#Replace all Hostile Mobs with angry wolves
1 messages · Page 1 of 1 (latest)
Well, I don't really recommend doing this.
Technically, it's fairly easy. You simply execute a ticking function as and at all hostile mobs using an entity tag, which summons a wolf at their position, gives them appropriate anger NBT data, then teleports the original mob under the world to die and r
Despawn its drops.
The issue is that if you do that, because Wolves are not monsters, the monster mobcap will constantly empty, so new hostile mobs will spawn, despawning to spawn new wolves, resulting in a wolfpocalypse that crashes the server
Would making a function that turns off mob spawning once there is x wolves solve that?
Theoretically