User:User-12316399/Entity flattening

Page documenting a theoretical entity analogue to the 1.13 flattening for entity variants which are defined through NBT data. This will allow the phasing out of unneccesary NBT data usage, as well as potentially introduce new spawn eggs for better customisation of spawned mobs in Creative mode.

This page is geared towards Java Edition, however an analogous flattening for Bedrock could also be performed.

Skin variants
Mostly skin variants of mobs, although some behavioural differences may apply. This flattening can be seen as analogous to the flattening of blocks such as stone into stone/granite/polished andesite... or the variants of planks.

As there are 35 variants of horse, they are split according to the colour, which has 7 possible values.

As there are 3000+ variants of tropical fish, they are split according to the name of the fish, which is a combination of the shape and pattern, which has 12 possible values.

Pandas use a gene-based format that may be far more difficult to successfully separate.

Villagers
Villagers should be separated by profession, rather than by biome variant, in order to more closely match the differing IDs of illager "professions".

Spawning variants
Mobs which have different behaviour depending on the situation in which they spawn. Low priority to separate.

Altered variants
Mobs which have have been irreversibly modified by an in-game event. Low priority to separate. Chested and saddled variants shown below could instead have the chest/saddle be made removable like with normal mobs.

Boats
As every single other object which comes in all different wood variants has been separated into different IDs for each wood type, boats should obviously follow suit.