๐ก4 different ideas to fix aggressive mobs attacking each other
User4716 opened this issue ยท 0 comments
Why is aggressive mobs attacking each other a problem
I've had this idea for a long time, and it's starting to become a problem in the vanilla game.
This is basically the fact that when you for example explore dungeons, the skeletons might shoot each other by accident, causing them to fight each other. And sometimes they shoot other mobs, such as Zombies and then it's just a big mess.
This problem will become much more apparent when 1.21 releases with the trial chambers. I've seen many videos where players just go into a trial chamber, stay still, and watch the chaos evolve when skeletons shoot the wrong target.
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Now there are a few different ways to fix this issue
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There could be an NBT tag that can be specified to spawners. When the tag is set to "true" it would make it so that the mobs that spawn from the spawner will never attack other aggressive mobs.
This would mainly fix this issue in the trial chambers and other dungeons, but not in the open field. But the thing is, this issue almost never happens in an open area, so this would be actually the perfect fix for this issue.
(All naturally generated spawner should have this tag automatically on) -
Another way to fix the issue is to add a tweak in the Fabrication config screen that would allow us to simply choose whether or not aggressive mobs attack each other at all. This method is a little aggressive and should at least have a separate option for each world. Basically, you could have for example mobs in the end work like in vanilla, and in the nether, mobs would never attack each other.
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The third option is to change the mob's AI. The AI should be adjusted in a way that it would check if there are any allies in the way of the projectile that the mob would shoot before shooting.
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The final way would be a more complex system where the player can configure every mob individually and choose what mobs it would be aggressive, neutral, or passive towards.