Editing Zombie siege
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The decisions whether to start a siege, spawn a siege zombie, or to abort any siege start attempt are made while the [[game rule]] <code>doMobSpawning</code> is enabled. If the rule is disabled after the decision to attempt a siege was made, and then enabled again during another night (even before midnight), the decision still stands until a new decision is made at midnight, a siege starts, or the start attempt is aborted due to sunrise or Peaceful difficulty. Disabling the game rule also halts the spawning phase of an active siege, continuing with the remaining spawns when mob spawning is enabled again, unless conditions for aborting the siege are met. There is no way to force the game to start making siege attempts. |
The decisions whether to start a siege, spawn a siege zombie, or to abort any siege start attempt are made while the [[game rule]] <code>doMobSpawning</code> is enabled. If the rule is disabled after the decision to attempt a siege was made, and then enabled again during another night (even before midnight), the decision still stands until a new decision is made at midnight, a siege starts, or the start attempt is aborted due to sunrise or Peaceful difficulty. Disabling the game rule also halts the spawning phase of an active siege, continuing with the remaining spawns when mob spawning is enabled again, unless conditions for aborting the siege are met. There is no way to force the game to start making siege attempts. |
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Players who are not in [[spectator mode]] can trigger the night's siege if they are in an area that is considered [[Village mechanics|part of a logical village]]{{note|name=within-village|Being "in a village" is defined as being in a 3×3×3 cube of [[chunk]] sections centered on a section containing a claimed [[bed]], [[bell]], or [[job site]], which is not necessarily related to any generated [[village]] structures.}} and are not in a biome with the <code>without_zombie_sieges</code> [[Tag#Biomes|tag]].{{note|name=without_zombie_sieges|By default this tag only includes [[mushroom fields]].}} The start check |
Players who are not in [[spectator mode]] can trigger the night's siege if they are in an area that is considered [[Village mechanics|part of a logical village]]{{note|name=within-village|Being "in a village" is defined as being in a 3×3×3 cube of [[chunk]] sections centered on a section containing a claimed [[bed]], [[bell]], or [[job site]], which is not necessarily related to any generated [[village]] structures.}} and are not in a biome with the <code>without_zombie_sieges</code> [[Tag#Biomes|tag]].{{note|name=without_zombie_sieges|By default this tag only includes [[mushroom fields]].}} The start check will iterate over all players in the dimension every tick, until either a player satisfies the starting conditions or the siege attempt is aborted as described above. The game does not attempt to start sieges in [[peaceful]] difficulty, and any active decision to make such attempts is canceled when the difficulty is set to Peaceful, and not resumed if difficult is set higher again. |
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Ten attempts are made per player to choose a random siege starting point. First, a random location on a horizontal circle with 32 blocks radius around the player is chosen as the starting point, then that location is used to find a potential spawn location for a siege zombie as per the zombie spawning logic described below. If this successfully finds a valid zombie spawning point, the siege is started at the chosen starting point. If all ten starting points fail to find valid spawning locations, the checks pass to the next player. |
Ten attempts are made per player to choose a random siege starting point. First, a random location on a horizontal circle with 32 blocks radius around the player is chosen as the starting point, then that location is used to find a potential spawn location for a siege zombie as per the zombie spawning logic described below. If this successfully finds a valid zombie spawning point, the siege is started at the chosen starting point. If all ten starting points fail to find valid spawning locations, the checks pass to the next player. |