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More mob environment interactivity (Like how creepers make gravel fall)

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    A theory that I thought of a while back was thinking of mobs as being chess pieces... some mobs can strike from across the board, some are very powerful close up.  New mobs should add something that players then have to counter... like having to sleep to keep phantoms away, or killing creepers quickly before they can blow up.  I think that's what you are getting at too.  The piglins do, of course, not attack you if you have a piece of gold armor on.  Whenever I try to think of a new mob to suggest I always try to think like you are though... a new challenge for the player or a new mechanic.  I suggested bird nests once that might be in some trees.  The birds might dive bomb you if you tried messing with their tree but not follow you far, might have interesting trinkets in their nests, might be really hard to hit because they are small, fast and can fly out of range, and adds a minor daytime threat... 

    Maybe the corruption your mob spreads could be useful in some situations.  I remember a mod that had corrupted soil that was more likely to spawn mobs.  People harvested it for mob grinders.  (Maybe sunlight could destroy corruption too?  Otherwise it might spread a bit out of control.  I know Thaumcraft corruption could get out of hand, although that spread more like grass than snow from a snow golem.)  Or maybe certain a corrupted skeleton could spread skeletal corruption making it more likely skellies spawn in an area... you could have corrupted versions of hostile mobs.