Talk:Mob/Archive 3

"About" Section
The individual Mob pages have been added, but this section has not been changed, it currently reads:

"As of Beta 1.8, there are a total of 14 types of mobs: Wolves, Pigs, Sheep, Cows, Chickens, Squid, Zombie Pigmen, Spiders, Zombies, Skeletons, Creepers, Slimes, Spider Jockeys and Ghasts. More information is listed below."

It should read:

"As of Beta 1.8, there are a total of 17 types of mobs: Wolves, Pigs, Sheep, Cows, Chickens, Squid, Zombie Pigmen, Spiders, Zombies, Skeletons, Creepers, Slimes, Spider Jockeys, Ghasts, Endermen, Silverfish and Cave Spiders. More information is listed below."

I don't have permission to fix it.

PS: For some reason this area is appearing as a tiny column of text along the left of the Contents menu. Dunno how to fix that.

02:08, 15 September 2011 (UTC)

EDIT: Seems fixed now, thanks. 13:52, 16 September 2011 (UTC)

Neutral
The neutral group name should be changed. Neutral does not accurately describe endermen at all. If you simply look at a person and then they kick your ass then they should not be called neutral. I propose the group be called Irregular or Variable. In Minecraft there are likely to be more mobs that have specific conditions to either make them aggressive or keep them peaceful. If we simply keep all these mobs in an irregular group then we simplify the page and eliminate all discussions over having both stages (aggressive/passive)of a single mob.Please comment... 20:45, 26 September 2011 (UTC)
 * It's true that "Neutral" is a weird word for Endermen. They do, however, stay peaceful until provoked, which is what neutral things do. 19:30, 3 October 2011 (UTC)
 * First my previous point: The definition of neutral...
 * 1. Not taking part or giving assistance in a dispute or war between others: a neutral nation during World War II.
 * 2. not aligned with or supporting any side or position in a controversy: The arbitrator was absolutely neutral.
 * 3. of or belonging to a neutral state or party: neutral territory.
 * Under the real definition Endermen have no case for being neutral. They should be called passive-aggressive but since we want nice and simple categories that wont do.
 * Another aspect is the fact that they sometimes tear your house apart, that's not neutral either.
 * I am the person who changed the name from neutral to irregular people. Don't change it back without discussing please, otherwise you are acting like a child. I put my proposal out there for a few months on many of the discussions on this page and only one person vaguely protested before I changed the page. Your comments are welcome and appreciated. 23:41, 4 October 2011 (UTC)
 * Again, yes, neutral is an odd name. However, passive is an equally wrong name ("Passive" mobs run away when hit, which IS a reaction). We could change it to peaceful, but it obviously isn't going to happen, for the following reasons:
 * A. The term "Passive" has been used for a very long time, and changing it would cause confusion.
 * B. Tons of pages already use the term "Passive", and changing them all would be time-consuming.
 * Both of these problems are present in changing neutral to irregular, though on smaller scales. If you're willing to change all the instances on the entire wiki where a page says "Neutral", AND you're willing to put up with all the angry people who want to call the mob category Neutral rather than Irregular, be my guest. Even if you do, someone will likely change it back, anyway.
 * And saying that endermen tear down your house is NOT, in any way, proof of anything. Their movement of blocks is entirely random. 19:03, 5 October 2011 (UTC)
 * Both those reasons for not changing "Passive" to "Peaceful" are invalid. A - Just because something has a long history of use does not mean it is still correct. B - Just because a large amount of work has to be done doesn't mean that you can be lazy and say "Nah, lets just leave it the way it is because it's less work for us". That's going under the false assumption that this is a one-man wiki. -- 12:07, 6 October 2011 (UTC)


 * Passive is a better term anyway simply because it implies that the choice not to attack the player is not conscious. Peacefulness is the conscious choice not to attack.  Neutral in the sense that it is used now is perfect because the mobs listed in it attack neither hostile mobs nor the player unless directly provoked.  Neutral nations the world over have defended themselves when attacked, so it seems obvious to me that neutral mobs defend themselves when the player provokes them.    12:13, 6 October 2011 (UTC)

Why don't we call them 'Reactive' mobs?--Anon 19:37 5 October 2011 (UTC)
 * Ehh, all mobs in Minecraft are reactive, the passive ones run when you hit them and the aggressive ones jump when you shoot them. -but i get where your coming from. There doesn't seem to be a perfect word for what we all want to describe but i think irregular is still the best. 04:26, 6 October 2011 (UTC)


 * Can someone change it at the bottom. It says:Note:All mobs' hostility levels are based on how they spawn default.Spiders may become neutral, but they do not spawn neutral.  It should replace the times it uses the word neutral with irregular. 9:03, 8 October 2011 (UTC)


 * Should that be changed? because spiders do act neutral like zombie pigmen. Irregular doesn't make as much sense in this context. The reason that I proposed and changed the category name was because of the addition of Endermen and potentially other mobs that also shouldn't be called neutral. Because we all want things simple is why I lumped the neutral spider and z pigman with the endermen who don't fit that name. so the use of neutral in my mind is fine here but obviously this is not a dictatorship so any other opinions? 03:19, 12 October 2011 (UTC)


 * If Neutral is the name used by Mojang. Then Neutral is the name used on the wiki. That is one of the most basic rules. It's not about whether or not you like that name. -- 14:59, 12 October 2011 (UTC)
 * Irregular is a bad category to have, since it essentially categorizes them by a non-category. -- 15:09, 12 October 2011 (UTC)

so what? we call mobs mobs in minecraft. they should be called living things. it is how they are classified. it is common for a group to use words where they dont belong. ie. i just called everyone who plays minecraft a group. some eagles are called booted but dont wear boots. a glacier that mooves 10 feet a day is called frikn fast. 19:20, 30 April 2012 (UTC)thisisnotmysignatureimjustusingthistobeananomous

Silverfish?
Should the mob silverfish be on the unused section? They are found in the source but not used currently, right? 18:54, 6 July 2011 (UTC)
 * Unused means that there is coding in the game and a texture for it. The silverfish not only has no coding ingame (which prevents it from falling into the category "unused"), but the developers have not even mentioned it.    19:07, 6 July 2011 (UTC)


 * Ah okay thanks for telling me. 20:05, 6 July 2011 (UTC)

And of 1.9pre you can find 'em in strongholds 03:11, 16 October 2011 (UTC)Nick63

Actually, since 1.8, Silverfish were present. But made spider noises as it was a placeholder. 05:09, 6 March 2012 (UTC)

one thing i dont like ids in 1.2.3 you can't use silverfish stone

SPIDERS
please note, we already decided that neutral spiders do not deserve separate space. spiders are hostile and we understand they turn neutral in sunlight but adding them twice would be like listing burning zombies or hostile zombie pigmen. please stop re-adding them, its cleaner anyway. thank you.

And yet, there are two separate listings for wolves depending on whether or not you've tamed them. Either give spiders the same courtesy or remove wolves from the Neutral section. By the way, the Passive section has a typo that cannot be corrected with the page locked like this. The plural of "squid" is "squid", not "squids". 23:19, 4 May 2011 (UTC) Currently there are multiple references to "squids" one in the spawning behavior of passive mobs and another in the list of mobs. 12:07, 12 May 2011 (UTC)


 * Tamed wolves protect you, and follow you around. Non-aggro spiders just ignore you. The behavior is drastically different. Kas 06:11, 8 May 2011 (UTC)


 * At the risk of pouring kerosene onto the embers here, I am not actually seeing any consensus on this page about dual-listing of spiders vs. the single-listing of them. If I am in the wrong for this, would you please link the subtopic that determines/resolves this?


