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This article is about the block. For mob farms, see Tutorials/Mob farm.
Spawner JE3.pngPig Spawner.pngZombie Spawner.pngSkeleton Spawner.pngSpider Spawner.pngCave Spider Spawner.pngSilverfish Spawner.pngBlaze Spawner.pngMagma Cube Spawner.png
Spawner with fire.png



Yes (64)


Blast resistance





JE: No
BE: Yes (3)


Partial (doesn't block light)



Catches fire from lava


Spawners[a] are cage-like blocks that spawn mobs. They have a miniature mob spinning inside them that represents the mob that they spawn.


Spawners cannot be obtained in Survival, even with Silk Touch. However, they can be retained from worlds played in versions where they were legitimately obtainable.


If broken with a pickaxe, they break quickly and drop some experience.

Block Spawner
Hardness 5
Breaking time[note 1]
Default 25
Wooden 3.75
Stone 1.9
Iron 1.25
Diamond 0.95
Netherite 0.85
Golden 0.65
  1. Times are for unenchanted tools as wielded by players with no status effects, measured in seconds. For more information, see Breaking § Speed.

In Java Edition, spawners are not found in the creative inventory and are the only block with an item form that cannot be picked with pick block. They can be obtained only by using the /give command, which gives a pig spawner by default; the mob can be changed by using a mob spawn egg on the block. The /clone or /fill command can also be used to create spawners. In Bedrock Edition, empty spawners can be found in the creative inventory or can be picked with pick block.

Natural generation[edit]

Spawners can generate naturally in these places, spawning mobs chosen randomly when generated:

Placed in the center of the dungeon. It may be a zombie spawner (50% chance), skeleton spawner (25%), or spider spawner (25%).
Cave spider spawner. Heavily surrounded by cobwebs.
Woodland mansions
Spider spawner. Heavily surrounded by cobwebs in a rarely generated secret room. If this room does generate, it does so on the 2nd or 3rd floor.
Silverfish spawner. Located in the end portal room. One per stronghold.
Nether fortresses
Blaze spawner. Located on nether fortress balconies with stairs leading up to them. Normally two per nether fortress, although more can generate.
Bastion remnants
Magma cube spawner. Located in treasure rooms hanging underneath a bridge. Chains are attached to the top of these spawners.



The spawner spawns mobs in a 9×3×9 area (see § Mechanics) around it when the player is within 16 blocks. Suitable spawning locations for the block's mob type are provided in the area. The spawner attempts to spawn four mobs around it, then waits from 10 to 39.95 seconds before spawning more.

In Peaceful difficulty, spawners still appear and work, but any spawned hostile mobs disappear immediately after spawning. Zombified piglins, magma cubes, and ghasts do not spawn at all.

Spawners are transparent in their rendering only – they exhibit behavior of opaque blocks.

Spawners cannot be moved by pistons.

In Bedrock Edition, they have a hitbox slightly smaller than a full block and their edges can, therefore, be walked on with a supporting full block below.


A spawner activates when a player comes within a spherical radius of 16 blocks from the center point of the block; i.e. 15.5 blocks from the block itself. While the block is active, it spawns mobs within an 8×3×8 block volume (8 wide, 8 long, and 3 high) centered on the center of the block, effectively meaning mobs can spawn in a 9×9 horizontal area, or 3.5 blocks vertically from the spawner. In Bedrock Edition, the spawning area is the diamond shape around the spawner, extending 4 blocks in each direction.[1] Mobs can spawn anywhere in this range that is suitable, with mobs more likely to spawn closer to the spawner than further away.

While mobs are spawned at fractional x and z-coordinates (i.e. not aligned to blocks), they are spawned at an integer y-coordinate. Horizontally, a mob can spawn with its center point anywhere within the 8×8 range, but vertically, mobs spawn with their legs at either the same layer as the spawner block, one block above it, or one block below it.

