The Meaning of Life, the Universe, and Everything.
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I've been planning on capturing a warden and sealing it into what would effectively be a mob zoo once the full update drops. Due to player placed sculk no longer being able to summon the warden it will now require kiting a Warden from where ever it spawned through a tunnel leading to a containment room just below surface level. After doing some testing I've found a way to safely and reliably transport a warden with the only catch being extensive preparation in the form of preplanned pathing.
The only problem remaining is in regards to it's actual containment. The issue is that the warden can smell and attack through walls. Even if the warden and target entity are completely sealed off from one another it will detect the target entity through the wall and attack. This effectively prohibits the warden's containment chamber from being located near other containment chambers for now.
I've found that the minimum distance a mob can exist without becoming a target for the warden is a minimum 8 block radius. While the distance isn't that bad there are two problems with it. Firstly, the warden can still smell the target and will glue itself to the nearest wall and refuse to engage in it's natural behavior, and secondly, if the target entity moves it will become a target. Oddly enough depending on the mob it seems inconsistent. During testing a loose villager was very slow to alert the warden, but a chicken being lured by seeds was attacked almost immediately. Maybe different mobs create different levels of noise? That aside, the minimum distance a warden can smell a target from is maximum 24 blocks away from a target horizontally. At this range it is completely unalerted.
One cool thing is that you can tell a warden is about to become fully alerted by the darkness effect being applied. Once the effect applies just step back into the safe radius and you'll be fine.
Ideally I'd like to have a maximum 3 block thick wall between the wardens containment chamber and the neighboring chamber, but
I think I've done all I can the get around the wardens abilities. The scent detection is just so aggressive I'm at a loss for what to do. Is there something that I can do, or that I'm not aware of?
TL;DR:
I'm trying to figure out a way to limit the warden's scent ability in order to safely contain it in a mob zoo without it blasting it's neighbors through the wall.
The Meaning of Life, the Universe, and Everything.
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10/25/2021
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I love the idea of a mob zoo. I've always wanted to make one myself. How do you keep the warden from despawning itself? Doesn't it give up eventually and crawl back into the ground?
On a related question, are you able to contain endermen? Or would they 'vwoop' away?
I've been planning on capturing a warden and sealing it into what would effectively be a mob zoo once the full update drops. Due to player placed sculk no longer being able to summon the warden it will now require kiting a Warden from where ever it spawned through a tunnel leading to a containment room just below surface level. After doing some testing I've found a way to safely and reliably transport a warden with the only catch being extensive preparation in the form of preplanned pathing.
The only problem remaining is in regards to it's actual containment. The issue is that the warden can smell and attack through walls. Even if the warden and target entity are completely sealed off from one another it will detect the target entity through the wall and attack. This effectively prohibits the warden's containment chamber from being located near other containment chambers for now.
I've found that the minimum distance a mob can exist without becoming a target for the warden is a minimum 8 block radius. While the distance isn't that bad there are two problems with it. Firstly, the warden can still smell the target and will glue itself to the nearest wall and refuse to engage in it's natural behavior, and secondly, if the target entity moves it will become a target. Oddly enough depending on the mob it seems inconsistent. During testing a loose villager was very slow to alert the warden, but a chicken being lured by seeds was attacked almost immediately. Maybe different mobs create different levels of noise? That aside, the minimum distance a warden can smell a target from is maximum 24 blocks away from a target horizontally. At this range it is completely unalerted.
One cool thing is that you can tell a warden is about to become fully alerted by the darkness effect being applied. Once the effect applies just step back into the safe radius and you'll be fine.
Ideally I'd like to have a maximum 3 block thick wall between the wardens containment chamber and the neighboring chamber, but
I think I've done all I can the get around the wardens abilities. The scent detection is just so aggressive I'm at a loss for what to do. Is there something that I can do, or that I'm not aware of?
TL;DR:
I'm trying to figure out a way to limit the warden's scent ability in order to safely contain it in a mob zoo without it blasting it's neighbors through the wall.
Nope.wav
Yeah the warden is going to need a whole special section in your mob zoo.
I love the idea of a mob zoo. I've always wanted to make one myself. How do you keep the warden from despawning itself? Doesn't it give up eventually and crawl back into the ground?
On a related question, are you able to contain endermen? Or would they 'vwoop' away?
I haven’t done it myself (I don’t play snapshots) but apparently they can be name tagged and won’t despawn.