Tool (NEW!):
http://www.minecraft...pawning-chunks/
Old discussion:
http://www.minecraft...mes-spawn-here/
http://www.minecraft...mes-spawn-here/
...
Theory
1.5 Changes
- Spawn rate in swamps reduced; now depends on lunar phase
1.4 Changes:
- Slimes also spawn in swamp biomes
1.0.0 Release Changes:
- height limit increased to 40
- bounding box check was added. As a result, instant suffocation or trapping techniques don't work anymore. See slime sizes for minimum spawning room.
Spawning:
Slimes can now spawn both in swamp biomes as well as in slime chunks. The two spawn conditions require different heights:
- Swamp Biome: 51-69
- Slime Chunk: 0-39
While chunk spawning always has a 10% success rate (not taking slime chunk chances or anything else into account), the success rate of swamp spawning depends on the light level (just like it is with hostile mobs) and the moon phase:
Spawn Rate = 50% * [Light Factor] * [Lunar Phase Factor]
Light Factor:
- Level 8: 0.0%
- Level 7: 12.5%
- Level 6: 25.0%
..
- Level 1: 87.5%
- Level 0: 100%
So they can't spawn overground during daytime.
Lunar Phase:
Day 1 (Full Moon): 100%
Day 2: 75%
Day 3: 50%
Day 4: 25%
Day 5 (New Moon): 0%
Day 6: 25%
Day 7: 50%
Day 8: 75%
Day 9 = Day 1 (Full Moon): 100%
....
So assuming you get the light level to 0, the average spawn rate in swamps is 25%.
As for chunk spawning, the Random Seed of your world determines in which chunks slimes can spawn. In average, slimes can spawn in every 10th chunk. I have written a small java tool to determine these chunks for your world (i.e. its seed). See link above.
Some other facts:
- slimes share mob limits and most of the algorithm with other hostile mobs. So if you want to make a productive farm, light caves and the surface as well as your farm. It should also make a tiny difference to prevent slime spawning in other eligible chunks (see below)
- if the game decides to spawn hostile mobs, it randomly chooses one. Every mob, including slimes, has the same chance. But there is an additional 90% chance for slimes not to spawn (even if inside an eligible chunk). So theoretically it's more like 1:10:10:10:10:1 (slime:(skeleton) spider:creeper:skeleton:zombie:enderman). Also, slime spawns will fail more often due to the height and chunk limit (see below)
- slimes spawning in slime chunks don't need light and spawn only below level 40 (the air block must be 39 or below, so the ground they spawn on must be 38 or below which results in a minimum f3 coordinate of 40.6 while standing on that ground)
- Sizes:
Small Slime: 0.6x0.6x0.6 (needs 1x1x2 room to spawn or 1x1x1 if block above is not opaque)
Medium Slime: 1.2x1.2x1.2 (needs 3x3x2 room to spawn)
Big Slime: 2.4x2.4x2.4 (needs 3x3x3 room to spawn)
- every slime size has the same chance to spawn (33%)
- there's no bigger slime ingame (despite what the wiki says). It's easy to mod them in though, as their size is determined by an internal number, which also affects their damage, health, splitting behaviour etc (might be a lazy way for them to add a boss monster
Slow Spawn / Why you need to mess with your world
The game tries to spawn mobs every tick (0.1s). It completely skips specific mob types (water, hostile, neutral) if the limit has been reached or the game difficulty is on peaceful for hostiles. This is actually the only time that limit is checked, which is the reason why much more mobs can potentially spawn in a single tick (>1000).
Then it consecutively goes through every chunk (17x17 = 289!) around the player(s) in a random order, picks a random mob of that type and a random spot in that chunk. If the spot meets some criteria, the game tries to spawn up to 4 mobs around and possibly on that spot. Just before spawning, there's some additional checks depending on the mob. For slimes, it first checks if the position is in a biome and between level 50 and 70. If so, it calculates a probability depending on the light level (see above). If that roll passes, a slime will spawn. If the roll failed or the biome and height conditions weren't met, it'll check if the position is in a slime and chunk and below level 40. If that's true, there's a 10% chance for a slime to spawn.
Assuming you have a one chunk-wide spawning floor (16x16):
Scenario 1, natural world:
There's plenty of spots all around you for hostiles to spawn with low or zero light. Might not even take a tick for the limit to be reached again, meaning your chunk only gets called once after the mob count goes below the limit. There's a chance of 20% that the game decides to spawn slimes. Then there's only a chance of 1/128 = .7% (=> 20% * .7% = .14%) that it picks a spot on your floor. And also, the 90% bailout decreases your chance (less transparent because of the group spawning algorithm, so I can't give numbers).
Because of despawning of hostiles other than slimes, the algorithm kicks in every few seconds, I'd say.
Also, switching to peaceful might only cause some additional calls, so no magic
Scenario 2, world lit up:
Since no other hostiles can spawn, the algorithm gets called every tick until the limit is reached only with slimes.
Note that even the numbers I gave aren't exact, because group spawning can also traverse chunks and height levels to some degree.
Anyway, hope it clarifies why it takes so long and why you need to mess with your world to get a decent spawning rate.

















