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I'm trying to figure out if an Enderman can be contained without removing every block around it's teleport radius. The idea is to remove every source that would make it teleport instead, but I'm not certain as to whether he'll randomly teleport away one day.
I've had an enderman wandering around my super forge for a few months and it hasn't teleported, so I'm considering sealing him into one of the unoccupied mob zoo modules. I just don't want to waste the time setting up the enclosure only for it to teleport away randomly.
Endermen can decide to teleport randomly without any damage. But you can always contain an enderman with a boat.
A minecart works as well, although neither allow for it to move of its own AI…
One needn't remove "every block" in its teleport radius; all that is needed is to avoid any valid teleportation destination (water, limiting spaces to less than 2.9 high [three air less a trapdoor works well], and double carpet all work well).
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I'm trying to figure out if an Enderman can be contained without removing every block around it's teleport radius. The idea is to remove every source that would make it teleport instead, but I'm not certain as to whether he'll randomly teleport away one day.
I've had an enderman wandering around my super forge for a few months and it hasn't teleported, so I'm considering sealing him into one of the unoccupied mob zoo modules. I just don't want to waste the time setting up the enclosure only for it to teleport away randomly.
Nope.wav
Endermen can decide to teleport randomly without any damage. But you can always contain an enderman with a boat.
A minecart works as well, although neither allow for it to move of its own AI…
One needn't remove "every block" in its teleport radius; all that is needed is to avoid any valid teleportation destination (water, limiting spaces to less than 2.9 high [three air less a trapdoor works well], and double carpet all work well).