MOBS!
Mobs are living, moving game entities. Generally, mobs are affected by the enviroment in the same ways as the player: They are subject to physics, and they can be hert by almost all the same things that harm the player: catching on fire, falling, drowning or suffocating, and of corse being attacked with weapons. However , some types have individual resistances or immune to firs, several mobs do not take fall damage, and some have natural "armor rating" that protects them against attacks. mobs can even ride minecarts, which is a passable way to move them around for special purposes. When mobs are killed, they drop items which may be useful resourses. Mobs come to exist by spawning in various ways. Players can spawn most mobs using spawn eggs in creative mode. Most mobs are aware of players within 16 blocks of them, but some can see further. There individual abilities are discussed below and on there individual pages.
The term mob is short for mobile and has been used as a general term referring to any moving entities in games since the MUDs surfaced
The term mob is short for mobile and has been used as a general term referring to any moving entities in games since the MUDs surfaced
passive
Passive mobs will never attack the player. The farm animals; chicken, cow, pig, sheep, ocelot, and horse, spawn with the landscape, but occasionally spawn on well-lit grass, and can be bred by the player. Mooshrooms spawn and act similarly to cows, but they only spawn in Mushroom Island biomes. Squids need water to spawn in, while bats spawn in darkness similarly to the hostile mobs. Villagers spawn with their village, but they can breed on their own initiative when their village population is too low.
neutral
Neutral mobs will not attack the player unless provoked. The act of provoking neutral mobs varies. The Zombie Pigman is hostile in the Pocket Edition.
Note that spiders and cave spiders will spawn hostile due to the fact they spawn in light levels of 7 or below, but are actually neutral mobs, as they are passive unless hit in light levels of 12 or above.
Note that spiders and cave spiders will spawn hostile due to the fact they spawn in light levels of 7 or below, but are actually neutral mobs, as they are passive unless hit in light levels of 12 or above.
tamable
These mobs can be tamed by the player, and in the horse's case, ridden as well.
hostile
Hostile mobs will attack the player when in range, each with their own abilities.
Cave Spiders, Zombies, Creepers, Skeletons, Spiders, and Spider Jockeys require a light level of 7 or less to naturally spawn.
Spiders will become neutral at light levels 12 and higher, but they do not spawn neutral. Hostile mobs do not spawn on "peaceful" difficulty. In Creative Mode, hostile mobs act like neutral mobs.
Cave Spiders, Zombies, Creepers, Skeletons, Spiders, and Spider Jockeys require a light level of 7 or less to naturally spawn.
Spiders will become neutral at light levels 12 and higher, but they do not spawn neutral. Hostile mobs do not spawn on "peaceful" difficulty. In Creative Mode, hostile mobs act like neutral mobs.
utility
Utility mobs are created by and serve the player.Utility mobs will not hurt the player who created them. However, a naturally spawned Iron Golem can be provoked by attacking the golem, or by attacking nearby villagers. If a player repeatedly attacks villagers, all of that village's golems can become hostile to that player.
bosses
Boss mobs have more complicated attack patterns and movements. Bosses are meant as end game mobs with their high attack strength and health. When killed, they also drop end game items which can not be obtained in any other way.
unused
Unused mobs are found in the source code, but are not being used at this time. Through third-party modifications, it is still possible to spawn them. Since Release 1.7.2, with the addition of the /summon command, one can spawn them without any mods.
combat
"Fighting" passive mobs is easy—they can't attack the player, so you can just kill them. Each of the other mobs has unique abilities to harm the player, but also weaknesses that can be exploited. Hostile mobs fall into three main groups: The "darkness" mobs, which spawn in any dark area of the Overworld, the "Nether" mobs which spawn anywhere in the Nether, and the "Local" mobs, which appear only in particular places in either the Overworld or the Nether. In this section, we give brief tips for dealing with each. See the Drops page for a reason to hunt each monster.
potential future mobs
There are hints that new mobs might be released in the distant future. Below is the list of mobs that have been mentioned at least once by Notch, Jeb, or other Mojang employees who work onMinecraft and have a possibility of appearing in the game.
- Aside from zombie pigmen, living pigmen have been confirmed to appear in a future update. However, they are not being currently worked on.
- In the Halloween Update, Notch said he would add fish. However, he had limited time, and was thus only able to add them as an item. There is no coding for fish in the game, and no model was created.
- Red dragons have been mentioned in multiple posts by Notch. However, he is no longer working on the game. Jeb, who is currently in charge of Minecraft development, has not announced anything about their current development status. Dinnerbone has stated there are no plans to add them.
- Dinnerbone has commented on Reddit that he would like to add pandas to Minecraft.
aI
Mobs will ordinarily wander around at random and usually avoid walking off cliffs high enough to cause falling damage (however, there are the rare and amusing sight in which a cow or sheep will walk off a cliff high enough to cause death), though they can be fooled by non-solid blocks such as trapdoors. In this state, mobs (besides Ghasts, Endermen, and Zombies after 1.6) have a search radius of 16 blocks.
Mobs are capable of climbing ladders just as the player is: if they try to move towards a ladder they're touching they move up it instead. However, mobs do not see ladders nor do they purposely pathfind up them, so they will not attempt to avoid falling off a ladder should they be on the edge of one and they did not climb all walls. Spiders and Cave Spiders can climb all blocks as if they were ladders.
All mobs except slimes will stop wandering within 5 seconds if there is no player within a 32 block radius. In this state, they will glance around randomly, but they won't walk anywhere. They can still be moved by other means such as flowing water, minecarts, etc. Zombies can walk when there is a villager they can attack even if they are over 32 blocks from a player, similarly villagers will flee when there is a zombie chasing them.
