Minecraft Wiki talk:Issues/Weekly 12w32a

Mob Management for Adventure Mode
[Split from bug report comments as it's overlong and it steps into feature request territory.]

I've asked for precise control of mob types. To be able to reliably fill a temple building with villager priest eggs and not have a bunch of farmers popping out would be really useful for Adventure mode designers. Trouble is you would end up with hundreds of mob eggs if you tried to support every possible combination, and that's clearly impractical. Especially as I would ideally want to be able to specify things like a boss zombie with an enchanted diamond sword and golden armour or something.

So in addition to a basic set of eggs, some combinatorial way of controlling the finer details would also be really useful. How about: mob egg + Splash potion of rage => pre-aggroed mob? Mob egg + Splash potion of calm => Peacable mob? It would presumably become hostile under the normal behaviour rules for that mob, but it would at least start out non-hostile. Mob egg + splash potion of stickiness + other goodies in dispenser => When the mob is popped, it picks up the other items dispensed around it and equips them. Pig egg + potion of stickiness + saddle => Saddled pig, and so on. A splash potion of ageing or a potion of youth would give a way to produce baby or adult mobs at need. Also handy.

So you could put a mob egg in a dispenser, add other custom items, such as armour and an enchanted weapon and have the mob pick them up - hence making it easy to produce custom mobs without needing vast numbers of different mob eggs.

This is kind of a feature request, I admit, but I'm more interested in indicating how I'd like to use the game if the facilities were there. I don't really care about the exact implementation details, but I am interested in getting as much control over the mob system as possible. The above is just one way to get the kind of flexibility I'd like, but there are many others. --82.69.54.207 12:35, 10 August 2012 (UTC)