Mooshroom Island Seeds: 3 Islands in Our Record, 0 Mooshrooms, and the 1 Row With a Single Tree
The short answer
Across the twenty seed rows in our record, three name a mushroom island and not one of them names the animal the biome is famous for. Look up “mooshroom island” and you are asking for two things at once — the mob that feeds you and the biome that cannot spawn hostile mobs. Our record only has the second one: the word “mooshroom” appears zero times in twenty rows, the island is named three times, and none of those three rows names a single tree. That last count is the one that decides whether you can live there, and the rest of the table answers it: six of the twenty rows mention trees at all, two of them put a number on it, and the smallest number in the whole record is one.
The one-tree row, and the scarcest start we hold:-706198004 — Bedrock, no release recorded. Challenge: one tree counted, no coordinates on the row. What you get: two islands, one tree and a ruined portal on the small one, a mine shaft cave and a shipwreck holding planks on the large one.
The row that states the rule:-665393669 — Bedrock, no release recorded. Challenge: a smaller island than the one above. What you get: more trees than the one-tree row, and the tester line that explains why that wins — “more trees is better than a bigger island”.
The only mushroom island you can teleport to:2016000 — Bedrock 1.20.5. Challenge: no land at spawn. What you get: an open-ocean spawn at 0, 62, 0, a shipwreck at 0, 58, 120, and a mushroom island at -300, 64, 0 recorded as 300 blocks west with no hostile mobs.
The mushroom island with the most recorded structures around it:4188583766222650532 — Java 1.18+. Challenge: unrecorded. What you get: nine structure coordinates, more than any other row, including a mushroom island at -300, -500 — but no spawn point, so none of the nine can be measured against where you land.
The only other row that counts its trees:2013 — edition unknown, flagged as possibly pre-1.13. Challenge: version risk rather than terrain. What you get: seven trees, the largest tree count anywhere in our record, on a row nobody has put an edition on.
The five rows that decide this page — one tree: -706198004; more trees: -665393669; mushroom islands: 2016000 on Bedrock, 4188583766222650532 and -9147459640944998301 on Java; seven trees: 2013
The two wood problems on this page, drawn side by side: one tree on the sand, and an island whose biome grows mushrooms instead of trees.
What “mooshroom island” asks for, and what our record never writes down
The word splits into two different things, and only one of them is in our table. A mushroom fields island is the biome: mycelium ground, giant mushrooms instead of trees, and no hostile mobs spawning on it, which is why it is the safest place in the game to put a bed. A mooshroom is the animal that lives there — the mushroom-covered cow you use a bowl on for stew. People search the one word for both.
Counting our twenty rows straight through gives this:
What the row names
Rows out of twenty
Which rows
A mushroom island, with a coordinate
3
2016000 on Bedrock, 4188583766222650532, -9147459640944998301
A mooshroom, a cow, or any animal on those rows
0
—
A tree, on any of those three rows
0
—
A spawn point on any of those three rows
2
2016000 on Bedrock, -9147459640944998301 on Java
Read that as a fact about a spreadsheet, not about world generation. We hold twenty rows written by a handful of testers, not a scan of the seed space, so the honest sentence is narrow: we cannot hand you a mooshroom island spawn, and we are not going to invent one to fill the column. What we can do is explain why the three rows we do have are less useful than they look, and the reason is not the biome. It is the wood.
The three rows came from testers doing farm-structure surveys — witch huts, ocean monuments, Nether fortresses and bastions, with the mushroom island written down as one line among eight or nine. Nobody on those three rows was counting trees, because a mushroom fields island does not generate any. That is the trap in the keyword: the island that solves hunger and hostile mobs is the island that gives you nothing to build with.
The tree column: six of twenty rows mention trees, two of them count them
If the mushroom rows will not answer the wood question, the rest of the table will. Our counting rule is blunt: a row counts as mentioning trees if the word appears anywhere in what the tester wrote down. “Dense trees” counts. A jungle biome does not, because that is a biome and not a tree.
Row
Edition as recorded
What the row says about trees
Is there a number?
-706198004
Bedrock
“1 tree (small island)”
Yes — one
2013
Unknown
“7 trees”
Yes — seven
-665393669
Bedrock
“More trees”
No — a word, not a count
-1276503895
Bedrock
“few trees + sugar cane”
No — a word, not a count
32
Java + Bedrock 1.18+
“few trees + sheep”
No — a word, not a count
354089350
Java + Bedrock 1.18+
“dense trees + animals”
No — a word, not a count
Three things fall out of those six rows, and none of them is flattering to our own note-taking.
Six of twenty is a low hit rate for the single most important resource on an island. Wood is the ceiling on everything else: no planks means no pickaxe, no furnace, no boat, no chest. Fourteen rows in the table say nothing about the one thing that decides the first hour.
Only two of the twenty put a number on it. “More”, “few” and “dense” are not counts. You cannot plan a wood budget from them, and you cannot compare two seeds that both say “few trees”.
The two rows that do count are the two extremes, and neither is comfortable. One is the smallest number it is possible to write down. The other is seven trees on a row whose edition nobody recorded, carrying a warning that it may only work before 1.13. The full version-by-version argument for why that matters is on the old codes page.
The one-tree row: -706198004, and the only planks in the table
Here is the row this page is really about. -706198004 is logged as Bedrock with no release number, and the tester wrote down two islands: one tree and a ruined portal on the small island, a cave with a mine shaft on the large one, and a shipwreck further out holding planks and a treasure map.