Zombies, Skeletons, Creepers and Wolves have a more advanced path finding system compared to other mobs. Here is a video showcasing their path finding system.
Mobs are capable of climbing ladders just as the player is: if they try to move towards a ladder they're touching they move up it instead. However, mobs do not see ladders nor do they purposely pathfind up them, so they will not attempt to avoid falling off a ladder should they be on the edge of one and they did not climb all walls. Spiders and Cave Spiders can climb all blocks as if they were ladders.
All mobs except slimes will stop wandering within 5 seconds if there is no player within a 32 block radius. In this state, they will glance around randomly, but they won't walk anywhere. They can still be moved by other means such as flowing water, minecarts, etc. Zombies can walk when there is a villager they can attack even if they are over 32 blocks from a player, similarly villagers will flee when there is a zombie chasing them.
Zombies, Skeletons, Creepers and Wolves have a more advanced path finding system compared to other mobs. Here is a video showcasing their path finding system.
hostile mobs
If the closest player to a wandering hostile mob is within the search radius of 16 blocks and a line of sight can be drawn, (Spiders can always draw line of sight) the mob will enter pursuit mode. In this mode, mobs can see through all blocks and will walk towards the player. Some mobs, most notably skeletons and creepers, will start circling the player (moving to the left from the player's view) when close enough (skeletons at a long range for strafing, Creepers at a very short range). Zombies will sink in water, and whilst in pursuit mode, can path around walls to get to the player. When a hostile mob is attacked by another one, it will attack the attacking mob. For example, when a skeleton arrow hits a zombie, the zombie will attack the skeleton. Also, if a Creeper is killed by a Skeleton's arrow it will drop a music disc, provided that the Creeper does not kill the Skeleton first.
passive mobs
Passive mobs will not attack the player under any circumstances. This category includes most of the "farm animals" present in the game, which can be bred for food and/or other resources. Also included are bats and squid, both of which have special spawning conditions and cannot be bred. Ocelots are technically passive, in that they will not attack the player, but they are actually coded as hostile mobs.
Animals are attracted to both light and grass. If there is a lot of grass nearby, they will wander toward it regardless of light level. If they are completely surrounded by grass, they will wander aimlessly. If they can't see any grass, they will wander toward light. Baby farm animals will follow fully grown farm animals of their species. Passive mobs will flee randomly when attacked. Unlike hostile mobs, most passive mobs (including neutral wolves) will not despawn when the player moves away from them; the exceptions are squid, ocelots, and bats.
Some passive mobs will follow a player who is holding their specific food item: wheat (cows and sheep), carrots/potatoes/beetroots (pigs), or seeds (chickens). As long as the player does not get too far ahead of the mob, they will follow the player over long distances. This can be used to corral mobs into pens in order to make farms. If the food is given to the mob by right clicking the mob, the mob will enter breed mode. Horses can also be tamed and bred, but the process is somewhat more involved.
Animals are attracted to both light and grass. If there is a lot of grass nearby, they will wander toward it regardless of light level. If they are completely surrounded by grass, they will wander aimlessly. If they can't see any grass, they will wander toward light. Baby farm animals will follow fully grown farm animals of their species. Passive mobs will flee randomly when attacked. Unlike hostile mobs, most passive mobs (including neutral wolves) will not despawn when the player moves away from them; the exceptions are squid, ocelots, and bats.
Some passive mobs will follow a player who is holding their specific food item: wheat (cows and sheep), carrots/potatoes/beetroots (pigs), or seeds (chickens). As long as the player does not get too far ahead of the mob, they will follow the player over long distances. This can be used to corral mobs into pens in order to make farms. If the food is given to the mob by right clicking the mob, the mob will enter breed mode. Horses can also be tamed and bred, but the process is somewhat more involved.
neutral mobs
This includes Endermen, Zombie Pigmen, Wolves, and sometimes (bright light) Spiders and Cave Spiders. Most of these are discussed under "Combat" above, as they are essentially hostile monsters for which the fight can often or usually be avoided.
Wolves merit their own discussion. Much as with Zombie Pigmen, if a wolf is attacked, all wolves in the area will permanently become hostile to the player, and attack them. However, wolves are not so common as Zombie Pigmen are (in the Nether), as they appear only in Forest and Taiga biomes, and then only in small groups. Accordingly, it's almost trivial to avoid attacking them. Wolves which have not become hostile, can be tamed by feeding them bones. While they don't change their appearance as drastically as ocelots do, they effectively become Dogs, with a dye-able collar and much higher health. Once tamed, they will fight for the player, targeting any mob that attacks the player (including skeleton arrows), or which the player attacks (notincluding missiles). Dogs can be healed or bred by feeding them any sort of meat (but not bones).
Wolves merit their own discussion. Much as with Zombie Pigmen, if a wolf is attacked, all wolves in the area will permanently become hostile to the player, and attack them. However, wolves are not so common as Zombie Pigmen are (in the Nether), as they appear only in Forest and Taiga biomes, and then only in small groups. Accordingly, it's almost trivial to avoid attacking them. Wolves which have not become hostile, can be tamed by feeding them bones. While they don't change their appearance as drastically as ocelots do, they effectively become Dogs, with a dye-able collar and much higher health. Once tamed, they will fight for the player, targeting any mob that attacks the player (including skeleton arrows), or which the player attacks (notincluding missiles). Dogs can be healed or bred by feeding them any sort of meat (but not bones).