Allows the NPC to use the composter POI to convert excess seeds into bone meal.
Entity Work Composter Behavior Properties
| Name | Default Value | Type | Description |
|---|---|---|---|
| active_time | 0 | Integer number | The amount of ticks the NPC will stay in their the work location |
| block_interaction_max | 1 | Integer number | The maximum number of times the mob will interact with the composter. |
| can_empty_composter | true | Boolean true/false | Determines whether the mob can empty a full composter. |
| can_fill_composter | true | Boolean true/false | Determines whether the mob can add items to a composter given that it is not full. |
| can_work_in_rain | false | Boolean true/false | If true, this entity can work when their jobsite POI is being rained on. |
| control_flags | [] | Control Flags choices | |
| goal_cooldown | 0 | Integer number | The amount of ticks the goal will be on cooldown before it can be used again |
| items_per_use_max | 20 | Integer number | The maximum number of items which can be added to the composter per block interaction. |
| min_item_count | 10 | Integer number | Limits the amount of each compostable item the mob can use. Any amount held over this number will be composted if possible |
| on_arrival | {"event":"","filters":{"AND":null,"NOT":null,"OR":null,"all":null,"all_of":null,"any":null,"any_of":null,"none_of":null},"target":"self"} | Arrival item | Event to run when the mob reaches their jobsite. |
| priority | 0 | Integer number | As priority approaches 0, the priority is increased. The higher the priority, the sooner this behavior will be executed as a goal. |
| speed_multiplier | 0.5 | Decimal number | Movement speed multiplier of the mob when using this AI Goal Value must be > 0. |
| use_block_max | 200 | Integer number | The maximum interval in which the mob will interact with the composter. |
| use_block_min | 100 | Integer number | The minimum interval in which the mob will interact with the composter. |
| work_in_rain_tolerance | -1 | Integer number | If "can_work_in_rain" is false, this is the maximum number of ticks left in the goal where rain will not interrupt the goal |
Control Flags choices
| Value | Title | Description |
|---|---|---|
| jump | Jump | |
| look | Look | |
| move | Move |
Entity ActorDefinitionTrigger
Triggers an entity event when specified conditions are met. Events activate component groups that change entity behavior—transforming villagers into zombie villagers, switching mobs to aggressive mode, or triggering growth stages. Combine with filters to create conditional state machines that respond to gameplay.
Entity ActorDefinitionTrigger Properties
JSON path: on_arrival
| Name | Default Value | Type | Description |
|---|---|---|---|
| event | String | ||
| filters (Filters) | {"AND":null,"NOT":null,"OR":null,"all":null,"all_of":null,"any":null,"any_of":null,"none_of":null} | Filters item | Filters allow data objects to specify test criteria which allows their use. |
| filters (Alternate 1) | not set | Object | |
| target | self | Target choices |
filters
Filters allow data objects to specify test criteria which allows their use. Filters can be defined by a single object of type (Filter Test), an array of tests, collection groups, or a combination of these objects.
Filters
Filters Properties
JSON path: on_arrival > filters
| Name | Default Value | Type | Description |
|---|---|---|---|
| domain | not set | Object | The domain the test should be performed in. |
| operator | not set | Object | The comparison to apply with 'value'. |
| subject | not set | Object | The subject of this filter test. |
| test | not set | String | The name of the test to apply. |
| value | not set | Object | The value being compared with the test. |
Target choices
| Value | Title | Description |
|---|---|---|
| baby | Baby | |
| block | Block | |
| damager | Damager | |
| holder | Holder | |
| item | Item | |
| other | Other | |
| parent | Parent | |
| player | Player | |
| self | Self | |
| target | Target |