The block attempts to spawn 4 mobs at randomly chosen points within the spawning area, then wait anywhere from 200 to 799 ticks (10 to 39.95 seconds) before spawning again. As it waits, the mob inside the block spins faster and faster. Except for spawning on a solid block, all of the usual requirements for spawning must be met (not in a solid block, correct light level, etc.), so the spawner often produces fewer than 4 mobs. When it does spawn, it emits a "poof", and more flame particles temporarily appear around it. If the block fails to spawn any mobs because it did not pick any suitable locations, it repeats this process every tick until it succeeds. It starts waiting for the next cycle after it spawns at least one mob. If, at the time of spawning, 6 or more mobs of the spawner's type are present within a 9×9×9 area centered on the spawner block (in Java Edition) or a 16×10×16 area centered on the lower northwest corner of the spawner block (in Bedrock Edition), the spawner "poofs" without creating any mobs and then waits for the next cycle.

Spawning requirements[edit]

The spawner performs a relaxed version of the ordinary spawning check: the general solid block requirement is removed, but the volume (hitbox of the mob), the light level, and other checks are kept. As a result, for some types of mobs to spawn in the outer planes of the spawning volume, some planes outside the volume may also need to be free of opaque blocks to conform with the mobs' height, width, or other rules governing their individual spawn volumes. For example, for mobs that are two or more blocks tall such as zombies, skeletons, or blazes to spawn in the top y-layer, the layer above that must contain only air.

Summary of maximum spawn volumes for common monster spawners
Mob type Required Volume Failure rate from 8×8×4 volume[note 1] Vertical
Pig 8.9 × 2.9 × 8.9 2.531252%
Cave Spider 8.7 × 2.5 × 8.7 1.531252%
Silverfish 8.3 × 2.7 × 8.3 0.28125%
8.6 × 3.8 × 8.6 1.125%
Spider 9.4 × 2.9 × 9.4 6.125%
  1. 8×8×3 is the actual volume across which spawners spawn entities, but this volume contains only the entity's center. The failure rate assumes 8×4×8 because it is a popular misconception that 8×4×8 is the maximum efficiency volume of empty space for mob spawners - it actually depends on the size of the entities themselves. Note that 10×4×10 is guaranteed to accommodate all of the above mobs. Also note that this failure rate accounts only for failures due to attempting to spawn a mob at the edges of the spawn range, not other causes of failure such as mobs attempting to spawn intersecting the spawner block itself.

For all of the volumes listed in the table, the horizontal plane is centered on the center of the spawner block. While the spawning volume for pigs is 8.9×2.9×8.9, the requirement of grass blocks that are necessary for pigs to spawn reduces the actual volume in which they successfully spawn to 8.9×1.0×8.9. Other mobs can spawn in mid-air, ignoring general rules about spawning on solid ground.

The spawn conditions do not include biomes for most mobs. As such, spawners can place mobs where they normally wouldn't generate. For example, a mooshroom spawner can operate in a plains biome as long as there are mycelium blocks within the spawn area because the mooshroom's spawning code only checks for mycelium. The reason mooshrooms are not actually spawned elsewhere is that the game does not normally try to spawn them in other biomes: only the mushroom field biome has mooshroom on the list of things to spawn.


A pattern of lights to disable a blaze spawner (top-down). Source
Blaze spawner disabled by four Jack o'Lanterns in Bedrock Edition.
See also: Light § Mobs

The way a spawner can be disabled depends on the entity it tries to spawn.

For a spawner that generates mobs that spawn only in dark conditions (light level ≤ 7), a torch placed on any side or top of the spawner is sufficient to disable it for the whole 9x9x3 volume.

For a blaze or silverfish spawner, a light level of 12 is required to prevent spawning. This can be achieved by:

  • Laying 16 blocks in a pattern shown on the right using blocks having a luminance value of 15
  • Laying a dense 7×7 grid of torches on the spawner's Y level
  • In Bedrock Edition, placing a light source of level 15 on four surfaces

A spawner is also disabled by filling the spawning volume with solid blocks.

Custom spawners[edit]

A monster spawner that produces spiders.

Using commands, spawners can be customized:

  • They can be made to spawn any kind of entity.
  • A single spawner can spawn multiple different entities, chosen at random from a list.
  • Properties can be set on the spawned entities.
  • Various range and timing properties of the spawner can be changed.

Detailed technical information about custom spawners can be found below.


