monsters still spawning near light greater than level 7
I mine on bedrock level with long 2x1 corridors, and place torches 14 blocks apart (13 blocks in between the 2 torches). From what i've read, torches produce 15 light, and the light degrades by 1 step per block. Monsters are only supposed to spawn in light of 7 and less. When you place torches 15 blocks apart, the light in the middle should give a light level of 8, preventing monsters from spawning. This doesn't work.
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monsters still spawning near light greater than level 7
I mine on bedrock level with long 2x1 corridors, and place torches 14 blocks apart (13 blocks in between the 2 torches). From what i've read, torches produce 15 light, and the light degrades by 1 step per block. Monsters are only supposed to spawn in light of 7 and less. When you place torches 15 blocks apart, the light in the middle should give a light level of 8, preventing monsters from spawning. This doesn't work.
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In the attached picture, the torches on the wall are 3 blocks up, so the light on the ground along the wall from one torch to the next is 12 - 11 - 10 - 9 - 8 - 7 -8 - 9 - 10 - 11 - 12. So you will have monsters spawning between the torches on the wall, not to mention the rest of the wide room. This is working as intended–compare similar report MCPE-302.
This report is a duplicate of either MCPE-49616 (fixed in current beta) or MCPE-302 (works as intended), but there is not enough information to determine which.
Removed 1.16.0.58 from affected versions b/c the duplicate reports from that version do not contain enough information to confirm monsters spawning too close to light sources. They are more likely duplicates of MCPE-302.
None of the pictures attached to this ticket show adequate lighting to prevent monsters other than slimes from spawning.
- Slimes spawning in slime chunks is not affected by light level. The only biomes they shouldn’t spawn in are mushroom fields and snowy tundra (snowy tundra is a bug though, MCPE-17651).
- The skeleton under the tree probably walked there to avoid burning in sunlight. It looks like there are areas nearby without adequate lighting where it could have spawned.
- The zombie on the hill is not close to any visible light sources.
- The pen with the creeper is dark in the middle.
- The field with rotten flesh looks like it has light sources too far apart, especially considering the impact of elevation changes. The carpets closest to the player look like they are 13 blocks apart. Lanterns under the carpet would leave a block at light level 7 at the exact middle.
Based on the above, I am going to request this ticket be resolved as a duplicate of MCPE-302. If you can reproduce monsters spawning where they should not, please make a new ticket with steps to reproduce and unambiguous supporting attachments (pictures, video, or world save export).
After looking over this report again, I think it is just incredible. The OP observed
- villagers missing from minecarts in a sealed room
- zombie villagers in the room, numbering about half the number of missing villagers
- no zombie in the room
- a roughly equal number of zombie villagers in a nearby lake
The most likely explanation is that
- The room was not adequately lit. (We get a lot of reports saying monsters spawn in "well lit" areas, where it turns out the light level calculations have not been understood or done correctly; see
MCPE-302.) - A zombie villager spawned and attacked the villagers, killing half and converting half to zombie villagers. (This would be the expected proportion for normal difficulty.)
- The zombie villagers in the nearby lake just spawned randomly and wandered into the lake by chance. (Zombie villagers accumulating in lakes along with drowned is a known issue; see
MCPE-34032and MCPE-62030.)
SuprD's and Shonna White's reported cases can be explained similarly. Possibly there are two additional factors:
- random villager despawnings (
MCPE-21416) - zombie villagers spawning in an unlit area then walking into the lit area after targeting a villager (Zombie villagers can target villagers at a distance of 35 blocks.)
Thank you for your report!
We're tracking this issue as MCPE-302, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue in MCPE-302, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue as MCPE-302, so this ticket is being resolved and linked as a duplicate.
That ticket has already been resolved as working as intended, which means this is not considered a bug and won't be fixed. Please do not leave a comment on the linked ticket.
As GoldenHelmet mentioned, mobs spawn in light level 7 and below. Given the size of the room the lighting you have (3 blocks up on the wall around the edges) is not sufficient. New mob despawn mechanics mean that hostile mobs spawn more readily which is likely why you've not had this issue prior.
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Thank you for your report!
We're tracking this issue as MCPE-302, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue as MCPE-302, so this ticket is being resolved and linked as a duplicate.
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We're tracking this issue as MCPE-302, so this ticket is being resolved and linked as a duplicate.
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@Daniel Rojas thank you for the pictures. I've labelled a couple where I think there are spawnable spots with not enough light. I hope this helps. Since it looks like the issue is inadequate lighting, this ticket will be resolved as a duplicate of MCPE-302.
