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Minecraft+: Extended Mob-behavior, Seasonal Events and More.

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avatar angeluscaligo
Level 45 : Master Architect
Minecraft+: Extended Mob-behavior and Seasonal Events.

In Minecraft+, mob behavior is a lot more complicated. Interaction between mobs is more varied and mobs on their own will react more adaptable to certain unique circumstances, depending on the environment or events happening. The goal of this is to make mobs in general both though and more fun to play around with. No more mob-grinding without areal strategy and understanding of the environment.

Mobs reacting to skulls.

With the addition of skulls and mob-heads as decorative and wearable items, it'd be nice to see them have some interaction with the mobs, like the relationship between Endermen and pumpkins. Wearing a mob-head thus could for instance scare away mobs or make them oblivious to you:

-Zombies would ignore you.

-Skeletons would have a lesser chance of noticing you, reducing their radius of observation from 16 to f.e. 3 to 5, depending on the light. The brighter the environment is, the easier they'll notice you. The same applies to Wither Skeletons.

-Creepers would become more aware of you, as they'll notice you're not a creeper, due to your arms and way of walking. Their radius of observation would be enlarged from 16 to 25. They would also stalk you more often, making it difficult to get rid of them.

-The Wither would have a 0.01% per tick chance of forgetting about you when wearing a skull. This could give you the time to get out of the way and find a shelter. However, once it focusses back unto you, its radius of observation will be increased with 25% and it will fire its projectiles slightly faster.

Mobs reacting to the phases of the moon.

With the addition of the moon-phases Notch implemented an aesthetic change. However, if it were to become also a gameplay mechanic that influences mobs, than it'd be more and possibly enhance the experience.

In general, the greatest change will be in the rate and number that hostile mobs spawn. During full moons, certain mobs (like creepers and Endermen) will be more abundant, while during new moon other mobs (like zombies and skeletons) will be more abundant. Also, perhaps it'd be fun for pigs to become passive-aggresive during full moon (because who doesn't want were-pigs).

A twilight cycle in the Nether.

This cycle is closely connected to the moon-phases in the overworked and thus last 1 month (from full to new moon). During the end and beginning of the cycle (which lasts 2 Minecraft-days) the behavior of several mobs dramatically changes.

During these 2 days, zombie pigmen will be aggressive mobs instead of passive-aggressive. They'll be angered the entire time and will always try to attack you during this phase of the cycle.

At the same time, ghost will be asleep during this phase of the cycle. In this state, they'll be passive and sitting on a surface, with their radius of observance being reduced to 10 meters. However, their spawning-rates will be 100% increased. Once this phase is done, you'll have twice as many ghasts that'll be around.

Seasons and seasonal events.

There are already several mods that introduce seasons into the Minecraft gameplay mechanics. In overall, their changes are purely aesthethical, but some mods to introduce several gameplay changes. Here is a list of changes and events per season, with 1 season lasting 6 months (6 moon-cycles, which is roughly 30 days). However, these changes only apply to temperate biomes, which are any biome that has rain. This thus excludes deserts and tundra-biomes.


Spring would be the season in which you begin when starting a new world. It is a period in which grass, saplings and mobs can randomly spawn, with each biome having its own unique combinations of the three. F.e. in a grassland-biome, saplings would very rarely spawn (but if they do spawn, they'd be oak-saplings), but mobs would have a higher chance of spawning (especially sheep and cows). rarely, baby-mobs can spawn in groups of normal mobs. Saplings would have higher chance to appear near trees, making it possible for forests to expand through time and to repopulate, making for a dynamic environment.


Summer is the time in which life is abundant and begins to settle down. You have a higher chance of saplings and apples to drop from their respective leaves, while crops (like wheat, pumpkins, carrots, o ¦) mature 50% quicker. Also, there is a very rare chance of animals automatically breeding.


Fall is the season of harvest and bounty. Apples have a 100% higher chance of dropping from oaks, while birch-trees can suddenly see their leaves starting to decay. Fallen leaves, quite like snow, can appear on the ground as a thin blanket that covers the soil. But like snow, this blanket can become thicker as the season continues on (a mechanic that snow was designed to have, but was never fully implanted in regular gameplay). When you remove this layer of leaves, you have a 25% chance of finding saplings as a drop and a 1% change of finding an apple as a drop.