 * Personally, I'm fine with the multiple listings for the time being, as while it does add a certain amount of clutter, I don't think that clutter exceeds the need for clarity in the reactions of mobs to the player. If and when Notch adds more mobs, then we would obviously need to revisit this in the future.  If we do go with a single listing, however, I would urge a single listing guideline using the mob's default spawning aggro rating as its placement rule (so spiders as aggressive, wolves and pigmen as neutrals). - 02:58, 14 June 2011 (UTC)

I agree with this, we should list the mobs state when they spawn under default conditions wolves are listed three times which is just redundant. 17:36, 4 July 2011 (UTC)

Seperate? Or one listing? I think separate for spiders. Also, wolves are neutral, that they attack after being attacked unless friendly, twice for wolves, so twice for spiders? Also, wolves do not spawn friendly, so erase that. (sarcasm) Any other opinions? Also, sign EVERY comment or it isn't counted. 16:02, 23 September 2011 (UTC)

Personally, I think spiders should be listed once and wolves twice. The same wolf does not exhibit both sets of behaviors - a tame wolf is always a tame wolf, and a wild wolf is always a wild wolf - they just happen to share (most of) a model and one can be made from the other. A spider, on the other hand, changes behaviors without being "changed" by a player action. All spiders are either aggressive (most of the time) or waiting to become so. It seems straightforward to me that the wolf needs two entries and the spider only one. 21:47, 3 December 2011 (UTC)

FISH
While browsing the mob files i came across fish, it had all the needed coding, but was missing a model. I think a fish mob page should be made and added to the unused catagory until notch finishes them. , 3:41 PM, 20 november, 2010 (EST)
 * I personally don't think it should. it has no model, and so, cannot be spawned. once the unused code is tied with a model, then we should add it. IMO at least. feel free to mention it in the page though.-- 14:46, 20 November 2010 (CST)

Wait. Is there a model for fish yet? Because you can fish them. 18:53, 2 June 2011 (UTC) 2:48 PM, 2 June, 2011 (EST)

No, there isn't. It's a food item for now. C ali nou - ×  » 19:22, 2 June 2011 (UTC)

Dragon livestream?
On the dragon part it states that notch did a livestream with a dragon in the nether, could someone give a link to this video? , 10:53 AM, monday november 22 2010 (EST)
 * Correction; ghast. What do you think of the new mob images?

More than 14 freindly mobs at once
Just take a look at this ridiculous chicken rave.

I think there is WAY more than 14 chickens in there, don't you?-- 14:08, 20 December 2010 (CST)


 * Spawners (like you have in this picture) behave differently than global mob spawns. -- 17:07, 4 March 2011 (UTC)

That may be so, but I don't think the limit is 15 for normal spawning, I think it's been upped to 20, if I'm reading the code right 21:17, 9 May 2011 (UTC)

Maybe 32, on a SMP server with a plugin (not killing squids, no monsters, no tamed wolves), I did /butcher many times. 1st time : Killed 29 mobs. 2nd time : Killed 27 mobs. 3rd time : Killed 26 mobs. There can definitely be more than 15 peaceful mobs on the map at one time. For a long time I was at war with the pigs cause they stormed my greenhouse complex. I counted 54 porkchops which means there were 27 pigs at least. This was in Beta 1.2. 12:51, 10 May 2011 (UTC)

You guys are missing something. Only 15 NEUTRAL mobs can be on the map at once. Chickens and pigs are passive. IDK the limit on passive mobs, though. -- 03:31, 7 August 2011 (UTC)

History Page?
I think that there should be a history page, rather that keeping all of the past drops in each seperate article, we could make one HISTORY article.

Ghosts
I'm pretty sure Notch was just talking about the weird phasing of Mobs that happened when you had your difficulty set to Peaceful and not a new mob. -- 02:00, 15 January 2011 (UTC)
 * Seconded. 12:15, 15 January 2011 (UTC)
 * He was doing so for sure, I believe he mentions it in his blog. -St. Fenix (•) 14:07, 16 January 2011 (UTC)

Neutral vs Assertive
I was wondering if calling Zombie Pigmen neutral is completely accurate, or possibly misleading. I think that changing the terminology to assertive makes more sense. Afaik assertive usually means that something will stand up for itself when attacked... which seems to fit the Zombie Pigmen quite well. If an admin thinks this is a good idea then I would appreciate them changing it for me, as I'd rather not make such a big change on my own.


 * Not necessarily. Assertive means it stands up for itself, not just when attacked. Neutral at in between hostile and peaceful, I say leave it at that. - 13:26, 21 January 2011 (UTC)


 * Again, Simply a variable(or whatever you want to call it with that meaning) category would solve all these problems. It is entirely accurate and would make the page much less cumbersome. 09:11, 6 May 2011 (UTC)

Neutral should be changed to undetermined, because neutral mobs haven't permanently decided their state yet. (this works for all neutral mobs, epically wolves.) 19:35, 5 April 2012 (UTC)

npc villages.
There has been much talk of notch adding goblin npcs into the game, but there is evidence of npcs already being in the game. For now I have added this into the article.

Reference:the bluexephos minecraft multiplayer survival series, mainly the last five episodes. I'm sure others have corroborating evidence.
 * You mean Terrorvale? That was staged. There are no NPCs in the game without modding it. Old_Peculier was played by Hannah or someone else, but he was DEFINITELY not an NPC. Simon and Lewis probably didn't know it but their crew built all that role play. Otherwise it would have required insane amounts of acting skill to sound unknowingly. -- 12:41, 22 January 2011 (UTC)
 * Never, ever take events occurring in a video recorded on a multiplayer server as genuine. Were it real, the internet would know about it already. 13:53, 22 January 2011 (UTC)

Bears
I've seen pictures and believe that there are bears in Minecraft. Brown bears...


 * Mo' Creatures has bears and a lot of other creatures. 05:32, 30 January 2011 (UTC)

As said above, bears are only included in Mo'Creatures but there are several mods that can have bears. They are not part of the game.

Special/Daytime?
Maybe a subtopic as to which mobs die during the daytime/rules governing that?

Spawn Distance
Is it true that mobs spawn no further than 24 blocks from the player? -- 07:07, 6 February 2011 (UTC)
 * I'm quite certain that this is true. I made a pasture and filled it with light, but nothing spawned in it until I moved a distance away, at which point things started spawning almost instantly. 06:57, 11 February 2011 (UTC)


 * Mobs spawn no CLOSER than 24 blocks. This is not true with mob spawners, however... and in SMP you can see mobs spawn closer, perhaps due to lag.  -- 17:09, 4 March 2011 (UTC)

Passive mob despawning
Does anyone know what the rules regarding the despawning of passive mobs are? I fenced in a pen and flooded it with light, and that night dozen or so sheeps cows and chickens spawned there. Then, in the morning, all of them disappeared but one sheep. The next night, another dozen or so animals spawned, and in the following morning, all but one pig remained. Does anyone know why this happens? Its annoying because I'd like to keep some sheep in there for a permanent source of wool! 06:55, 11 February 2011 (UTC)


 * Mobs will despawn from unloaded chunks. The one sheep you saw was most likely a re-spawn.  You can test this by either dying the sheep, or shearing it and checking back later. -- 17:13, 4 March 2011 (UTC)


 * Does this still happen in Minecraft 1.0?


 * I left 3 pigs in a pen overnight in SMP and now they are all gone. Is this why?


 * Yes, still happens in 1.0 and I didn't see any patch notes changing it in 1.1. Very difficult to maintain an animal farm for breeding because the passive mobs keep despawning.

Giants
Giants REALLY need their own page. Pretty interesting if you ask me. (In unused, of course.) I mean, PIGMEN have their own page, and all we have is THEIR skin. Not even any information. We need a Giants page. We have their code, (temporary) skin, health, and working mob to be spawned. It's a mob that is in the code but UNUSED. (Hence the name UNUSED mobs), so why is it in FUTURE mobs?

We also need more info on it (can it suffocate? How tall are they?) There will be more info on it then there are on PIGMEN. I can guarantee it. 01:02, 24 February 2011 (UTC)


 * Pigmen is a current working mob, gigants isn't.

No, pigmen AREN'T a working mob. Zombie pigmen are. Look on the page, all we have is the skin. Go ahead and try to spawn one. You won't find a working "pigman" model to spawn, just the skin. Now try to spawn giants. Look, they're in the code. I've seen spawned Giants before when playing on my server, when we were spawning mobs. Never did we spawn a pigman. BECAUSE THEY DON'T WORK. 21:26, 12 March 2011 (UTC)

Giants can be killed pretty easily because they don't punch you. But they have a lot of life and I think i remember that I got hurt when the giant walked into me. I didn' know why it appeared but probably someone spawned it. (happend only one time to me so I can't really remember everything =D) 16:42, 7 May 2011 (UTC) Actualy giants can suffacate i know as i used single player commands and then spawned one and finally suffocated it in sand (it took a looooooooooong time)

How do you spawn giants anyway? Monster spawners will just show the model and giant spawner eggs don't do anything

Biome Specific Mobs
Just my idea: I think it would be really cool if we had Biome specific mobs and npcs. Even if they were just the same mobs with different skins I think it would add some variety. Maybe cave specific mobs as well. We could do it in a similar fashion to pigmen and ghasts in the Nether just limit their spawns to rainforest, desert, etc. instead of the Nether vs. Earth. Comment if you think of specific mobs or like the idea


 * Put this in Minecraft Forums, not in the wiki.

