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"Humans currently do not appear in any form of Minecraft officially, but they can be spawned unofficially in the alpha version." This sentence does not seem very clear. It should either be reworded or more details added to explain it. IKaleb 23:28, 6 November 2010 (CDT)

Fixed MoonBeans 04:55, 20 December 2010 (UTC)

Adventure Mode?[edit]

Is it confirmed that they are going to return in Adventure mode with the normal skin or a new skin? Altair 15:06, 12 January 2011 (UTC)

As far as I know, no. whizzer0 15:48, 12 August 2012 (UTC)

Walking Speed[edit]

What's the walking speed of a human (player)? It's nowhere in the whole wiki! --Gachl with L 12:05, 10 March 2011 (UTC)

From forums, 4.27 blocks per second when running. Calinou 19:56, 23 March 2011 (UTC)


Not sure if this is 'Unused' according to the mob template, isn't this the default player skin? Rocĸetor talk 05:51, 25 March 2011 (UTC)

Yeah, your point? –ultradude25 (T|C) at 06:11, 25 March 2011 (UTC)
Which means that the human skin is used, not unused. (by the player). My point is that we should move it from the mobs section to, well, I don't know. Rocĸetor talk 07:51, 25 March 2011 (UTC)
What does the default player skin have to do with the human mob, other than them using the same skin? –ultradude25 (T|C) at 08:59, 25 March 2011 (UTC)
Kay, sorry. I got a bit confused; I thought the mobs template also include skins, as there isn't a 'Skins' Template. Discussion End. Rocĸetor talk 07:44, 27 March 2011 (UTC)


does anyone know the code to spawn the human? –Preceding unsigned comment was added by Greenminer13 (talkcontribs) at 27:50, 18 April 2011 (UTC). Please sign your posts with ~~~~

Their spawn code is "Monster". --Trollrilla 00:51, 23 July 2011 (UTC)


"Humans do not spawn in minecraft without using a map editor or mod." "Humans do not normally spawn on peaceful mode, however there is a bug that causes humans to very rarely spawn on peaceful, then quickly despawn." These two sentences contrast the other. What's going on here? --LRFLEW 23:09, 21 April 2011 (UTC)

I removed the second point, simply because this isn't a bug, it's the behaviour all hostile mobs exhibit on peaceful difficulty. Spawning isn't affected by difficulty. Troagador 19:40, 26 April 2011 (UTC)

Hit Damage Needs Update[edit]

Someone should figure out if the "human" damage was updated wen the player damage was changed from one heart to two.

I edited, someone reverted :( Someone should try to spawn one. Tried canarymod and singleplayercommands, nothing spawns. Though I can spawn a giant with /spawnmob Giant, but Steve or Human does nothing. Calinou - talk × contribs » 11:21, 3 June 2011 (UTC)

Do you know any other method of spawning them? If they are really unspawnable then this answers my question below.--Yurisho 11:41, 3 June 2011 (UTC)
The command is /spawn monster . Drenay 22:11, 6 June 2011 (UTC)

Removed or Outdated?[edit]

Was the code for humans removed completely from the game? Because if no, it's not part of the outdated category, but the removed category. A good way to know will be, I think, trying to spawn a human via commands.--Yurisho 10:44, 3 June 2011 (UTC)

Tried it six times already. I tried to spawn one in a dense forest, an empty plain, a flat map, a high mountain, at bedrock, and at sea. All they do is turn black and despawn. Drenay 22:09, 6 June 2011 (UTC)
Just used McEdit to change a spawner to the "monster" mob type. Still working on 1.6.6 SSP for me. They will despawn on "Peaceful" though, like any other aggressive mob. If you decompile the game source with MCP, you will discover that there is no seperate class for them, but that they are actually the class, the base creature that all other creatures (and players for that matter) are based on. So you might argue if they are still in the game or not, as they exist as little more than an emergency fall-back, in case the game is missing the actual class for the creature.Ghostdancer 05:23, 7 June 2011 (UTC)
I'll take this as a yes, they still exist.--Yurisho 07:02, 12 June 2011 (UTC)
Using single player commands I can spawn them (FYI, I used it to spawn them, it doesn't affect their existence), so they aren't completely removed. | TheKax | Talk 18:52, 7 July 2011 (UTC)
It's possible Notch has said he's "removing" them because he's recoding them (hostility and such) for re-use in NPC Villages. Just a thought. --HexZyle 04:15, 12 July 2011 (UTC)

They are not removed and they are completely hostile[edit]

I just added some Human Spawners into Minecraft through WorldEdit. By messing around with them, I've proved two of the trivia points as myths.