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This ticket will be resolved as a duplicate of MCPE-302 (working as intended).
Updated the description. "Mobs" is short for "mobile entities" and includes monsters, animals, villagers, etc.
@not Your picture shows that there is not enough light in the room to prevent monster spawns. The block with the left side of the creeper picture is at light level 7, and it looks like the other blocks in front of the furnaces are at level 6 or 7 at most.
@----
Some mobs spawn in groups by design. If you think that groups spawning all on one block is a problem you may vote for MCPE-66319. Cats not consistently scaring creepers is tracked at MCPE-38533.
This ticket will be resolved as a duplicate of MCPE-302.
Thank you for providing a picture. Unfortunately, the room does not have enough light. Here is a map of the light levels in the block above the floor for a 10x10 room with torches 3 blocks up the wall 3 blocks from each corner, with spawnable spaces in red:
| 10 | 11 | 12 | 11 | 10 | 10 | 11 | 12 | 11 | 10 |
| 11 | 10 | 11 | 10 | 9 | 9 | 10 | 11 | 10 | 11 |
| 12 | 11 | 10 | 9 | 8 | 8 | 9 | 10 | 11 | 12 |
| 11 | 10 | 9 | 8 | 7 | 7 | 8 | 9 | 10 | 11 |
| 10 | 9 | 8 | 7 | 6 | 6 | 7 | 8 | 9 | 10 |
| 10 | 9 | 8 | 7 | 6 | 6 | 7 | 8 | 9 | 10 |
| 11 | 10 | 9 | 8 | 7 | 7 | 8 | 9 | 10 | 11 |
| 12 | 11 | 10 | 9 | 8 | 8 | 9 | 10 | 11 | 12 |
| 11 | 10 | 11 | 10 | 9 | 9 | 10 | 11 | 10 | 11 |
| 10 | 11 | 12 | 11 | 10 | 10 | 11 | 12 | 11 | 10 |
This ticket will be resolved as duplicate of MCPE-302.
Thank you for the screenshots. Unfortunately, from the light sources I can see it looks like you have some spots at light level 7.
- First picture: the scaffolding is at light level 8 counting from either of the 2 closer torches. The spot to the right of it is at level 7.
- Second picture: the scaffolding is at light level 10. Counting from there, the spots in (toward the player) 2 left 1 and in 1 left 2, by the carpet, are at level 7.
- Third picture: the scaffolding is at light level 9. Counting from there, 3 blocks in and 1 to the right is at level 7. This is also 4 blocks to the right and 1 block out from the torch on the left wall closest to the player. Since the torch is 3 blocks up, the spot above the ground under it is at level 12, and 12 - 4 - 1 = 7.
This ticket will be resolved as a duplicate of MCPE-302.
I concur with [Mod] Umija5895M that the picture with the creeper does not show light sources near enough to the creeper to prevent spawning in that area. I've also looked at the video provided by Nicholas Novak and marked the picture of the skeleton's spawn spot. Depending on which way is north, the skeleton spawned on the light level 7 block or the upper light level 6 block.
The reason you are getting these spawns now and did not in in previous versions of Minecraft is because 1.16 fixed the bug that allowed monsters to accumulate in hidden places and never despawn (MCPE-21856). It was common for the cave monster cap to be filled by monsters that spawned in hidden caves, and the surface monster cap to be filled by monsters from dungeon spawners or drowned in rivers and oceans. The chance of the caps filling would increase as you spent time in an area, for example building a base. With the new despawning system in 1.16, the hidden monsters are now able to despawn regularly, so new ones can spawn in other places. Monsters should now regularly respawn on full blocks in places you have already visited but have not fully lit.
There is also a separate bug in 1.16 that prevents zombies from spawning in caves, which explains why you seem to get proportionally more creepers indoors. (Note that the game's definition of "cave" is a coordinate that has a solid block somewhere above it, so this includes under a roof that contains solid blocks.)
When assessing your lighting, you may find it helpful to temporarily turn off smooth lighting (in video settings) to see how the light levels change block by block. For more information on calculating light levels see the Minecraft wiki.
This ticket will be resovled as a duplicate of MCPE-302.
Your rooms are not adequately lit. For example, in the chicken room, for example, the spot directly in the center is at light level 7. Soul lanterns and soul torches are light level 10, and the lantern is 4 blocks up, so you count down 10 - 9 - 8 - 7. The shroomlights in the corners of the floor are level 15, so the space above them is at 14, and counting by 2's diagonally they would only make the center block level 6.
