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Description
Everything Clings
Every entity within 40 blocks of a player slides toward the nearest one: mobs, dropped items, arrows, minecarts, TNT, everything except other players.
How it works
- Every tick the pack sets the horizontal velocity of each entity toward the nearest player.
- It's real movement, not teleportation: entities collide with walls and keep falling and jumping normally, since only horizontal velocity is touched.
- The pull speed is constant: 0.35 blocks per tick (7 blocks per second), regardless of distance.
- Nothing is pulled while a player is within 2 blocks of it. Without this dead zone, mobs would keep ramming into the player and pushing them around.
- Players in spectator mode don't attract anything.
Configuration
The speed is set in data/everything_clings/function/pull.mcfunction, in two lines:
execute store result entity @s Motion[0] double 0.00035 run scoreboard players get #x everything_clings.calc
execute store result entity @s Motion[2] double 0.00035 run scoreboard players get #z everything_clings.calc
The multiplier is the speed in blocks per tick divided by 1000: 0.00035 = 0.35, 0.00015 = 0.15. Change both lines.
The radius and the dead zone are set in data/everything_clings/function/tick.mcfunction: distance=..40 and distance=..2.
Run /reload after editing.
Limitations
- Bows, crossbows, tridents, snowballs and ender pearls barely work: a projectile's nearest player is usually whoever threw it, so it turns back almost immediately.
- Mobs' own AI still runs. Skeletons trying to keep their distance and fleeing animals fight against the pull.
- The pack touches every entity near players every tick. Hundreds of dropped items in one place can cost noticeable server performance.
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