aging: block turns into another mob once it has been alive long enough.
aging block is a final stage; a mob nothing grows into is a first stage.
Fields
Real time, not tick time
The deadline is stamped on the entity, so growth survives a restart and a chunk sleeping for an hour. A piglet left in an unloaded chunk over lunch is a hog when you come back. That is the behaviour worth having for a chain: the alternative is a farm that only advances while somebody is standing next to it. Nothing polls — each mob schedules exactly one task for its own deadline, and a mob whose deadline has already passed when its chunk loads grows on the spot.What carries over
Growth is a replace, not a mutation: the stages are different mobs with different models, so the old entity is removed and the new one spawned through the normal pipeline — which means the new stage’s+onSpawn effects run.
Eggs hatch the first stage
A spawn egg from the Entities menu hatches the first stage of a chain, so a warhog egg gives you a piglet and the chain plays out from the start./nme spawn <mob> still places the exact stage you named, which is what you want when testing the last one.
Broken chains
A chain that cannot work is reported and dropped, not fatal — a mob whosegrows-into is a typo is still a perfectly good mob, so it loads without its aging block. /nme debug names the file and the reason. The cases caught are:
grows-intonaming a mob that does not exist- a mob that grows into itself
- a loop somewhere in the chain
aftermissing, or not a duration
Notes
- Both fields are editable from the in-game editor as Grows into and Grow time.
aftermust be longer than zero.- Ageing is independent of levels: a stage that grows keeps whatever level it was spawned at.

