Rayveex Posted June 12 Report Posted June 12 Hi All, Just wanted to make sure if what I'm looking for is even possible. I'm currently preparing a heavily-modded albeit small server for me and my friends, where I'd like to 'GM' in it a bit - some custom lore / items, mini-quests and such. I was thinking how I could create some small encounters (eg. a camp with 5 enemy entities in it), but I'm running into a problem. Normally, most enemies (like drifters or modded) have their despawn behaviour to disappear if noone is nearby. I'd like to have a way to spawn such entities without this behaviour, so they cannot be 'cheesed' to inexistence + I could verify if they were indeed killed (they'd be not there anymore). I've looked through admin commands, mods and such - nothing that could help me with these requirements: spawn any entity (vanilla or modded) without their despawn behaviour don't modify the entities globally (I'd like them to keep their current behaviour when spawned naturally) don't necessarily create a separate mod copy'ing an entity from vanilla / mod files just to create a single duplicate without this behavior in their JSON file (I have 0 experience modding) I noticed there is a command like /entity cmd [entity_filter] rmbh - but no success on that front (and no documentation found to back its potential helpfulness). Any idea how I could achieve the above? Maybe some experienced modder could come up with a mod adding a command just for this? I can't be the only one so far needing this functionality and I'm surprised I don't see this topic mentioned anywhere. Thanks!
Martim Freire de Oliveira Posted 20 hours ago Report Posted 20 hours ago Well, you could always use an alt account so they refresh the chunk and they don´t disappear or you can use Bells as they spawn mobs and i believe they have different mechanics of dispawning
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