I've been idle in the suggestions forum for a while, so I just had to come up with a new idea.
This one got sparked when I was watching captain sparklez swearing after his slime despawned - (inspiration, right?) - so here you are:
Mob tags!
Basic use:
Placing a "tag" on a mob would prevent it from despawning. That's all - nothing special. Right-clicking a mob with shears** would remove the tag, allowing it to despawn again. Also, (maybe) you would have an option to "name" the mob. This would NOT "Tame" the mob, simply prevent it from despawning.
**For lack of a better tool, open to suggestions
Crafting recipe (many thanks to minecraftrecipedesigner.com) (changed 28-Mar):
What this would be used for:
Mob "pets" - for instance, that tiny slime you don't want getting hurt, so you keep it in a cage but are afraid to go more than 24 blocks away for fear it will despawn. With mob tags, you could "tag" the mob, (maybe even name it "Jerry"), and you would be free to wander around without worries. Or that pet spider? Who knows?
I can think of LOTS of uses for this, actually. I like the zoo option, of course, but let's not forget that mobs have various functions and abilities that can be put to work in various ways.
For example, snow golems are fine as missile-equipped sentries against hostile mobs, but they do no damage and they're useless against other players. I'd love to be able to station skeletons in shaded guard towers around my perimeter, perhaps with redstone-activated systems to close off certain lines of fire so I could get in and out.
So, things like skeleton sentries that are hostile towards players, maybe zombies or creepers for a mob-centered trap or sentry (for other players, seeing as the iron golem doesn't do anything), etc... (of course, the mobs would also be hostile towards you)
Mob "zoos" - I designed a cage that permanently seals itself when a pressure plate is stepped on inside the cage (ie luring mobs over it) and could be re-opened by an outside button - basically a zoo cage. However, the mobs inside keep on despawning, which is kind of annoying. Now imagine you find a charged creeper and manage to trap it in a cage. How would you keep it from despawning? With mob tags, you could keep the mobs in your "zoo" from despawning, even that hard-earned charged creeper.
Keeping a mob from despawning when you want to kill it, but something chases you off - slap the tag on and go get your bow. Example - skeleton for "sniper duel"
Read the optional bit for another reason.
Of course, there would have to be a limit to how many tagged mobs a certain player has in multiplayer - around 20, maybe. It wouldn't matter in SP because that's that player's world.
Alternately, the max number per player could be set with a server command.
Optional additional feature:
Dogs. I was thinking about this, and realized that there was no way to "sell" your dog to another player in SMP. While this is technically a kind of seperate idea it could not exist without this one and so I am including it here. My idea:
When dogs are tamed with bones, they still become your companion. Actually, they still perform all the tasks they would in vanilla. However, any player can take control of them (the dog would follow whoever last made them stand). UNTIL someone applied a mob tag - then the dog would belong to that player until the tag was removed. This would allow "selling" of dogs as well, by removing the tag and having a different player tag it.
Suggestions are welcome and if you have an opinion, even a negative one, please comment to keep the topic alive! Also, if you LOVE this idea and have some spare sig space...
Pretty interesting idea. There would have to be a limit though because you could just tag mobs up to the mob cap and there would be no monsters anywhere else.
I love the idea of having a way to make sure some mobs don't de-spawn for a zoo, but I don't know if I'd like them to have visible collars (it would take away from the zoo feeling).
Meaby only have a cap when it comest to multiplayer. If the player whants 200 taged creeper,, then let him do it. Will they still despawn if set to peacefull? Good if you have that 200 creers outside and regret yourself.
Will clicking on it display their names?
Allso great for adventure maps. If you wish to make some monster wandering in a labyrint, tunel or so, but dont like them despawning.
Not overpowered at all in my opinion, meaby even worthy to get in the vanila.
1. But if they tagged all of those mobs, then hostiles wouldn't spawn at night, due to the mob cap.
2. Never thought of that, really. I would think that they wouldn't, it's your own fault that you tagged the mob that's trying to kill you.
3. I was thinking of the names that appear above people in multiplayer, so you could keep track of them.
4. Zombie Minotaur FTW
1. Meaby make the cap dont count taged mobs?
2. Yes thats good. And that prevents players from make it pecefull in an adventure map.
But I dont know how hard it is to make an exception with taged mobs. meaby that wont be possible, or meaby it will be easy, The despawning I belive is a AI, and just by making the taget mob gets a other, but simmilar AI I suppose it will work.
