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Mob spawning is how passive, neutral, and hostile mobs are created in the world.
As new chunks are generated, they have a chance to generate an initial set of mobs from the "creature" category (i.e. most naturally-occurring land animals[A 1]) along with them, ignoring the mob cap, any applicable spawn costs, and the setting of /gamerule spawn_mobs. Any randomness affecting this entire process is derived from the world seed and the position of the chunk that is being generated. Even though biome distribution within the chunk is already known at this point in the generation, the biome of the north west corner of the chunk at the maximum world height is used to make all decisions about this spawning process. As a result, biomes that generate only underground can never affect the initially spawned mobs. Similarly, although structures have been generated already, their potentially configured spawn overrides are ignored. The spawn conditions for most animals prevent them from spawning on "non-terrain blocks", so they won't end up generating on the roofs (or inside) of structures.
The selected biome supplies all relevant mob spawn settings for this process:
| Biome | Probability |
|---|---|
| 👁 Image Badlands |
0.03 |
| 👁 Image Eroded Badlands |
0.03 |
| 👁 Image Ice Spikes |
0.07 |
| 👁 Image Snowy Plains |
0.07 |
| 👁 Image Wooded Badlands |
0.04 |
| all others | 0.1 |
If creatures are configured for the biome at all (see #Spawned Creatures for details), the game performs a loop of spawn attempts until it fails the random check against the creature spawn probability before each iteration. (If the very first check fails, no creatures are generated. Subsequent iterations of the loop are increasingly less likely to happen.)
Most biomes define one or more creature spawn configurations. These spawn configurations also apply if the mobcap is not filled and regular spawn cycle spawning of animals happens. The following biomes don't spawn any mobs from the "creature" category at all: pale garden, river and frozen river, snowy beach, stony shore, all ocean variants, all cave biomes, all biomes in the End dimension, and the void biome.
When certain structures are generated, they may also spawn various mobs at specific locations within the structure. These mobs will not despawn on their own, even if their regularly spawned versions would. The only exception is that hostile mobs still despawn if the game difficulty is set to "Peaceful". This type of mob generation is not to be confused with the special set of mobs that can spawn in certain structures during the regular spawn cycle.
The following structures generate with mobs:
Mobs are broadly divided into seven categories: hostile, passive, water creature (squid, dolphins, and nautiluses), underground water creature (glow squid), axolotls, water ambient (all 4 types of fish), and ambient (bat). Most mobs have a spawning cycle once every game tick (1⁄20 of a second), but passive mobs have only one spawning cycle every 400 game ticks (20 seconds). Because of this, where conditions permit, hostile mobs spawn frequently, but passive mobs (animals) spawn rarely. Most animals spawn within chunks when they are generated.
Mobs spawn naturally within chunks that have a player horizontally within 128 blocks of the chunk center, and can only spawn within a 128 block radius sphere centered on the player. When there are multiple players, mobs can spawn within the given distance of any of them. Hostile mobs (and some others) that move farther than 128 blocks from the nearest player despawn instantly.
There are two caps, a global cap and a per-player cap. Note the spawn density mechanism may also be considered a "cap" of sorts, but takes effect later in the spawning process.
The mob caps are checked once for each spawn-eligible chunk. Spawn for the chunk may take the total number of mobs over the cap.
The caps for each mob category are as follows:
| Mob category | Cap |
|---|---|
| Monster | 70 |
| Creature | 10 |
| Ambient | 15 |
| Axolotls | 5 |
| Underground water creature | 5 |
| Water creature | 5 |
| Water ambient | 20 |
| Misc | -1 |
The entities included in each mob cap are as follows:
The "misc" category is used only by entities that are not mobs, do not spawn naturally, and/or following different spawning rules than other mobs. As such the mob cap has no bearing on mobs of this category. The global mob cap affects only environmental mob spawning, and does not affect mobs spawned through breeding, spawn eggs, the /summon command, monster spawners, or any other type of mob spawning.
