Slime

A slime is a hostile, animate, green, gelatinous, hopping, and relatively rare mob in the shape of a cube that appear in various sizes. They are able to see the player through solid blocks. When killed, a slime will split into smaller slimes, except for the smallest slime which will drop slimeballs instead. Slimes are found only in the lowest 40 layers of the Overworld, and only in certain areas. On Xbox 360, slimes are found only below layer 16. Slimes can spawn in flatland world types because its world generation level is 3 blocks above bedrock. In the 2012 halloween update it changed so that they can spawn in swamps at night.

Usage
Slimeballs, which tiny slimes drop, are a key ingredient in sticky pistons, and can also be combined with blaze powder to create magma cream that can be used as an ingredient in the brewing of potions.

Behavior
Slime size: 1 to 256 although only 1,2, and 4 sized slimes spawn naturally.

Slimes move by hopping. Every interval before hopping takes 10 ticks to 30 ticks. The Slime will search and if it can find a player within 16 blocks (spherical) distance, The Slime's direction will be set to the player's, and the intervals between jumping will be divided by 3. An angle between 57.259° & -57.259°(1 rad) will be added to the current direction of the Slime. The Slime will jump and repeat the process until it finds a player or until it despawns.
 * If a player is found
 * If no players are found


 * Interaction with environment
 * Each time a Slime lands (Slime size * 8) Slime particles are spawned.
 * Slimes cannot swim upward in water, causing them to drown if they fall into it.
 * Slimes can trample farmland.
 * Slimes can take damage in all the usual ways: burning, falling, drowning, suffocating inside blocks, being attacked, falling into The Void, etc.
 * Slimes can climb ladders, and be pushed over slabs & stairs.
 * Only large Slimes generate sound when they land.
 * Only medium, large Slimes will generate sound when they jump.

An interesting observation about slimes is that when you spawn at least five of them in the overworld, they all seem to hop in the same direction rather than wandering around aimlessly like a regular mob. This also applies for Magma Cubes.

Combat
Slimes' health is equal to their size squared.

When the slime has found a player it will come after him and will try to collide with the player. When a slime collides with a player it will deal damage equal to its size, except for size 1 (tiny) slimes, which cannot harm players directly (though they can push players into lava or other hazards).
 * When the Slime is attacking the player

When the player manages to kill the slime and the slime's size is bigger than 1 it will die and spawn 2-4 new slimes equivalent to its size/2. If its size is 1 it will drop 0 - 2 slimeballs else it won't drop anything.
 * When the player is attacking the Slime

Spawning
Slimes spawn only below layer 40 (16 on Xbox 360), and only in certain chunks that are determined pseudo-randomly by the seed of the world. Roughly 10% of chunks will be able to spawn slimes, based on the formula: Random rnd = new Random(seed +                         (long) (xPosition * xPosition * 0x4c1906) +                          (long) (xPosition * 0x5ac0db) +                          (long) (zPosition * zPosition) * 0x4307a7L +                          (long) (zPosition * 0x5f24f) ^ 0x3ad8025f); return rnd.nextInt(10) == 0;

That is, using the chunk coordinates to help generate a seed, a random number between 0 and 9 will be generated, and if that number is 0, the chunk will be able to spawn slimes. To convert world coordinates to chunk coordinates, divide by 16 and round down.

Tools exist to calculate which chunks are slime chunks—see Slime Finding Tools.

Due to the surface of flatland worlds being generated 3 blocks above bedrock (well below the necessary height level for slimes to spawn), slimes tend to spawn abundantly on flatland map types. This is because there are no caves, all spawnable area is lit during the day and slimes are the only hostile mob that can spawn in the light.

Like most other mobs, Slimes require two vertical non-opaque blocks (e.g., air, signs, torches) to spawn in, with an opaque block underneath. The space they spawn in must also be clear of solid obstructions and liquids. Big Slimes require a 3x3x3 space to spawn, small Slimes require a 3x3x2 space, and tiny Slimes require a 1x1x2 space (or 1x1x1 if the upper block is not opaque). Slimes are equally likely to spawn at all sizes. Slimes are much more likely to spawn in a 3 high room.