3.Yes thats might be good. giving a personal felling to the mob.
4, Meaby. Or steve.
1. That's an idea.
2.
3. Although, I think in multiplayer you should only see the names of mobs that you have tagged to prevent name griefing.
4. How about the "Legendary Spider Jockey"?
I could go for this if it was a creative only item used to keep mobs from despawning in more creative type builds such as 'mob zoos'. Even then it still lacks serious use...
This is not something that could provide tons of use in basic survival, I feel like the idea wasn't well thought out. Items that cost gold and iron should provide prolonged use. Also, you've left a lot of information out. If you kill the mob while it has the tag, will you get the tag back? If the sun comes up and kills a mob you tagged, will you get the tag back? Also, I see ways this could be abused in multiplayer. Creeper in someones house? Hell no you're not despawning. You're gonna stay there and cause that person problems til the owner of the house comes back. Also, in multiplayer you could tag many mobs just to keep them from despawning. It could be used as grief. Mobs that don't despawn? That sounds like a disaster.
These are few of many potential problems and ways of abuse.
It's not something I want for vanilla minecraft in general.
No support from me.
Rollback Post to RevisionRollBack
Kingdoms rise and fall. Just don't burn the paintings in the Louvre, that's all.
Why not have this something you can toggle with the cheats that are in the latest snapshot? That way people can only do it on servers that allow it and you can always just enable it in a single player game? It's basically the same concept, just with commands:
/allowtags (0 for no, 1 for yes. Host/Admins only on SMP)
/tag (after typing this command the first mob you right click becomes tagged)
/untag (same as /tag, but removes a tag with right click)
Rollback Post to RevisionRollBack
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
I could go for this if it was a creative only item used to keep mobs from despawning in more creative type builds such as 'mob zoos'. Even then it still lacks serious use...
I don't see why it would need more uses, really...
This is not something that could provide tons of use in basic survival, I feel like the idea wasn't well thought out. Items that cost gold and iron should provide prolonged use.
Also, you've left a lot of information out. If you kill the mob while it has the tag, will you get the tag back? If the sun comes up and kills a mob you tagged, will you get the tag back?
I don't see why you should get the tag back, unless it is made so saddled pigs drop saddles. I mean, it's your own stupidity if you decide to tag something you're going to kill/that's going to die.
Also, I see ways this could be abused in multiplayer. Creeper in someones house? Hell no you're not despawning. You're gonna stay there and cause that person problems til the owner of the house comes back.
As Badprenup and Metholus said, it would probably be better if there were server options for it.
Also, in multiplayer you could tag many mobs just to keep them from despawning. It could be used as grief. Mobs that don't despawn? That sounds like a disaster.
Why not have this something you can toggle with the cheats that are in the latest snapshot? That way people can only do it on servers that allow it and you can always just enable it in a single player game? It's basically the same concept, just with commands:
/allowtags (0 for no, 1 for yes. Host/Admins only on SMP)
/tag (after typing this command the first mob you right click becomes tagged)
/untag (same as /tag, but removes a tag with right click)
Perfect. This idea would provide for the suggestion to be implemented in the best way possible. You have my full support and I really hope that its implemented sometime in the near future, because I've always wanted mobs to stop disappearing as well!
This one got sparked when I was watching captain sparklez swearing after his slime despawned - (inspiration, right?) - so here you are:
Mob tags!
Basic use:
Placing a "tag" on a mob would prevent it from despawning. That's all - nothing special. Right-clicking a mob with shears** would remove the tag, allowing it to despawn again. Also, (maybe) you would have an option to "name" the mob. This would NOT "Tame" the mob, simply prevent it from despawning.
**For lack of a better tool, open to suggestions
Crafting recipe (many thanks to minecraftrecipedesigner.com) (changed 28-Mar):
What this would be used for:
- Mob "pets" - for instance, that tiny slime you don't want getting hurt, so you keep it in a cage but are afraid to go more than 24 blocks away for fear it will despawn. With mob tags, you could "tag" the mob, (maybe even name it "Jerry"), and you would be free to wander around without worries. Or that pet spider? Who knows?
