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Mob Growth Command

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  • 3
    Registered User commented
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    why don't you just use existing commands to achieve this?

    you can do /data merge entity @e[type=mob] {Age:-9999999999} which will make all mobs of that type currently existing in the world always be a baby.

    or you can do (repeatedly) /data merge entity @e[type=mob,nbt=!{Age:0}] {Age:-1} which will make all mobs of that type that are already a baby, stay a baby for as long as you keep executing the command every tick.

     

    This addition is so completely unnecessary, but you just suggested it because you don't know how commands work... do some research next time..

  • 1
    Registered User commented
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    @Pascal Anema

    I could not agree more. I am tired of seeing people demand that Mojang make some strange, unnecessary feature that would just clutter up the game code because they couldn't be bothered to do some research and implement the feature themselves.

    Just one note, though, /data can only modify one entity at a time (for some reason), so /data merge entity @e[type=mob] {Age:-999999999} would instead be /execute as @e[type=mob] run data merge entity @s {Age:-999999999}

  • 0
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    Andre Chen Pascal Anema

    Believe me, it annoys me too, but now.. you're just complaining about it. Seriously.. why?

    And I can already see you typing a reply that I'm an idiot right now.. but @... was sort of right. I mean, it may SEEM unnecessary, but with the commands you were posting, our lives could end up a lot easier if Mojang adds the commands. 

  • 2
    Registered User commented
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    Pascal Anema Andre Chen

    have you ever thought that if they were new to commands, or the game?

    Or even just not having to write that long command.

    in any case, you people need to try and see it from his angle and stop shaming people for not knowing the same things as you

  • 1
    Registered User commented
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    The 1st one will work perfectly

  • 1
    Registered User commented
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    I think it is a decent addition, because as people suggest to use /data e.t.c., well what if i want the rule to work in my no-cheats hardcore world, just for example

  • 0
    Registered User commented
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    I've never seen answers so ridiculously dumb as those 2 first ones, I had to login just to respond. 

    By that logic a lot of currently existing gamerules would've never needed to be added. Why disable day-night cycle? Just have a command block constantly running /time set 0. Mobs? Just /kill (and their drops) or /tp ~ ~-10000 ~ all of them as they spawn.

    Even the argument of efficiency is nonsensical. What sounds better: running commands (effectively, code) every game tick or toggling a behavior altogether? Even code-wise this would simply mean adding/changing a flag and adding a condition: a couple lines of code. 

    While it's true this feature would be fairly niche, maybe usable on some custom maps or something similar, it would also be relatively simple to implement as I said before. That criticism seemed like the most snobbish and attention-seeking complaint, even failing to correctly explain the command to "solve" the issue right before bashing op for not knowing "how commands work".

    For future reference (it's quite old but still), use this command to give the nearest non-adult mob (replace "mob" with your desired target) a growth timer of 13889 hours (578 days), effectively keeping them as babies for around a year and a half.

    /data merge entity @e[type=mob, limit=1, sort=nearest, nbt=!{Age:0}] {Age:-999999999}