can anyone confirm this?

For the great unwashed here, exactly when and where will we see "1.13"?
Confirm, please, that we are referring to 1.13 for the Bedrock Edition?

Can confirm that this issue has been fixed. Also, I'm starting to see Illager Patrols again!

A. Nelson, your posts and edit are confusing? So definitely NOT fixed now or partially fixed i.e. illagers are spawning but no Captains or none at all now or some other variations on the issue?

So you are right @Allen Nelson! Now that pillagers are spawning again for some reason only one for every outpost has a single Pillager Capitan. After it has been slain it never spawns again. However, I don't think this bug has to bee 🐝 reported elsewhere since this ticket has only been made for pillagers spawning and I think captains do apply.

Yes, add the 1.13.0.9 version to the versions affected by the bug. And then update your title & description so everyone knows what is going on.

Updated title/description to be slightly more specific. The label, [Fixed in 1.13.0.9 Beta] is for regular pillagers only.

Thanks!

I dont know if it will answer your problem, but I did some testing (when I was developing a raid farm) and found that a pillager outpost has four spawn spots, one inside the outpost and the other three outside, with no blocks underneath them, so pillagers cannot spawn on them. If there are less than the four spawn spots available for pillagers to spawn, they stop spawning after a while. I think you should build a platform on the same Y of the highest floor of the outpost to cover the four spawn spots. A spawn spot is a corner among four blocks, the first one is near the chest, find it and the others are six blocks far. The four spawn spots make a square.

So after about a full day of testing, this is the results I came up with:
1. Pillagers now fully respawn. However, here is something interesting. On Android. I have confirmed @Allen Nelson's statement about how Pillager Captian's aren't spawning after initially generating the Outpost. No matter what I tried, (force quitting the game, entering different dimensions, changing difficulty) I couldn't find a workaround this bug.
2. There is another bug discovered within the Pillager Captian specifically. So this might have to be reported in another ticket. The Pillager Captian has the same AI as a normal Pillager Patrol, and will constantly non-stop walking and will NOT attack you for some reason. You can discover this behaviour when you find a new Pillager Outpost. However, (since Pillager Patrols are now fixed) actual Pillager Captians will still attack you.
3. Pillagers have conditions before respawning that might break some farms. You have to be at least 20-30m away from the Outpost. @Axion Nineseven Player might have been experiencing this because they will not respawn until you are far enough away from all spawning spots. Other than that, they will spawn every time. It has been tested for 24hrs, and they still kept spawning.

This bug you found is going to broke pillager farms so bad, that Minecraft is gonna shake

I was always moving far enough on my testing.
If there are only one, two or even three spawning spots available for the pillagers to spawn, sometime they will stop spawning forever, regardless of the conditions (mob cap not full, player far enough, no light). They will only respawn in the other (the unavailable) spawning spots if they becomes available.
I don't think my raid farm is going to be broken, it is still working pretty good.

Alright. Looks like you are somehow getting different results. I'll continue testing to see if I can run into a scenario that you describe @Axion Nineseven Player

Is this an issue Windows 10 1.13.0.9 and Android? Or only Windows 10? I am unable to reproduce this issue on Android. This issue was partially fixed for Windows 10 unless if anyone can confirm that this is an issue on Android.
I'm unable to reproduce this in 1.13.0.9 as well.
@unknown - Thanks for explaining. Maybe that should be tracked in a separate ticket? I'll try to get an answer from the Mods and update the summary/description if needed.

Yes, thank you for the clarification @Allen Nelson . I agree that this should be a separate issue.
I will say that I can only test on Windows 10 or Android devices. My issues stated above are ones I found while I was on Android. I do not know if they all are in other platforms. But from what I can see here is that only my first point is confirmed to effect other platforms.

DrownedZombie
A) To be clear this is all fixed with 1.13
B) Does that now include the captains spawning at the outposts too?
Even though you say 1.13.0.9 is the version fixed, will this be fixed when 1.13 is released or with an update to 1.13?
Thanks

@[MCPE Helper] Kevin Okada I added versions 1.13.0.5, 1.13.0.6 and 1.13.0.7 to the affected versions though parts of this ticket is partially covered at MCPE-49130.

@unknown: I have just tested this in 1.13.0.17 (not 1.13.0.7) and pillagers did respawn in an outpost. (It was at noon, though I'm not sure light level matters.) Do you actually have this problem in 1.13.0.17? Are you sure you have mob spawning turned on, are not in peaceful difficulty, and are 24 to 54 blocks away from the outpost area?
Also, as this issue was also reported for the 1.12 release, we will leave the ticket open until 1.13 is released. Otherwise, people playing 1.12 could become confused and upset when they see the issue marked as "Fixed" but it isn't fixed for them.

