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Monster Heads

Monster skulls are the counterpart to civilization. Where civilization blocks push monsters away, skulls invite them back — on your terms.

Three Mechanisms

Monster heads operate through three distinct systems, each activating at a different scale:

1. Spawn Gate Bypass

Place a monster skull and it creates a 48×48×16 block zone (3×3×1 voxel chunks) around itself where civilization protection is completely bypassed. Mobs can spawn freely inside this zone regardless of the civilization score.

This is a local, unconditional override — the skull punches straight through the spawn gate.

2. Distant Spawn Redirection

Beyond the local bypass zone, skulls exert a range-bounded attraction effect. When a hostile mob attempts to spawn outside the local skull zone, the mod may suppress that spawn based on:

  • Distance — The closer the spawn is to a skull, the less likely it is to be suppressed. Spawns very close to a skull are never suppressed.
  • Head count in range — More skulls within the active attraction window increase suppression strength. Scaling is logarithmic, so returns diminish as count grows.
  • Max radius — Attraction only operates within a configurable horizontal radius (default 128 blocks). Skulls outside this radius do not contribute.

The net effect: eligible distant spawns are probabilistically cancelled, concentrating mob spawns near your skulls. This is what makes skulls useful for mob farms — you don't need to light up caves or build in the sky. Just place skulls where you want the mobs.

3. Mob Conversion

When 3 or more skulls are clustered in the same voxel chunk area, they begin converting spawned mobs into matching types:

Skulls in area Conversion chance
1–2 No conversion (local bypass only)
3 ~12.5%
5 ~37.5%
7 ~62.5%
10+ 100%

Conversion picks a random type from the skulls present. Place 3 skeleton skulls and some spawns will convert to skeletons. Mix skeleton and zombie skulls for a blend. The more skulls, the stronger the conversion.

Dimension Restrictions

Some skull types are restricted to specific dimensions. By default, Wither Skeleton Skulls and Piglin Heads only function in the Nether — all three mechanisms (bypass, redirection, and conversion) are inactive outside their designated dimensions. In non-matching dimensions, restricted skulls are purely decorative.

Modpack authors can customize which dimensions each skull type operates in via the "dimensions" field in datapack JSON — see Data-Driven Registries.

Skull Types

Head types are data-driven. The default registry ships with all vanilla skull types:

Skull Attracts Converts Active Dimensions
Skeleton Skull Skeleton Yes All
Zombie Head Zombie Yes All
Creeper Head Creeper Yes All
Piglin Head Piglin Yes Nether only
Wither Skeleton Skull Wither Skeleton Yes Nether only

Dimension-restricted skulls are purely decorative outside their designated dimensions — bypass, redirection, and conversion are all inactive.

Custom skull types added by other mods via SkullBlock subclasses are automatically compatible. Head types can be configured, disabled, or extended via datapacks — see Data-Driven Registries.

In-Game Configuration

Head attraction parameters are adjustable via the in-game GUI under the "Mob Head Attraction" subcategory (requires Mod Menu + Cloth Config):

Setting Type Range/Default What it controls
Mob Head System Toggle on (default) Master switch for all head gameplay effects. When off, bypass zones, spawn attraction, detector zone display, and flee AI awareness are disabled — skulls become purely decorative (data is still tracked)
Attraction Strength Slider 1–10, default 5 How strongly skulls suppress distant spawns
Attraction Range Slider 48–160 blocks, default 128 Maximum horizontal radius for redirection

Advanced: civil.properties

Raw parameters can also be edited in config/civil.properties, but this is intended for advanced users only. If things break, delete civil.properties and restart — the mod will regenerate it with defaults.