1. They are NOT removed as of the "Herobrine removed" notice. Who knows what that means. 2. The humans automatically go towards me and punch at me. This means they are not neutral, they are hostile. Codyfun123 23:08, 21 June 2011 (UTC)

Herobrine in the trivia section?[edit]

The point referring to the removal of Herobrine says: On the Beta 1.6.6 update, Notch joked that he had removed Herobrine, when he really just deleted the Human mob. He did this again for 1.7 and once more for 1.7.1. The human mob was not in 1.6.6, 1.7 or 1.7.1, as far as I know it was a hoax like everything else about Herobrine, so won't this just confuse players? Thomas73405 12:06, 4 July 2011 (UTC)

The Human mob existed in every version before 1.6.6, but was hidden, and could not be spawned naturally.--Kizzycocoa 12:15, 4 July 2011 (UTC)
Huh? Humans have NOT been removed in 1.66 and can still be spawned with third party software. --Trollrilla 23:50, 22 July 2011 (UTC)
Doesn't matter if they have or have not been removed, the fact that Notch joked that Herobrine has been removed should still stay on the page, since it is still true --HexZyle 19:58, 23 July 2011 (UTC)
It is a misconception like Ghasts spawning near portals. You can still spawn them using commands or hacked mob spawners. Notch said he removed Herobrine as a joke. It had nothing to do with the human mob. --Trollrilla 10:04, 25 July 2011 (UTC)
Thought so. I just thought the initial statement was true. Then who the heck said that the "Removed Herobrine" was actually Notch removing the human mob? --HexZyle 20:46, 25 July 2011 (UTC)
The person who said that was probably confused because humans don't have an additional class for themselves, unlike all other mobs and they don't have a proper skin, they just use the exact same skin as the default player and it is titled "Monster" in the Java coding. --Trollrilla 23:15, 25 July 2011 (UTC)

They are not Removed[edit]

"On the Beta 1.6.6 update, Notch joked that he had removed Herobrine, when he really just deleted the Human mob. He did this again for 1.7 and once more for 1.7_01."

Human mobs are still fully functional in the game. They have not been removed. They should be under the "Unused" category rather than "Removed".

"Humans spawned in SMP will be neutral. More specifically, they act like spiders (i.e. attacking it will only make the one you hit hostile)"

They still attack players. Are you sure they weren't targeting someone else before you hit them? --Trollrilla 10:53, 22 July 2011 (UTC)

A. +1 to moving to unused, since I've tried it with 1.7.3 and its still fully functional. B. I spawned a few in single player and they were hostile, not neutral. RacinFreek 23:41, 25 July 2011 (UTC)

Woah, even the admins are arguing about it :S --HexZyle 04:23, 12 August 2011 (UTC)

Back in 1.8?[edit]

Go to 1:43/44 on the 1.8 preview! (can some one post a link?) look right under the cursor. first I thought it was a zombie but it's arms are down... looks like default skin to! Darthzues 17:05, 3 September 2011 (UTC) I lied it's 1:46! Darthzues 17:12, 3 September 2011 (UTC)

In my zoo map, human spawner doesn't work anymore in 1.8.1 (it worked in 1.7.3) It has no model inside and spawns nothing at all at any conditions. This mob has been removed totally from the game. Xeoxer 08:45, 17 September 2011 (UTC)
Removed Herobrine = Removed Human mob. So Notch may remove human mob due to lack of purpose. -- Kevin J Rattman 09:20, 28 September 2011 (UTC)
The unique human class was removed in 1.6.6/1.7, and hence when a human was spawned it was simply called "monster". In 1.8, the ability to spawn humans with third party software has been removed completely, likely because they are going to be put back into the game with different coding/behaviour --HexZyle 12:51, 28 September 2011 (UTC)

"Herobrine Removed"[edit]

While it is reasonable to make a note in the aricle about the "Herobrine Removed" patch note, please be reminded it is now a running joke by Notch. Herobrine has never been in the game, and he is only putting it in there because he thinks it's funny. --Saphireking65 16:07, 23 November 2011 (UTC)


The fact that the human mob can still be spawned and has a id (49) even though it uses just the absolute basic mob code means that there still is a human mob but under the name monster. I think there should be a page for monsters.

