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Minecraft Stalker and Hunchback Sounds | The Warden Across Generations Addon| Old Wardens and Sculks
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Minecraft Stalker and Hunchback Sounds | The Warden Across Generations Addon | Old Wardens and Sculks
Release will be between May 15 '2022 and May 20 '2022
More Videos:
Trypophobia and Pitch caves Natural Generation:
(Note that the mobs in the video were not in that version)
#Minecraft #minecraftwarden #hunchback #stalker #mcpe #hollowed #hollowwarden #warden #wildupdate
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Please hit the like button if you enjoy the video! Thankyou
-----------------------------------------------------------------------------------
#ItsAkshad #Minecraft #TheWildUpdate
Here's what we know about the warden
spawns in the deep dark biome, specifically when too many sculk shriekers are activated.
"Emerges" from the ground when spawned by sculk shriekers.
Digs back into the ground when it doesn't sense any vibration after 60 seconds.
The first fully blind mob (bats have basic eyesight, both in-game and in the real world).
Because of this, stumbles as it walks.
Has a sense of smell. It can detect and pathfind towards the general location of a player or mob through a "smelling" action.
Prioritizes smelling the player or mob that it is most suspicious of, rather than the one closest to it.
Has a sense of vibration. When sensing movement, it pathfinds toward the source of the movement.
It follows and attacks players, mobs, and other entities that make vibrations.
It does not attack other wardens.
When it detects a vibration, the growths on its head rattle and light up, similar to the sculk sensor.
Seems to follow the same rules as the sculk sensor when detecting vibrations.
If any projectile (e.g. egg, snowball, arrow) lands near it, the warden inspects the location where the projectile landed, due to the projectile creating significant vibrations. This feature can be used in order to cause a distraction.
Does not detect players that are sneaking.
Because of this, it can detect players or mobs that are invisible.
Becomes more suspicious of a player or mob as it detects its location more through vibrations and/or smelling. When it suspects the target enough, it identifies its exact location, which causes it to aggravate and pathfind towards said target to attack regardless of outside distractions.
Burns in direct daylight.[18]
It is the only mob that spawns in the deep dark biome.
A mob designed to be extremely difficult, intended to be avoided and fled from.
Has a way to counter "cheesing" strategies like pillaring up to avoid attacks. The solution does not involve block breaking.
Incredibly strong, doing 32♥ × 16 damage, bringing players wearing full netherite armor from full health to 7♥♥♥♥ health points.
Currently has 500♥ × 250 health points.
At least as fast as a walking player.
Seems to have knockback resistance.
About me:
Hello, my name is Akshad and on this channel you will find daily PE, Java & Windows 10 videos. I love playing games and sharing my adventures with my friends and subscribers. If you enjoy exciting gameplay then please click that subscribe button for daily content. I hope to see you around. Take care!
Release will be between May 15 '2022 and May 20 '2022
More Videos:
Trypophobia and Pitch caves Natural Generation:
(Note that the mobs in the video were not in that version)
#Minecraft #minecraftwarden #hunchback #stalker #mcpe #hollowed #hollowwarden #warden #wildupdate
-----------------------------------------------------------------------------------
Please hit the like button if you enjoy the video! Thankyou
-----------------------------------------------------------------------------------
#ItsAkshad #Minecraft #TheWildUpdate
Here's what we know about the warden
spawns in the deep dark biome, specifically when too many sculk shriekers are activated.
"Emerges" from the ground when spawned by sculk shriekers.
Digs back into the ground when it doesn't sense any vibration after 60 seconds.
The first fully blind mob (bats have basic eyesight, both in-game and in the real world).
Because of this, stumbles as it walks.
Has a sense of smell. It can detect and pathfind towards the general location of a player or mob through a "smelling" action.
Prioritizes smelling the player or mob that it is most suspicious of, rather than the one closest to it.
Has a sense of vibration. When sensing movement, it pathfinds toward the source of the movement.
It follows and attacks players, mobs, and other entities that make vibrations.
It does not attack other wardens.
When it detects a vibration, the growths on its head rattle and light up, similar to the sculk sensor.
Seems to follow the same rules as the sculk sensor when detecting vibrations.
If any projectile (e.g. egg, snowball, arrow) lands near it, the warden inspects the location where the projectile landed, due to the projectile creating significant vibrations. This feature can be used in order to cause a distraction.
Does not detect players that are sneaking.
Because of this, it can detect players or mobs that are invisible.
Becomes more suspicious of a player or mob as it detects its location more through vibrations and/or smelling. When it suspects the target enough, it identifies its exact location, which causes it to aggravate and pathfind towards said target to attack regardless of outside distractions.
Burns in direct daylight.[18]
It is the only mob that spawns in the deep dark biome.
A mob designed to be extremely difficult, intended to be avoided and fled from.
Has a way to counter "cheesing" strategies like pillaring up to avoid attacks. The solution does not involve block breaking.
Incredibly strong, doing 32♥ × 16 damage, bringing players wearing full netherite armor from full health to 7♥♥♥♥ health points.
Currently has 500♥ × 250 health points.
At least as fast as a walking player.
Seems to have knockback resistance.
About me:
Hello, my name is Akshad and on this channel you will find daily PE, Java & Windows 10 videos. I love playing games and sharing my adventures with my friends and subscribers. If you enjoy exciting gameplay then please click that subscribe button for daily content. I hope to see you around. Take care!
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