- Mob "zoos" - I designed a cage that permanently seals itself when a pressure plate is stepped on inside the cage (ie luring mobs over it) and could be re-opened by an outside button - basically a zoo cage. However, the mobs inside keep on despawning, which is kind of annoying. Now imagine you find a charged creeper and manage to trap it in a cage. How would you keep it from despawning? With mob tags, you could keep the mobs in your "zoo" from despawning, even that hard-earned charged creeper.
- Keeping a mob from despawning when you want to kill it, but something chases you off - slap the tag on and go get your bow. Example - skeleton for "sniper duel"
- Read the optional bit for another reason.
Of course, there would have to be a limit to how many tagged mobs a certain player has in multiplayer - around 20, maybe. It wouldn't matter in SP because that's that player's world.So, things like skeleton sentries that are hostile towards players, maybe zombies or creepers for a mob-centered trap or sentry (for other players, seeing as the iron golem doesn't do anything), etc... (of course, the mobs would also be hostile towards you)
Alternately, the max number per player could be set with a server command.
Optional additional feature:
Dogs. I was thinking about this, and realized that there was no way to "sell" your dog to another player in SMP. While this is technically a kind of seperate idea it could not exist without this one and so I am including it here. My idea:
When dogs are tamed with bones, they still become your companion. Actually, they still perform all the tasks they would in vanilla. However, any player can take control of them (the dog would follow whoever last made them stand). UNTIL someone applied a mob tag - then the dog would belong to that player until the tag was removed. This would allow "selling" of dogs as well, by removing the tag and having a different player tag it.
Suggestions are welcome and if you have an opinion, even a negative one, please comment to keep the topic alive! Also, if you LOVE this idea and have some spare sig space...
Yoshi.
@redsand updated op.
@sovietdarkness: I was thinking something more along the lines of those little metal tags they put on birds these days, not a collar.
Kid: "Mommy! Daddy! Look at the charged creeper!"
Mom: "Son! STOP! Don't get too close to the bars!"
*BOOM!!!!!!!!!!!!!!!!!!!!!!!*
OH NO!!! HE BLEW UP THE SPIDER JOCKEY CAGE!!! TAKE COVER!
I'd be happy to donate to someone's effort to make a simple mod to prevent despawning...
1. But if they tagged all of those mobs, then hostiles wouldn't spawn at night, due to the mob cap.
2. Never thought of that, really. I would think that they wouldn't, it's your own fault that you tagged the mob that's trying to kill you.
3. I was thinking of the names that appear above people in multiplayer, so you could keep track of them.
4. Zombie Minotaur FTW
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Curse PremiumPraise be to Spode.
1. That's an idea.
2.
3. Although, I think in multiplayer you should only see the names of mobs that you have tagged to prevent name griefing.
4. How about the "Legendary Spider Jockey"?
Why...
This is not something that could provide tons of use in basic survival, I feel like the idea wasn't well thought out. Items that cost gold and iron should provide prolonged use. Also, you've left a lot of information out. If you kill the mob while it has the tag, will you get the tag back? If the sun comes up and kills a mob you tagged, will you get the tag back? Also, I see ways this could be abused in multiplayer. Creeper in someones house? Hell no you're not despawning. You're gonna stay there and cause that person problems til the owner of the house comes back. Also, in multiplayer you could tag many mobs just to keep them from despawning. It could be used as grief. Mobs that don't despawn? That sounds like a disaster.
These are few of many potential problems and ways of abuse.
It's not something I want for vanilla minecraft in general.
No support from me.
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Moderator/allowtags (0 for no, 1 for yes. Host/Admins only on SMP)
/tag (after typing this command the first mob you right click becomes tagged)
/untag (same as /tag, but removes a tag with right click)
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I don't see why it would need more uses, really...
^ See above
I don't see why you should get the tag back, unless it is made so saddled pigs drop saddles. I mean, it's your own stupidity if you decide to tag something you're going to kill/that's going to die.
As Badprenup and Metholus said, it would probably be better if there were server options for it.
^See above
Thank you for your input!
Perfect. This idea would provide for the suggestion to be implemented in the best way possible. You have my full support and I really hope that its implemented sometime in the near future, because I've always wanted mobs to stop disappearing as well!
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Curse PremiumPraise be to Spode.