Spawn Doctor

/spawndoctor — plain-language diagnosis of why your mob farm isn't spawning anything (Peaceful, doMobSpawning, cap theft, AFK ring, sim distance).

Spawn Doctor

You built the mob farm exactly like the tutorial and nothing spawns. /spawndoctor tells you why, in plain words — not a flame graph, not an overlay.

Spawn-overlay mods only show light level. None of them explain why a correctly-built farm produces nothing: hostiles loaded far away eating the spawn budget, an AFK spot too close, or simulation distance. Stand where you expect spawns and run the command.

Spawn Doctor — why your mob farm is dead:
42 hostile mobs are loaded FAR from you vs only 3 nearby. The far ones eat
the same spawn budget your farm needs — light up caves / clear them.
 ┃ Mobs spawn 24-128 blocks from a player: AFK at least 24 blocks away…
 ┃ Server simulation distance: 10 chunks — the farm must be within that…

It calls out the dead-certain causes (Peaceful difficulty, doMobSpawning off), surfaces the usual silent killer (far-loaded hostiles eating the cap), and always states the universal spawn rules (the 24–128 ring, simulation distance). The mob-cap formula is version-sensitive, so it never claims an exact "cap X/Y" — a wrong number is worse than none. Open to all players, 30-second cooldown (ops bypass).

Read-only and on-demand: no mixin, no config, no blocks or items.

Server-side — install on the server only.

Free to use in any modpack. Source and issues: https://github.com/KURONAMI333/spawn-doctor

The Spawn Doctor Team

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