Bad Mobs 9minecraft Mod (26.2) – Spawns kontrollieren
The Best Resource for Minecraft
The Best Resource for Minecraft

Bad Mobs Wiki

A guide to Bad Mobs, the utility mod that lets you blacklist any entity from spawning. Covers the four per-entity config options (allowNormalSpawning, allowSpawners, allowSpawnEggs, allowConversions), the badmobs-common.toml file, the in-game configuration screen, instant hot reload, how blocked entities are removed, server usage and FAQ.

7 sections · 975 words

Overview#

Bad Mobs (mod id badmobs) is a lightweight utility mod that lets you disable spawning per entity. Every entity registered in the game - vanilla and modded alike - automatically gets its own section in the mod's configuration, where you decide whether that creature may appear in your world and by which routes.

Blocked entities are removed the moment they try to join the world, so a blacklisted mob never actually shows up - whether it came from natural spawning, a monster spawner, a spawn egg or a mob conversion, depending on which options you turned off.

Typical uses:

  • Protect builds by disabling only creepers while keeping every other monster.
  • Make a peaceful-feeling world that still keeps selected hostile mobs.
  • Turn off a single annoying creature added by another installed mod.
  • Curate exact spawn lists for adventure maps and servers.

Bad Mobs is a standalone utility mod with no library dependencies and no commands - everything is driven by its configuration. The original mod is by Darkhax (github.com/Darkhax-Minecraft/BadMobs), released under the LGPL 2.1 license.

Getting Started#

Nothing needs to be crafted - Bad Mobs is pure configuration:

  1. Open the mods list from the title screen or the pause menu.
  2. Select Bad Mobs and press the Config button - the mod's configuration screen opens.
  3. Pick an entity from the alphabetical list (every entity in the game has an entry, grouped by the namespace it comes from) and press Edit....
  4. Toggle that entity's spawn options (see Configuration Options).
  5. Done. Changes apply immediately - no restart needed. Any blocked entity vanishes the next time it tries to enter the world.

Prefer files? The same settings live in badmobs-common.toml inside the world's/instance's config folder and can be edited with any text editor.

Configuration Options#

Every entity gets its own config section with four independent options. Each one controls a different route a mob can use to enter the world:

Option Controls Default
allowNormalSpawning Natural world spawning (day/night cycles, biome spawns, structure spawns) true
allowSpawners Spawns produced by monster spawner blocks true
allowSpawnEggs Spawning the entity with a spawn egg item true
allowConversions Mob transformations, e.g. a villager being converted into a zombie true

All options default to true (everything spawns normally) - the mod does nothing until you switch something off. Because the four routes are independent, you can, for example, block a mob's natural spawns but still allow it from spawners on a mob farm, or keep natural spawns while disabling its spawn egg.

The settings are stored in badmobs-common.toml, with one section per entity id. Entities added by other installed mods are picked up automatically and get the same four options.

In-Game Config Screen#

Bad Mobs ships a full in-game configuration screen:

  • Open it via Mods -> Bad Mobs -> Config.
  • The screen lists every entity in the game alphabetically, grouped by namespace, each with an Edit... button and a tooltip showing exactly which entity id the entry controls.
  • Pressing Edit... opens that entity's four spawn options as toggle buttons.
  • Changes hot-reload: they are saved to badmobs-common.toml and take effect immediately, without restarting the game or reloading the world.

The screen is only a friendly front-end for the config file - editing badmobs-common.toml by hand has exactly the same effect, and external edits are picked up on the fly as well.

How Blocking Works#

Bad Mobs does not delete entities that already exist - it filters new arrivals:

  • Whenever an entity tries to join the world, the mod checks that entity's config section.
  • If the route it used is disabled (allowNormalSpawning, allowSpawners, allowSpawnEggs or allowConversions), the entity is removed on the spot - it never appears, makes no sound and drops nothing.
  • Mobs that were already in the world before you blocked them stay until they despawn or are killed; only new spawn attempts are filtered.
  • Blocking is per entity id: blacklisting zombies does not affect skeletons, and passive animals keep spawning normally unless you block them too.

Servers & Multiplayer#

Bad Mobs works server-side:

  • On a dedicated server, install the mod on the server and configure badmobs-common.toml there - spawn control applies to the whole world for every connected player.
  • Server admins get per-world control: each server instance carries its own config, so different worlds can run different blacklists.
  • In single player, the mod runs with your local game and the in-game config screen edits your world's behavior directly.
  • The filtering happens where entities are spawned (the server side of the game), which is what makes join-time removal reliable for natural spawns, spawners, eggs and conversions alike.

FAQ#

Does Bad Mobs add any commands or game rules? No. There are no commands - all control is through the config screen or badmobs-common.toml.

Do I need any other mods? No - Bad Mobs is standalone with no library dependencies.

Do I have to restart after changing the config? No. Changes hot-reload and apply immediately, whether made in the in-game screen or by editing the file.

Can it block mobs from other mods? Yes. Every registered entity - vanilla or modded - automatically gets its own section with the same four options.

Why do I still see a mob I just blocked? Already-spawned mobs are not deleted; Bad Mobs removes entities at the moment they try to join the world. Existing ones remain until they despawn or die.

Can I block only spawners but keep natural spawns? Yes. The four options are independent per entity - disable allowSpawners and leave allowNormalSpawning on, or any other combination.

What is a conversion? A mob turning into another mob - for example a villager struck by a zombie becoming a zombie villager. Disabling allowConversions for the result entity prevents that transformation from producing it.

Does it work on servers? Yes - install it on the dedicated server and configure the server's badmobs-common.toml; the blacklist then applies per world for all players.