Raid Farm Seeds: Outpost and Village Together
Farm Seeds · By the ChunkScan Team · Updated 2026-09-04
A raid farm needs two structures to work: a pillager outpost to source Bad Omen from captains, and a village to trigger the raid itself. When both generate near spawn, you skip hours of travel and can start producing totems of undying, emeralds, and enchanted crossbows early in a world. These seeds come from ChunkScan's database of over 1.7 million scanned Java worlds; 20 seeds match this topic's filters, and the strongest ten are listed below. Every coordinate shown was read from actual world generation, not estimated from spawn algorithms, so the outpost and village will be exactly where the data says. Distances are measured in blocks from the world spawn point.
Top matching seeds
Why an outpost and village pairing matters
Raids only start when a player with the Bad Omen effect enters a village. The reliable renewable source of that effect is a pillager outpost: captains spawn continuously in the surrounding chunks, and in 1.21 they drop ominous bottles you can stockpile. A raid farm therefore runs a loop between the two structures, or better, sits inside a village's detection sphere while pulling omen from a nearby capture point. The shorter the gap between outpost and village, the faster each cycle runs. Each raid pays out totems of undying, emeralds, redstone, and gear, which is why this pairing is one of the most requested seed types.
What to look for in a raid farm seed
Prioritize three things. First, outpost distance from spawn: anything under 150 blocks means you can set up in the first play session. Second, a village close enough that shuttling between the structures is a short walk or a quick nether tunnel. Third, flat or water-adjacent terrain around the village, since most raid farm designs funnel raiders into a kill chamber and benefit from open building space. Bonus structures matter too: a nearby ruined portal accelerates nether access for a linking tunnel, and trial chambers offer an alternative ominous-event loop in 1.21.
How ChunkScan verifies these seeds
ChunkScan does not guess structure positions from seed math alone. Our scanner runs the actual world-generation code for each seed, confirms that every structure really generates with its biome and terrain checks applied, and records exact X and Z coordinates plus the distance from spawn. Structure searches cover a 1024-block radius around spawn. That means the outposts and villages listed here are guaranteed present in a fresh Java world on the matching version, at the coordinates shown, with no manual exploration needed to confirm them.
Seed -9221242979852951103: outpost 57 blocks from spawn
This desert spawn puts a pillager outpost at 48, 32, only 57 blocks from where you appear. Captains are effectively part of your starting area, so Bad Omen is available from minute one. The village sits at -256, 112, about 279 blocks from spawn on the opposite side, giving you a clean separation: capture omen at the outpost, then carry it west to trigger raids without accidental early activation. Trial chambers at 32, 128 add a second ominous-loot loop just 131 blocks out, and an ocean ruin and shipwreck to the north round out early exploration.
Seed -9221957233012621848: the closest outpost in the set
The outpost here generates at -496, -320, just 32 blocks from spawn, tied with trail ruins at -528, -288 for the nearest structure in this entire list. You spawn in a taiga essentially at the outpost's doorstep. The village is at -352, -544, 293 blocks from spawn, and a ruined portal at -304, -368 sits roughly between the two, which makes a nether-tunnel link between capture point and raid site straightforward. Trial chambers at -528, -496 complete a dense structure cluster entirely on the northwest side of spawn.
Seeds with strong endgame extras
Seed -9221383351653682163 pairs an outpost 147 blocks from spawn with a village at 96, 256, and adds two bastion remnants at 181 and 251 blocks plus an ancient city at 64, -272. That is a rare amount of high-value content within 300 blocks. Seed -9219921346142702466 offers a similar profile from a snowy slopes spawn: outpost at -144, 16, an ancient city 237 blocks out, and two villages, the nearer at -208, -208. If you want your raid farm world to also carry you through netherite and sculk content, these two are the picks.
Practical tips for the build
Bank ominous bottles before you build: clear the outpost tower, AFK in its spawn area, and kill captains until you have a stack of omen sources. When designing the farm, keep your kill chamber inside the village's bounds but funnel raiders away from villager beds so the raid does not end early from villager deaths. Waves scale with difficulty, so run raids on Hard for maximum totems. On seeds with a nearby ruined portal, such as -9221957233012621848 or -9220252067138701885 with a portal 81 blocks from spawn, a short nether tunnel can cut the outpost-to-village commute to seconds.
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Frequently Asked Questions
How do raid farms make money?
Each completed raid drops totems of undying, emeralds, enchanted gear, and redstone from raiders. With a nearby outpost supplying Bad Omen, you can chain raids repeatedly for a renewable emerald and totem income.
How close should the outpost be to the village?
Closer is faster, but even a few hundred blocks works fine. Several seeds here keep both structures within about 300 blocks of spawn, and a ruined portal between them enables a nether shortcut.
Are these coordinates guaranteed to be accurate?
Yes, for Java Edition on the scanned version. ChunkScan runs the real world-generation code for every seed, so each outpost and village listed generates exactly at the recorded X and Z coordinates.