Entities & mobs · Value
Entities in a radius
Every entity near a location, within some blocks, nearest first. Players are left out; use Players nearby for those.
m.entity.in_radius
In a flow
“When a player uses a command → For each of Entities in a radius → Hurt an entity.”
When a player uses a command → For each of Entities in a radius → Hurt an entity.
What it does
Every entity near a location, within some blocks, nearest first. Players are left out; use Players nearby for those. It's a value node: no white pins, it works out its answer when a step wired to it needs it. It gives 3 values later steps can use. Find it under Entities & mobs in the palette.
When to use it
Use it when the flow needs to: every entity near a location, within some blocks, nearest first. Players are left out; use Players nearby for those.
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
- Type Text
-
A kind like minecraft:zombie. Leave empty for any kind.
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, the step runs without it.
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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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