@[MCPE Mod] Auldrick No, pillagers seems to respawn properly, as well as pillager captains. Mob spawning gamerule was on and difficulty is set to hard. However, pillager captains might not be respawning properly for the Windows 10 - PC, said by user Allen Nelson

There has been some confusion caused by MCPE-49130 separately reporting the issue for captains. We are not tracking 49130 as a separate bug, and I have now closed it as a (partial) duplicate of this issue. As this issue still affects 1.12.1, the ticket will remain open until it's fixed by the 1.13 regular release.
We weren't able to find any first-hand reports that either pillagers or illager captains are still having problems spawning at outposts since the 1.13.0.9 fix, so having 1.13.0.15, 1.13.0.16, and 1.13.0.17 listed as affected versions is misleading and incorrect. Unfortunately, I'm not sure I can remove them, but please disregard them. When adding affected versions, please be sure that they reflect the results of your own personal testing and verification, as having false versions listed can potentially cause a fix to be delayed as we try to find a problem that isn't there.
The issue of illager captains not attacking, tracked in MCPE-44987, is still actively being worked on. Otherwise, if anyone is still having an issue in the Beta with pillagers or captains spawning at outposts, please comment about it here.

the pillagers do spawn around the structure but, when I go raid a pillager outpost, they don't spawn any reinforcements around the outpost, but when I don't stay close to the outpost, they spawn on the tower.

As I far as I know, pillagers will only spawn around the outpost once, when a player first encounters the outpost. Pillagers (including the outpost captain) will also spawn on the top-most level of the outpost, and this is the only level where pillagers will respawn, but they require a low light level to respawn.
Basically, when one first encounters an outpost, pillagers are pre-spawned around the outpost and on the top-most level of the outpost (the level with the loot chest). Subsequent pillagers that respawn only respawn on the top-most level.

but didn't they say, pillagers will continuously spawn around the structure?

I think that’s Java Edition only, I’ve seen YouTube videos showing that pillagers in Java can respawn around the outpost. I’m a Bedrock player, and after testing many times, I found out that pillagers seem to prefer respawning on the top-most floor of the outpost. I watched silentwisperer's raid farm video and he said that the game will pick a block in the outpost, most commonly on the top floor, and the pillagers will respawn there, but they will spawn facing the north-east direction, and using that you can figure out the exact respawn spot of the pillagers (this is for Bedrock).

oh ok thanks for telling me 🙂

Now that 1.13.0 has been released, pillagers respawn more frequently now, but they still prefer respawning on the top-most floor. I found out that if the default respawn spot is made unavailable, like by destroying the block they respawn on, they will change the respawn spot to somewhere else in the outpost. There apparently can only be one respawn spot at a time.
I just tested again and at least for me, most pillagers spawned around the outpost, not on the top floor. Also, I haven't seen any captain respawn.

K. Okada this begs the question, are captains supposed to respawn at outposts or are the probabilities very high for them to spawn. I don't know myself but I'm asking, because others have noted that captains don't seem to spawn in like one would expect.
Follow on question, does this close this ticket out or does it remain open due to this question/issue?

Multiple pillagers, including one captain, will spawn upon encountering an outpost. They spawn around the outpost and in the outpost. After that, I tested out where’d they respawn, and it’s always on a certain block on the topmost floor of the outpost. Captains can respawn, on the same block too, but they spawn alone. If you kill all the pillagers in an outpost, then walk away 20-30 blocks from the outpost (there might be some delay), and walk back to the outpost, you’ll notice pillagers respawn. Sometimes multiple respawns will happen and you will get multiple pillagers.
You could just find an outpost in Creative, kill all its pillagers, and fly away and back to see whether any pillagers respawned. For me, I create an AFK spot in Creative which is several blocks away from the outpost and I wait at night, since pillagers spawn more frequently in the dark, and I managed to catch multiple of them respawn, including a good number of captains.

for me once you have killed all the pillagers around the outpost most of them respawn on the top floor

I think it depends where the pillageroutpost is generated.

what about, making the pillager outpost spawning mechanics like v1.11.0

Ok, after I updated to 1.13.0 and above, I noticed that now pillager outposts have multiple respawn spots. The same spot on the top floor and two (or three, I do not know the exact number, but it’s around there) spots on the surrounding terrain around the outpost. Yep, they added more respawn spots. Cool. I think this bug should be mostly fixed but don’t take my full word for it.

TLDR
Pillagers fail to spawn at outposts
Bedrock 1.13.1
Associated with realm lag
realm lag is directly correlated to the number of members that are online.
Details
When there are multiple members on the realm (confirmed 9 users) spawning in general (all mobs) stops functioning properly which appears to be associated with server lag. I spent a few hours outside of a pillager outpost (2 chunks away) waiting for a spawn last night and pillagers refused to spawn. This morning I logged on when no one else was on the realm and pillagers immediately started spawning.

