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Talk:Mob spawning

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Latest comment: 12 January by FeedbackBot in topic Feedback (Mon, 12 Jan 2026 02:49:00 UTC)
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Section rename and other necessary improvements

[edit source]
Latest comment: 18 May 20252 comments2 people in discussion

I am recently aware that the old Spawn page was split. Although all contents are here, the new page is more confusing to me in terms of section titles and order. I think further rename and(or) rearrangements are necessary since it is now a new page focusing only on mobs.

The involved sections:

Rename or split section Mob spawning#Mob spawning on chunk generation. It was named Natural generation before the split. At that time it was good because it is a list of what mob can spawn in the world by the game, through either spawn cycles or generation. However, the new name is emphasizing generation, which implies the listed mobs should not consider those in spawn cycles. If this name is to be used, I think there should be a separate section to put the list of mobs in spawn cycles, or move the list to real Mob spawning#Spawn cycle section. Otherwise, just use the old name, it is fine.

Make section Mob spawning#Spawn cycle shorter. The general spawn cycle mechanisms themselves are complex enough, and almost all special requirements for mobs are here, making the page even harder to read. Personally, I would like that only general mechanisms be kept here, and mob-specific things be redirected to each mob's page. Also, in MCW:Community portal#Wanted pages there is a invitation that a page of what mobs can spawn on what blocks is created. When that page is ready I think a link to there would be better.

Consider classifying things in Mob spawning#Other types of spawning according to the gameplay events. This section now uses passive or hostile as the criteria, which is good for finding the spawning method of a specific mob. However, I still think the best place to find how to spawn a mob is exactly that mob's page, instead of this page. This section should rather collect what mob can spawn under each gameplay event other than spawn cycles or generation.

I am of course interested in changing them right away, but there could be a large structural change so I need some more ideas from u guys before it starts. Hxy123abc (talk) 09:06, 10 October 2024 (UTC)

Yeah, I agree with the 1st part. I don't understand the rest of this, but I'll read more of this page in the future. --Simanelix (T|C) 23:00, 18 May 2025 (UTC)

The more I look at this page, the more it hurts

[edit source]
Latest comment: 30 June 20259 comments4 people in discussion

Moved to Forum:Rewriting Mob spawning.

This page needs rewritten. Please. I need someone to help me with this. I am going to read this page a little every day just so I can get familiar with its contents, bu it's a mess! For example, Mob spawning § Java Edition uses the names "hostile" and "passive", while Mob spawning § Java Edition mob cap calls those "monster" and "creature". Also, Mob spawning § Java Edition mob cap does not list what the cap for water ambient (the 4 types of fish) is.

I could spend all day pointing out problems, and the obsessive part of my brain wants to do that, but small problems like this are perfectly fine at the end of the day. Me and anyone else who is willing to help just need to work on fixing these problems in the page overtime when we have the time to do so. Yeah. --Simanelix (T|C) 23:42, 18 May 2025 (UTC)

I'm stil new to the wiki, so I'm not too familiar with the naming/standards either.
But since mob spawning uses the mobcap, the mobcap group names (monster, creature, ...), or a more user-friendly alternative, might be more appropriate?
The hostile/passive/animals/neutral/etc. categories doesn't quite map exactly into these groups, so I'm not sure about using those categories for mobcaps.

I also wasn't able to find an exhaustive list of which entities contribute to which mobcaps.
So maybe an expandable list/table could also be added?
I just obtained these from the code directly and tested spawning each one of them in-game to verify with F3:
Monster (afaik, hostiles and some neutrals?)
Blaze, Bogged, Breeze, Cave spider, Creaking, Creeper, Drowned, Elder guardian, Ender dragon, Enderman, Endermite, Evoker, Ghast, Giant, Guardian, Hoglin, Husk, Illusioner, Magma cube, Phantom, Piglin, Piglin brute, Pillager, Ravager, Shulker, Silverfish, Skeleton, Slime, Spider, Stray, Vex, Vindicator, Warden, Witch, Wither, Wither skeleton, Zoglin, Zombie, Zombie villager, Zombified piglin
Creature (most passives, some neutrals)
Allay, Armadillo, Bee, Camel, Cat, Chicken, Cow, Donkey, Fox, Frog, Goat, Happy ghast, Horse, Llama, Mooshroom, Mule, Ocelot, Panda, Parrot, Pig, Polar bear, Rabbit, Sheep, Skeleton horse, Sniffer, Strider, Tadpole, Trader llama, Turtle, Wandering Trader, Wolf, Zombie horse
Ambient Bat
Axolotls Axolotl
Underground Water Creature Glow squid
Water Creature Squid, Dolphin
Water Ambient Cod, Pufferfish, Salmon, Tropical fish
Misc. Iron golem, Snow golem, Villager, and every other entities and projectiles
WaterGenie3 (talk) 12:01, 28 June 2025 (UTC)
Pretty sure ocelots are classed as monsters in JE. == Rout | Talk 12:03, 28 June 2025 (UTC)
Their spawning checks against the monster cap, but their existence contributes to the creature cap.
This is the only mob that does this afaik.
The image on the right is just tick-sprinting and the creature cap kept climbing because monster cap is not filled -->
👁 Image
I have a demo video to also show them stop spawning after filling in the monster cap.
edit: sorry, I don't know why the thumbnail appears overlapping there D:
WaterGenie3 (talk) 12:22, 28 June 2025 (UTC)
Ah, I didn't know that. My bad. Also, you have mods enabled in the video, mods shouldn't be used when testing game mechanics unless 100% necessary, or it may affect the results (even if they're edit: I meant "the mods" are purely visual or performance-related). == Rout | Talk 12:26, 28 June 2025 (UTC)
@WaterGenie3 and @Rout, your discussion is quite interesting, however I think it would be better to create a separate section for your discussion about mob caps and move there all your entries.
Even if @Simanelix has mentioned an issue about "mob caps", I suppose that his intention was to discuss about the page as a whole, and not some specific parts or subjects that obfuscate the main problem he reported. TwoBlocksMC (talk) 16:49, 28 June 2025 (UTC)
That was exactly what I was intending. The page is long, hard to read, and could use a lot of general rewriting, which will take a long time. I already did some section splitting and fixed a few things. But another huge problem is that I am finding a lot of issues with the technical details. Like, I understand them, but I have so many questions that need tested / answered. So the rewriting process is going to take a long time and a lot of work from other editors. -- Simanelix (T|C) 18:14, 28 June 2025 (UTC)
If you haven't done so already, I thought you might want to discuss your thoughts with the wider community: either on Minecraft Wiki:Community portal or Minecraft Wiki:Forum (which is described as intended for in-depth and larger discussions). TwoBlocksMC (talk) 19:47, 28 June 2025 (UTC)
Alright, I'll move the disucssion. -- Simanelix (T|C) 15:46, 30 June 2025 (UTC)

