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Entities & mobs · Value

Creeper fuse ticks

Gives the creeper's fuse ticks, a whole number. Paper: the maximum fuse ticks for this Creeper, where the ticks is the amount of time in which a creeper has been in the primed state.

Basic plan m.mob.creeper.fuse_ticks

In a flow

“When a player right-clicks an entity → Answer fuse ticks: {node.v.value} → Done”

When a player right-clicks an entity → Answer fuse ticks: {node.v.value} → Done

What it does

Gives the creeper's fuse ticks, a whole number. Paper: the maximum fuse ticks for this Creeper, where the ticks is the amount of time in which a creeper has been in the primed state. It's a value node: no white pins, it works out its answer when a step wired to it needs it. It gives 1 value later steps can use. Find it under Entities & mobs in the palette.

When to use it

Use it when the flow needs to: gives the creeper's fuse ticks, a whole number. Paper: the maximum fuse ticks for this Creeper, where the ticks is the amount of time in which a creeper has been in the primed state.

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

Entity Entity

The creeper: wire one in, like Entity from Spawn an entity.

What goes there: Type it in the side panel, or wire in an entity. e.g. Zombie

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

Values it gives

Fuse ticks Number

The creeper's fuse ticks. e.g. 1

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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