Guide: Updating Raid Farms for Recent Villager Patches
This guide covers the changes you need to make to raid farms after the villager and raid reworks in 1.21, which still apply in the versions that came after it.
Older stacking raid farms that relied on instant, fully automatic cycles are broken. You have to rebuild them around the physical item sorting described below before they will collect drops again.
Old technical farms used overlapping chunk boundaries to force several waves of illagers to spawn on the same tick. The balance patches closed that loophole by turning what used to be an instant status effect into a physical item you have to deal with yourself.
Summary of Mechanics Changes
Raids do not start automatically off entity detection anymore. The main thing that changed is how you actually get the Bad Omen status:
- Ominous Bottle Drop: Raid Captains (identified by ominous banners) no longer immediately pass the
Bad Omenstatus effect to the player who delivered the final blow. Instead, they drop a stackable consumable item designated as an Ominous Bottle, which exists in variant tiers from Level I to V. - Raid Omen Delay Buffer: Activating the bottle triggers a localized status transition state labeled Raid Omen. This mechanism applies a flat 30-second delay timer before the localized server tick registers a valid raid event, effectively stopping instantaneous multi-wave nesting.
Step-by-Step Retrofitting Process
To save an existing build, you have to redo the drop collection chutes and the AFK box so they can move physical items around instead of relying on the old instant cycle.
Phase 1: Adjusting Item Sorters
Because Ominous Bottles populate the item streams generated by the killing platform, standard hopper chains will clog immediately under high volume. You must establish a dedicated non-stackable item filter layout or a tailored multi-item sorting array directly beneath the drop zone to catch item ID minecraft:ominous_bottle before it runs into your primary emerald storage lines.
Phase 2: The Player-Feeding Elevation System
The bottles have to be mechanical routed from the collection reservoir back up to the AFK chamber where you stand. A normal dropper elevator or a compact soul-sand water column works best. Make sure the output drops right into your reach or into an adjacent buffer chest fed by hoppers.
Phase 3: Automated and Semi-Automated Drinking Logic
Since drinking the bottle is a manual action, you either do it by hand or automate it:
- Java Edition: Put the bottles in your off-hand slot. With an auto-clicker or a right-click macro, time the clicks to fire when the current raid bar ends. Leave roughly 2500ms between attempts so you don't over-drink during lag spikes.
- Bedrock Edition: Bedrock handles the off-hand differently, so use a layout where a dropper pushes bottles straight into your hotbar while a trident killer deals with the mobs below. A timed piston floor has to drop you out of the bed's boundary for a moment to clear the cooldown before the next raid starts.
Phase 4: Spawning Block Validation
Check that your upper spawning rings still line up with the current horizontal spawn checks. Keep solid blocks clear of any transparent decoration within a 64-block radius around the bed you are using as the center point.
Community Corrections & Tips
The following notes were submitted by Help-Wikis contributors and have not yet been verified by editors. If you spot an error or have additional information, please use the edit suggestion form.
DroppedFramez Jul 3, 2026
For anyone doing the dropper elevator method, make sure your redstone clock is running at 4 ticks, not 2. On 1.21.4 the hopper cooldown interacts weirdly with faster clocks and you lose about 30% of bottles to timing desync. Took me two hours to figure out why my farm was eating bottles.
redstonewitch99 Jul 7, 2026
just noticed phase 2 needs clarification, the soul sand column must be sourced from below the hopper output level or you get bubble column interference. caught this on a server running 1.21.4 with a paper fork
marten.b Jun 29, 2026
bedrock players: the piston floor trick in phase 3 doesn't work the same on bedrock 1.21.50. pistons have a different retraction timing that doesn't clear the village boundary fast enough. i ended up using a minecart rail loop to move the player instead. not ideal but it works