Mob spawning range
I noticed that it doesn't say how close you have to be for mobs to spawn. Does anyone know? -- 19:09, 3 March 2011 (UTC)
 * I think the theory was that they spawned from 24-72 blocks away from you. -- 19:13, 3 March 2011 (UTC)
 * No less than 24 blocks away . -- 19:38, 3 March 2011 (UTC)


 * I know they don't spawn within 24 blocks, but there's also a maximum, and that's what I was asking, Jazzer. Not that I don't trust Jon, but can anyone confirm that 72 range (and put it in mainspace)? -- 16:03, 15 March 2011 (UTC)

Zombies cant attack?
I have noticed zombies and zombie pigmen are having a hard time attacking. Has anyone else seen this?
 * Yes, this is a bug introduced in 1.3. It's documented on the . 05:13, 7 March 2011 (UTC)

Spider Mob Classification
Some people think Spiders should be listed twice whenever and wherever mobs are listed; once under Hostile Mobs and again under Neutral Mobs.

This is redundant and looks stupid. Spiders are almost always hostile and therefore should be classified as such. Arguing 'they aren't hostile during the day!' is ridiculous because Spiders only spawn in dark places. It also looks stupid and cluttering to have the (Sunlight) tag next to the Spider.

Unless I hear a well established counter-argument within 24 hours after posting this I am going to change it back and that will be that. –The preceding unsigned comment was added by ( 11:04, 16 March 2011 SC2. Please sign your posts with  !
 * You're hardly in a position to say "I am going to change it back and that will be that", you don't appear to even know how a talk page works, what gives you the right to be handing out orders? Besides, that's not how a wiki works.
 * You keep saying they are hostile most of the time; well... no, they aren't. Level 15 sunlight is present for half of the day/night cycle, therefore they are able to be neutral for half the time. – ( at 01:22, 16 March 2011 (UTC)
 * That is completely ignoring the fact that Spiders ONLY SPAWN IN DARKNESS of 10 or less and are therefore hardly ever exposed to Sunlight 15 - especially given how they despawn. That IS NOT being neutral 50% of the time. If you insist that it is, you fail at logic and math forever. –The preceding unsigned comment was added by ( 12:32, 17 March 2011. Please sign your posts with  !
 * And spiders are usually out in the open, because they're so big. Which means they're usually in the light once it's day. – ( at 01:45, 17 March 2011 (UTC)
 * Unless there are none around in the morning. Or they are under a tree or similar object. Or you find them underground in caves. Or one or more have been chasing you in the night and they are still chasing you when the sun comes up. And if you do not kill the morning spiders, they will despawn when you leave them be for a while. It therefore follows that spiders are almost always hostile and there is no need to list them under both Neutral and Hostile lists. The article for Spiders can make the clarification as I have been saying all along. at 10:00 pm, 16 March 2011 (EST)
 * Err, not to fan this too much, but doesn't everything (friendly/neutral/hostile) de-spawn if you leave them for long enough? By your logic, we shouldn't even have pigmen or a neutral category at all, since while pigmen are normally friendly, they're hostile the moment they get injured near you (since Ghast fireballs can cause them to target you in vengeance), and there's always Ghasts present in the Nether.  BTW, I didn't realize that you were a Minepedia Sysop, SC2D.  I must have missed the vote.  Ah well, we'll have to update the admin page then. - 03:03, 17 March 2011 (UTC)
 * He's not a sysop, he barely knows how to work a wiki. – ( at 04:28, 17 March 2011 (UTC)
 * Come on Ultra, rule #5. Let's try to keep it all civil enough.  his suggestion does reduce the size of the page, simplifying it a bit.  I don't agree with that the reduction in information clarity is worth the smaller size, but we can all keep it at least to mild sarcasm, can't we? - 06:37, 17 March 2011 (UTC)
 * Personally, I think they should only be listed as hostile. Yes, they can become neutral, but they never spawn as neutral. And I don't like them being listed twice, and the small (sunlight) tag just doesn't look as good. -- 13:31, 17 March 2011 (UTC)
 * So, back to this. Single entry for spiders or double? -- 14:51, 26 March 2011 (UTC)\
 * Sorry to 'post and ghost' - I have been busy for awhile. Anyway, JohnTheMon hit the nail on the head. There is no sense in listing a Mob twice - it creates clutter. More mobs are going to be added to the game and it will become increasingly tedious to look through categories. I see someone listed wolves twice as well. Completely unnecessary. – ( 11:07, 26 March 2011.
 * Ok, if there is no further objection, I would like to remove the redundancies soon. -- 13:38, 1 April 2011 (UTC)
 * JonTheMon, remove redundancies by creating a classification such as variable, inconsistent, irregular, or fluctuating. I personally like irregular because it seems to be the most accurate. Also, it would make it completely clear that there simply is more to these mobs than attacking or being passive. 09:27, 6 May 2011 (UTC)

Whales-article gone?
There was an article about whales, but it seems it's deleted. It's now also just mentioned whales one place, there it says it's planned. Why is the page deleted, and are whales confirmed or not? 09:32, 22 March 2011 (UTC)

The page was deleted because there was no proof. 12:07, 22 March 2011 (UTC)

(Possibly) Wrong or misleading Note
In the Notes section we can read: "If a hostile mob doesn't see you, and you hit it with a projectile, the mob will head in your direction, usually finding you. " From gameplay experience I know this is not true. Perhaps it works if the distance between player and mob is limited, but I can confirm that at about 25 meters the mob will just jump and look around. 16:41, 30 March 2011 (UTC)

I can confirm this too. I have a narrow pit trap where I attack through door windows. At that short distance, the mobs act like they see you and keep walking into the doors. They don't actually see you through the doors though, because creepers don't explode when they are less than 1 block away. Similar behavior with skeletons, they never try to shoot you, but walk closer. I also noticed that mobs do not walk torwards you if you are about 20 blocks way. They jump, and sometimes look at you, but usually do not walk closer. If they do, they sometimes simply stop, not being able to find you. -- 17:12, 30 March 2011 (UTC)
 * That's because Mobs can only sense you or see you from 16 meters. 13:11, 24 July 2011 (UTC)

Mob Movement
Please review this thread regarding mob movement: http://www.minecraftforum.net/viewtopic.php?f=1020&t=275209  -- 04:40, 10 April 2011 (UTC)

Horse?
Read this. http://getsatisfaction.com/mojang/topics/mounts You my need to cut and paste.


 * That's only a suggestion from a random fan of Minecraft. Only if Mojang staff accouncing it, we will include it into this wiki. -- 23:32, 17 April 2011 (UTC)


 * But he says its "Coming for sure".

Forgetting hostile wolf?
shouldn't we add the hostile wolf in the aggressive category?--"_"oyster"_" 21:41, 19 April 2011 (UTC)
 * The hostile wolf is the neutral wolf after it's been provoked. It would be like differentiating between neutral and hostile Zombie Pigman. 12:14, 20 April 2011 (UTC)
 * If we go with what you say, then spiders shouldn't have daylight, night time division ether! -- 13:23, 20 April 2011 (UTC)
 * Why? No. Neutral = harmless until attacked. Aggressive = attacks on sight. Spiders have two separate behaviours, depending on the light conditions. It's appropriate that they're referenced twice. 13:43, 20 April 2011 (UTC)


 * Very true, My bad. --"_"oyster"_" 13:46, 20 April 2011 (UTC)


 * I think it is inappropriate that they be mentioned twice. It's the same animal and we don't have separate pages for the tamed vs. aggressive wolf because it would be annoying and repetitive. There should just be a category called irregular(or something to that effect) which would comprise of all mobs that have special conditions dictating whether they are aggressive or passive. 09:06, 6 May 2011 (UTC)

Mobs' health/damage
I tried to find a mob template page but couldn't, so I'll post this here:

currently the details for the mobs in the individual pages display the health and damage they deal as hearts. This is not a good idea because it makes it extremely hard to read. If I write "OOOOOOOOOOO" you can't instantly tell those are 11 Os, while if I write 11 it's automatic.