Feedback (Fri, 06 Jun 2025 00:10:02 UTC)

[edit source]
Latest comment: 6 June 20253 comments2 people in discussion
Resolved

Pretty sure the bullet point under despawning talking about monsters despawning on peaceful had a couple issues. First, ocelots aren't considered monsters in Bedrock Edition. They're only considered monsters in Java Edition because of a bug, so that should probably use the Java only note and also link to the bug about ocelots being considered monsters. Then, while the "Bedrock Edition" is italicized correctly, the words should also probably link to the Bedrock Edition page, because that's how it works most of the time.

Edit (Fri, 06 Jun 2025 00:27:34 UTC):
Follow up to the previous feedback I submitted: the bullet point I noticed issues with was under the Java Edition section, the header of which I did not notice, sorry about that. Though anyway, if that section is about Java Edition, then it probably shouldn't be talking about Bedrock Edition anyway. The bullet point I was talking about also has another issue; it says "including mobs holding items" when I'm pretty sure it means monsters with persistence. Though there's also two grammar issues I noticed: there's a list of mobs that can bypass despawning or gain persistence, and it says "Following mobs that can ...", which is missing the word "the" before "following". The "fish" point under that list also has a few grammar issues, saying "Spawned as a result of placing out of a bucket of mob." In the place of this slightly awkward sentence, I'd suggest "Spawned as a result of a bucket of mob being dispensed". Thanks!

--FeedbackBot 00:10, 6 June 2025 (UTC)
Reducing the number of links to Bedrock Edition helps make the wiki look less cluttered, actually. But your prior point about ocelots being monsters sounds interesting. --Simanelix (T|C) 01:31, 6 June 2025 (UTC)
I fixed some of the issues. But yeah, I don't know whether the game considers them persistent or if there are other rules in the code that prevent their despawning. --Simanelix (T|C) 01:49, 6 June 2025 (UTC)

Feedback (Fri, 25 Jul 2025 17:31:55 UTC)

[edit source]
Latest comment: 28 July 20252 comments2 people in discussion
Resolved

Look over the uses of the terms 'sky light' and 'light level' in the sections "Hostile Mobs" to "Ambient Mobs". For example, one thing that it says about hostile mob spawning is:

"In the Overworld, block light level must be 0 and sky light must be 7 or below"

But if this were true then hostile mobs would never spawn on a superflat world because the sky light is always 15. I think it meant internal light level, which gets lower at night. This would align with what the Light article says in its Mob section:

"Most hostile mobs spawn in the Overworld when it gets dark at night, thunderstorms, or in caves, but torches and other light-emitting blocks prevent the mobs' spawn. These mobs need a maximum internal sky light level of 7 and a block light level of 0 to spawn"

--FeedbackBot 17:31, 25 July 2025 (UTC)
Thanks! Exactly, it was meant the internal sky light level.
I corrected the text on the page.
TwoBlocksMC (talk) 23:45, 28 July 2025 (UTC)

can hostile mobs spawn on dirt

[edit source]
Latest comment: 7 January2 comments2 people in discussion

e 69.53.123.180 22:01, 6 January 2026 (UTC)

Yes as dirt is a full solid block, this is mentioned in the article == Rout | Talk 15:03, 7 January 2026 (UTC)

Feedback (Mon, 12 Jan 2026 02:49:00 UTC)

[edit source]
Latest comment: 12 January1 comment1 person in discussion
Resolved

There's a typo on this page. The phrase "Based on the number of mobs that have been successfully spawned" has a period at the end, even though it is not a complete sentence (probably supposed to be a comma).

--FeedbackBot 02:49, 12 January 2026 (UTC)
Retrieved from "https://minecraft.wiki/w/Talk:Mob_spawning?oldid=3484004"

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