Presets

Entity presets

Scale attribute preset for custom mobs

Scale attribute preset for custom mobs is now a complete Attributes workflow instead of a templated command note. Use this preset when the same base mob should read as a miniboss, tiny helper, or special encounter without changing entity type. Scale is a strong visual cue, so it belongs near health, damage, equipment, and name setup in the Project pack. The article keeps the setup fields, output review, Project placement, and result capture together so the command is easy to audit before it becomes part of a map setup, event trigger, or reusable command pack. The Attributes workbench keeps the target tag, scale attribute, action, and value visible beside the output. That lets a creator tune the visual size while still seeing the exact selector that prevents unrelated mobs from changing scale.

Preset result

A tagged custom mob becomes larger so it reads as a miniboss in the arena.

Output

Scale attribute command

/attribute @e[tag=miniboss,limit=1] minecraft:scale base set 1.5

Preset screenshot

Start with the Attributes controls that define the preset state.
The second shot highlights the setting or companion command that changes player-facing behavior.
The output shot keeps the final command or command pair visible before it enters Project.
A tagged custom mob becomes larger so it reads as a miniboss in the arena.

Build the preset

  1. Open the Attributes workbench.
  2. Set target to a tagged custom mob such as `@e[tag=miniboss,limit=1]`.
  3. Choose `minecraft:scale` as the attribute.
  4. Set base value to `1.5` for a readable miniboss size.
  5. Review the command and save it after the summon line.
  6. Run the command in-game and check that the larger mob still fits the arena.
  7. Tune health and damage after the visual scale feels right.

Why this Attributes preset belongs in Project

Use this preset when the same base mob should read as a miniboss, tiny helper, or special encounter without changing entity type. Scale is a strong visual cue, so it belongs near health, damage, equipment, and name setup in the Project pack.

The Attributes workbench keeps the target tag, scale attribute, action, and value visible beside the output. That lets a creator tune the visual size while still seeing the exact selector that prevents unrelated mobs from changing scale. A copied command is only useful when the surrounding assumptions are visible: selector scope, world state, order inside the pack, and the exact output that will be pasted into Minecraft. Treat this preset as a checkpoint where those details can be reviewed before the command leaves NBTForge.

The gallery is structured around that review. The first shot shows the workbench state, the second shot calls out the field or companion module that changes player-facing behavior, and the output shot keeps the command or command pair visible. When the preset has a visible result, the in-game capture confirms the same idea in a restored test world rather than relying on a generic overlay.

Testing and scope checks

Large scale can affect readability, camera framing, and collision expectations. Test the scaled mob in the actual arena before adding particles, passengers, or close-quarters attacks around it.

Run the first smoke test with a narrow selector and a clean world state. Environment, utility, routing, and feedback commands can look harmless, but they often affect every player or the whole world. Confirm the command changes only the intended state, then save the exact output beside the setup or follow-up lines that explain why it exists.

If the command becomes part of a function file or command-block chain, test the copied artifact, not only the live workbench state. That catches stale selectors, wrong command order, missing setup lines, and effects that only appeared to work because a previous test left state behind.

  • Keep selectors narrow until the full pack is reviewed.
  • Place world setup before encounter-specific overrides.
  • Save feedback commands next to the state change that triggers them.

Where to go next

Pair this with max health, movement speed, or bossbar setup so the visual size matches the fight design.

For related stat tuning, compare the max health attribute preset and zombie boss custom gear preset.

FAQ

Can I paste this Attributes command into chat?

Usually yes for a one-command smoke test if the selector is safe and the line is short. For repeatable map behavior, save it to Project and copy the ordered pack or function-style output.

Why include a result capture for a utility-style preset?

The result capture proves the command changed visible world, HUD, routing, or feedback state in Minecraft instead of only looking correct in the output panel.

What should I check before sharing this preset?

Check selector scope, command order, target version, and whether the command belongs in setup, encounter logic, feedback, or cleanup. Those categories decide where it should sit in a Project pack.

Open this workflow

Start from the related Attributes workbench, then adjust the preset fields for your world.