Rain and storms are more abundant and perhaps puddles can be formed on larger surfaces, being an aesthetic change to make the player feel as if it really is fall.

Animals become less active and tend to move much less, while chickens can either despawn or seek shelter in 1 block high openings.


During the winter, the sky is constantly grey (like a normal storm, but without the rain). Snowstorms are now able to happen and can vary in length from a few minutes to several days. The longer a snowstorm lasts, the thicker the snow is packed, requiring the player to actively shovel snow away to keep their areas accessible.

Oak leaves now fully decay in less then a day and drop almost no saplings or apples, while animals all seek shelter (a surface that is enclosed by a roof, a mechanic already implemented in the code for villagers). Animals also hardly ever move when they're sheltered.

Snow golems now can randomly spawn in groups of 2, while wolves have a chance of spawning more, no matter the biome (as wolves normally only spawn in tundra-biomes).

Zombies now also spawn more frequently (as they're better preserved due to the cold) and iron golems are less prone to fight back against players when they're hit by one (this due their thinking-mechanics working better because of the cold, see the Discworld-series with trolls).

Extended mob-behavior (per mob).

Creepers are passive towards players when there are at least 75 tall grass-blocks in a 9x9 radius around the creeper, this due to them being mimicry-predators who fell at ease when they're not able to be observed.

Iron golems will become aggressive towards players when they have harmed a NPC-villager beyond a certain threshold. That threshold will act as the limit to which players can harm any village without repercussions. However, if the player then makes a certain amount of trades within a certain period, the iron golem will become passive-aggresive again.

Zombie pigmen will become aggressive when they see a player ride a pig within their radius of observance, due to their cousin being enslaves by the player.

Witches will become passive during the full moon, in which they celebrate. They'll also be able to spawn bats at any time.

During full moons, mob-spawning rates will be higher, with a variety per biome (f.e. the undead in the desert and tundra, creepers in grassland and forests, spiders in forests and mushrooms, endermen in hills and slimes in swamps.

When breeding cows, if there are more than 20 mushrooms of any kind within a 9x9 area around the cow, there is a chance of the cows spawning a baby mushroom.

Bats are a relatively new mob and aren't very developed. They have no drops and are only meant to be an aesthetic change. However, if they were to have a 5% chance of dropping 1 leather, they'd be already more useful. It's also quite a logical reasoning, as bats have leather wings.

New blocks, mobs and extended block-rates.

Redstone can be compacted into a redstone chunk, which lights up when activated (light-level of 7, like a redstone torch.

Ruby and sapphires added to counterbalance the presence of emeralds and diamonds, and to act as alternate currencies. Rubies can be found beneath desert-biomes and sapphires beneath oceans; their spawning-rates are the same as that of emerald.

When lapis is used on obsidian, it creates crying obsidian (a block that once was ment to be added and Jeb is currently researching how to implement it really, with a usage). Crying obsidian can act as a mob-reppelant, but will be harmed if it is not covered from rain or if water runs over it. That will revert it back to obsidian and remove the lapis permanently. The higher and bigger the number of crying obsidian touching, they greater their radius (like the beacons). However, when you place a pillar of 5 crying obsidian right-up vertically and use emeralds on it, they'd be able to spawn a village if certain requirements are met (certain distance from the nearest village, certain distance from a forest biome, a flat enough area, o ¦).

Mossy cobblestone will be able to spread to other cobblestones in there's a water-block within a 4 meter radius, but only of the lightlevel is beneath 11.

Silverfish eggs can be found more frequently underneath jungle-biomes.

Normal fish and corals should be implemented, just like Notch and Jeb promised. This would make the current ocean-biomes less plain, as right now they're underdeveloped.

As Notch and Jeb have promised, red dragons should be implemented. Though they'd be dragons, unlike their Ender-cousin, they'd be passive-aggresive and be tamable, like wolves. Like wolves love their bones, so do dragons love their hoard-mount (gold, diamond, emerald, o ¦). Giving a gemstone or precious metal to a dragon would then make them tamable and ridable. Though this would be fun, it could be essential that they spawn in a certain biome, like a volcano, which can randomly spawn in an extreme hills biome. Killing a dragon would yield several drops; A 1% of rare metals and gems dropping, a 30% chance of many bones (up to 15), a 50% of blaze powder and a 1 in 2000 chance of an egg being dropped. This would also give the option to easily breed a dragon, as you can use the ender-egg to spawn your first red dragon. Perhaps, the Ender-dragon could be a primal dragon, the ancestor of all red dragons.