Slimes spawn only 1/10th as often as other hostile mobs, so they can be hard to find. Slimes can spawn in any light level and lighting does not affect their spawn rate. However, lighting up the surrounding area does decrease the chances of non-slime mobs spawning and thus indirectly increases slime spawning rates. But remember not to place glowstone on the floor. Ever since Beta 1.6.6, glowstone has the property of glass so mobs cannot spawn on it. When lighting the floor, Jack-o-lanterns are recommended. Slimes have equal chances to spawn at any size. It is intended for tiny slimes spawn in peaceful mode, however, the code to allow this is skipped over when the game is on peaceful, and instantly despawns them just like any other hostile mob.

Like other hostile mobs, slimes will not spawn within 24 meters (spherical) of any player. Slimes will despawn instantly if no player is within 128 meters, however, unlike other mobs which will despawn after some time if no player is within a 32 meter range, slimes will never despawn if there are players within the 128 meter instant despawn range.

Slimes will spawn in a swamp at night as of 1.4.

The slime spawning algorithm is discussed in greater detail in this forum topic, but note that the algorithm has changed many times and older information may no longer be accurate.

Slime spawning (due to its unique spawning style) can interfere with other mob spawning.


 * Slime Finding Tools
 * http://mcslimes.appspot.com/ (Java applet, allows you to upload a level.dat file from a server or multiplayer for seed, very useful)
 * http://extension.ws/minecraft/slimes.html (HTML/JavaScript)
 * Rei's Minimap is also able to show this kind of chunks by highlighting them
 * What's My Light Level can also aid players in finding Slimes.
 * Minecraft X-Ray, since version 3.4.0 (external map-viewer, not a mod)
 * AMIDST Finds Slime chunks as well as Strongholds, Villages, and Biomes. (external program)

Farming


Once a slime spawning chunk has been determined the process of encouraging slime spawning is relatively simple. The player can proceed in clearing out large rooms - typically 3 x 3 x 3 or larger, i recomend doing it under the layer 16 so that when you mine it out you will get more diamond. also try to locate lots of them touching each other because they spawn very slow this will increase spawns. another thing is that you can fill in gaps above and below so they spawn in your farm. - and you should light them as to prevent the spawning of additional unwanted mobs. Waiting for slimes to spawn in these rooms can be lengthy at times, however. See the Slime spawning page on minecraftforum.net mentioned above for more information on how to increase this rate.


 * Descend below the maximum height allowed for slime spawning and strip mine a cavern. (or find a large Lava lake close to Bedrock) Approximately 10% of chunks will spawn slimes, so the space must be fairly large to have a good chance of spawning one. With a cavern that spans 7 chunks you have a 50%,22 chunks to have 90% chance.


 * Setting slimes on fire has become a popular method of getting slimeballs because the chances of the slimeballs burning is surprisingly low so through the use of netherrack setting parts of rooms where slimes spawn on fire is a great way to farm slimeballs.


 * A much easier alternative to the above is to dig out a pit large enough to hold all sizes of Slimes and fill it to the brim with water. Slimes cannot rise in water or hop around so they eventually drown, leaving slimeballs when they perish.

The tutorials section provides some advice on managing slimes in superflat mode. Due to Slimes spawning in very large numbers on flatland maps, so there is no need to farm them, but they do need to be brought under control.

Bugs

 * Slimes are notorious for causing severe localized lag in multiplayer when they split into several smaller entities.
 * Slimes in SMP sometimes display as the wrong size, so it is often the case that you take damage from what looks like a harmless tiny slime.
 * Slimes in SMP often animate strangely, jittering up and down, and in some servers, disappear altogether sometimes(but can still be attacked and attack), though this is not always the case.
 * Slimes can go through glass.
 * If a slime is killed, and the user logs out before it despawns, upon returning its health will reset, and the slime will be red and sideways, as if it's about to despawn, but resume hopping at the player.
 * Slimes will take fall damage. This will cause the bone-cracking impact sound when landing, which seems incorrect, as they have no bones and they are gelatinous.
 * Additionally, their nether counterpart, the magma cube, takes no fall damage.
 * A very rare glitch where if you push a slime into the void right before it hops, it will come out of the void, as if it bounced on an air block.
 * Slimes in SMP can sometimes push players despite intervening blocks
 * In the Xbox 360 Edition, using a bow and arrow as well as fists can make a slime split. In its medium version it only takes one bow and arrow shot to split the slime into their miniature state.
 * As with other mobs, slimes can sometimes "glitch" into the ground, sometimes making them invincible, but still able to harm the player.