Should we mention it can be spawned with SinglePlayerCommands?[edit]

^What the title said. 07:24, 11 March 2012 (UTC)

And monster spawners

Please sign your posts. Nonetheless, Monster Spawners don't spawn Humans. Only SPC. 08:40, 13 March 2012 (UTC)

are there still Monsters/Humans in previous versions and what biomes did they spawn naturally in?[edit]

are there still Monsters/Humans in previous versions and what biomes did they spawn naturally in? These things need to be in the page, guys. Also, no-one said anything about human mods or, as stated earlier, about single player commands. That too, should be in the page, shouldn't it? Best Regards! ~Jackamole, offline and at school.

Humans used to be spawned by pressing g (or h idk) in classic creative, and at that time, there were no biomes. I hope this answers your question.


No, surely they spawned naturally, right? ~Jackamole

No, you could only hack them in. ~Anonymous No, they were excluded from all the biomes, except the Farlands, since the farlands has no biome.

The Human mob argument[edit]

This part of the discussion is regarding an add to the trivia declaring the steve?/ villager png file. I believe this is highly related to the uman, as if Notch added it, and it made the villager mob buggy, then it likely wasn't intended to the NPC's. I'm open for rebuttal which please write underneath here. 16:32, 24 June 2012 (UTC)

Human is a mob originating from the player. The Villager Skin is a skin originating from the player. There's no need to relate it to the mob - Just the player. I put an image of a Villager with the specialized Steve skin on the Villager wiki article back when it was first available, there's no need to put similarly here. Besides, what you put was the standard Human, which does not use the Villager version skin or the Villager model. MegaScience 16:59, 24 June 2012 (UTC)


with removed features? –LauraFi - talk 13:54, 30 December 2015 (UTC)

 Oppose as it has enough info for its own article, barely. Locked Chest and Far Lands have their own pages. - MinecraftPhotos4U (talk) 17:34, 30 December 2015 (UTC)
 Disagree I also think this page has a little too much information to be condensed into a few paragraphs on removed features, especially since it took so long to remove the feature thus leading to a really long history section. KnightMiner t/c 21:26, 30 December 2015 (UTC)

Very unclear[edit]

How come they were removing only some code from beta 1.7 TO beta 1.8.1 if the mob itself was removed in beta 1.8? ThunderEagle14 (talk) 22:07, 19 August 2016 (UTC)

Human IDs[edit]

Username1274, convention on a wiki is to take a conflict to the talk page, rather than perpetuating an edit war.

Skylinerw, Username1274, it only said none in the first place because I made a hasty decision while dealing with all the {{upcoming}} tags during the release of 1.11. I didn't consider the "removed feature" aspect of it. But thinking about it now, I think there's precedent that a removed feature infobox can show its old data values: Locked chest. I tend to think that's fine, but what do you all think? – Sealbudsman talk/contr 21:28, 29 November 2016 (UTC)

I think that's agreeable. I was comparing it to lightning, where "none" is used for the network ID since it doesn't have one. But in that case, the lightning bolt entity does still exist. Potentially we'll need to add a warning in the future on this page about a new network ID taking over 49, just like is done with Locked chest.
What about Data_values/Entity_IDs though; should the Human and Mob (ID 48) rows should be deleted altogether? Skylinerw (talk) 21:52, 29 November 2016 (UTC)
As for Data_values/Entity_IDs, I think they could be deleted, yes. They're not even allocated in the EntityList file anymore. – Sealbudsman talk/contr 22:29, 29 November 2016 (UTC)

Still in beta 1.8 but just disabled.[edit]

They were disabled by changing public class to public abstract class in EntityMob.class Undoing this change can re-enable them in beta 1.8