All non-persistent loaded mobs are counted against the global cap, including those in chunks not in range of a player or eligible for spawns. The cap is scaled by the total number of chunks within a 17×17 chunk square around any player. The cap is then scaled as globalCap = mobCap × chunks ÷ 289. Because chunks that are in the range of multiple players are counted once, more chunks and higher mob caps result from the players spreading out.
Each non-persistent mob in a chunk that has its center within 128 blocks horizontally of a player is counted toward that player's per-player mob cap. For each chunk, spawns are only allowed if at least one player has that chunk in range and has not reached their per-player mob cap.
For each spawning cycle, attempts are made to spawn packs of mobs per each eligible chunk. An eligible chunk is determined by the same check for which chunks are random ticked. A random location in the chunk is chosen to be the center point of the pack. The X and Z coordinates are chosen completely at random, while the Y coordinate is a random coordinate between the block above the highest block in the column and -64. This makes lower maximum elevations a strong way to increase spawn rates and is the reason why perimeters are so effective. If the block in which a pack spawn occurs is an opaque full cube, further pack spawn attempts are canceled. There are a maximum of 3 pack spawn attempts per mob category.
Before the attempt to spawn each mob in the pack, the position is offset by ±5 (triangular distribution) on the X and Z axes. Thus, while the pack can be spread out up to 40 blocks from the initial position for a pack size of 4, it's much more likely they'll be closer to the center. Approximately 85% of spawns are within 5 blocks of the pack center, and 99% within 10 blocks of the center. Mobs spawn with the lowest part of their body inside this area.
All mobs within a pack are the same species. The species for the entire pack is chosen randomly, but based on a weight system from those eligible to spawn at the location of the first spawn attempt in the pack. For later mob spawn attempts in the pack, if the selected species cannot spawn at the location (e.g. due to being in a different biome or structure) then that attempt fails.
The game checks on each spawn if the number of mobs that have been spawned for the pack is equal to the max spawn attempts, as well as the location's spawn potential.
Pack spawn attempts max out at:
When the max pack size is less than the number of possible spawn attempts, some spawns attempts fail, but are seen more commonly in practice. Based on the number of mobs that have been successfully spawned, if the max pack size is greater than the number of spawn attempts, one gets only the number of spawns from the spawn attempts. Some mobs have a minimum and max pack size, meaning there is an even chance for any number of spawn attempts between them occurring.
For all dimensions, structure-based spawns take priority over biome for hostile spawns. This means that in a swamp hut, pillager outpost, Nether fortress (outer bounding box only when there is Nether bricks below it[JE only]), and ocean monument, one sees only the corresponding hostile mobs for that structure within that structure.
In the Overworld, this depends on the location:
In the Nether:
Whether a spawn condition fails differs from the above determination if the game tries to spawn them in that biome. For example, dolphins can have pack spawns that occur inside of frozen ocean and deep frozen ocean biomes, but no other biomes. These rules apply to variants of the same mob, such as baby zombies and jockeys.
Each individual spawn attempt succeeds only if all of the following conditions are met:
/gamerule doMobSpawning is true.prevent_mob_spawning_inside, which currently means it cannot be any type of rails.Regarding a light level, the basic rules for spawning are as follows (compare it with Light § Mobs):
For more specific rules check Light#Effects_of_light.
When doing the light check in the Overworld and End, the spawn chances are randomized and a spawn only occurs if the light level is less than or equal to a random number between 0 and 7. In the Nether, as long as the light level is 11 or below, the spawn is allowed.
