The sun is no longer a safe haven.
Mobs Love Sunlight puts you in charge of deciding which hostile mobs should spawn during the day and which mobs should burn in the sun. The mod keeps vanilla spawning rules intact and simply removes the requirement that certain monsters must spawn in darkness.
This means daytime can become just as dangerous as nighttime without completely changing how Minecraft's spawning system works.
This mod was originally created to complement Mob Control. It was made to be a lightweight foundation for creating your own daytime survival experience.
Mob Control is not required, but it pairs exceptionally well with Mobs Love Sunlight by allowing gradual difficulty scaling, custom spawn timing, and different behavior rules for daytime and nighttime mobs.
This mod does not create new spawn locations or change mob spawn rates.
Instead, it changes the rules that normally prevent hostile mobs from appearing during daylight.
As a result:
A useful way to think about the mod is:
If a mob could naturally spawn at this location during the night, it can also spawn there during the day (if enabled in the configuration).
Because this mod preserves vanilla spawning mechanics and only removes daylight restrictions, it should generally work well with mods that modify mob attributes, AI, or spawn behavior, including Mob Control.
The configuration file is located in:
config/mobs-love-sunlight.json
{
"noDaylightBurningEntityTypes": [
"minecraft:zombie",
"minecraft:skeleton"
],
"daytimeSpawningEntityTypes": [
"minecraft:zombie",
"minecraft:skeleton",
"minecraft:creeper",
"minecraft:spider"
],
"affectedDimensions": [
"minecraft:overworld"
],
"monsterSpawnBlockLightLimit": 0
}
By default, no hostile mobs are allowed to spawn during the day.
The default configuration only disables sunlight burning for a few undead mobs. If you want daytime spawning, you must explicitly add the desired entity types to:
daytimeSpawningEntityTypes
A list of entity identifiers that should no longer burn in sunlight.
Example:
[
"minecraft:zombie",
"minecraft:skeleton"
]
A list of dimensions where the mod should apply.
Example:
[
"minecraft:overworld",
"aether:the_aether"
]
Controls the maximum block light level that hostile mobs may spawn in.
Vanilla value:
0
Allowed range:
0-15
A list of hostile mobs that should be allowed to spawn during the day.
Example:
[
"minecraft:zombie",
"minecraft:creeper",
"minecraft:spider"
]
Enabling daytime spawning dramatically changes Minecraft's difficulty.
Even enabling a single mob type can make surviving the early game considerably harder.
The difference between enabling one mob type and enabling every vanilla hostile mob is mostly how quickly the hostile mob cap fills up, not whether daytime becomes dangerous.
For example:
Because vanilla spawn weights and spawn locations are preserved, the exact difficulty depends heavily on which mobs you choose to enable.
If you enable every vanilla hostile mob, expect daytime to become a constant survival challenge rather than a safe exploration period.
This list only includes mobs that naturally spawn in the overworld. Adding other entities to this list is harmless but has no effect.
"daytimeSpawningEntityTypes": [
"minecraft:bogged",
"minecraft:creeper",
"minecraft:drowned",
"minecraft:enderman",
"minecraft:skeleton",
"minecraft:spider",
"minecraft:stray",
"minecraft:witch",
"minecraft:zombie",
"minecraft:zombie_villager"
]
noDaylightBurningEntityTypes only affects mobs that already burn in sunlight in vanilla Minecraft. Adding other entities to this list is harmless but has no effect.
Phantoms are excluded on purpose because they have different spawn and despawn rules that cause them to accumulate over time if they don't burn in the sun. Feel free to add them if you want.
"noDaylightBurningEntityTypes": [
"minecraft:zombie",
"minecraft:zombie_villager",
"minecraft:skeleton",
"minecraft:stray",
"minecraft:bogged",
"minecraft:wither_skeleton"
]
This mod was originally designed alongside Mob Control, which can be used to gradually introduce daytime spawns over the first few Minecraft days.
Rather than immediately allowing full daytime spawning, the example configuration below slowly increases spawn frequency:
| Day | Expected experience |
|---|---|
| Day 1 | Mostly peaceful with occasional hostile encounters while exploring. |
| Days 2-3 | Expect frequent encounters and regular fighting or fleeing, but still with occasional calm moments. |
| Day 4+ | Daytime becomes consistently dangerous. Spending long periods outside shelter becomes increasingly difficult. |
This creates a smoother difficulty curve while still allowing every configured mob to eventually spawn during the day.
config/mobcontrol.toml
################################################################################
# Day 1
################################################################################
[[mob]]
name=["minecraft:bogged", "minecraft:creeper", "minecraft:enderman", "minecraft:husk", "minecraft:skeleton", "minecraft:spider", "minecraft:stray", "minecraft:witch", "minecraft:zombie", "minecraft:zombie_villager"]
[[mob.rule]]
name="day1Spawns"
type="natural"
dimension=["minecraft:overworld"]
day=0
time-of-day="<12000"
run=1
cool-down=[80,200]
spawn.count=1
################################################################################
# Day 2-3
################################################################################
[[mob.rule]]
name="day2And3Spawns"
type="natural"
dimension=["minecraft:overworld"]
day=[1,2]
time-of-day="<12000"
run=100
cool-down=[40,150]
################################################################################
# Day 4+
################################################################################
[[mob.rule]]
name="day4PlusSpawns"
type="natural"
dimension=["minecraft:overworld"]
day=">2"
time-of-day="<12000"
run=100
################################################################################
# Keep vanilla nighttime spawning
################################################################################
[[mob.rule]]
name="vanillaNight"
type="natural"
dimension=["minecraft:overworld"]
time-of-day=">12000"
run=100
################################################################################
# Keep non-natural spawning (spawn eggs, spawners, commands, etc.)
################################################################################
[[mob.rule]]
type="all"
This mod was originally written to work alongside Mob Control, rather than replace it.
While Mob Control can create daytime spawning on its own using type="control" rules, doing so replaces vanilla natural spawning for the affected mobs. Every spawn rule—including biome restrictions, structures, spawn weights, and special cases—must then be recreated manually.
Mobs Love Sunlight takes a different approach.
It leaves vanilla natural spawning intact and simply removes the daylight restriction. This allows Mob Control's type="natural" rules to modify existing vanilla spawns instead of replacing them.
In practice this means you can:
This makes it much easier to create progression-based survival experiences while staying close to vanilla spawning behavior.
A mob configured for daytime spawning will still burn in sunlight unless it is also included in:
noDaylightBurningEntityTypes
This mod only removes daylight restrictions.
It does not change:
If a mob rarely spawns at night, it will also rarely spawn during the day.
By default only the Overworld is affected.
Many modded dimensions use custom spawning systems and may behave differently.
This mod modifies vanilla spawning using mixins.
The following systems are modified:
DimensionType.MonsterSettingsHostileEntity#getPathfindingFavorMobEntity#isAffectedByDaylightBecause of this, conflicts may occur with mods that:
Examples of potentially incompatible mods include:
Compatibility with datapacks that only modify spawn tables is generally good.
This mod intentionally preserves vanilla spawn rules and probabilities.
It is designed to work well alongside:
If another mod also modifies the same mixin targets listed above, load order and compatibility may vary.