I really feel that should be changed. 12:13, 20 April 2011 (UTC)


 * That's how it originally was, then someone decided to change it to hearts and it's stayed like that ever since. – ( at 13:20, 20 April 2011 (UTC)

Charged Creepers
Should there be a seperate page for Charged "Creepers"? 19:58, 23 April 2011 (UTC)IhazCake

No because Thats like adding 2 pages for A wild wolf and tamed 1.--"_"oyster"_" 20:01, 23 April 2011 (UTC)

Spiders 2
« Spiders in sunlight is a condition of its AI, it doesn't change the mob like a wolf. » (in diff summary)


 * That's the same, wolves aggressiveness, neutrality or friendliness are also IA conditions… Spiders can be aggressive or neutral, neither case is more accurate than the other: why not put spiders with neutral and say aggressiveness is an AI condition? That's why I think Spiders should be in neutral and aggressive sections. –  22:45, 25 April 2011 (UTC)
 * But spiders don't spawn neutral. As, they always spawn hostile and might become neutral in sunlight. -- 00:17, 26 April 2011 (UTC)
 * Wolves don't spawn aggressive or friendly neither… I'm not against your solution (even if I prefer the other one), but all mobs should be treated the same way. –  07:55, 26 April 2011 (UTC)
 * Wolves spawn neutral and only become aggressive when you hit them. And also, they become an entirely different entity when they are tamed. Not only do they have a collar now, they are now perpetual, which is a very significant difference. -- 13:32, 26 April 2011 (UTC)
 * Again, should be put in a category called irregular(or something to that effect). Also, if at night you have an aggressive spider follow you onto a floor of glowstone then the spider will become neutral again. As for wolves they also attack if you hurt another wolf(in my experience) as well as if you hit yourself with an arrow. Point being these are all special conditions that fit accurately under the irregular category. 09:26, 6 May 2011 (UTC)

'''This article should be deleted. This is therefore, the same mob and should not have a seperate article for the same non-hostile mob (sunlight). -aznPIG'''

meta pigs
just because notch made a joke about it, does not mean its confirmed. please stop simply undoing it every time someone undoes your work.
 * You forgot ~ there. -- 23:46, 5 May 2011 (UTC)

French article
I know this page is locked at the moment, so can any admin please add (the french version of this article)? Thanks -- 10:57, 7 May 2011 (UTC)


 * No. It goes to the french wiki only. C ali nou - ×  » 11:51, 7 May 2011 (UTC)


 * He means adding an interwiki link. –  13:26, 7 May 2011 (UTC)

Hostiles In Minecarts
When I Was Trying To Make A Trap With Minecarts and a zombie, the zombie killed me when it was in the minecart; can someone add this to Trivia? --  10:57, 9 May 2011 (UTC)

All mobs can mount in minecarts, Try placing more torches, and place glass or single slabs directly above the minecart tracks. C ali nou - ×  » 21:03, 9 May 2011 (UTC)

I Meant That Hostiles Can Attack you when they're in the minecart and i lured the zombie into the minecart.

Punctuation
This isn't about the mobs themselves, but in the bit about charged creepers there should be a coma after the 1.5. I'd do it myself, but this page is locked. 13:02, 10 May 2011 (UTC)

Boss Mobs
Notch confirmed that there will be: 'major bosses for minecraft with awesome loot' http://twitter.com/notch/status/75455585725849600
 * Please sign your comments with four tildes (~). Notch also stated it in an interview with IGN The Future of Minecraft:
 * The random dungeons are part of the terrain, and will contain a reason to explore them. It's likely our first boss monster may appear in the dungeons, but we haven't gotten that far in their development yet. -Notch
 * -- 04:18, 18 July 2011 (UTC)

i'm pretty sure that the first boss is already here. the enderdragon. 00:45, 30 October 2011 (UTC)
 * The enderdragon is the "Final Boss". Notch here is implying minibosses. -- 05:09, 30 October 2011 (UTC)

Mobs Not Spawning
I've currently finished production of a decently sized Mob-Tower, and was receiving many items at a time while I was writing, and the past few days since I built it, I noticed that not only production was slow, but mobs in general stopped spawning at slowly. I didn't really care at first since I was renovating my home in-game and nothing was bothering me, but when I noticed that I was standing in the middle of a non-lit area on Normal with no Mobs spawning, things started to get a little awkward for me. I walked around in dark spots on my map and nothing spawned at all. I even have super-bright spots near the Mob-Tower that produced friendly mobs and a mix of a few rare aggressive ones, but not even they were spawning. I closed the game, re-opened it, and things spawned again for a few seconds. After that though, it happened again. I tried to Google the answer, I tried Peaceful, I tried restarting, everything but make a new map. Not even squids are spawning for me! I was a little disappointed to know that all of my hard work of 3 days and about a week of material gathering turned out for one night of drops only. If anyone wants to edit in an answer, that would be great. And I even checked the F3 mode and searched for caves and dark spots, and there still wasn't anything. Just thought I'd throw that out there if that helped any. :)

Thank you much - Seth.


 * For me, it takes ~ 15 minutes to get a mob grinder to start production. 00:32, 2 June 2011 (UTC)

Yes, but I also was idle for about an hour with an empty inventory, and I was sure that my game was on Normal. I'm concerned so much to the tower itself, I'm more concerned on Mobs in general not spawning. I just went spelunking on Normal after I used a Nether Portal to another area of the game that was spawned a long time ago I used a large area of for the construction of the tower, and there was friendly mobs there, as well as squid, and some monsters in a cave I'm currently in. I don't know if my original spawn area is "dead" or not, but it is a little concerning since I don't want that hard work to be fruitless...although theoretically Minecraft is a just a game and there is no real reward to the game other than maybe satisfaction of creativity...but...still, I'd like to be able to finish writing my book and enjoy enough TNT to get rid of a large section of the Nether, and yes, I am writing a book and I don't find it relevant to bring that into this since it's Mob discussion really. Anyways, thank you for that information Drenay, but I was able to get my tower to work within seconds of me being at the 24 block distance and shorter, so I don't think it's anything to do with that.

Ive got a feeling about the Tower. Mobs may not be spawning because they are not in your spawn radius. for everywhere else, im confused about. it bight be that there are to many mobs elsewhere for more to spawn? Hope this helped, Lucario_J


 * I have been having this exact same problem, and I've even posted about it on the Spawn discussion page. I have investigated, and through some trial and error, I have some ideas.  First of all, have you updated since 1.6.5?  I haven't, and I'd like to know if that has anything to do with it.  Mobs DO spawn for me in dungeons, but that's it - do Mob Spawners still work for you?  If not, this is a completely different thing.  Exiting and re-entering the world fixes this problem for me, and I have also noticed that traveling to the Nether has itself fixed this problem, at least IN the Nether...I'll get back to you on whether or not this fixes things in the Overworld.  Lastly, I have noticed that this problem tends to occur once Minecraft has used up a large percentage of the allocated memory.  This happens quickly for me since I have a minecart track to the Far Lands in progress.  Are you traveling long distances or keeping Minecraft open for weeks at a time?  If so, that could be a factor.  An interesting note for me was that, when Mob Spawners were spewing Mobs, the ID numbers of each individual Mob were NOT in sequence, the same as it would be if other Mobs were spawning.  This tells me that when this happens - whatever the cause - Minecraft THINKS it's still spawning Mobs, even though it's not.  I hope this helped a bit - I KNOW it's frustrating when people say "maybe there are too many Mobs grouped together somewhere" when you know with absolute certainty that that's not the case. 02:16, 10 August 2011 (UTC)


 * By hosting this game for Multiplayer both myself and a friend in New Zealand have discovered they spawn far more often when more than one person is on the server. Having one person you might get a creeper every say 2-3 hours, but with just 1 more player it starts spawning a lot more.  *update below*


 * I am also having the problem that mobs just do not spawn like they should. I have cleared an area 17 chunks in all directions, and mobs still will not spawn in my spawning tower. I'm on version 1.0.0 but I've had the problem since at least 1.8. If I restart the server I'll get a quick little burst of mobs, but that's it. -pokey

Draw Distance in SMP
Running a server with a draw distance of ~6 may reduce server lag, but will also reduce the area that mobs can spawn in. Having more players in increases the range, but if there are periods where there's only 1 person in the server or the bases are far apart you may need to increase the map draw distance. I recently increased mine back to 10 and had a blast killing the mobs.

- TigaV

Humans
There seems to be some mix-upwhen it comes to removed/unused mobs. Humans, who can still be spawned as of 1.6.6 through hacking (spawner name: "monster") are listed as removed, whereas pigmen, who cannot be spawned, are listed as unsused.-- 05:30, 7 June 2011 (UTC)

Fixed. Although pigmen are not released yet, they are not 'removed' either; their unused texture is still in the code though, so they might as well be classified as unused. - 21:48, 11 June 2011 (UTC)

Passive mob spawning conditions
Spawning conditions for passive mobs changed since 1.6, what needs to be updated here? 03:14, 10 June 2011 (UTC)

Don't they also not despawn now?