Trivia

 * When a player recieves damage from a slime, the "punching" sound effect that plays when taking damage sounds squishier and wetter than normal.
 * Slimes do not grow.
 * Third party software can be used to create arbitrarily large slimes.
 * Slimes may have been inspired by a number of classic gaming monsters. Their shape and size resemble that of Gelatinous Cubes from Dungeons & Dragons (though admittedly that   probably comes more from Minecraft's cubic art design than as a direct homage), and their splitting behavior resembles that of Zols from The Legend of Zelda, Puddings from Nethack and Ameboids from Ratchet and Clank. The name and the large, cartoonish face may be a homage to Yuji Horii's iconic Slimes from the Dragon Quest series.
 * Slimes will only attack the player, even if a skeleton accidentally shoots it.
 * Slimes do not use the updated Mob AI, and still move directly towards its target, even if they will fall off a cliff.
 * There's a line in the code that's meant to allow tiny slimes to spawn on Peaceful, but the natural spawning algorithm skips hostile spawning entirely on Peaceful. As a result, this line won't even be reached. However, there are illegitimate ways to spawn tiny slimes on Peaceful, e.g. with a Slime Monster Spawner.
 * Magma Cubes, added in Beta 1.9, could be seen as the Nether equivalent of Slimes.
 * Slimes hop faster when pursuing a player.
 * Despite Slimes being hostile mobs, many players have tiny Slimes as pets since they follow and can't directly damage players. They will also push Minecarts you are in, allowing for Slime-powered minecarts as they follow you.
 * Jeb suggested that Slimes would spawn on the surface in jungles in 1.2, but this was never implemented.
 * However slimes will spawn in swamps since snapshot 12w40a.
 * From one large slime, the minimum experience you can get from killing it and all the slimes that split from it is 12, 4 from the largest, 2 from the 2 it splits into, and 1 from the 2 each of those split into. The maximum experience possible is if the big slime splits into 4 and each of those medium slimes split into 4, resulting is 28 total experience.
 * Slimes can climb ladders, but only do so accidentally.
 * Slimes drown if the water is higher than them because they sink in water.
 * Slimes do not prevent you from sleeping, meaning you do not get this message: You may not rest now, there are monsters nearby
 * As of Snapshot 12w25a Slime spawning in Superflat world type has reduced.
 * One-block ceilings of opaque blocks immediately below slimes will have a green "leak" particle effect (as with lava and water).
 * There is a bug where the game will crash if there are too many slimes present.

History
Slimes were the fifth hostile mob added to the game on July 23, 2010 (Seecret Friday 6! Alpha 1.0.11). When slimes were first added, there were four sizes: Tiny, Small, Big and Huge. Notch limited slime spawning shortly afterwards because they would appear in abundance. A miscalculation in the new limit caused slimes to only spawn in strange locations, so Notch then disabled natural slime spawning.

Small slimes started to drop 0 - 2 slimeballs in Beta. Notch confirmed in Coestar's livestream that slimes had been reskinned and returned in Beta 1.2_01 but were still very rare. Slimes became more common in Beta 1.3. A bug remedied in Beta 1.5 caused slimes to spawn in Peaceful mode and attack without any provocation. An SMP bug fixed in Beta 1.4 caused slimes that split to be visible only to the player that caused them to split and would not take any damage. Because these slimes were client-side, the player could only remove them by exiting and logging back into the server.

Since the 1.9 prerelease, slimes always split upon death even if they take overkill damage. Before Beta 1.9 Pre-release 5, Slimes only appeared in the bottom 16 layers of the map regardless of light levels or time of day, often in large caverns or open mines.

In the snapshot 12w38a, Slime sounds were changed to a more liquid-esque sound.

Since 12w40a, Slimes also spawn in swamp biomes during the night. Since slimes can't swim, it's quite likely that they will jump in deep water and eventually drown.