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Entities & mobs · Value

Find by name

Find entities near a location whose name is exactly the one you give. Colours in the name are ignored.

Basic plan m.entity.find_by_name

In a flow

“When a player uses a command → Find by name: Bob → If Found → Teleport an entity.”

When a player uses a command → Find by name: Bob → If Found → Teleport an entity.

What it does

Find entities near a location whose name is exactly the one you give. Colours in the name are ignored. It's a value node: no white pins, it works out its answer when a step wired to it needs it. It gives 4 values later steps can use. Find it under Entities & mobs in the palette.

When to use it

Use it when the flow needs to: find entities near a location whose name is exactly the one you give. Colours in the name are ignored.

When not to

For a value that never changes, type it into the setting instead of wiring a node.

Typical wiring

Sockets: settings you can wire

Name Text

The name to look for, without colours. Capitals don't matter.

What goes there: Type it in the side panel, or wire in text. e.g. Hello there

If it's empty: Optional. Left empty and unwired, it uses Boss.

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Near Location

Where: wire a location in, like Location from Player location, or type world x y z.

What goes there: Type it in the side panel, or wire in a location. e.g. world 10.5 64 -3.2

If it's empty: Optional. Left empty and unwired, the step runs without it.

Within Number

How far to look, in blocks.

What goes there: Type it in the side panel, or wire in a number. e.g. 42

If it's empty: Optional. Left empty and unwired, it uses 16.

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Values it gives

Entities list:entity

Everything found, nearest first. e.g. Zombie, Cow

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

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Count Number

How many there were. e.g. 2

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

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Nearest Entity

The closest one. e.g. Zombie

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

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Found Yes / no

True when there was one. e.g. true

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

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Often next

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Wires and sockets · Data values · Plans