In the room with shroomlights hanging from chains, they space above the floor directly under each one is at light level 10, so there are several blocks diagonally in between them that are spawnable.
For more information on calculating light levels see the Minecraft wiki. You may find it helpful to temporarily turn off smooth lighting (in video settings) to see how the light levels change block by block.
This ticket will be resolved as a duplicate of MCPE-302.
Thank you for including a carefully analyzed and marked picture. Unfortunately, your calculations are not taking into account that it is the sea lantern blocks themselves that are at level 15, so the space above them is at level 14. Down the line, the light level in each space above the floor is actually one less than the numbers in your picture. The spot in the middle where the skeleton spawned is at light level 7. For more information on calculating light levels see the Minecraft wiki.
This ticket will be resolved as a duplicate of MCPE-302.
Thank you for the screenshot. Unfortunately, the area is not adequately lit to prevent monster spawns.
Keep in mind that torches have a light level of 14, monsters spawn in in light level 7 and below, and spawning is based on the light level of the space just above the floor. You may find it helpful to temporarily turn off smooth lighting (in video settings) to see how the light levels change block by block. For more information on calculating light levels see the Minecraft wiki.
In previous versions of Minecraft, it was common for the cave monster cap to be filled by monsters hidden in small, inaccessible caves. The chance of this happening would increase as you spent time in an area, for example building a base or exploring and lighting the visible caves. With the new despawning system in 1.16, the hidden monsters are now able to despawn regularly, so new ones can spawn in other places. Monsters should now regularly respawn on full blocks in places you have already visited but have not fully lit.
This ticket will be resolved as a duplicate of MCPE-302.
Thank you for your report!
However, this issue is Invalid.
Please put only one bug report in each ticket. It is very difficult to keep track of bugs when they are not in their own tickets, and it is easier for you to make multiple tickets than for the mods to separate them.
Please note that these issues have all very likely already been reported in the MCPE project. In particular see MCPE-21416, MCPE-58182, and MCPE-302. Also note that general game issues should be reported to the MCPE project unless they are specifically related to realms.
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Thank you for your report!
However, this issue is Incomplete.
Your report does not contain enough information. As such, we're unable to understand or reproduce the problem.
You are welcome to create a new ticket about your issue with more detailed information.
However, please review the Issue Guidelines before writing a new bug report. Please note that general game issues should be reported to the MCPE project unless they are specific to realms.
Also note that most mobs spawn in "packs" of 2-4 and will move apart after they appear. If you believe you have adequate lighting to prevent hostile mobs from spawning, it is recommended that you visit the Minecraft Community Support Discord at: https://discord.gg/58Sxm23 to discuss how your lighting is arranged. Please also see MCPE-302.
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We're tracking this issue as MCPE-302, so this ticket is being resolved and linked as a duplicate.
That ticket has already been resolved as working as intended, which means this is not considered a bug and won't be fixed. Please do not leave a comment on the linked ticket.
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Thank you for your report!
We're tracking this issue in MCPE-302, so this ticket is being resolved and linked as a duplicate.
That ticket has already been resolved as working as intended, which means this is not considered a bug and won't be fixed. Please do not leave a comment on the linked ticket.
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From the attached pictures, it looks like the light levels are not high enough in the middle of the rooms. Torches are all at 3 blocks above the floor, so the light level in the block just above the floor straight below them is 12. From there, the light level will be 7 (low enough to spawn monsters) just 2 blocks to the side and 3 blocks in toward the center of the room.
It is easier to see light level changes for calculation if you turn off smooth lighting in settings. It may also be easier to see where the lower light is if you turn down the brightness or backlight on the TV.
Resolving as a duplicate of MCPE-302.


I moved all my mine tunnel torches from the wall to the floor, and put them every 12 blocks. Monsters don't spawn down there anymore. Still wondering why it didn't work 14 blocks apart (maybe because I had them on the wall at face height?). It was extremely tedious and time consuming to count and move them all (over 12 full length tunnels), so won't be experimenting further.
It was beacause they were at face height. You have to realise that means one extra step DOWN, which made the difference between 8 and 7 in the block right above the ground.
Yep I think this is confirmed. I was putting a torch every 14 blocks, which gave a light level of 8 in the middle. Since I put them at face height, the light level was 7 in the middle on the ground block. This would mean that monsters only care about the 1x1 block area where there stand/spawn on, and not the block above where their face is.
This is the intended behavior. Troy is correct.