The above given link looks old. But the section: 4 given in it looks interesting.

It States,

The chunk traversal order is unique for every chunk the player is in, but there is one exception. If the chunk (0,0) (blocks 0,0 to 15,15) is one of the 81 chunks visited, it will always be the first evaluated. This can be exploited. Regardless of the terrain, there is a 100% chance the algorithm will not bail out before getting to this chunk. This means that chunk (0,0) has the highest chance of spawning mobs than any of the other 8 chunks. It's as high as CleanRoom.

To illustrate this, I built a 19x19x64 tower over chunk (0,0) with 16 spawning floors. After a couple of minutes there were about 150 mobs in the tower, and there probably would have been more if the cap hadn't been reached. (glass was hacked in with NBTForge for your viewing convenience. Original walls were rock.)

This technique should work on any map, and if I'm not mistaken, SMP, too (as of yet unverified).

I don't know if this exists for minecraft 1.9, this is fixed, or maybe it is not vanilla.

Is it true for minecraft 1.9?

1 Answer 1



I ran a simple test in a void world. I built two sets of spawning platforms with 12 levels each: One in chunk (0,0), the other in (0,-2).

I then ran a couple of command blocks to count mob spawns on each platform, using /tp rather than /kill to prevent mob drops:

/tp @e[x=0,y=0,z=0,dx=15,dy=255,dz=15,type=!Player] ~ ~-64 ~
/tp @e[x=0,y=0,z=-32,dx=15,dy=255,dz=15,type=!Player] ~ ~-64 ~

Using /stats block, I stored AffectedEntities in an objective (count) on fake players #Temp1 and #Temp2, which were then added to the running totals.

/scoreboard players operation Total1 count += #Temp1 count
/scoreboard players operation Total2 count += #Temp2 count

I ran a couple of runs, resetting the scores at the beginning of the experiment and clearing all mobs first. This screenshot was taken after the end of the first run.

Screenshot of test run #1

Run#   Time   Total1  Total2 
  1    4197    2623    2841     
  2    3200    2136    2013
  3    3702    2379    2223
  4    4205    2692    2679

There is no significant difference between the numbers to be seen, averaging out at 0.644±0.012 and 0.636±0.021 mob spawns per tick, respectively.

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