Comments (2)
Looks like at some point (probably after 1.7.10 version) I made sure the extra targetting feature ignores creative and invisible players, so they shouldn't actually target attack you unless another mod does that. You can potentially still create sound or smell senses that will make them wander closer, which I'll leave in for invisible players as intended design unless decided otherwise.
from zombieawareness.
I agree that invisible players creating sounds and smells would make it much more interesting.
Would it be possible to have a 1.7.10 update to make the main pathfinding ignore invisible players, too?
from zombieawareness.
Related Issues (20)
- Configurable Feature Request: Mobs Cannot See In The Light
- 1.20.1 please
- [1.19.2] (1.12.3) "Detected a comment that is all whitespace for config option... Please report this to the mod author."
- Tickable Entities guidelines needed for common mods
- Crash HOT 1
- Accessing LegacyRandomSource from multiple threads (Crash) 1.20.1 HOT 2
- Crash in 1.16.5 version HOT 1
- Broken AI, and Freezing Game
- Error during entity move 1.19.2 [Zombieawareness + Neruina]
- Question(s)
- Blood emits light with certain shaders
- Disabling sound alerts doesn't stop the sound alerts from occurring.
- Feature Request: Visual Indicators for sounds (and maybe other stuff too)
- Z-Fighting
- Hello i have a problem with your mod on 1.16.5
- How to configure the mod so that the zombies investigate when they hear footsteps, damage, blocks removed or placed, etc.
- Not working at all on fabric 1.20.1 HOT 3
- The Forge 1.20.1 Version Failed
- [Meta suggestion] Release on Modrinth
- Torch glitch
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from zombieawareness.