Explanation: This really comes down to atmosphere and pacing. I would love to have realistic animals to add richness to the atmosphere, but even if it's just a bit of a tweak, the atmosphere needs fixed. Problem: 2/3 mobs trying to kill you makes hostile mobs annoying and time consuming, not challenging or fun. Certainly not realistic. Problem: Infinitely spawning, non-persistent mobs remove the feeling that a player is able to influence the planetary environment. Opinion: Call me crazy, but I want the animals in Starbound to act like animals. I also want animals in Starbound to be finite resources on a planet unless properly farmed. An animal should have hunger. An animal that's hungry should eat either plants or herbivores or the player. That means attacking, having the attacked animal drop meat, and having the hungry animal pick up the meat. It also means players could loot hungry animal kills with the right timing. An animal should have a place it calls home. An animal should defend its home, attacking other animals or players or NPC's it finds there. Even if that's an area of (relatively) flat terrain some radius in size. If the animal is trapped away from its original place, it should redefine its area to one it can get to. An animal should learn what's going to attack it. Animals should defend themselves by running away from potential pain, either having seen another animal hurt or having been hurt themselves. This would mean predators chasing prey across planet surfaces without the player's involvement. Aggressive animals might also learn that a player doesn't harm animals, then attack that player, thinking it an herbivore (then probably never attack that player ever again if the player defends him/her self). If you kill one shlorp in a herd, all other rendered shlorps should flee from you. If a schlorp flees from you, it should re-broadcast the "flee from player" boolean to all schlorps on screen, even ones who weren't present for the initial attack. An animal should have a personal space. If an animal can't escape a threat, it should turn and fight if a threat gets close enough. An animal should not spawn from nowhere. If I make laps around the planet and kill everything without regard for hostility, there should be no animals left on the surface. If I beam down and go left and there's a herd of wharfstaches, when I beam down and go left again, there should be the same herd of wharfstaches, not a pair of carnivorous glorb flies. An animal should be driven to reproduce. Animals should definitely reproduce, especially when in captivity, provided there's appropriate genders available and access to food and such. What with starving to death and being hunted a thing, this makes sense. Suggestion: Make animals spawn as part of the terrain, with behavior on whether to stay on "their" part of the terrain or graze, hang out with others of their own kind or be territorial. The above suggestions would require balance-work to keep from making whole planets extinct from, say, one too many predators, so in the interim-- Easier Suggestion: Tweak the ratios on mob hostility. Right now most mobs attack the player. In reality, most everything would stay away from a dangerous human-sized predator. Herbivores should be more prevalent than carnivores, and herbivores survive more easily by running away (at least on earth) than getting into fights. I want to feel like I'm wandering on an alien planet, not into a monster apocalypse. When something comes along that can kill you and wants to, it should be a surprise. A player should flee, frantically trying to find a safe place to open their inventory so they can get their weapon out because for hours of building and/or mining, nothing was trying to kill them.