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Entities & mobs · Step

Set creeper fuse ticks

Changes the creeper's fuse ticks to a whole number you pick. Paper: the 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.set_fuse_ticks

In a flow

“When a player right-clicks an entity → Set creeper fuse ticks: 1 → Answer Done!”

When a player right-clicks an entity → Set creeper fuse ticks: 1 → Answer Done!

What it does

Changes the creeper's fuse ticks to a whole number you pick. Paper: the 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 step: it runs when the white wire reaches it, then the flow carries on from its Then pin. Find it under Entities & mobs in the palette.

When to use it

Use it when the flow needs to: changes the creeper's fuse ticks to a whole number you pick. Paper: the 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

If nothing should change in Discord, a value node or a check is lighter.

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.

Fuse ticks Number

The creeper's new fuse ticks.

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 0.

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Often next

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Wires and sockets · Data values · Plans