Some mobs have some additional rules in addition to the ones above.
| Mob | Rules |
|---|---|
| 👁 Image Blaze |
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| 👁 Image Drowned |
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| 👁 Image Ghast |
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| 👁 Image Guardian |
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| 👁 Image Hoglin |
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| 👁 Image Husk |
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| 👁 Image Magma Cube |
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| 👁 Image Ocelot |
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| 👁 Image Piglin |
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| 👁 Image Skeleton (nether fortress) |
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| 👁 Image Slime (swamp biome) |
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| 👁 Image Slime (slime chunks) |
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| 👁 Image Stray |
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| 👁 Image Wither Skeleton |
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| 👁 Image Zombie Horse |
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| 👁 Image Zombified Piglin |
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The mobs have some additional rules in addition to the one above.
| Mob | Rules |
|---|---|
|
👁 Image |
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| 👁 Image Glow Squid |
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| 👁 Image Axolotl |
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The bat is currently the only mob in this category, which has some additional rules in addition to the one above.
| Mob | Rules |
|---|---|
| 👁 Image Bat |
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The warped forest and soul sand valley biomes introduced a new mechanic to limit the amount of mobs that naturally spawn in them. The spawn cost (also called spawn potential or spawn density) takes on a value for each block in the biome. Certain mobs increase that value by some number ("charge") divided by their distance to the block. If a new spawn attempt would bring the "potential" of the spawning block above a certain threshold, the spawn attempt is canceled. This results in mobs not spawning too close to one another in these biomes, and new spawns in the area are completely blocked long before the full mobcap of 70 hostile mobs is ever reached.
More specifically, a mob may be spawned at a location if sum( existing mob's charge ÷ distance to mob ) × new mob's charge < new mob's maximum potential. While the code allows for different mobs to have different charges and maximum potential, all checked mobs have the same charge and maximum potential within both the warped forest and the soul sand valley.
Which mobs contribute to the charge, how much they add, and what the maximum potential is are all biome-specific. Mobs carry charge according to their current biome, and affect spawning in an adjacent biome even if they would not contribute a charge if in that biome. For example, striders in a soul sand valley affect enderman spawns in an adjacent warped forest, even though striders in the warped forest itself do not.
Due to the limited total number of mobs in soul sand valleys and warped forests, a larger-than-usual amount of mobs spawn in any space outside of these biomes, including in nether fortresses.
Environmental spawning in Bedrock Edition shares broad similarities to natural spawning in Java Edition: Mobs spawn in a radius around the player subject to block conditions, lighting conditions, biome conditions, naturally generated structure conditions, and caps. Many mobs spawn in groups (called "packs" in Java and "herds" in Bedrock). One notable difference from Java Edition is that most animals can spawn at light level 7 or higher rather than 9 or higher.
There are two types of environmental spawns: cluster spawns and structure spawns. Structure spawns reproduce specific types of mobs at specific locations within certain naturally generated structures, such as nether fortresses, swamp huts, etc. Cluster spawns account for all other types of environmental spawns, including mobs that spawn individually (i.e. not in a herd of 2 or more). Both types of environmental spawns follow the same rules for spawn conditions and mob caps, except that structure spawns can exceed the monster population cap by 1 (see below).
Mob spawning in Bedrock Edition happens within a spherical shell 24-44 blocks away from the player on simulation distance 4. It happens in a quasi-spherical shell 24-128 blocks away from the player, restricted by a simulation distance and/or to roughly 96 blocks horizontally, on simulation distances 6 and higher. This means that mobs can spawn directly above or below the player (for example, phantoms in the sky or zombies underground). Mobs can only spawn in chunks that are being ticked. There is a 11⁄2000 chance of the mob spawning algorithm attempting to run per chunk, per tick.
There are three mob caps that affect environmental spawning: a global mob cap, population control caps for general mob types, and density caps for specific mob types. The global mob cap is set at 200 regardless of difficulty. The global mob cap affects only environmental mob spawning, and does not affect mobs spawned through breeding, spawn eggs, the /summon command, monster spawners, or any other type of mob spawning. Chickens created by thrown or dispensed eggs are counted in the global mob cap. Only mobs that have spawn rules count toward the global cap (i.e. armor stands and minecarts do not take up cap space). In addition, mobs that are within ticking areas (both those around players and those set manually using the /tickingarea command) count toward the global mob cap; mobs not ticked do not count toward the global mob cap.