Java Edition:

SoundSubtitleSourceDescriptionNamespaced IDTranslation keyVolumePitchAttenuation
Block brokenBlocksBreaking the blockblock.metal.breaksubtitles.block.generic.break1.01.216
None[sound 1]BlocksFalling on the block with fall damageblock.metal.fallNone[sound 1]0.51.2516
Block breakingBlocksMining the blockblock.metal.hitsubtitles.block.generic.hit0.250.7516
Block placedBlocksPlacing the blockblock.metal.placesubtitles.block.generic.place1.01.216
FootstepsBlocksWalking on the blockblock.metal.stepsubtitles.block.generic.footsteps0.151.516
  1. a b MC-177082

Bedrock Edition: [needs in-game testing]

SoundDescriptionNamespaced IDVolumePitch
?Breaking the blockdig.metal?1.2
?Falling on the block with fall damagefall.metal??
?Mining the blockhit.metal?0.75
?Jumping from the blockjump.metal??
?Falling on the block without fall damageland.metal??
?Walking on the blockstep.metal??
?Placing the blockuse.metal?1.2

Data values[edit]


Java Edition:

NameNamespaced IDTranslation key
Spawnerspawner block.minecraft.spawner
NameNamespaced ID
Block entitymob_spawner

Bedrock Edition:

NameNamespaced IDNumeric ID Translation key
Monster Spawnermob_spawner
NameSavegame ID
Block entityMobSpawner

Block entity[edit]

A monster spawner has a block entity associated with it that holds additional data about the block.

  • Block entity data
    • Tags common to all block entities see Template:Nbt inherit/blockentity/template
    •  SpawnPotentials: Optional. List of possible entities to spawn. If this tag does not exist, but SpawnData exists, Minecraft generates it the next time the spawner tries to spawn an entity. The generated list contains a single entry derived from the EntityId and SpawnData tags.
      • : A potential future spawn. After the spawner makes an attempt at spawning, it chooses one of these entries at random and uses it to prepare for the next spawn.
        •  Entity: An entity. Overwrites SpawnData when preparing the next spawn, including the entity id.
        •  Weight: The chance that this spawn gets picked in comparison to other spawn weights. Must be non-negative and at least 1.
    •  SpawnData: Contains tags to copy to the next spawned entity(s) after spawning. Any of the entity or mob tags may be used. If a spawner specifies any of these tags, almost all variable data such as mob equipment, villager profession, sheep wool color, etc., are not automatically generated, and must also be manually specified (that this does not apply to position data, which are randomized as normal unless Pos is specified. Similarly, unless Size and Health are specified for a Slime or Magma Cube, these are still randomized). This, together with EntityId, also determines the appearance of the miniature entity spinning in the spawner cage. This tag is optional: if it does not exist, the next spawned entity uses the default vanilla spawning properties for this mob, including potentially randomized armor (this is true even if SpawnPotentials does exist). Warning: If SpawnPotentials exists, this tag gets overwritten after the next spawning attempt: see above for more details.
    •  SpawnCount: How many mobs to attempt to spawn each time. Requires the MinSpawnDelay property to also be set.
    •  SpawnRange: The radius around which the spawner attempts to place mobs randomly. The spawn area is square, includes the block the spawner is in, and is centered around the spawner's x,z coordinates - not the spawner itself. It is 2 blocks high, centered around the spawner's y coordinate (its bottom), allowing mobs to spawn as high as its top surface and as low as 1 block below its bottom surface. Vertical spawn coordinates are integers, while horizontal coordinates are floating point and weighted toward values near the spawner itself. Default value is 4.
    •  Delay: Ticks until next spawn. If 0, it spawns immediately when a player enters its range. If set to -1 (this state never occurs in a natural spawner; it seems to be a feature accessed only via NBT editing), the spawner resets its Delay, and (if SpawnPotentials exist) EntityID and SpawnData as though it had just completed a successful spawn cycle, immediately when a player enters its range. Setting Delay to -1 can be useful if the player wants the game to properly randomize the spawner's Delay, EntityID, and SpawnData, rather than starting with pre-defined values.
    •  MinSpawnDelay: The minimum random delay for the next spawn delay. May be equal to MaxSpawnDelay. Requires the SpawnCount property to also be set, otherwise it defaults to 0.
    •  MaxSpawnDelay: The maximum random delay for the next spawn delay. Requires the MinSpawnDelay and SpawnCount properties to also be set.
    •  MaxNearbyEntities: Overrides the maximum number of nearby (within a box of spawnrange*2+1 × spawnrange*2+1 × 8 centered around the spawner block) entities whose IDs match this spawner's entity ID. This is relative to a mob's hitbox, not its physical position. Also, all entities within all chunk sections (16×16×16 cubes) overlapped by this box are tested for their ID and hitbox overlap, rather than just entities within the box, meaning that a large amount of entities outside the box (or within it, of course) can cause substantial lag.
    •  RequiredPlayerRange: Overrides the block radius of the sphere of activation by players for this spawner. For every gametick, a spawner checks all players in the current world to test whether a player is within this sphere. Requires the MaxNearbyEntities property to also be set.



