Mod

Spawning Overhaul

Quick rating

Spawning Overhaul

No reviews yet

A Minecraft mod that creates a more immersive mob spawning system based on environmental factors like caves, forests, and structures

No Theme
Adventure/Exploration
Survival
Hostile Mobs
QoL & Tweaks
Mod Loaders
NeoForge
Fabric
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Optional
Server Required

About

Project Details

Type
Mod
License
MIT License
Latest Version
spawningoverhaul-fabric-0.4.0.jar
Authors
CurseForge
Modrinth

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

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:

  1. 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?
  2. 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
  3. Applies additional modifiers:

    • Multiplies by structure multiplier (if in dangerous structure)
    • Applies mob-specific rules (spiders, creepers)
  4. 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

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:

  1. 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

Screenshots

Gallery

This project has no gallery images yet.

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

~1,000
Total Downloads
CurseForge
<1,000
Modrinth
~1,000
Last Updated
CurseForge
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched and imported data for this project from CurseForge or Modrinth. High-traffic and active projects are checked more often.
Next pipeline sync