While a great deal of entity types can be used in MythicMobs, each one of them can have its quirks, and it is needed for every configurator to be aware of those quirks in order to minimize the damage they might cause or, in general, to better use the entity.
The following is a list of every quirk that has been currently discovered. The more mainstream and obvious problems will not be covered at this time, and only the niche ones will be treated. If you discover any other, let us know on our Discord
Mobs by Group
All Zombies
Can spawn as leaders, having several times the amount of configured health.
All passive animals
Could get aggroed by other entities.
All breedable animals
They can usually be fed by some item and, subsequently, try to breed.
This can be handled by intercepting the event ~onBreed (and then either cancelling it or some other mechanic) or completely prevented by using the Age option
Most bosses
Have an hardcoded ai or some other hardcoded features.
Entities damaged by water
Affected entities include Enderman, Snowman and Blaze.
The damage type in those instances if of the DROWNING
type, and can thus be fully prevented by using a negative value for it as a DamageModifier or by using the following skill
- cancelevent{sync=true} ~ondamaged ?damagecause{c=drowning}
Specific Mobs
ARMOR_STAND
Does not get targeted by default by multi entity targeters, and a specific filter must be used.
AXOLOTL
Can be Bucketed. Defend against this by using a onBucket trigger
BEE
When allowed to randomfly, it will enter placed beehives and pollinate flowers.
No definitive answer exists, apart from clearing its AI and building a new one.
BLAZE
Can be damaged by water, snowballs and the like. Use a Damage Modifier in order to prevent this.
CAT
Scares Creepers and Phantoms away
CHICKEN
Can lay eggs and is hunted by other animals.
For the "egg problem", use the Jockey Option.
COW
Can be milked.
DROWNED
By default, it does not attack its target in the day if they are not in a water block. A custom ai must be set up in order to remove this behavior
ENDER_DRAGON
Has an hardcoded ai.
ENDERMAN
Avoids projectiles and is damaged by water.
ENDERMITE
Aggroes Endermen.
FOX
Has an unique attack pattern, can be useful but also problematic.
GHAST
Has an hardcoded ai. Can be one-shotted by a fireball.
GIANT
Has an hardcoded ai.
IRON_GOLEM
Can be healed via the use of iron ingots and get aggroed by default by most hostile mobs.
MAGMA_CUBE
Has an hardcoded ai.
PARROT
Can be one-shotted by a cookie.
PHANTOM
Has an hardcoded ai.
PIGLIN
Has an hardcoded aggro priority
PILLAGER
If, for any reason, a pillager loses his target while holding a charged crossbow, then it will freeze
PUFFERFISH
Has very unique interactions and behaviors that may cause problems.
RABBIT
Gets aggroed by other neutral mobs, such as foxes.
SKELETON
Gets aggroed by wolves
SLIME
Has an hardcoded ai.
VEX
Has an hardcoded ai.
WARDEN
Has an hardcoded aggro system.
WITHER
Has an hardcoded ai.
WOLF
Can be healed via the use of specific items Once it becomes "Tamed", the health resets.