#(danjoe3) custom mob spawn in particular biome

15 messages · Page 1 of 1 (latest)

jade ice
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Hey there,
As the title says, is there a way to spawn in custom entities within a specified biome in the survival world? I recently got some models of penguins, and wanted to implement that in. Would a denizen script help to specify, this particular penguin entity needs to be in the ice biome or so?

jaunty mountainBOT
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(danjoe3) custom mob spawn in particular biome

jaunty mountainBOT
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Hi I'm AutoThreadBot! Don't mind me, I'll just be adding the helper team to this thread so they can see it. A human will get to you soon.

graceful isle
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whats generally done is hijacking the entity spawns event, so you spawn in your own entity

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its far easier than trying to redo minecraft's spawning logic

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!e entity spawns

hardy epochBOT
# graceful isle !e entity spawns
Group

Entity

**WARNING**

This event may fire very rapidly.

Event Lines

<entity> spawns (because <cause>)

Triggers

when an entity spawns.

Context

<context.entity> returns the EntityTag that spawned.
<context.location> returns the location the entity will spawn at.
<context.reason> returns the reason the entity spawned, can be ENTITY_SPAWN or any of: <@link url ...
<context.spawner_location> returns the location of the mob spawner, when reason is SPAWNER.

Has Known Location

True - this adds switches in:<area> + location_flagged:<flag name>.

Cancellable

True - this adds <context.cancelled> and determines cancelled + cancelled:false.

graceful isle
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!lang matchable

hardy epochBOT
# graceful isle !lang matchable

Script events have a variety of matchable object inputs, and the range of inputs they accept may not always be obvious.
For example, an event might be "player clicks <block>"... what can "<block>" be filled with?

"<block>" usually indicates that a LocationTag and/or MaterialTag will be matched against.
This means you can specify any valid block material name, like "stone" or "air", like "on player clicks stone:" (will only run the event if the player is clicking stone)
You can also use a catch-all such as "block", like "on player clicks block:" (will always run the event when the player clicks anything/anywhere)
You can also use some more complicated matchables such as "vanilla_tagged:", like "on player clicks vanilla_tagged:mineable/axe:" (will run if the block is mineable with axes)
(Fo...

Group

Object System

graceful isle
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As a special case, "in:<area>" style matchable listings in event conform to the following option set:

"biome:<name>": matches if the location is in a given biome, using advanced matchers.

jade ice
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I see, I'll try and test these out! Thank you!

stiff schooner
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Feel free to ask if you need any more help, otherwise:

light galleonBOT
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@jade ice