#Making custom entity spawn in raids

1 messages · Page 1 of 1 (latest)

vital yoke
#

Trying to make a custom mob spawn in raids using minecraft:raid_configuration but can't figure out why its not working

Here's what I'm doing:

        "minecraft:dweller": {
          "dwelling_type": "village",
          "dweller_role": "hostile",
          "update_interval_base": 60,
          "update_interval_variant": 40,
          "can_find_poi": false,
          "can_migrate": true,
          "first_founding_reward": 0
        },
        "minecraft:behavior.move_to_village": {
          "priority": 5,
          "speed_multiplier": 1.0,
          "goal_radius": 2.0
        },
        "minecraft:loot": {
          "table": "loot_tables/entities/pillager_raid.json"
        },
        "minecraft:ambient_sound_interval": {
          "value": 2.0,
          "range": 4.0,
          "event_name": "ambient.in.raid"
        }
      },
      "minecraft:raid_persistence": {
        "minecraft:persistent": {}
      },
      "minecraft:raid_despawn": {
        "minecraft:despawn": {
          "despawn_from_distance": {}
        }
      }
    },```
potent sentinel
#

Raid_configuration is just a component group, it doesn't add any hard-coded aspects to the game. What you could potentially do is make it so the raid_configuration component in pillagers triggers an event that uses queue_command to spawn your entity or something

modest pond
#

or add the entity to spawn rule of raid

potent sentinel
#

Is that datadriven though?

#

Closest thing I can find in the vanilla packs is the pillager patrol, which is different

vital yoke