![]() If a target is found, the delay before jumping is 1⁄ 3 as long (3 to 10 ticks), and the slime's direction is set directly toward the target before jumping.If no target is found, the slime waits 10 to 30 ticks ( 1⁄ 2 to 1 1⁄ 2 seconds) between jumps, and changes direction randomly every 40 to 100 ticks (2 to 5 seconds).The slime searches for a player (or, failing that, an iron golem) within 16 blocks (spherical) distance. ![]() Unlike other mobs, slimes continue moving when no players are nearby. Slimes move by hopping, which they do every 10 to 30 ticks ( 1⁄ 2 to 1 1⁄ 2 seconds), and can swim in water and climb ladders and scaffolding. Because slimes split into 2-4 smaller slimes when they die, a player can earn a possible maximum of 28 experience points from killing one large slime and all the slimes that split from it. Slimes also drop experience points equal to their size: 4 for large slimes, 2 for medium slimes, or 1 for small slimes. When killed by a frog, it always drops 1 slimeball. This can be increased by 1 per level of Looting, for a maximum of 5 slimeballs. If a slime's size is 1, it drops 0-2 slimeballs unless killed by a frog. The algorithm doesn't depend on the world seed, thus the chunks that slimes can naturally spawn in inhabit the same coordinates for every world. The slime chunk algorithm in Bedrock Edition is different from in Java Edition. Note that xPosition, and zPosition are 32-bit integers ( ints). To convert world coordinates to chunk coordinates, divide by 16 and round down. If that number is 0, the chunk can spawn slimes. That is, using the chunk coordinates to help generate a seed, a random number between 0 and 9 inclusive is generated. In Java Edition, these "slime chunks" are determined pseudo-randomly by combining their chunk coordinates with the seed of the world: Slimes spawn throughout the world (except mushroom fields and deep dark biomes) below level Y=40 regardless of light level, but only in certain chunks 1⁄ 10 of all chunks. The light level requirement for slime spawning in swamps is different from that of most hostile mobs, which only spawn at light level 0 this is confirmed to be intended behavior. If these conditions are met and the altitude is acceptable, there is a 50% chance of spawning a slime.
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