A lot of potential mobs where taken down
why? most (exept mimics) had references!-- 18:52, 11 June 2011 (UTC)

1 - Minecraft is not a RPG, dragons suck (YES.) 2 - Notch sometimes say it for fun - one tweet is not enough, sometimes. C ali nou - ×  » 20:56, 11 June 2011 (UTC)

I took it down because most were just thoughts Notch or Jeb_ had at the time, but didn't go through with. Things change, and if they are confirmed to be put in, they will be put up. Also, Minecraft is a mix of sandbox and RPG games; dragons don't suck and are still there on the list, genius. - 21:42, 11 June 2011 (UTC)

Scary monster reference
Who is this 242_girl, used as reference for the supposedly planned scary monster? –  15:51, 15 June 2011 (UTC)


 * Jeb's girlfriend. – ( at 04:05, 16 June 2011 (UTC)

Scary Mob Fix
Notch stated in his most recent tumblr blog update that "at least one new mob will appear in the 1.8 update." Also, jeb_ already put out the changelist for 1.7, so I think it's safe to assume that the "scary mob" will not be part of 1.7.

Chest Mimics
Evil Mojang posted this video about "chest mimics, which seem to be a new mob possibly to be included in Beta 1.8.  Someone needs to post this on the page.


 * You do realise that is just a fan channel right? – ( at 01:02, 3 July 2011 (UTC)


 * More precisely, it's the channel of a developer that is working on a Minecraft mod/"total conversion", Evil Minecraft. Chest mimics are a feature planned for the mod. — 01:48, 3 July 2011 (UTC)

Bug report?
If a skeleton hits another hostile mob with its arrow (by lure, etc), the mob targeted chases the skeleton. What?-- 21:33, 3 July 2011 (UTC) It's called monster infighting. It's intentional. 17:45, 4 July 2011 (UTC) Well, not so much intentional as a side effect of how mobs acquire a target 19:46, 14 March 2012 (UTC)

The poor little Giant
Poor creature, there isn't any section for him on the mob page. I can't fill an entire section with what I know, but here is my knowledge about the guy :
 * 100 hearts of health => very resistant
 * 5 hearts of damage => Very dangerous
 * Can't burn in daylight
 * (to confirm) Can drown
 * Can ride carts
 * Can't see up to 16 blocks
 * Is 20 blocks high

So here, we miss the historic, the uses, the bugs, etc. For the uses, I use giants for some quests on my server.-- 13:02, 6 July 2011 (UTC)

He's at least 20 blocks high. Also, please test damage in singleplayer, and in all difficulties. C ali nou - ×  » 19:13, 6 July 2011 (UTC)


 * Also mention the video notch had about testing giants. For a uses section, does using it for plugins count? Because I know a bukkit plugin that makes giants spawn in the world along with other giant-related things. 00:55, 7 July 2011 (UTC)


 * Feel all free to change/add/delete things on this list, as I said, I don't know much about Giants, I only encounter them for dumb battles, not for deep studies. -- 10:34, 7 July 2011 (UTC)

Why isn't there a page about giants?
I really think they need a page.
 * Sign your posts with four ~. And I think giants don't need a page because there isn't too much about them. Its easier just to have a small section for them in the mobs section. Just my opinion. 00:51, 7 July 2011 (UTC)
 * I still think they need an article because there is an article about crying obsidian and the unused human mob. -- 01:38, 7 July 2011 (UTC)
 * The crying obsidian is pending for deletion, though you do have a point about the human mob. Either giants and humans both have a page or both have a small section in the mobs page. 21:55, 7 July 2011 (UTC)
 * Crying obsidion is pending deletion because there are a bunch of people who are continuously arguing that it should go. It is a vital piece of Minecraft history and it would fit on no other page. But I guess every other mob has its own page so maybe giants should too. -- 05:29, 23 July 2011 (UTC)

Silverfish!
In the section on rumored Mobs it states that the new siverfish texture probably corresponds to the planed "Scary Mob". I think that its more likely that it goes with the fish mob that notch didn't have time to add in 1.7. Id also like to comment that just because the mob is scary doesn't mean it's hostile, and could also be one and the same as the planed dragon mob.

The scary mob isn't a silverfish or a dragon. It's an enderman.Notch said so.
 * I want some proof. Endermen aren't the new scary mob, cuz notch was working on them during his tweet about coffee, so no. Please sign your posts 13:44, 7 August 2011 (UTC)

Mobs climbing ladders
In notes it states that some mobs can climb ladders. Could someone please specify which ones? -- 05:44, 14 July 2011 (UTC)

Zombies, Tamed Wolves, and several others. 12:16, 14 July 2011 (UTC)


 * I've updated the page with information about mob movement in general, including ladders. As far as I know, all mobs can climb ladders, but none of them are smart enough to do so reliably (they don't know not to fall off) or to navigate to a ladder to use it. — 16:45, 14 July 2011 (UTC)

Humans were recently deleted.
On this post it is stated that "Herobrine" was removed. Actually, the human mob's source was removed. I believe humans should now be in the 'removed' category. •• 16:13, 22 July 2011 (UTC)
 * I just moved them when I saw this. 20:29, 22 July 2011 (UTC)
 * Oh they are removed? I guess the Bukkit team kept them, because I can still spawn humans in my bukkit server. 21:44, 22 July 2011 (UTC)
 * Yes, they are not removed. I can still spawn them with mob spawners. -- 00:44, 23 July 2011 (UTC)

A Planned mobs section
Click to see what I think the Mobs page should look like. Should anybody think it's any better or worse then the current page? •• 21:31, 22 July 2011 (UTC)
 * I like it. *Copys, Pastes* Done! 23:54, 22 July 2011 (UTC)EDIT: Wow, nobody's deleted it yet. I guess it's a good idea! Good idea, ! 23:54, 22 July 2011 (UTC)

Human mob
Why does this wiki keep claiming that the human mobs were removed in 1.6.6? -- 06:59, 23 July 2011 (UTC)
 * Herobrine was, as a joke, because Notch likes to troll us. 12:27, 23 July 2011 (UTC)


 * Herobrine was a joke. However:
 * •• 16:59, 23 July 2011 (UTC)
 * Notch was joking. I don't think it had anything to do with the human mob because you can still spawn them with programs such as MCEdit. -- 23:27, 23 July 2011 (UTC)
 * Isn't MCEdit third party software? It should only count if it is still in the code. - 19:33, 26 July 2011 (UTC)
 * MCEdit doesn't change the coding. All it does is runs certain parts of the vanilla software. this must mean that the human mob is still buried somewhere in the vanilla code and MCEdit just runs that code from where it is. MCEdit doesn't touch the client at all, just makes levels for it. -- 00:04, 27 July 2011 (UTC)
 * Yes, it's just a level editor, it doesn't change any coding. If you don't believe me, place a spawner in MCEdit, right-click it and select "monster", the mob spawner will spawn humans. -- 06:51, 27 July 2011 (UTC)
 * Yes, it's just a level editor, it doesn't change any coding. If you don't believe me, place a spawner in MCEdit, right-click it and select "monster", the mob spawner will spawn humans. -- 06:51, 27 July 2011 (UTC)

Trivia states...
"... Mobs' noises can be heard up to 16 blocks away, which is the same distance that hostile mobs can sense you. Therefore, if you hear a hostile mob, you can already assume that they have spotted you." You can hear mobs through walls, and they cannot spot you through walls (however they can track you, I think). I don't now how to word this, though, for some reason... -- 19:54, 1 August 2011 (UTC)


 * You are quite right, and I attempted to add the information in. It probably could use some tweaking, though.    20:29, 1 August 2011 (UTC)


 * Oh ok. i was a little scared to edit your addition extensively since you are a reputable person on the mcwiki and you usually know what you are talking about...but when i finish work if it hasn't been reworded ill go over it for you. -- 00:33, 2 August 2011 (UTC)


 * I've only been active for a month! ;)  I'm glad you consider me so highly.     03:50, 2 August 2011 (UTC)


 * I've seen you quite a few times around and noted you have been making intelligent and effective progress towards the upkeep of this wiki. I guess when I say reputable means you actually are interested in the technicality of things and are a valuable part of this minecraft team :D I think reputable was a bit high of a word though :S maybe "Effective Editor"? -- 04:12, 2 August 2011 (UTC)


 * Sure! :D Anyway, you were right in that pointing out that the edit I made was mentioned in an above section, but doesn't that mean that the bullet currently in the Trivia section belongs there, too?  Mentioning one without the other could mislead readers.    04:30, 2 August 2011 (UTC)

Trivia

''Mob noises can be heard up to 16 blocks away which is the same distance that hostile mobs can sense you. Therefore, if you hear a hostile mob, it is highly likely that they have already noticed you.''

