This change breaks most of the adventure maps I've made.
Instead of having a rich environment of many different custom monsters, everything collapses to zombies and skeletons again.
Since it works for armorstands, there is no reason except some arbitrary decision to break it for mobs.
If there is a performance concern- make it a user selectable option
a) no names
b) show only the name of the creature I'm looking at.
c) show all custom names.
The custom name data exists and is being sent to the client so I can't see the performance savings.
This is broken. Please fix!
In 1.7.4, I observed five or six zombie sieges over the course of about three hours.
With a population of 40+ villagers (this appears to be key).
My village is a long straight row of booths closed on three sides with a one block opening on the front. (now a half block opening. 🙂 )
I observed groups of about a dozen zombies spawning in a LL12 block twice. The other three times, I heard them but didn't see them spawn.
Here is a work around.
The name is higher and you need twice as many entities... but it works.
/summon ArmorStand ~ ~1 ~ {CustomName:"Brethren Glorius",CustomNameVisible:1,Invisible:1,DisabledSlots:15,Riding:{id:"Skeleton",Equipment:[{},{},{},{id:golden_chestplate,Count:1},{}]}}
I.e. summon a named invisible armor stand riding the creature you are summoning.
So I tried smaller items. a named stone button riding the skeleton. Couldn't make it invisible but it fit inside the skeleton's head.
/summon Item ~ ~1 ~ {CustomName:"Brethren Glorious",CustomNameVisible:1,Item:{id:stone_button,Count:1},PickupDelay:99999,Owner:Notch,Riding:{id:"Skeleton",Equipment:[{},{},{},{id:golden_chestplate,Count:1},{}]}}
The problem with these approaches is that it leaves named items on the ground. Need a way to clean them up.
I had to /minecraft:kill @e[type=ArmorStand] the armorstands.
I think you could use named "bones" for skeletons and named rottenflesh for zombies. Then the players would just pick up those items when the monster died.