Alternate terrain-generation.

Volcanoes should be a terrain-feature that spawns randomly in the extreme hills biome and could have a procedurally generated design, dependent on several factors. These factors could range from the total surface of the extreme hills biome (bigger hills = bigger volcano) to the amount of certain ores in the entire biome (more ores like coal and emerald = a wider volcano).

Unabandoned mineshafts that would introduce a new type of villager or use an already existing type of villager (like the blacksmith or the farmer). We already have a skin for green villagers that isn't implemented at the moment, so it could be used for Miners.

New structures in the Nether and in the End. Both dimensions are still quite boring, although the addition of Nether Fortresses was a very welcome and very good one. The End however could use more structures than simply the obsidian pillars.

More biome-related structures, like igloos and perhaps small boats. Also, the overworked could use more varied underground ruined structures, instead of only dungeons and strongholds. Since strongholds have a maximum of 3, there could be another type of structure that spawns way beyond the strongholds. This could mean that f.e. underground cavern-cities could begin to spawn once the three strongholds have been spawned. This would make the world-generation past the 1000-from-spawn-mark more interesting. In the Nether, you could have structures spawn on the ceilings of big caverns, like huge lanterns that hold a variety of spawners or chests, or pillars that extend from bottom to ceiling, that are hollow and have several rooms. There could also be more varieties on biome-related dungeons; Currently we have desert pyramids, jungle temples and generic dungeons. Perhaps you could find glacial crevices that have a spawner on the bottom, much like tundra-ravines.

Biome-related caves, like caves with frozen waterfalls in tundra and caves of sandstone in deserts. Caves are quite generic in general and should be more varied throughout the biomes. This would also imply that new structures, like stalactites, stalagmites, waterfalls, different sizes in caverns, etceterao ¦ Should be implemented. This would also correspond with the addition of underground cavern-cities.

Adding a snowcap to terrain-generation. Above a certain height (200 blocks) the topsoil will be either snow blankets or blocks of snow, according to snowcaps IRL. This would make mountains more impressive, although it'd need mountains to generate up to the very skybox in the game instead of to only the old skybox-height (124). Although Notch and Jeb agreed not to change the maximum height for natural structures to spawn, such heigh mountains could be a biome-related variety like volcanoes, each with a different chance of spawning.

The re-implementation of the Sky-dimension, which was removed around Beta 1.7. By holding a feather when going into a Nether-portal, you'd be teleported into the Sky-dimension instead of the Nether. The Sky was eventually replaced by the End, but should be re-introduced. This would also open the way for sky-related structures that randomly spawn in-game, like sky-dungeons or temples. Perhaps even abandoned villages could be a thing.

Player-skin optimizations.

Perhaps something else of clothing should be added, instead of only the capes. I like to have capes be a Minecon-exclusive. Perhaps we could do like Runescape and add partyhats, which could be more fun to have. However, make them a choice; You have a partyhat but then you can't wear any helmets. This would make them a aesthetical disadvantage. This would give players a chance to easily form clans for example, by sharing a certain hat-design with your closest Minecraft friends.

Quivers are also a way of adding new clothing. Perhaps they'd be a wearable object that allows arrows to be stacked up to 256 instead of 64. This would be sensible as the icon for quivers has been around since the early beta-stages of Minecraft.

Pictures and Images.

Cavern City Variation Example.

Desert Village Variation Example.

Underground Structure variation Example.

Sky Dimension Generation Example.

Cavern Generation Example.

2 Update Logs

Update #2 : 12/14/2012 8:41:55 amDec 14th, 2012

Added more images.

12/29/2012 3:03 am
Level 34 : Artisan Mountaineer
I really like these ideas, especially the seasons. Diamond, sir.
12/29/2012 7:01 am
Level 45 : Master Architect
Thank you, kind sir. It's a pity the images on the bottom of the post don't seem to load correctly ever :/
12/15/2012 5:55 am
Level 23 : Expert Cake
12/15/2012 1:34 pm
Level 45 : Master Architect
Thank you :)
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