Entity and block generated sound effects can be heard up to 16 blocks away. That's general knowledge. But I'm assuming you mean this bit:

Players may safely approach a hostile mob (other than a spider) if they ensure they remain out of line of sight.

This is just a simplification of the Movement Section: If the closest player to a wandering aggressive 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

And is also stated in the introduction:

Mobs can see you up to 16 blocks away

No need for concern, but I guess i should make it a little more "iffy". I was basing it on technicality instead of practicality -- 05:41, 2 August 2011 (UTC)


 * I was thinking that we could add in the conclusion that if you hear a mob sound while out of the line of sight but within 16 blocks, it doesn't necessarily mean that you have been targeted yet, but looking at this again I could see how readers would draw that conclusion themselves. Nice job!    14:05, 2 August 2011 (UTC)

Light levels
The wiki really needs to be updated in a few pages. Passive mobs have been able to spawn in the dark at night since 1.6. 20:41, 7 August 2011 (UTC)

Yeah, I agree on that... <font color="Blue">C <font color="Orange">ali <font color="Purple">nou - ×  » 20:53, 7 August 2011 (UTC)

Pronunciation: Omega or Omicron?
For those of you who don't know any Greek whatsoever, Omicron is a short 'o' and Omega is a long 'o'. I was wondering if "mob" is pronounced with a short or long o. Everyone I've ever heard mention them pronounces it with a short o, and I used to do the same, but when I found out that "mob" was short for "mobile", I started pronouncing it with a long o.  In short, is it pronounced "mob" or "mobe"? I mean, how does Notch pronounce it? Anyone know? 02:26, 10 August 2011 (UTC)


 * I pronounce it "mob," because it makes me think of an angry mob of monsters. It may be pronounced "mobe," but no one I know calls it that...... 04:32, 10 August 2011 (UTC)


 * It is correctly pronounced "mobe", because mob is short for mobile. However, it is most frequently and popularily referred to as "mob". It's just like how people say "cos" (adjacent divided by hypotenuse - trigonometry) out of habit instead of "cose", even though cos is short for "cosine" (koe-sai-n) -- 05:19, 10 August 2011 (UTC)

:O
I'm too afraid to add the Blue Spider again...


 * It's fine. There's plenty of information about them, and tweets from jeb. – ( at 03:36, 2 September 2011 (UTC)


 * A lot of the information on this page needs to be updated along with the Blue Spiders being added. -- 16:22, 2 September 2011 (UTC)

mine/blue spider
why don't they get there own slot in the planned section of the mobs page.

WHAT HAPPENED!?
WHAT HAPPENED TO THE ALLIED SECTION OF CURRENT MOBS!?!!?!?!?!?!?!? 18:02, 5 September 2011 (UTC)
 * IT WAS EDITED OUT?!!!?!?!?!?!?!?!//!?1?1?!?!?/1/!?!?!?!/!?!?!?!?!?!!!!!!?!!!! IMPOSSIBLE!!"!!"!!!!!!!!11!!!!!!1!!!!!!!


 * p.s: loudmouth. 18:09, 5 September 2011 (UTC)


 * Calinou or Cool or someone edited it out because wolf is already placed in the neutral section. (no point having it twice) There is discussion about it in this talk page, along with reasons why other mobs should also only be listed once -- 09:16, 6 September 2011 (UTC)
 * That's stupid. There's two kinds of Wolf, allied and Neutral.


 * Second Calinou/Cool, there is no piont having the mob twice, wiki has one page for wolves, not two. P.s please sign your posts 16:18, 16 September 2011 (UTC)

Chicken collision damage?
I think the part that says chickens don't take collision damage means they don't take fall damage. Reading that I'd think they would be immune to cacti for example while they are just not falling fast enough to take fall damage.

Monster head spazz
Have you ever noticed how a monster's head spazzes every time they kill you or another monster? I think this is supposed to be them laughing, or their pathfinding is messed up. I looked on the page, and I couldn't find it. I think it's something that should be noted in trivia.

-- 15:37, 12 September 2011 (UTC)


 * It is pretty hilarious when you're dead and a spider is standing over your body with its head going absolutely nutso. Do add it :) -- 04:50, 14 September 2011 (UTC)

Emdermen passive/aggressive
At the bottom of "Current mobs", it states that whether mobs are hostile or not depends on how they spawn, with the sole exception of wolves. This should be expanded with 1.8 to say that the exceptions are wolves and endermen.

Mob Spawning 1.8
The mobspawning system for passive mobs has changed. Before 1.8 all that was required was grass blocks light and space to spawn, however since version 1.8+ mobs dont appear to adhear to just this rule.

Mobs can spawn now on other blocks like stone see "Ethos lab Episode 101" on Youtube for an example and spectualtions on passive mob spawning.

Since spawning passive mobs appears to be based uppon chunck updates I think a "Passive mob spawning" (or "Mob Spawning" to be inclusive) subtitle should be added to the page.

Since passive mob farms dont seem to work the way they used too the farm page should be updated too.

Hopefully somebody on here has some more information for us.

16:14, 16 September 2011 (UTC)

I have noticed a change, I belive they can now spawn on tall grass and/or dirt, for I have seen cows at the bottom of open mine shafts that go down to bedrock. 16:18, 16 September 2011 (UTC)

Was playing last night and found cows ontop of one of the npc village roofs, (will post screen shot later) Can someone edit the requiremennts on the page to address the spawning rules. See  09:52, 19 September 2011 (UTC)

Mushroom cows added to Potential Mobs?
Should we add the mushroom cow thing from the cow article to the potential mobs subsection?

Search Radius and Biome Specifics
With the new persistent animals, I've seen colored sheep in tests explore further than 500 blocks away from origin. Also, deserts cannot spawn and passive mobs, nor can oceans (Except for squid).

Mobs section update
In the "Mobs" section it says

Mobs are aware of players within 16 blocks of them, except for the Ghast which can see up to 100 blocks away

It should be updated to also say

...and Enderman which can see up to 64 blocks away.

Locked to stop editing
Fix this unnecessary silliness. I wanted to add Snowmen including the face.png I made but I cannot.

Seriously, this is ridiculous and goes against the entire concept of a wiki. There wasn't any vandalism or malicious editing that calls for locking the entire topic when admins aren't even bothering to actively contribute. The community would do a faster and overall superior job. -- 20:23, 22 September 2011 (UTC)

Lava Slimes
Just run into the something which looked and behave like slime, except some differencies in animation and completely new skin. Maybe it is mob which jeb was talking about (http://twitter.com/jeb_/status/116552187928256512)

Also it looks like Ghasts drops Ghast tears now — undefined 15:13, 22 September 2011 (UTC)

Utility Mobs
On Reddit Notch referred to s as Utility Mobs. -- 16:28, 22 September 2011 (UTC)

Squid Human Mob????
In 1.8.1, I was out hunting creepers one night and suddenly these weird creatures that looked like squid but had long arms and legs came out of the water. Its not on the mob page so does anybody know what the heck it is?
 * …How exactly do you not know what an Enderman is? 19:33, 23 September 2011 (UTC)

Hmm never heard of them, that must have made me look dumb. lol

"Human" mob
The human mob listed under "Unused" should be moved to "Removed" since the class was made abstract and it is no longer possible to spawn them, even with 'hacking'. -- 00:17, 24 September 2011 (UTC)
 * That is true and it is not a misconception like in 1.6. I'll move it to "removed". -- 03:22, 25 September 2011 (UTC)

Spider Jockeys...
The Spider Jockey article's great and all, but they shouldn't be listed as a separate mob on this page. While certainly noteworthy, the Spider Jockey is still just a spider that happens to spawn with a skeleton on its back (as the spider jockey article describes in greater detail). It's worth linking to that article somewhere on the Mobs page, but not in the list of mobs - it isn't a separate mob, merely a quirk of normal spiders' spawning... sometimes a sheep spawns with pink wool on its back, but it's still a sheep. Might sound like I'm splitting hairs, but spider jockeys don't spawn, some spiders spawn as spider jockeys.