The population control caps limit how many mobs of each type and category can spawn within a 9 chunk by 9 chunk square region surrounding the chunk in which the spawn attempt is made. Mobs in chunks outside a ticking area still count toward population control counts as long as they were previously loaded (i.e. within simulation distance at some time) after relogging. The population control caps are split up into two distinct categories: a cap for surface mobs, and a cap for cave mobs. Cave mobs do not count toward the surface mob cap, and surface mobs do not count toward the cave mob cap. Whether a mob counts as a surface mob or a cave mob is determined by where or how it spawned, not where it happens to be at the moment. For cluster spawns, those that spawn on the highest spawnable block at a given coordinate count toward the surface cap, and any that spawn below the highest solid or non-solid but spawnable (e.g. ice or upper slab with air above) block count toward the cave cap. Structure-spawned mobs and converted mobs (i.e. drowned converted from zombies, witches from villagers, zombified piglins from pigs, and medium and small slimes from killed larger slimes) always count toward the cave cap, and monster-spawner-spawned mobs always count toward the surface cap.
There are five categories of mobs: ambient, animal, monster, pillager, and water_animal. The population control cap for each category and location of mob in each dimension is as follows (* denotes values that are coded in the game but not actually used by any mobs):
| Category | Location | Overworld | Nether | The End |
|---|---|---|---|---|
| Ambient | Surface | 0 | 0 | 0 |
| Cave | 2 | 0 | 2* | |
| Animal | Surface | 4 | 0 | 4* |
| Cave | 0 | 4 | 0 | |
| Monster | Surface | 8 | 0 | 10 |
| Cave | 16 | 16 | 8* | |
| Pillager | Surface | 8 | 0 | 8* |
| Cave | 8 | 0 | 8* | |
| Water_Animal | Surface | 36 | 0 | 36* |
| Cave | 0 | 0 | 0 |
The entities included in each population control caps are as follows:
Some specific mobs types also have their own density caps. The density caps limit the number of those mobs to some amount below the applicable population control cap. Density caps are checked in the same manner as the population control caps. Caps are below (n/a indicates that the mob does not spawn in that environment at all).
| Mob | Surface cap | Cave cap |
|---|---|---|
| 👁 Image Cod |
20 | n/a |
| 👁 Image Creeper |
5 | unlimited (population control cap still applies) |
| 👁 Image Dolphin |
5 | n/a |
| 👁 Image Drowned |
5 in ocean
2 in river |
n/a |
| 👁 Image Ghast |
n/a | 2 |
| 👁 Image Phantom |
5 | n/a |
| 👁 Image Pufferfish |
3 | n/a |
| 👁 Image Salmon |
10 in ocean
4 in river |
n/a |
| 👁 Image Squid |
4 in ocean
2 in river |
n/a |
| 👁 Image Tropical Fish |
20 for preset pattern
20 for random pattern |
n/a |
The following rules apply to most mobs:
Cluster spawning happens in two stages: first attempt to spawn surface mobs, then attempt to spawn cave mobs. Before spawning, the population control cap is calculated based on the 9 chunks × 9 chunks square area surrounding the current chunk. Spawning begins by picking a random X and Z location within the chunk currently being evaluated. The Y coordinate is determined by starting at the world height and searching downward for a solid-top-surface block with a non-spawn-blocking block above it. The first such block that is found is considered to be the surface, and the algorithm attempts to spawn a surface mob herd. However, if the algorithm finds a solid block before finding a spawnable solid-top-block (e.g. if it finds a tree trunk directly under leaves), it does not make any surface spawn attempt. The algorithm then continues to search downward for the next suitable block with a non-spawn-blocking block above it. When a block meeting the criteria is found, the algorithm attempts to spawn a cave mob herd at that block location. Cave spawn attempts continue until the Y coordinate reaches the world bottom, and do not stop even if a cave herd was spawned.
