Playing a non-peaceful difficulty without monsters?

Hey everyone. I’ve been really wanting to start a survival world that acts similar to peaceful, but without the usual things like the lack of hunger and extremely quick regeneration. Are there any data packs you know of that can do this if this isn’t possible in-game via commands? Mods are a last resort for this.

What I’m looking for exactly in my world is: No Monsters. Neutral mobs can attack just as they would in easy/normal/hard. I noticed Polar Bears don’t attack when you go near their cubs in peaceful; I want them to attack me just as they normally should. Hunger still depletes just as it would in any other difficulty.

Things I want that I can already do in-game. Generate no structures Pillager Patrols cannot spawn Wandering Trader’s cannot spawn Phantoms cannot spawn

Anyone know how I can do any of this? I’ve already began my world in peaceful and want to change it as soon as I can.

Halasham,

You can turn off hostile mobs in Survival (any difficulty) with a Redstone build called a Mob Switch. It’s a little technical but doesn’t seem exceptionally complex but I’ve never built one myself. Checking YouTube there’s video tutorials on how to build them.

Skimming the comments: If you can get one working this should work better than the Command Block teleporting as this does shut down spawns rather than just hide them shortly after they spawn in.

EDIT: This is the tutorial I reviewed for stating that they’re not too complex: www.youtube.com/watch?v=fi_3Xn16OKU

DreitonLullaby, (edited )

This sounds really good, and I would do it, but I am trying to disable monsters without disabling all mobs. If I wanted to disable mobs I would just use /gamerule DoMobSpawning false

Edit: Well, I watched through the video and near the end, the guy was flying around the world, and there were still some packs of animal mobs wandering the world. I don’t know if they spawned after he activated the mob switch or if they were already spawned prior or what. But if animals still stick around, then he’s just being confusing; because through the entire video he keeps saying that the contraption turns of “Mob” spawning, not “Monster” spawning. Animals are classified as mobs too in Minecraft terminology.

Halasham,

Just double checked and the 70 mob cap referenced in the mob-switch is the hostile mob cap. Passive and ambient mobs have separate caps so this should only turn off hostile mobs. However, in checking I found there’s a few things that a simple mob-switch like this won’t do: Prevent Raids if you somehow get Bad Omen Prevent manual spawning of the Wither Prevent hostile mobs in the Nether and End (you’d need separate switches in each dimension) Prevent spawners from spawning hostile mobs Prevent hostile mobs caused my lightning strikes (eg Skeleton Horsemen & Villagers converted to Witches)

Source: techmcdocs.github.io/pages/GameMechanics/MobCap/

DreitonLullaby,

Ok thanks. I think I’ll do this then. I shouldn’t get bad omen because Pillager’s shouldn’t be spawning anyway. One problem though that I forgot about for some reason: The world I’ve already created has no strongholds in it because I disabled the generation of structures. As for the nether and end: I wasn’t planning on visiting the other dimensions in this world.

Halasham,

Hrm, I have an idea that may work if you want to keep this Stronghold-less world: Use Creative/Command Blocks to spawn 80 zombies or skeletons, give them all names via nametags, and put them in a prison in world-spawn. This should work the same as a Mob Switch except there won’t be an easy On/Off but it’s sounding like you’re after always-off anyway so that shouldn’t be too big a problem.

xkforce,

The in control! mod allows you to disable any mob you want. In minecraft 1.15+ you can disable phantoms with /gamerule doInsomnia false

Sheeple,
@Sheeple@lemmy.world avatar

Set up a few repeating command block in your spawn chunks that go “/kill @e[type=MOBNAME]”. Manually make commands for every mob you want to deactivate and then turn them on.

This NEEDS to be in your worldspawn chunks as those are permanently loaded.

Replace MOBNAME with the mobs well, name.

FooBarrington,

This will cause mob loot to drop. A better solution would be to teleport the mobs below the map: …stackexchange.com/…/how-do-i-kill-mobs-using-kil…

Sheeple,
@Sheeple@lemmy.world avatar

Yea but also more to type in and I assume OP might be slightly command illiterate

FooBarrington,

It’s not like it really matters whether you type:

/kill @e[type=MOB]

or

/tp @e[type=MOB] ~ -100000 ~

You can easily copy-paste the command itself.

DreitonLullaby,

Thanks. This did technically stop the monsters from spawning, kind of. They still spawn, but teleport beneath the world within milliseconds, but long enough for me to see them appear and immediately disappear. So I tested this in a new creative world and set the time to midnight, and you can see dozens of monsters spawning on the screen and immediately flashing away. So the world is just full of flashing monsters everywhere and extremely distracting.

Tippon,

You’ve just given me a great idea for a Halloween game on the family kids server though :D

DreitonLullaby,

Great! Happy to have inspired you without even meaning to 😄

  • All
  • Subscribed
  • Moderated
  • Favorites
  • random
  • uselessserver093
  • Food
  • aaaaaaacccccccce
  • [email protected]
  • test
  • CafeMeta
  • testmag
  • MUD
  • RhythmGameZone
  • RSS
  • dabs
  • Socialism
  • KbinCafe
  • TheResearchGuardian
  • Ask_kbincafe
  • oklahoma
  • feritale
  • SuperSentai
  • KamenRider
  • All magazines