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Mob Types Reference

A full list of every mob property, hostility type, AI goal, and spawn condition.


All Mob Properties

Property Required What it does Example
name Yes Internal mob ID name (shadow_zombie)
health Yes Max health points (2 = one heart) health (20)
damage Yes Damage dealt per hit damage (4)
hostility Yes How aggressive it is hostility (hostile)
model Recommended Path to .glb 3D model model (resources/models/mob.glb)
texture Recommended Path to texture PNG texture (resources/textures/mob.png)
item No Item held in main hand item (minecraft:crossbow)
scale No Size multiplier scale (1.5)
copy No Copy all stats from another mob copy (minecraft:skeleton)
knockback_resistance No 0.0 to 1.0, how much knockback it ignores knockback_resistance (0.5)
armor No Armor points (each 2 = one chestplate bar) armor (4)
follow_range No How far it can detect players (in blocks) follow_range (16)
movement_speed No Movement speed. 0.25 is roughly player walk speed movement_speed (0.35)

Hostility Types

Type Behaviour
passive Never attacks. Flees if hit. (Cow, Pig)
neutral Only attacks if provoked. (Enderman, Bee, Wolf)
hostile Attacks players on sight. (Zombie, Skeleton)
boss High health, shows boss bar, special AI.
ambient Ignored by everything, never attacks. (Bat)
scared Actively runs away from players and mobs. (Rabbit)

Spawn Conditions

Add these directly inside add mob, alongside other properties.

Property What it does Example
spawn_biome Which biomes it spawns in spawn_biome (plains, forest, taiga)
spawn_light Max light level for spawning spawn_light (max 7)
spawn_height Y level range spawn_height (min 40, max 128)
spawn_dimension Which dimension spawn_dimension (overworld)
spawn_weight How common. Higher = more common. spawn_weight (10)

Valid Dimensions

overworld, nether, end

Common Biome Names

plains, forest, taiga, desert, jungle, swamp, savanna, snowy_plains, mountains, ocean, river, nether_wastes, soul_sand_valley, crimson_forest, warped_forest, basalt_deltas, the_end, end_highlands


AI Goals

Used inside add behaviour blocks.

Goal What the mob does
wander Moves randomly around nearby
look_at_player Turns its head to face nearby players
avoid_water Stays out of water
follow_owner Follows the player who tamed it
defend_owner Attacks anything that hits its owner
panic Runs away from threats when health is low
graze Eats grass blocks (for passive mobs)
hunt (target) Actively seeks and kills a specific mob
attack (target) Attacks a specific target
run away Flees from the nearest threat
run to (target) Moves toward a specific mob or entity
sit Stays still (for tamed mobs)

Behaviour Trigger Conditions

Used with trigger (condition) inside add behaviour.

Condition When it's true
health < X Health is below X
health > X Health is above X
target_in_range (X) Target is within X blocks
on_fire The mob is on fire
in_water The mob is in water
day It is daytime
night It is nighttime

Drop Table Reference

Inside add drops, each drop uses this format:

drop (item_id, chance, min_amount, max_amount)
Parameter What it means
item_id The item to drop. Use modid:name or just name for your own items.
chance Probability between 0.0 (never) and 1.0 (always)
min_amount Minimum number dropped
max_amount Maximum number dropped
add drops
drop (ruby, 0.75, 1, 4)                    @ 75% chance, 1 to 4 rubies
drop (minecraft:experience_bottle, 0.1, 1, 1)
end

Mob Events

Event When it fires
spawned When the mob first appears
died When the mob is killed
hurt When the mob takes any damage
idle Every tick while doing nothing
target_changed When the mob picks a new attack target
tamed When a player tames the mob
angry When a neutral mob becomes hostile
despawn When the mob is removed from the world