Talk:Lead

Hostile mobs and file manipulation
Perhaps it should be noted that hostile mobs can in fact be put on a leash by modding the region save files. However, certain other mobs such as flying mobs and players cannot be leashed, even in this way. –Preceding unsigned comment was added by Firebastard (Talk&#124;Contribs) 15:59 19 April 2013 (UTC). Please sign your posts with

Iron golems can be leashed! 96.237.170.92 01:52, 22 April 2013 (UTC)


 * Expressing your excitement of a feature should be done on the forums, rather than the wiki. –  Goandgoo ᐸ  Talk  Contribs  Edit count 02:41, 22 April 2013 (UTC)

Irrelevant pictures?
There are two pictures on the 'Lead/leash' page that, for one, do not use the default texture pack, and for two they are simply just irrelevant. Should they be removed?

BogyMac 17:35, 26 April 2013 (UTC)
 * Somebody did that. Robstar14... anything but! 16:50, 2 May 2013 (UTC)

Lead becoming undone?
I tied some horses to fenceposts at a distant biome, then went to ride them one by one to my home, proceeding to tie the horse to a post there. Whenever I'd be back to the group, at least one horse was loose and its lead was nowhere to be found. (maybe it despawned if it detached, each roundtrip was way above 5 minutes). Nevertheless, they didn't hold the horses reliably. Could someone confirm? Is it a bug or intended behavior? RandomBlank 08:53, 3 July 2013 (UTC)


 * It also happens to me with the current version (1.6.2). I don't think it's an intended feature, most surely to be a bug. Apparently, it happens when the chunks the horse is tied unloads and then loads again. Check out this: --Eeihcop 00:01, 12 July 2013 (UTC)

Also this seems to be happening in 1.7.2,. It is definitely a Bug, and not merely as some of these bug report links suggest related to some prior version's "leash becoming invisible but still tying the Mob," Bug: instead, I can reliably come-back to Anywhere, to find that newly re-loaded chunk with the Leash /Lead untied, showing for awhile as a dropped item.

Then, the Lead /Leash Despawns, leaving the Mob, already freed, wandering further. Now, this doesn't always happen, but definitely happens some of the time a chunk is for certain re-loaded. 50.1.134.10 09:52, 21 November 2013 (UTC) Yilante, 11 /21 /13 1:51 am

Leashing villager
I cannot confirm this (both 1.6.1 release and 1.6.2 pre-release). --AMotohiko 09:04, 6 July 2013 (UTC)

Per https://mojang.atlassian.net/browse/MC-14841 it looks like Villagers are intentionally not leashable. --174.47.83.122 19:19, 15 July 2013 (UTC)

How to Lead Hostile Mobs?
Hello, does anyone know how to specifically modify the save files to lead hostile mobs? Can anyone help me? Thx. CreativeMakes101 09:03, 8 July 2013 (UTC)

Clarification
"If you leash any mob and tie it to a fence then kill it, the knot will still exist. Making a way to double leads if you have an infinity enchantment on a Bow which is renewable via trading." Can someone explain what this means? It sounds like it's describing a way to make a double lead (but you can already attach multiple leads to one fence post) and I don't understand what the bow has to do with it.67.182.130.241 06:32, 21 July 2013 (UTC)

I have tested out various combinations of attaching a Lead to a Chicken, attaching the Lead to a fence, killing the Chicken, and shooting the Lead with a Bow. No combination yielded more than one Lead. 142.255.87.91 02:40, 19 August 2013 (UTC) jkat718

Yeah, I was wondering that myself. Should that be removed? --StarChaser Tyger 02:39, 17 September 2013 (UTC)

Leading Ghasts
Apparently you can lead ghasts. It can be seen on Docm77 youtube's channel. I haven't tried it though.

I don't know how Docm77 attached a lead to a Ghast, I can't seem to do it. 142.255.87.91 02:38, 19 August 2013 (UTC) jkat718