Sorry, it's bugging me because I really don't know why it's on the list. And the thing that bugs me more than anything else is the About section of the Mobs page - "As of Beta 1.9pre, there are a total of 22 types of mobs" - 21. You can't count spider jockeys separately! It's a spider and a skeleton. Cheers -- 23:29, 26 September 2011 (UTC)


 * Sorry but you're wrong on several counts. Pink sheep are intended to be found in the wild. (but rare) It's not a code oversight. The spider jockey is naturally the skeleton, not the spider. Spider jockeys spawn because that's how the developer's intended for them to spawn: as a new and interesting enemy, a skeleton riding a spider like a horse. As for them being counted as 1 mob instead of 2, that is a technicality. -- 08:14, 21 October 2011 (UTC)


 * I never claimed pink sheep were a bug of any kind. Sheep spawn wearing armour (the wool) which is why I chose them as the example. And no, it's already been acknowledged that the spider jockey 'is naturally' a spider (see PreciousSunlane's comment). 12:26, 28 October 2011 (UTC)


 * There is 1% that a skeleton is gonna ride a spider. In a Spider Dungeon the spawner works just like that, there is still 1% that a skeleton is gonna ride a spider which has spawned from a Dungeon Spawner. However, this will not work in a skeleton Dungeon which means that Spider Jockey is an actual spider which happened to have a skeleton on her back. Spider Jockey are 2 mobs because if you notice when a spider is neutral is NOT gonna attack the player but the skeleton will, also when a spider jockey is roaming in sunlight the skeleton is gonna lose health because of sunlight but the spider wont. So that means spider jockey has to be removed being an separate mob, I really believe that. -- 13:06, 21 October 2011  (UTC)

A pre-release section?
what with the 1.8 and 1.9 pre-release versions being available to the public, do you guys think that we should add a pre release section to the planned mobs area? so, like it will say Pre-Release, and for the description it will say "mobs that are in pre release versions of the game, but not released officially" or something like that? 01:20, 1 October 2011 (UTC)

Humans
Humans should be moved from "Removed" to "Unused" because it is still possible to spawn them. (Haven't you ever seen hacked-in Human spawners before? They still work, just like Giants) 01:40, 9 October 2011 (UTC)
 * It's not possible to spawn them anymore. Their model in the spawner is missing. This has been happening since the 1.8 update. -- 04:18, 10 October 2011 (UTC)
 * Yeah, in 1.6.6, there was a misconception that they had been removed, even though they were fully functional. Now that they have been removed in 1.8, it caused some confusion. -- 04:13, 16 October 2011 (UTC)
 * No, parts of them were removed in 1.6.6 and 1.7. I'm not sure of the details but their .class specific files were removed and they were made as kind of like a default mob, with no added settings, and were just called "monster", and used the default "monster" code. (example: zombies used the "monster" code with the addition of burning in daylight, naturaly spawning in darkness, dropping rotten flesh and having its arms held in front of it) In 1.8 their call function (the name for calling the mob in java code) must have been completely deleted, making them unobtainable. -- 04:21, 16 October 2011 (UTC)

Enderdragon
I don't see how in Beta 1.9 pre-release the exists. It says on the page in the about section. Maybe someone could clarify.-- 02:46, 11 October 2011 (UTC)
 * Probably a mistake, they haven't been added yet. <span style="color:#FDD017;"> ☁ ☂  ☁ 02:58, 11 October 2011 (UTC)
 * True. The Enderdragon exists in the 1.9 Post-Pre-release 3, but not actually IN the pre-release -- 03:12, 11 October 2011 (UTC)
 * I mean, it's in the code. So. Technically it HAS been released. Just not officially. Then again, the pre-releases aren't REALLY official, as they aren't really authorised via the authorisation servers. But are authorised by the Mojang staff themselves. Kind of a technicality. Just how the Cauldron was in Pre-release 2...but kind of wasn't, because it wasn't really accessable without tweaking the code a smidgen. I guess you could call it "released...but not finished" -- 04:43, 16 October 2011 (UTC)

Aggressive vs Hostile
Dont u think that everybody calls them hostile? Aggressive means that they become angry very easily but not that they are angry all the time
 * So aggressive that they attack us on sight. Hostile is also a good name for them though -- 03:47, 20 October 2011 (UTC)

Mob Detection Range Question!
Can mobs detect you under ground? Plain and simple. I live inside a small hill and I can hear mobs above me and I'm too afraid to go outside because I think that there are creepers right above me. Yes,they are at least 16 feet away, but probably less. I just want to know if it would be safe to go outside with a sword instead of going outside with a sword and getting drop kicked by a pack of mobs. 23:20, 20 October 2011 (UTC) Crafting 'n Mining


 * With the exception of spiders, mobs can only detect you if they have line-of-sight. Now, if you get a mob chasing you and they go behind a block or underground, they will still know you are there until you leave their detection range, at which point they will forget about you until you are seen again.   (  |  ) 23:27, 20 October 2011 (UTC)

Passive Mobs
As of 1.9.5 (Could have been earlier) when a player holds wheat in their hand it causes the mobs to follow the player. We have used this to lead mobs back to pens that are a considerable distance away as a means to start various farms.

As long as the player doesn't get too far ahead of the mob, it will continue to follow. Some mobs ignore the player regardless of the wheat.

17:58, 7 November 2011 (UTC)

Steve Redirect Glitch
I don't know where else to say this, so I'm putting this here. There is a slight problem with this page. In the section for removed mobs, they include the old Steve mob made by Dock, and clicking it redirects to a page entitled "Steve." However, "Steve" just redirects you to the page about "The Player." Instead, it should direct strait to the page for the removed mob, which is called "Steve (Mob)." I'd fix this myself, but There isn't an edit option for this page, so I suggest that someone fis this easily-solved problem.


 * The image link was correct, but the text link wasn't. Fixed. -- 04:36, 15 November 2011 (UTC)

New Headless Mob?
Looking at Wondercraft's new poster, we can clearly see a strange figure in the cave.... any ideas? - 21:33, 15 November 2011 (UTC)


 * Does wondercraft have any other posters with fictional mobs in them? If not, then we likely have a new mob :) -- 04:35, 15 November 2011 (UTC)


 * In the same poster, which has been stated to be official stuff, we also see a massive and a golden . I put those images into the galleries on their respective pages. It should also be noted that this is the same poster we found the  before it was even revealed to be real in- game. -  21:33, 15 November 2011 (UTC)
 * Can anyone actually picture what it is supposed to be? To me, it looks like a dinosaur head. -- 11:18, 19 November 2011 (UTC)
 * It could simply be an enderdragon's head. We might just be confused by illustrations on the poster. The cow and the enderman look very different too.
 * It looks like a "headless horseman type of guy" holding his head under his arm. -- 19:56, 19 November 2011 (UTC)

May I remind you guys, the talk page is for discussing things about the page, not things like "What could THIS be?". I understand the desire to find out what this is, but please don't just post "I think it looks like a whatever" here. -- 20:50, 19 November 2011 (UTC)

EnderDragon placement idea
Instead of the EnderDragon being in the Hostile area, I think we should move it to "Bosses" 05:47, 19 November 2011 (UTC)
 * The entity template down the bottom has a "Bosses" category, yet the mob page doesn't. Should I change that? -- 11:05, 19 November 2011 (UTC)
 * The enderdragon has different attack pattens than other mobs and it only spawn once. -- 11:14, 19 November 2011 (UTC)

Fish and Red Dragon Images
Yesterday, I was fixing the mobs listing and I removed these from the Planned section. Today, the same original editor added them again, so I removed them. Again. Now a new user has put the PNGs back. Am I missing something here? Fish and Red Dragons don't even have PNGs in the .jar, so where are these coming from? - 17:47, 19 November 2011 (UTC)
 * Probably fan art, which does not belong there. Inform them of this fact on their talk pages and tell an admin too. -- 20:24, 19 November 2011 (UTC)

Creeper Chicken
Someone else at MineCon please confirm or deny the legitimacy of this.
 * I'm not sure if this is real, but it's still here: http://www.youtube.com/watch?v=3HPMudUvvNM
 * It's a chicken with a Creeper hat. I'm slow.

Creeper Duck
I said it's creeper duck. For the animal without a creeper head, see.

Eggs
On the right template on mobs where it shows some quick info about it, like health, etc. it should show what egg it comes from, if any. 04:18, 22 December 2011 (UTC)
 * Zombie
 * Egg:Zombie
 * Yes, this makes perfect sense.
 * To clarify; the Spawn items use the Savegame ID for the second word, which is why Spawn Pig Zombie is… well, Spawn Pig Zombie. Since the Savegame ID is already on the page, this is doubly redundant.  04:49, 22 December 2011 (UTC)

New Animal Mobs
The following passive mobs (animals only) are planned, these ones are:
 * (someone made it)
 * (someone made it)
 * Etc.
 * Etc.
 * Etc.

