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Controlling Mob Movement With Mob Filters

What Mob Filters Do

Each Mob Filter block only allows entities matching its category to pass through. Place them as a wall or gate in your farm, corridor, or base entrance. Anything that does not match is blocked.

Common Filter Choices

Mob Filter (Hostile) admits hostile mobs and blocks passive ones. Mob Filter (Animal) admits animals. Mob Filter (Villager) admits villagers. Mob Filter (Illager) admits illagers, and Mob Filter (Raid) admits raid participants. Mob Filter (Piglin) admits piglins. Mob Filter (Golem) admits iron and snow golems. Mob Filter (Slime) admits slimes. Mob Filter (Undead) admits zombies and skeletons. Mob Filter (Zombie) admits only zombies. Mob Filter (Arthropod) admits spiders and similar. Mob Filter (Water) admits aquatic mobs. Mob Filter (Player) admits players. Mob Filter (Pet) admits tamed animals. Mob Filter (Named) admits named entities. Mob Filter (Child) admits baby mobs. Mob Filter (Equipment) admits mobs wearing or holding equipment. Mob Filter (Fire Immune) and Mob Filter (Freeze Immune) admit mobs immune to those damage types. Mob Filter (Passenger) admits mobs currently riding another entity.

Practical Layouts

Stack filters in a row to create a sorting wall: one column for undead, one for arthropods, one for everything else. Use Mob Filter (Child) to divert babies into a separate holding pen. Use Mob Filter (Player) at your base entrance to let only players through while keeping mobs out.