Mob

Mobs are living, moving game entities, such as animals and monsters. Generally, mobs are affected by the environment in the same ways as the player—they are subject to physics, they can be hurt by catching on fire, falling, drowning, or suffocating, and they can even ride minecarts.

Mobs come to exist by spawning in various ways.

Mobs are aware of players within 16 blocks of them, except for Ghast which can see up to 100 blocks away and Endermen which can see up to 64 blocks away.

The term "mob" is short for "mobile" and has been used as a general term referring to any moving entities in games since the first MUDs surfaced.

Current Mobs
Passive

Passive mobs will never attack the player.

All require land to spawn on, except for Squid which spawn in water blocks.

Neutral

Neutral mobs will not attack the player unless provoked. The act of provoking Neutral mobs varies between mobs.

Hostile

Hostile mobs will attack the player when in range.

Require a light level of 7 or less to spawn with the exception of Ghasts, Silverfish and Slimes.

Note: All mobs' hostility levels are based on how they are spawned by default. Spiders may become neutral, but they do not spawn neutral.

Planned, Unused, Removed, and Potential Mobs
Planned

Planned mobs are speculated to be added in a future version of Minecraft.

Unused

Unused mobs are mobs found in the source, but are not being used at this time. Through hacking, it is still possible to spawn them.

Removed

Removed mobs are mobs that have been removed from the game and can only be found in previous versions.

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 by Notch at least once and have a possibility of appearing in the game.


 * Aside from zombie pigmen, living pigmen have been confirmed to appear in a future update.
 * 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 coding for fish in the game, but no model exists at this moment.
 * Dragons - Notch hinted during the Spider-Jockey update that he will add Dragons to the game. Dragons may also be able to fly or breathe fire. Notch confirmed on his Twitter that he will definitely add a form of flying transportation. There is a chance that Dragons may be able to be ridden in a similar manner to pigs.
 * Notch confirmed during the Brocraft.net stream that he will be adding prefix mobs. This means that there will be mobs such as 'Burning Spider' 'Giant Zombie' 'Cobble Creeper', etc. It is not known if these are still planned to be in a future update. However, the dreaded Cave Spider is a prefix mob.
 * Jeb recently posted that he likes the idea of players deciding when to summon the boss mobs like in Terraria, which means that boss mobs may be added in 1.9. Notch also said something similar in an interview. However, due to time restraints, it is most likely that boss mobs won't appear until Beta 1.10
 * A new species of cow, the Mooshroom, will spawn in mushroom biomes in Beta 1.9.
 * Notch recently announced the Snow Golem mob, appearing in Beta 1.9. These mobs will melt and probably die when moved or crafted into a warm Biome.
 * Jeb will be adding two new mobs in the nether, the Blaze and the Magma Cube.

Movement
Mobs will ordinarily wander around at random and usually avoid walking off cliffs high enough to cause falling damage, though they can be fooled by non-solid blocks such as signs. In this state, mobs (besides the Ghast) 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. Spiders can climb all blocks as if they were ladders.

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).

Passive 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.

Passive mobs will flee randomly when attacked. After seeing this code in action, Notch has been inspired to write more mob interaction code for the future.

Trivia

 * The Halloween update version 1.2.0 (Alpha) allowed hostile mobs to spawn in higher light levels at lower depths, using the formula 16 - (Layer ÷ 8). At level 8 and below, mobs could spawn even in sunlight. Notch reverted mob spawning to the original method in version 1.2.1 (Alpha) saying, "It was far too annoying. I have plans on what to do with this."
 * When mobs spawn, smoke comes out of them, but not in multiplayer.
 * 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.
 * Players can approach a hostile mob without it noticing the player if they ensure that there are solid blocks between them and the mob.
 * After killing a player, or if a player dies while hostile mobs are persuing the player, the hostile mobs will gather around the players deathplace, attempting to attack the player. This is because the player has been made invisible and non-solid, but still exists in that position. (evident by the "Game Over" screen still remaining in that position) The hostile mobs' heads will "spazz out", a humorous glitch caused by the pathfinding of the mob. A player can use this to their advantage by holding a large number of hostile mobs over their deathplace while another player may pass by unnoticed. The targeting of the player by the hostile mob is cancelled once the player logs out, quits or respawns.