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Mob Spawning

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Mob Spawning

How mobs spawn naturally in 26.3: mob caps, distances from players, light rules, special conditions per mob, and how Monster Spawners and Trial Spawners work.

How it works

Mob capA category stops spawning when its mob count reaches cap x chunks in range / 289. Chunks in range are all chunks within 8 chunks of any player, so one player alone gives exactly the cap from the table.
Cap per playerEach player also has a personal count per category. A chunk only spawns a category if at least one nearby player is below the cap for it.
Not countedMobs that cannot despawn (named, tamed or otherwise kept) do not count toward the cap.
How oftenEvery game tick each chunk in range tries one random position per category. Animals (the Creature category) only try once every 400 ticks (20 seconds).
Distance from playersMobs never spawn within 24 blocks of a player or within 24 blocks of the world spawn point. The chunk center must be within 128 blocks of a player.
PackOne try makes up to 3 packs. Each mob in a pack is placed up to 5 blocks from the last one on each horizontal axis. A try stops after 4 mobs: 8 for Wolves and most fish, 6 for Horses, Donkeys and Llamas, 5 for Salmon, 1 for Ghasts and Pillagers.
Despawn at onceA mob that can despawn is removed at once when the nearest player is more than 128 blocks away (64 blocks for fish).
Random despawnFarther than 32 blocks from the nearest player, after 30 seconds without a player within 32 blocks, a mob has a 1 in 800 chance each tick to be removed.
Mobs that stayAnimals, Villagers, Wandering Traders, golems, Allays and the Warden do not despawn by distance. Untamed Cats and untrusting Ocelots can despawn after 2 minutes. Fish and Axolotls despawn unless they came from a bucket or have a name. Raiders stay while their raid runs.
Hostile mobs, OverworldBlock light must be 0. Sky light blocks the spawn with a chance of sky light / 32. Then the light level, with sky light lowered by night and weather, must be at most a random number from 0 to 7. In a thunderstorm sky light counts as 10 lower.
Hostile mobs, NetherLight level 7 or lower. There is no separate block light limit.
Hostile mobs, EndBlock light must be 0.
AnimalsMost animals need a Grass Block below and light level 9 or higher. Animals also spawn with new chunks when the world is generated.
PeacefulHostile mobs do not spawn on Peaceful.
Slime chunks1 chunk in 10 is a slime chunk, fixed by the world seed. Below Y 40 a Slime spawn there succeeds 1 time in 10, at any light level.
Swamp Slimes by moonIn Swamp and Mangrove Swamp, from Y 51 to 69, the chance is 50% at full moon, 37.5%, 25%, 12.5% and 0% at new moon, and the light level must be at most a random number from 0 to 7.
PhantomsChecked every 60 to 119 seconds at night for each player at sea level or higher with open sky. A player needs more than 72,000 ticks (60 minutes, 3 game days) since the last rest. The chance is (ticks since rest - 72,000) / ticks since rest. They appear 20 to 34 blocks above the player.
Wandering TraderEvery 20 minutes the game rolls a chance that starts at 26% and rises to 51% and 76% after failed rolls. A passed roll then has a 1 in 10 chance to spawn the trader within 48 blocks of a player or a nearby village bell. It comes with 2 Trader Llamas and leaves after 40 minutes.
Pillager patrolsFrom world time 120,000 ticks (after 5 game days). Every 10 to 11 minutes in daylight there is a 1 in 5 chance for one random player, not close to a village. The patrol appears 24 to 47 blocks away on each axis, at block light 8 or lower. Size is regional difficulty rounded up, plus 1. None in Mushroom Fields.
Zombie siegesAt midnight there is a 1 in 10 chance of a siege that night. It needs a player inside a village, not in Mushroom Fields. 20 Zombies spawn about 32 blocks from the player, one every 3 ticks, following the normal hostile light rules.
Monster SpawnerWorks while a player is within 16 blocks. Every 10 to 40 seconds it tries 4 mobs within 4 blocks horizontally and 1 block up or down. It waits if 6 or more of the same mob are inside the 9 x 9 x 9 block area around it. Hostile mobs still need darkness, but not a solid block below.
Trial SpawnerActivates for players within 14 blocks and ignores light. Default: 6 mobs in total plus 2 per extra player, 2 at a time plus 1 per extra player, one spawn every 2 seconds within 4 blocks, then a 30 minute cooldown. Trial Chambers spawners mostly use 3 at a time and 1 second between spawns.
Game rulesSeparate game rules switch mob spawning, monster spawning, patrols, Phantoms, Wandering Traders and spawner blocks on or off.

Mob caps per category

Monster70Hostile mobs128 blocks
Creature10Land animalsDo not despawn
Ambient15Bat128 blocks
Axolotls5Axolotl128 blocks
Underground water creature5Glow Squid128 blocks
Water creature5Squid, Dolphin, Nautilus128 blocks
Water ambient20Cod, Salmon, Tropical Fish, Pufferfish64 blocks

Special spawn conditions per mob

Zombie, Skeleton, Creeper, Spider, Enderman, WitchOn a solid blockHostile light rulesAny
Husk, Parched, Camel HuskOn a solid blockHostile light rulesAnyNeeds open sky
StrayOn a solid blockHostile light rulesAnyNeeds open sky; Powder Snow above is ignored
DrownedIn waterHostile light rulesBelow Y 58, any height in rivers1 in 15 in rivers, 1 in 40 elsewhere
GuardianIn waterAnyAnyUnder open sky only 1 in 20
SlimeSlime chunksAnyBelow Y 401 in 10
SlimeSwamp, Mangrove SwampAt most a random 0 to 7Y 51 to 69Chance by moon phase
PhantomAbove a playerNightPlayer at sea level or higher60 minutes without rest
PillagerPatrolsBlock light 8 or lowerSurfaceAfter 5 game days
Silverfish, EndermiteOn a solid blockAnyAnyNo player within 5 blocks
Blaze, Breeze, ZoglinOn a solid blockAnyAny
GhastOn a solid blockAnyAny1 in 20
Magma CubeAny blockAnyAny
Zombified Piglin, Piglin, HoglinNot on Nether Wart BlockAnyAny
StriderIn lavaAnyAnyAir above the lava
Cow, Sheep, Pig, Chicken, Horse, Donkey, Llama, PandaGrass Block9 or higherAny
Wolf, FoxGrass Block, Snow, Snow Block, Podzol, Coarse Dirt9 or higherAny
RabbitGrass Block, Snow, Snow Block, Sand9 or higherAny
GoatGrass Block, Stone, Snow, Snow Block, Packed Ice, Gravel9 or higherAny
MooshroomMycelium9 or higherAny
Polar BearGrass Block; Ice in Frozen Ocean biomes9 or higherAny
FrogGrass Block, Mud, Mangrove Roots, Muddy Mangrove Roots9 or higherAny
ArmadilloGrass Block, terracotta, Red Sand, Coarse Dirt9 or higherAny
CamelSand9 or higherAny
ParrotGrass Block, leaves, logs or air below9 or higherAny
OcelotOn a solid blockAnyAny2 in 3
TurtleSand9 or higherBelow Y 67
BatStone, Deepslate, Granite, Diorite, Andesite, TuffAt most a random 0 to 3Below the surface1 in 2
Cod, Salmon, Pufferfish, Squid, DolphinWater with water above and belowAnyY 50 to 63
Tropical FishWater with water above and belowAnyY 50 to 63; any in Lush Caves
NautilusWater with water above and belowAnyY 38 to 58
Glow SquidIn water0Y 30 or lower
AxolotlIn water above ClayAnyAny
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