Well, I did tried make a hostile water mob like like as shark or piranha and I'd can't. There is a few serious problems with that.
First off and most important is its movements: I can't make this mob to swimming in that way as water mobs should does. If I set in custom AI "swim when in water" then mob does swim on surface of water like a zombie or any land mob that will fall into water. If I don't set "swim when in water" then that mob does fall down to bottom.
I did set on "is water entity" and tried set "monster" and "WaterCreature"(and other ways) and this doesn't work.
I think, that water mob's movement should be like a Guardian mob, or exactly this mob should swim like a FISH, not as Zombie or player.
And if such that mob is set as monster, then be a good if he does spawn in darker regions underwater.
I wanted to create a mob like as piranha that does swim ably as Guardian mob and does chase player then does melee atack(bite) him. Maybe this mob will explode too, when player be in boat.
Anyway I think that something as custom AI block like a "swim like fish when underwater" will be good solution. That AI block can be used instead of "Swim when in water" block.
Issue comments
Thats awesome! congratulations for this. Mcreator is an amazing tool! thanks!
i need to know 3 things about water mobs:
1) How to change their underwater speed
2)How to make a water entity walk on land too.
3)How to make a water mob die in land? like drowning code but reverse
PS - i could not find those on vanilla files
I'm unfamiliar with coding/ai and things like that; but Mcreator has been very good to me so I don't want to sound or come off as unpleasant. However, I am finding that in the recent update of Mcreator, I have enabled every single movement task but my water entity still proceeds to sit in the same area he was spawned in. I do have water entities turned on but he will not move. I say in the ocean with the mob for a solid 20 minutes and he is just sitting there. Is there a procedure to fix this or is this a bug in planned on being reworked/fix?
I am changing this to a feature request, we will consider adding this.