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.
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.
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.
Fun fact: Evokers, vindicator and shulkers are still supposed to spawn in peaceful difficulty, just that they will not attack you. I’m pretty sure this is intentional.
I also found that wandering traders can open and close iron doors. I know that wandering traders will try to keep a distance between zombies and other enemies, so if there is a door in their way, they will open it and then shut it, and this includes iron doors.
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).
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.
I’m playing on 1.12.1 - If you summon a pillager/vindicator raid captain using this command:
/summon pillager/vindicator ~ ~ ~ minecraft:promote_to_patrol_captain
it will be passive to players, villagers, wandering traders and iron golems.
If it is a pillager, it will always be passive even if it is attacked.
If it is a vindicator, it is passive until it is attacked, then it will attempt to attack back.
Weird stuff.
Ok, maybe not 'eats away all life', but like Instant Damage deteriorates entities’ health, but since armour stands are entities that are non-living, they should just wobble when taking damage, just like how they wobble when hit by a player’s fist, and just break into wooden particles when completely broken, just like when they are completely broken by a player's fist.
Sorry I’m just too long-winded, aren’t I? Well ever since I discovered this bug myself in-game I just went nuts thinking of reasons why it was acting like this. 😅
Yeah when affected by Instant Damage and Wither, armour stands act as mobs wearing armour. Since Instant Damage is caused by a splash potion of harming thrown by a player, the armour stand is considered killed by a player and any equipped items or armour have an 8.5% chance of dropping, just like how mobs have an 8.5% chance of dropping 'naturally-spawned equipment', which means any dropped tools, weapons or armour will be badly damaged. Wither (status effect) if caused by a non-player source obviously won’t drop any equipment since it’s not counted as a player kill. I feel like armour stands since they are entities, should still be affected by status effects but if affected by Instant Damage, they should just wobble when damaged and break when 'killed' by Instant Damage. Instant Damage should be thought as a venom that eats away all life in entities, even armour stands. Same goes for Wither, it slowly and literally withers away all entities so if armour stands were to continue being affected by these status effects, they should just wobble and break, without playing the player death sound of course (They currently do when hurt by Instant Damage and Wither).
Also when I said 'hit me', I meant melee hitting, not ranged hitting.
UPDATE: I can confirm that this bug still occurs on 1.12.0, as I tried reproducing it in a test flat world. I spawned a drowned with a trident in a one block high pool, made it hostile by walking into the water in Survival mode, then the drowned who was in range to hit me with the trident hit me, and suddenly had a nautilus shell in its offhand and even dropped the shell. It’s almost like the drowned became a completely new drowned. This is very much reproducible, just that the drowned must hit you with a fishing rod or trident in its main hand for the bug to occur. It might take a few hits in your face for the bug to occur but it’d happen eventually.
Yes, and sadly the video I recorded was too long... 😞
Hmm does this affect the beta? I have no access to it as I only have Bedrock on iOS.
Also note that that even though the glitched fishing-rod drowned can throw tridents at targets, the melee damage it deals is still that of a non-trident drowned.
And the ruin in this seed was near the ocean, but definitely isn’t touching it. So the water might or might not have been part of the ruin’s structure.
I’ve attached a third photo taken from one of ibxtoycat’s seed showcases and this is a different seed and land ruin. Also, take note that the chest has a water block above it and initially there was floating gravel above that water block and ibxtoycat destroyed it. The seed for that world is 1404986100 (the Mushroom Island seed found in the Minecraft seed recommendations menu) and the coordinates of the ruins is x=315 y=66 z=-6. I would like to know whether that ruin is also affected too, sorry for the inconvenience as I can’t play Minecraft right now.
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Ok thanks for the info. By the way could you send an image of the ruin for clarity.
Lol this bug seemed to be forgotten until I rediscovered it in 1.14.0. Also, fun fact, Enchanted Books with Fire Aspect also can prime TNT (Reminds me of that one Java Edition bug where Silk Touch Books could be used to mine blocks such as Grass Blocks without a Silk Touch tool, but that’s unrelated, since that’s a Java bug)