Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Creators
Details
Spawning Overhaul
A Minecraft mod that creates a more immersive mob spawning system based on environmental factors like caves, forests, and structures.
Features
Environment-Based Spawning
Instead of mobs spawning uniformly everywhere, this mod makes spawning rates dependent on the spawn location's environment:
- Base Multiplier: Configure a global spawn rate that applies everywhere (default: 0.2x)
- Cave Spawning: Progressive scaling based on depth
- Shallow caves (Y=60): Minimum multiplier (default: 1.0x = 20% acceptance)
- Deep caves (Y=-64): Maximum multiplier (default: 5.0x = 100% acceptance)
- The deeper you go, the more dangerous it gets!
- Forest Spawning: Progressive scaling based on tree density
- Sparse areas: Minimum multiplier (default: 1.0x)
- Dense forests/jungles: Maximum multiplier (default: 3.0x)
- More trees = more danger
- Structure Spawning: Dangerous structures have increased spawn rates (default: 3.0x)
- Strongholds, Nether Fortresses, Ocean Monuments, Woodland Mansions, Mineshafts, Dungeons
Note: Spawn multipliers use normalized probability acceptance based on the highest configured multiplier. With default settings (maxCaveMultiplier = 5.0), the reference is 5.0x:
- 0.2x base = 4% acceptance (0.2/5.0)
- 1.0x shallow caves = 20% acceptance (1.0/5.0)
- 5.0x deep caves = 100% acceptance (5.0/5.0)
This creates dramatic contrast: deep caves have 25x more spawns than the surface!
Mob-Specific Rules
Configure special spawn restrictions for specific mobs:
-
Spider Only In Cave (Enabled by default)
- When enabled: Spiders and cave spiders only spawn in caves
- When disabled: Spiders spawn normally everywhere
-
Disable Creeper Near Structure (Disabled by default)
- When enabled: Prevents creepers from spawning in dangerous structures (protects against griefing)
- When disabled: Creepers spawn normally in structures
In-Game Debug Command
Use /spawndebug to see what spawn rates would apply at your current position:
- Environment detection at your position (cave, forest density, structure)
- Active spawn multipliers and their ranges
- Which multiplier would be used (base, cave, or forest)
- Final calculated spawn rate if a mob were to spawn here
This shows you what the spawn system "sees" at your position.
Requires operator level 2 (use /op <username>)
Configuration
The mod creates a config file at config/spawningoverhaul.json5
Accessing the Config GUI
Fabric:
- Install Mod Menu
- Click "Mods" in the main menu
- Find "Spawning Overhaul" and click the config button
NeoForge:
- Click "Mods" in the main menu
- Find "Spawning Overhaul" and click "Config"
Configuration Options
Environmental Multipliers
| Option | Default | Description |
|---|---|---|
| Enable Immersive Spawning | ✅ Enabled | Master toggle for the entire system |
| Base Multiplier | 1.0x | Global spawn rate applied everywhere |
| Min Cave Multiplier | 1.0x | Spawn rate at shallowest cave depth (Y=60) |
| Max Cave Multiplier | 5.0x | Spawn rate at deepest depth (Y=-64) |
| Min Forest Multiplier | 1.0x | Spawn rate in sparse areas |
| Max Forest Multiplier | 3.0x | Spawn rate in dense forests |
| Dangerous Structure Multiplier | 3.0x | Additional multiplier in dangerous structures |
| Enable Structure Modifications | ✅ Enabled | Apply structure-based spawn changes |
Mob-Specific Rules
| Option | Default | Description |
|---|---|---|
| Spider Only In Cave | ✅ Enabled | Restricts spiders to caves only |
| Disable Creeper Near Structure | ❌ Disabled | Prevents creepers in structures (anti-griefing) |
Detection Settings
| Option | Default | Description |
|---|---|---|
| Dense Forest Log Threshold | 50 | Number of logs needed to count as dense forest |
| Dense Forest Scan Radius | 10 | Radius in blocks to scan for logs |
Mod Compatibility
| Option | Default | Description |
|---|---|---|
| Additional Dangerous Structures | [] |
List of modded structure IDs to treat as dangerous |
| Additional Safe Structures | [] |
List of modded structure IDs to treat as safe |
How It Works
Spawn Calculation
For each mob spawn attempt, the mod:
-
Detects the environment at the spawn location (not the player's location):
- Is the spawn position in a cave? What's the depth?
- How dense is the forest at that position? (counts nearby log blocks)
- Is the spawn position in a dangerous structure?
-
Calculates multipliers:
- Starts with the base multiplier
- Calculates cave multiplier (if in cave)
- Calculates forest multiplier (if logs detected)
- Selects the highest of: base, cave, or forest
-
Applies additional modifiers:
- Multiplies by structure multiplier (if in dangerous structure)
- Applies mob-specific rules (spiders, creepers)
-
Makes the spawn decision:
- All multipliers use probabilistic acceptance normalized to the highest configured multiplier
- The reference maximum is dynamically calculated from config (max of cave/forest/structure multipliers)
- Higher multipliers = higher acceptance probability = more spawns
- Examples (with default 5.0x reference from maxCaveMultiplier):
- 0.2x → 4% acceptance (very few spawns)
- 1.0x → 20% acceptance (reduced spawns)
- 3.0x → 60% acceptance (structures, many spawns)
- 5.0x → 100% acceptance (deep caves, maximum spawns)
- Multiplier = 0.0: Always denies spawn
Performance
The mod is designed to be lightweight:
- Cave detection: Simple Y-coordinate check + sky visibility
- Forest detection: Cylindrical scan limited to ±3 blocks vertically
- Structure detection: Cached with 10-second TTL
- Target impact: <2ms per spawn check on average
Compatibility
✅ Compatible With
- Modded mobs: Automatically works with any mob from any mod
- Modded structures: Use config lists to mark modded structures as dangerous/safe
- Modded biomes: Works in all biomes (vanilla and modded)
- Other spawn mods: Applies after vanilla spawn checks, stacks with other mods
⚠️ Known Limitations
- Does not affect mob spawners (only natural spawns)
- Does not affect event spawns (raids, boss fights, etc.)
- Does not affect command summons (
/summon) - First spawn in each chunk may be slightly slower due to cache misses