Surface and cave cluster spawn attempts then go through the following steps to figure out what mob to spawn and how many:
(mob density cap − current mob density count) ÷ mob density capStructure spawn attempts occur at specific relative X and Z coordinates in naturally generated structures, known as "hard-coded spawn spots". The structures that have hard-coded spawn spots include swamp huts, ocean monuments, pillager outposts, and nether fortresses. Whenever a successful cluster spawn attempt occurs within a chunk that contains a hard-coded spawn spot, the environmental spawning algorithm also attempts a structure spawn. (Note that a "successful attempt" here means that a spawnable block was found, even if the spawn was then blocked by light level check or mob cap check.) The structure spawn attempt follows the same rules and steps described above for cluster spawning, with the following changes:
/summon command./ride in Bedrock Edition, provided that both mobs allow riding.| Mob | Spawning |
|---|---|
| 👁 Image Agent |
An agent spawns when using a code connection.[Bedrock Edition and Minecraft Education only] |
| 👁 Image Axolotl 👁 Image Cod 👁 Image Salmon 👁 Image Pufferfish 👁 Image Tadpole 👁 Image Tropical Fish |
Spawn when using the corresponding bucket of aquatic mob. |
| 👁 Image Bee |
Spawn when a bee nest or beehive is broken without Silk Touch. |
| 👁 Image Cat |
Spawns in the vicinity of a player near a village. |
| 👁 Image Chicken |
A thrown egg spawns baby chickens. |
| 👁 Image Iron Golem 👁 Image Snow Golem 👁 Image Copper Golem |
Can be made to spawn if a player builds the proper structure out of blocks. They can also be created by an enderman. Copper golems can also spawn when scraping a non-waxed, non-oxidized copper golem statue. |
| 👁 Image Mooshroom (brown) |
Spawns when a red mooshroom is struck by lightning, and vice-versa. |
| 👁 Image Mule |
Spawn when breeding a horse and a donkey. |
| 👁 Image NPC |
Are part of Tutorial Worlds.[Minecraft Education only] |
| 👁 Image Skeleton Horse |
Can spawn during thunderstorms, trigger a skeleton trap. |
| 👁 Image Sniffer |
Sniffer eggs hatch and spawn snifflets. |
| 👁 Image Turtle |
Turtle eggs hatch and spawn baby turtles. |
| 👁 Image Happy Ghast |
Hydrated dried ghasts spawn ghastlings. |
| Mob | Spawning |
|---|---|
| 👁 Image Blaze 👁 Image Cave Spider 👁 Image Magma Cube 👁 Image Silverfish 👁 Image Skeleton 👁 Image Spider 👁 Image Zombie |
A monster spawner causes mobs to spawn constantly in the area around it. |
| 👁 Image Bogged 👁 Image Breeze 👁 Image Cave Spider 👁 Image Husk 👁 Image Skeleton 👁 Image Silverfish 👁 Image Slime 👁 Image Spider 👁 Image Stray 👁 Image Zombie 👁 Image Zombie (baby) |
A trial spawner or ominous trial spawner causes their respective mob to spawn during a normal Trial or an ominous trial. |
| 👁 Image Creeper (charged) |
If a creeper gets struck by lightning, it becomes charged. |
| 👁 Image Creaking |
A creaking heart found in the pale garden needs to be placed by 2 correctly orientated pale oak logs. When met these conditions, they will activate and spawn a creaking during the night. |
| 👁 Image Endermite |
Can spawn randomly when a player uses an ender pearl. |
| 👁 Image Evoker 👁 Image Pillager 👁 Image Ravager 👁 Image Vindicator 👁 Image Witch |
Can spawn as part of raids or patrols. |
| 👁 Image Phantom |
Can spawn after player does not sleep or die for at least 3 days. (In Bedrock Edition phantoms are spawned by the environmental spawning algorithm like other monsters. They are subject to the monster cap, and they count toward the monster cap). |
| 👁 Image Magma Cube 👁 Image Slime |
Killing medium and large slimes or magma cubes spawns 2–4 more, but in a smaller size. |
| 👁 Image Silverfish (effect) |
Entities with the status effect Infested have a 10% chance to spawn 1–2 silverfish when hurt. |
| 👁 Image Silverfish (block) |
An infested block spawns a silverfish if broken, or if a nearby silverfish is attacked. |
| 👁 Image Slime |
Entities with the status effect Oozing will spawn 2 medium slimes on death. |
| 👁 Image Skeleton |
Skeletons spawn as 20% of naturally-spawning strays Can also spawn from skeleton traps. |
| 👁 Image Warden |
When a player activates a naturally generated sculk shrieker four times or more. |
| 👁 Image Witch |
When a villager gets struck by lightning, it is replaced by a newly spawned witch. |
| 👁 Image Wither |
Can be made to spawn if a player builds the proper structure out of blocks. |
| 👁 Image Zombie |
Zombies spawn as 20% of naturally-spawning husks.[JE only] |
| 👁 Image Zombie 👁 Image Zombified Piglin 👁 Image Illager |
Can spawn reinforcement when hurt.[JE only] |
| 👁 Image Zombie Villager |
Zombie villagers spawn as 5% of naturally-spawning zombies.