Java Edition Infdev
June 25, 2010, 2Spawner JE1.png Added mob spawners.
Mob spawners can be picked up and when placed, spawn pigs.
June 27, 2010Mob spawners have been given a unique ID, reducing crashes.
Java Edition Alpha
v1.0.1Mob spawners can't be picked up anymore.
v1.1.0Removed rotating model inside of the mob spawner due to some multiplayer issues with it.
Java Edition Beta
1.2"Mob Spawner" has been renamed to "Monster Spawner".
Monster spawners again show a rotating model inside of what they spawn in singleplayer after being missing for several versions.
Java Edition
1.0.0Beta 1.9 PrereleaseSpawner JE2.png The texture of monster spawners has been now changed to a darker color.
Beta 1.9 Prerelease 3Monster spawners now drop when mined using a tool enchanted with the new Silk Touch enchantment.
Added natural silverfish spawners.
Beta 1.9 Prerelease 5Squid spawners now work only in a narrow elevation range, from 46 to 62.
Monster spawners no longer drop when broken using a tool enchanted with Silk Touch.
Beta 1.9 Prerelease 6Monster spawners now take much shorter to destroy, and the breaking time is tier dependent.
1.2.112w06aMonster spawners now show the mob they are spawning in multiplayer; previously they would always show a pig.
1.3.112w21aPick block no longer works on monster spawners.
12w22aMonster spawners now drop experience when destroyed.
12w26aMonster spawners now support extra data pertaining to what they spawn.
1.814w26cThe horizontal spawning range of monster spawners is now calculated from the center of the block rather than the northwest corner.
The exclusion zone of monster spawners has been reduced: for a default spawner, the 6 mobs must be in a 9×9×9 region rather than 17×9×17 to prevent spawning.
14w28bThe type of mob spawned from a monster spawner can now be changed by using a spawn egg on it.
1.916w02aA monster spawner containing a large mob now scales down the mob to fit inside the spawner block.
1.1116w32aThe block entity ID has been changed from MobSpawner to mob_spawner.
16w39aSpider monster spawners now generate in woodland mansions.
1.1317w47a"Monster Spawner" has been renamed to simply "Spawner".
Prior to The Flattening, this block's numeral ID was 52.
pre5The ID of spawners has been changed to spawner.
1.1418w43aSpawner JE3.png The texture of spawners has been changed.
1.1620w16aMagma cube spawners now generate in bastion remnants
Pocket Edition Alpha
0.9.0build 1Spawner BE1.png[verify] Added monster spawners.
build 2Added monster spawners to the creative inventory.
The type of mob spawned can now be changed using a spawn egg.
build 9Monster spawners now emit light.
0.12.1build 1Blaze spawners now generate in nether fortresses.
Monster spawners now drop experience when mined using a pickaxe.
Pocket Edition
1.1.0alpha monster spawners now generate in woodland mansions.
Bedrock Edition
1.10.0beta BE2.png The texture of monster spawners has been changed.
1.16.0beta cube spawners now generate in bastion remnants
Legacy Console Edition
TU1CU1 1.0 Patch 11.0.1Spawner JE1.png Added monster spawners.
TU5Spawner JE2.png The texture of monster spawners has been changed.
TU31CU19 1.22 Patch 3The type of mob spawned from a monster spawner can now be changed by using a spawn egg.
TU69 1.76 Patch 38Monster spawners are now available in the creative inventory, and can be obtained with pick block.
1.90 Spawner JE3.png The texture of monster spawners has been changed.


Issues relating to "Spawner" are maintained on the bug tracker. Report issues there.



See also[edit]


  1. Known as Spawner in Java Edition and Monster Spawner in Bedrock Edition.