the unnoficial guide to minecraft!

hey doods if youre a minecraft noob then read the unnoficial guide to minecraft!

chapter 1

creaking!

A creaking is an upcoming hostile mob that is spawned by creaking hearts at night or during thunderstorms. It moves only when no players are looking at it. It cannot be damaged, and can be killed only by destroying its respective creaking heart when naturally spawned.

how it spawns

Creakings spawn when an activated creaking heart is triggered at nighttime or during a thunderstorm. It has to be placed between two pale oak blocks (pale oak logs, pale oak wood, stripped pale oak logs, or stripped pale oak wood) with the same orientation as the heart to be activated. When these conditions are met and the creaking heart is within the Overworld, a creaking spawns within 16 block horizontally and 8 blocks vertically of the creaking heart. The spawned creaking is tethered to this creaking heart. The creaking heart is not deactivated if its surrounding logs are broken or moved via pistons when the creaking is out.

The creaking can also be spawned with a spawn egg or command. Creakings spawned by this method do not vanish during the day, and they are not tethered to any creaking heart. This means they do not engage in any behaviors that are dependent on being tethered, such as not being able to go through portals.

If a creaking linked to a creaking heart is killed with a command during night or move more than 32 blocks away from its creaking heart, it respawns around its linked creaking heart.

Creakings have two entity variants, internally referred to as creaking and creaking_transient. The transient variant cannot be spawned in with spawn eggs or commands, and is summoned naturally only via creaking hearts. They are immune to damage and emit particles directed to their linked creaking heart when hit. When spawned with a spawn egg or command, the creaking can take damage normally.

behavior

unalerted

Newly spawned creakings begin in an idle/unalerted state. In this state, their eyes are dark and they walk around very slowly

alerted/attacking

When a creaking within approximately 12 blocks enters a player’s field of vision, it becomes alerted and its eyes glow an emissive orange. While alerted, the creaking attempts to move toward and attack the player, moving only when outside of the player’s field of vision or hidden behind blocks. While outside the player’s field of vision, an alerted creaking moves at around the same speed as a walking player.

When within a player’s field of vision, the creaking becomes completely immobile and can no longer attack, nor can it be pushed or knocked back by player attacks. If all nearby players leave the creaking’s detection range (or enter Spectator mode), the creaking returns to its unalerted state.

Creakings inflict 2♥ melee damage in the Easy and Normal difficulties, and 3♥♥ melee damage in Hard difficulty.

warden

Warden is an extremely powerful hostile mob summoned by sculk shriekers in the deep dark biome. It attacks by swinging its arms downward, dealing the strongest melee damage of all mobs, and can also release a sonic boom attack that immediately strikes the target, piercing through obstacles and deals damage that cannot be reduced except by the Resistance effect. Since warden is completely blind, it relies on vibrations, smell, and touch to detect players and mobs to attack, and can therefore be evaded via sneaking, diversions (snowballs, arrows, etc.) and wool.

spawning

Wardens do not use standard mob spawning mechanics. They are instead spawned when a player activates naturally generated sculk shriekers three times and if there isn’t already another warden within 24 blocks of it. A warden spawns by emerging from the ground near the shrieker that summoned it, taking about 6.7 seconds to do so and being completely invulnerable until fully emerged.

The warning count for sculk shriekers is specific to each player rather than each sculk shrieker. This means that the player can activate three different shriekers in different locations and a warden emerges after the third activation. The light level does not have an effect on warden spawning.

Up to 20 attempts are made to spawn a warden within an 11×13×11 cubic area, which is centered on the shrieker. During each attempt, the game picks a random column from the y axis, then the game picks the topmost block in that column with a top surface with full collision and the block above must have no collision (the spawning warden cannot collide with any existing entities or liquids; wardens must not have water inside their spawn block, where their feet go, but they can spawn with water in the second and third block. For example, a pressure plate with water flowing on top is still a valid location).

In Java Edition, warden spawning can be toggled on or off with the game rule doWardenSpawning.

behavior

After spawning, wardens wander randomly around the world and move toward nearby vibrations originating from players, mobs and non-mob sources including projectiles and minecarts. A warden also periodically sniffs the area around it, allowing it to zero in on targets even if they don’t create vibrations. As wardens sniff, pick up vibrations or are touched by other players or mobs, wardens become increasingly agitated.

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