A villager killed by a zombie has a 50% chance of becoming a zombie villager in normal difficulty, and 100% chance in hard difficulty. |
| 👁 Image Zombified Piglin |
Can spawn from nether portals in the Overworld. Lighting and player proximity don't prevent this.
When a pig gets struck by lightning, it is replaced by a newly spawned zombified piglin. |
| 👁 Image Zoglin 👁 Image Zombified Piglin |
If a piglin or hoglin is transported to the Overworld or the End, after 15 seconds they transform into zombified piglins or zoglins, respectively. |
All monster, ambient, and aquatic mobs excluding shulkers, withers, elder guardians, and ender dragons despawn unless they have been marked persistent. Other mobs that are not hostile, ambient, or aquatic that do despawn include, stray cats, untrusted ocelots, wandering traders, and untamed trader llamas.
Mobs are persistent, meaning they do not despawn and do not count toward the respective mob caps, when they:
{PersistenceRequired: 1b} set on them, whether by being summoned with it, or by being set manually with /data merge or /data modify. This is also the only way to prevent wandering traders from despawning.The following mobs have their despawning prevented[more information needed], and do not count towards their respective mob caps:
In Bedrock Edition, like Java, despawning occurs based on distance and chance.
Mobs with persistence do not despawn. Mobs gain persistence in the following ways:
/summon command or a spawn egg.The following entities always have persistence:
| Java Edition Classic | |||||||
|---|---|---|---|---|---|---|---|
| August 25, 2009 | Mobs shown to spawn in groups. | ||||||
| 0.24_SURVIVAL_TEST | Added mob spawning, alongside mobs. | ||||||
| Java Edition Indev | |||||||
| 0.31 | 20100204-2027 | Mob spawning is now determined by light level. Hostile mobs spawn only in dark areas, and passive mobs spawn only in bright areas. | |||||
| Java Edition Infdev | |||||||
| 20100227-1414 | Mobs no longer spawn naturally. | ||||||
| 20100316 | Mobs are spawned by an arrow hitting a block. | ||||||
| 20100413-1951 | Mobs can no longer be spawned by an arrow hitting a block. | ||||||
| 20100415 | Mobs spawn naturally again. | ||||||
| 20100420 | Mobs now spawn less frequently. | ||||||
| Java Edition Alpha | |||||||
| v1.2.0 | ? | The mob spawning algorithm has been changed. Trying to spawn mobs inside a solid block no longer causes that entire spawn cycle to bail out. | |||||
| The chunk (0, 0) (X 0–15 and Z 0–15) is no longer always the first chunk evaluated for mob spawning. Previously, if one built a dark room inside that chunk, almost all mobs would spawn there as there was no chance of the algorithm bailing out before reaching that chunk. | |||||||
| Hostile mobs can now spawn in higher light levels at lower depths, using the formula 16 − (Layer ÷ 8). At level 8 and below, mobs could spawn even in sunlight. | |||||||
| v1.2.1 | Hostile mobs can no longer spawn in higher light levels at lower depths. | ||||||
| ? | The spawning area used to be 17×17 chunks rather than 15×15. The area was reduced, but the old size is still used to calculate mob caps. | ||||||
| It is no longer possible to funnel mobs into a spawning room by preventing them from spawning elsewhere. Some older sources of information about spawning make reference to the old behavior. | |||||||
| Large amounts of empty space used to encourage spawning in the general area. This remains true on a smaller scale, and only horizontally, due to pack spawning. | |||||||
