create the initial addon
Vanilla Tweaks reference
|
|
| Pack |
Silence Mobs (silence mobs) |
| Section |
Addons |
| Vanilla Tweaks category |
Decorative/Cosmetic |
| Bedrock Tweaks category |
decorative_cosmetic — does not exist yet |
| Picker |
https://vanillatweaks.net/picker/datapacks/ |
| Version |
26.2 |
Adds the ability to silence mobs using a name tag. 'Silence me'; 'silence me'; 'silence_me' are all acceptable names.

Bedrock feasibility
|
|
| Verdict |
possible (medium confidence) |
| Checked |
2026-07-25 by agent |
Bedrock already ships the exact mechanism - a name-triggered entity event that swaps in a component group - so silencing a named mob is a pure behaviour-pack job with no scripting required.
How it would work on Bedrock. For each vanilla mob, override behavior_pack/entities/.json and extend its minecraft:nameable component with name_actions entries whose name_filter matches each accepted spelling ('Silence me', 'silence me', 'silence_me') and whose on_named fires a custom event; that event adds a component group containing minecraft:sound_volume with "value": 0. This is the same pattern Mojang ships on the vindicator, where name_filter 'Johnny' fires minecraft:start_johnny to add the minecraft:vindicator_johnny group, with a default_trigger restoring the normal state when the mob is renamed to anything else - so an un-silence path comes for free.
Caveats. name_filter is exact-string matching, so every accepted spelling needs its own entry, and it needs one override file per mob type, which will conflict with other packs that modify the same entities. minecraft:sound_volume scales the entity's own sound emission; sounds triggered from resource-pack animation timelines are a separate channel and may not be covered. I found no source stating explicitly that value 0 is fully silent rather than merely inaudible at range, which is why this is medium and not high.
Sources
Maintained by tools/vt-diff. Edits inside this block are overwritten on the next run.
create the initial addon
Vanilla Tweaks reference
silence mobs)decorative_cosmetic— does not exist yet26.2Bedrock feasibility
Bedrock already ships the exact mechanism - a name-triggered entity event that swaps in a component group - so silencing a named mob is a pure behaviour-pack job with no scripting required.
How it would work on Bedrock. For each vanilla mob, override behavior_pack/entities/.json and extend its minecraft:nameable component with name_actions entries whose name_filter matches each accepted spelling ('Silence me', 'silence me', 'silence_me') and whose on_named fires a custom event; that event adds a component group containing minecraft:sound_volume with "value": 0. This is the same pattern Mojang ships on the vindicator, where name_filter 'Johnny' fires minecraft:start_johnny to add the minecraft:vindicator_johnny group, with a default_trigger restoring the normal state when the mob is renamed to anything else - so an un-silence path comes for free.
Caveats. name_filter is exact-string matching, so every accepted spelling needs its own entry, and it needs one override file per mob type, which will conflict with other packs that modify the same entities. minecraft:sound_volume scales the entity's own sound emission; sounds triggered from resource-pack animation timelines are a separate channel and may not be covered. I found no source stating explicitly that value 0 is fully silent rather than merely inaudible at range, which is why this is medium and not high.
Sources
Maintained by
tools/vt-diff. Edits inside this block are overwritten on the next run.