@unknown: The issue in this report was not a result of server lag. I wouldn't be surprised if server lag can cause reduced spawning as you say, depending on how players are distributed in the world, but it wouldn't disproportionally affect spawns at outposts. I would suggest creating a new report for your issue. (Be sure to search for a prior report first.)
Also, please try to avoid updating via a series of partial edits and submissions. You may find it helpful to review your edits by switching between the Visual and Text views. Each time you submit an update, the tracker sends an email to every person watching the report. When there are a lot within a short time, it can be spam-like.

Summing up this ticket: The original issue of pillagers not spawning at an outpost has been resolved. Pillagers now spawn more frequently (everywhere, in my experience) and you all have collectively reported that they specifically are spawning more frequently in and near outposts.
Some of the comments since this was fixed should be addressed. First, please remember that the bug tracker is not a forum for discussion. We're pretty lax about enforcing that, but please try to keep comments focused on providing additional information about the bug. Once a bug has been fixed, the only relevant comments would be to say that the fix isn't working. Anything else, such as suggestions or complaints about how it was fixed, should either be reported as a new issue or submitted to the Feedback site.
Second, I think everybody who's commented here has, to some degree, flawed expectations about how pillager spawns were intended to work. An outpost is a generated structure with an initial population, similar to a village, woodland mansion, etc. These structures are generated and initially populated with mobs during chunk generation. The initial mob generation was not intended to be repeated, the idea being that once you've defeated the mobs the structure is conquered and yours to do with it as you please without further threats (other than from normal pack spawned monsters).
The original issue reported, that pillagers don't *re*spawn at outposts, reflects this wrong expectation, because it was never intended that outposts would respawn their pillagers. We would have been justified in dismissing it as Working As Intended, but we chose instead to give Mojang an opportunity to reconsider this design aspect. Apparently, they decided that revitalizing the outpost would improve the gameplay experience. But they couldn't just re-run the logic that spawned the pillagers originally, since that was part of the chunk generation.
It appears that the way they chose to solve this was to increase pillager pack spawns, that is, patrols. Patrol spawning is actually just a variation on regular mob spawning, with a tweak to turn the first spawned pillager into a captain. Like other pack spawns, the 1-3 other pillagers are spawned on the same block and immediately spread out a bit due to their colliding hit boxes. (Mojang might also have increased the maximum number of mobs to more than 3, I'm not sure about that.) A patrol spawn also marks the pillagers as patrol members, which triggers logic that makes them try to stay near the captain. But patrol spawn logic is basically just ordinary mob spawning.
Increased patrol spawning wouldn't automatically be limited to areas near an outpost, and in fact my experience has been that patrols spawn much more frequently everywhere. (Even inside my base! Not a fan!) However, some of you have remarked that you've seen them spawning in or around outposts. That's most likely because you're staying near the outpost (since mobs can only spawn between 24 and 54 blocks from a player). But it does seem from your reports that the captains are more likely to spawn on the top floor, so maybe Mojang also added some additional logic to increase the chance of choosing a block there for the spawn, when an outpost is within range.
I hope this explanation helps you to understand how this bug fix evolved, and how it addresses the original issue. I'm going to close this ticket now, as I believe the fix is working the way they meant it to. If you're not satisfied with the new mechanics, that's understandable, but as your complaint would be with the revised patrol spawn mechanics and not with outpost spawning mechanics, I'd ask you to create a new report that describes it from the patrol point of view.

This appears to be occurring in 1.14, is there a regression?

There could be, but before I conclude that I'd like to know whether what you're observing could have MCPE-59682 as its cause. Could you check that, please?

I'm having the same issue in version 1.14.1. My raid farm is spawning plenty of regular pillagers, but no more pillager captains. I've spent several minecraft days without a single captain spawning.

This bug was resolved as Fixed more than a month ago and there have been no credible reports of the issue continuing to happen. We don't generally watch reports in this condition very closely, so if you're reporting a similar problem it's probably better to look for a different report that's still unresolved, or failing that, treat it as a new bug and create a new report for it. As of the date of this comment, MCPE-59682 is still unresolved and is a likely explanation for pillagers, especially captains, not spawning at outposts.

So.. the outposts in my world do not spawn any pillagers whatever. My raid farm is purely decorative atm. Does this count as still having a problem? I am on PS4 if that matters.

Same here still the same problem on ps4

Same problem (ps4)
no pilligers no captains nothing

No longer spawning at outpost no pillagers of any kind at all broke my farm Xbox bedrock edition

am still having this issue. i copied my world recently to do some testring, and when i returned to my original world, no raid captains have spawned. i have set up a farm, and have been afk for 5-6 hours, yet still no spawns.
My issue is on the Xbox platform

I think I have the same problem. I killed all of the pillagers except for one that ran away. When I returned, a few real-life days later, there where three pillagers inside the tower. None of them had a banner. However, there was an illager banner on the floor near the doorway of the outpost that was dropped as an item. This was strange as I hadn't been there in a very long time. No more illagers have spawned for quite a while now.
I am using version 1.16.21 ("The Break Everything!" Update) on a Nintendo Switch.