Mobs Health?
Whenever I look at a mob's health it says for Zombie 22(11). I don't get it. 20:30, 29 December 2011 (UTC)

Weird Hendermen?
As I was playing Minecraft I came across an eerie Hendermen type Mob. The body type was almost if not exactly like the Hendermen's body but instead of the violet eyes like any other Hendermen would have its eyes were green and it had almost like a white beard or big white teeth and it has a deep scratchy voice...almost like a Zombie but deeper. Could this possibly be the new "Scary Mob" that Notch stated in his tumblr update?

monkey and alligator?
there are 2 new things for the planned mobs part which are monkey and alligator but they have red links(i know what red links are)

sorry if my spelling or grammar is bad.

the monkey link turned blue the alligator link turn blue now also


 * The monkey is kinda confirmed now, there is even a picture on it: http://i.imgur.com/VYDGZ.png There is sure that there are a "jungle mob" - 22:23, 25 January 2012 (UTC)
 * Wrong. There is no proof of either, just hearsay and vague tweets. that image is worthless and shows nothing. if we could see the right clearly, yes. we could add whatever it is. but as of right now, we're sticking to our "not going on until confirmed" principle.
 * Need I also remind ALL users creating those pages, you are in DIRECT violation of Wiki rule #7 and #7A. -- 22:26, 25 January 2012 (UTC)

well right now we only know that there is no proof for the alligator but a little bit proff for monkey or monkey like mob.
 * At this point, all we know is that there is a new mob, and part of it is orange. Anything else is just speculation. We'll have the official name and such in a week or two, so be patient. -- 04:28, 26 January 2012 (UTC)

Ocelot?!
Can someone please write some info about this Ocelot? From where did you get that there will be an Ocelot? 15:48, 26 January 2012 (UTC)

The newest snapshot.


 * Hey, just so you all know, the ocelot turns into a cat when you tame it. Once you do, it randomly picks one of the three cat textures. So, that means that the ocelot is Mojang's answer to a tameable cat mob. 16:23, 26 January 2012 (UTC)

Cats?!
Is that a tamed ocelot? Yes it is! Go to for more info.-- 02:58, 4 February 2012 (UTC)

Mob Spawning Frequencies?
Does anyone know where to find something that has mob spawning frequencies? 20:21, 5 February 2012 (UTC)

I think some people may be able to do a Percentage thing for mob drops. Like 50% change of dropping dirt, 25% chance of cobble, 10% chance of diamond, etc. An average 100 mob ratio would be best to use. -- 01:41, 10 February 2012 (UTC)

Giant Spider
jeb recently tweeted this picture  of what appears to be two giant spiders. 21:36, 10 February 2012 (UTC)

Its more than 2 but Jeb (I think) did this for me to amaze me and make me happy :-)

New Planned Mob
Jon tweeted out about a new mob that him and Jeb are currently working on, tweet (Possible the guards villagers?) 13:13, 23 February 2012 (UTC)

Skeleton aggro
I've read it somewhere on the forum (I think is was on a weekly pre-release note, or maybe on YouTube) and I also experienced it in 1.2 : with the new AI, hostile mobs tracking you are no longer bothered by being shot by a skeleton, and they'll not get angry at the skeleton. I can confirm it for creeper, but I'm not sure about zombies and skeletons and the other hostiles.

The last item of the trivia section should be updated anyway, as this behaviour is no longer true in release 1.2. Someone could find in which pre-release this behaviour changed.

Ok. I ran a few test in creative mode :

creeper and zombies won't get mad at the skeleton, even if they weren't tracking you. If a skeleton wasn't tracking you and get hit, it will attack the first skeleton, but the first skeleton will keep attacking you. A skeleton already tracking you will keep tracking you even if it get hit.

Spider and blazes will get angry at the skeleton, no mater if they were tracking you or not. The skeleton will ignore the spider/blaze.

Blazes will angry skeletons and spiders but not zombies and creepers. Also the blaze will not ignore being attacked and will stop tracking until the battle ends.

Endermen teleport out of the way of projectiles so they will never get mad at skeletons or blazes, although they'll be set aflame by the blaze fireballs

Zombie Pigmens are immune to blazes fireballs but they will get mad at skeletons, event if they were attacking you. But skeletons will not trigger mass aggro and will angry only the single zombie pigman that was hit

Remove wolves and ocelots from Tamable
Wolves spawn neutral while ocelots spawn passive. 05:12, 6 March 2012 (UTC)

New Sound?
I just got 1.2.3 by mistake (I wanted to keep my mods) And then heard a plopping sound, Not like a slime, Like almost a horse trotting, Any ideas what this is? 05:44, 7 March 2012 (UTC)
 * That is the new sound for lava. (I personal think it sound weird) -- 17:12, 7 March 2012 (UTC)

Path finding of mobs does not work for gaps between glass planes and iron bars
Even though the distance between glass planes and iron bars is (almost) equal to one block, the path finding does not work. They will act like they are solid blocks, only coincidental they wonder across these gaps or when they try to get somewhere in a straight line by walking into the wall (glass planes or iron bars) I have not tested if all this is the same for fences. -- 17:08, 7 March 2012 (UTC)

Remove Spider as Neutral.
Spiders at day and ones that are in the rain are neutral. But spiders don't spawn neutral. 22:02, 18 March 2012 (UTC)
 * While this is true, it is neutral until angered. whether it be by lack of light or attack, does not matter. aggressive mobs are 24/7 aggressive. -- 23:20, 18 March 2012 (UTC)
 * That isn't the definition we use Kizzy. The categorization has been discussed before, there's even a note on the page itself as to why it's this way. -- 00:20, 19 March 2012 (UTC)

Jeb mentioning new mob?
Jeb mentioned something about mummies being added to Minecraft here:

@pegasusepsilon Yeah, but I removed it when I re-did the design. Didn't look right

The exact conversation is on his Twiiter, I'm not very link savvy, but this is the possibility of a new mob! -- 22:56, 20 March 2012 (UTC)


 * He's talking about the texture, he didn't say anything about the mob. – (&#124;) at 23:53, 20 March 2012 (UTC)

Enderdragon icon
shoulden't the Enderdragon icon have the snout on it like the wolf's/cat's icon? sorta like this: http://www.minecraftforum.net/uploads/profile/photo-1205222.jpg the wierd mouth is getting annoying.-icedude545

Mobs not following through blocks after detected?
I was playing an adventure map and I was chased by a Zombie inside a building. I was behind the blocks expectin him to come inside. I looked outside and he was walking around instead if towards me. Don't mobs detect you through block after already detected? 01:43, 10 April 2012 (UTC)

What if
If some one added Herobrine to the Agressive mob list would their account get banned? –Preceding unsigned comment was added by (&#124;) 09:11, 14 April 2012‎. Please sign your posts with


 * It would be promptly removed, and if re-added, a block of some length would probably be imposed. I don't recommend trying it. -- 23:02, 14 April 2012 (UTC)

Ok thanks, lol I didn't want to get in trouble so I didn't put my name. Then it tracked me. XD Any way I will most likely not add it... Thanks for the advise.-- 09:40, 19 April 2012 (UTC)

Protection not neccasary
Hello, sorry if I sound a little rude but protection should not be neccasary on any pages, unless of vandilism.

Should Players be counted as a Mob?
Funky3000 brought up an interesting edit that I think should be discussed. Are players considered mobs? (since people are more inclined to agree with the creator of a topic I'll add my opinion later). -- 01:55, 25 April 2012 (UTC)


 * To clarify the original issue, Entities considers players to be a type of mob, but Environment classifies players and mobs as distinct types of entity. The source code structure isn't much help: one reading suggests that players are different from other mobs, but another reading would group them together. The wiki doesn't have to be organized the same way, and probably shouldn't in this case (following the code strictly would require some odd classifications). I don't have a strong opinion other than that we should try to keep the wiki consistent. -- 09:40, 25 April 2012 (UTC)

Back when I first encountered the term 'mob' in a good ol' MUD, players were certainly mobs — but that term referred to the type of object which is capable of moving on its own, carrying items, and taking damage, which in Minecraft are “entities”. I think that we should probably not describe players as mobs, because such a classification is not useful to understanding playing the game — unless the game code actually uses the term "mob" such that it's a superclass of players (which it might, I don't know, but I've heard more about "EntityLiving"). Trying to reflect the code's organization everywhere would imply having pointless separate pages for, , , , and , for example (all blocks which have separate item IDs) — but we should avoid unnecessarily having different terminology (for example, "Entity" shows up nowhere while playing the game but does in the code, and it's a useful classification, so we use it). — 12:56, 25 April 2012 (UTC)

I don't think they should. Players are players, mobs are mobs and I don't care about the technicalities. 07:47, 2 May 2012 (UTC)