| Java Edition Beta | |||||||
| 1.8 | Pre-release | Previously, mob spawning was determined by light level rather than the current chunk properties. This was no longer the case in Beta 1.8. In a pre-Beta 1.8 world, hostile mobs would spawn in light level 7 or lower while friendly mobs would spawn in light levels 9 or higher. Because of this, hostile mobs had a slight chance of spawning even though it was light due to them spawning in the air where there was little light. If you had a lot of torches down, go down to your mine, then return, you would have a tendency to find your house having some cows, pigs, chickens or sheep running about. | |||||
| Java Edition | |||||||
| 1.4.2 | 12w32a | Added the game rule doMobSpawning to toggle mob spawning. | |||||
| 1.8 | 14w25a | Most restrictions on the pack location are removed. Formerly it had to be an air block, now any non-opaque block suffices. | |||||
| 1.9 | 15w46a | When spawning mobs, the spawning block cannot block movement (formerly just had to be non-opaque) and cannot be any type of rail. Also the block above can no longer be liquid. Mobs can no longer spawn in blocks containing any type of rails, buttons, tripwire hooks, pressure plates, levers, redstone torches, redstone repeaters, comparators, or redstone dust. | |||||
| pre2 | Pack spawning mechanics adjusted, "12 attempts" is now "up to 12 attempts" and is even more heavily weighted toward the center. | ||||||
| 1.15 | 19w37a | When breedable mobs spawn naturally in a group, the group now sometimes includes babies. (Has a 5% or 10% chance depending on the animal.) | |||||
| 1.16 | 20w18a | Mobs that are riders of other mobs and entities (like boats and minecarts) no longer despawn. | |||||
| Added the spawn cost/charge system that reduces hostile mob spawn rates in soul sand valley and warped forest. | |||||||
| Added a new section to the debug screen, which covers the spawning of mobs in each category. | |||||||
| 1.17 | 21w13a | Added a new mob cap category for axolotls and glow squid. | |||||
| 1.18 | Experimental Snapshot 1 | Block light level now must be 0 for many hostile mobs to spawn (the sky light can still prevent these mobs from spawning like before). | |||||
| experimental snapshot 3 | Mob spawning is now consistent throughout all altitudes increasing spawn rates in higher altitudes and decreasing spawn rates in lower altitudes. | ||||||
| Added per-player mob caps. | |||||||
| experimental snapshot 5 | The spawn rate changes in experimental snapshot 3 have been reverted. | ||||||
| 21w37a | Axolotls now have their own mob cap, separate from glow squid. | ||||||
| 21w40a | Axolotls now spawn only when there is a clay block less than five blocks below the spawning space. | ||||||
| 1.18.2 | 22w07a | Aquatic mobs now spawn only if the block above is a non-waterlogged water block, preventing fish from spawning inside bubble elevators. | |||||
| 1.21.9 | 25w35a | Added the game rule spawnMonsters, which toggles natural monster spawning only. | |||||
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU1 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | Added mob spawning. |
| TU19 | CU7 | 1.12 | 1.12 | 1.12 | Added a mob spawning host option | ||
| TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | Mobs no longer spawn on rails. | |
Issues relating to "Mob spawning" are maintained on the bug tracker. Issues should be reported and viewed there.