can you change pillagers?

Started by Nate0tmi on

Topic category: Minecraft mod ideas exchange

Joined Oct 2022
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can you change pillagers?

is it possible to edit the vanilla mobs of Minecraft?   ie; Make pillagers only attack you if you provoke them.  ie, make all cows able to attack the player.   Or is this only true for a mob I make?   in the mod i am working on I made a zombie cow that will attack other cows & players & spawns a zombie cow each time it kills. Yet i wonder if I could have normal cows just turn rather than needing the 2 cow types to interact.  Also for pillagers i made a village of custom villagers that only attack if provoked.  Villagers take an oath of peace, & bind arms together, so why do pillagers ignore this oath when it can be such a good story building point.  Yet i wonder if all pillagers could be changed or if it is limited to the custom villager shapped mobs i could make?

Joined Nov 2024
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For the custom mob…
Mon, 02/16/2026 - 23:01

For the custom mob interactions part, you could have the custom mob attack the type of mob you want it to attack, and if you want the mob to "transform" into a different mob when it dies to the custom mob, make a global procedure for when mobs die, and make sure the source entity is the custom mob, and the event/target entity is the mob you want interactions with, and make it despawn and make a different mob appear in its place using either the "spawn entity" code block or the command code block with the command being /summon used to spawn the entity you want to spawn in the dead mob's place.

Joined Mar 2024
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i gotu bro so the first…
Wed, 02/18/2026 - 11:43

i gotu bro

so the first thing is that mobs like cows are by code passive

so instead trying to deal with behaviors you make a more Manual approach.

  1. make a potion effect
  2. make trigger per tick/potion expiry
  3. (tick)in procedure use the {make mob pathfind to coords of(-)} and make (-) the nearest entity type that doesn't have the effect or the player.
  4. then make it so that if the distance is below 2 blocks damage the target. also make a timed ticker after hit(will act as cooldown).and when the target is at 1hp add effect
  5. (at expiry)in procedure make it so that resets the effect
  6. add a
  7. customise the procedure with other stuff

and for redpikmin the argument is contradiction of the request who doesn't want to make a new entity

and for pillagers..

pillager are more easier.

as pillagers are nonaggressive without crossbows or arrows.

so you just make pillager not spawn with crossbows and give them crossbows when they are attacked.