Three details on that one line do more work than anything else in our record.
The word “planks” appears on exactly one row out of twenty, and this is it. Every other row that mentions wood mentions trees. This row is the only one that records a second source of it, which matters enormously when the first source is a single trunk.
The row has no coordinates at all. No spawn point, no teleport target, nothing you can paste. The most precise tree count in our table belongs to the seed you cannot navigate to, and the record does not even say which of the two islands you land on. Rows where the numbers are paste-ready live on the coordinate table; this one is not among them.
The tester’s own next move was not the tree. The note reads “I checked the ruined portal chest and found useful items. I mined along the sandbar on the smaller side of the large island and found a small cave. I found the shipwreck further out.” Wood first, then stone, then the wreck, on an island whose entire tree supply is one trunk. The same note records the constraint that comes with it: “You cannot sleep on the ocean. Supplies are difficult to restock.”
Two chop-tree rules, and the one place they collide
Our notes contain two separate rules about the first trees you cut down. Neither was written for the other, and they only ever meet on the one-tree row.
Rule
Where it comes from
What it tells you to do
“More trees is better than a bigger island.”
The tester line on -665393669, the row directly below the one-tree row — same edition, same source date
Get wood. Island size is not the constraint, wood supply is.
“Save at least one sapling and replant.”
Our own first-day step one, written specifically about -706198004
Do not cut the last one down. One mature tree is your whole forest.
“To get rich, first chop trees.”
The general first-day rule on the main guide
Wood comes before the village trip, before mining, before the boat.
Now put the first two on an island with one tree. Rule one says the tree is the whole reason the island is playable, so cut it. Rule two says cutting it leaves you with nothing, so do not. A one-tree island is the only start in our record where following both rules is impossible from the island surface alone — and the one-tree row is also the only row that names a way out, because the shipwreck planks are on the same line.
That is the finding worth publishing, and it is a small one on purpose: the scarcest seed in our table is survivable under our own two rules only because its record happens to name a second wood source. A one-tree seed that does not also hand you a wreck is a seed our rules cannot help you with. We have not found one either way, so we are not claiming there is one.
The row that states rule one sits directly below the row that breaks it, in the same edition, logged on the same date, by testers who never connected the two. That is our gap, not the game’s.
The three mushroom island rows, and the wood question none of them answers
Every row in the table that names a mushroom island, with the two columns that decide whether you can use it.
Seed
Edition
Mushroom island
Spawn recorded?
Tree named?
Verdict in the record
2016000
Bedrock 1.20.5
-300, 64, 0
Yes — 0, 62, 0, open ocean
No — the record says no trees and no village
Teleport-ready, island 300 blocks west
4188583766222650532
Java 1.18+
-300, -500
No
No
Nine structures, no landing point to measure from
-9147459640944998301
Java 1.18+
150, 750
Yes — 0, -550
No
Rejected: over distance
The Bedrock row is the only one of the three you can actually travel to, and it is worth being precise about why. The spawn is open ocean. The island is 300 blocks west, a number the tester wrote down rather than one we worked out. Three hundred blocks is a boat trip, a boat needs planks, and the same record says there are no trees where you land. The mushroom island fixes your food problem and your mob problem on arrival, and you still have to solve wood before you can reach it.
The other two rows are Java, and both fail on measurement rather than terrain. One has nine coordinates and no spawn, so nothing on it can be measured against where you land — the same gap that the Java checklist is built to catch. The other carries the feature people want plus a quad ocean monument and was turned down anyway, because reachability beat rarity. All four rejections, and the exact line each one failed on, are on the rejected seeds page.
The tree column is the one field our table actually fills in. The food column is not — three of our twenty rows mention animals at all, and only one of them names a crop you can plant and eat.
What we will not claim
The gap this page is about is a gap in our own record, and we would rather publish it than paper over it.
We are not claiming a mooshroom island spawn is impossible. We hold twenty rows. The correct sentence is that none of our twenty puts you on one, not that no seed does.
We are not claiming mushroom islands have no mooshrooms. We are saying our three rows never write the animal down. The mob is the reason people search the word; it is not in our data.
We are not putting a wood number on the one-tree row. The record counts one tree and names planks in a wreck. It does not say how much wood either one produced, so there is no number here.
We are not giving the one-tree row a version. It is logged as Bedrock with no release. Do not read “Bedrock” as “runs on current Bedrock”; the checks for that are on the Bedrock checklist.
We are not scoring anything. There is no rating on this page and no difficulty out of ten. “One tree” and “seven trees” are counts from the record, not grades we assigned.
What we do have is a coordinate for every mushroom island on this page and the edition each one was recorded on. The full field-by-field version is on the coordinate table, and the biome itself has its own page at mushroom biome seeds.
The standard: five checks before you call anything a mooshroom island seed
This is the sequence we run on a row before repeating any claim off it. It is written so that a row fails it quickly.
#
Check
What a pass looks like
How our own rows do
1
Does the row name the biome with a coordinate?
A mushroom island position, not just the word mushroom
3 of 20
2
Does it name the animal?
Any mention of the mob, or of food on the island
0 of 20
3
Does it name a tree or another wood source?
A tree count, or planks from somewhere
0 of the 3 mushroom rows; 1 of 20 rows names planks at all
4
Does it carry a spawn coordinate?
A landing point, so the trip is measurable rather than guessed
2 of the 3 mushroom rows
5
Is the edition yours, and is the version bounded?
A named edition and either a release or a range, not just “1.18+”
One Bedrock row at 1.20.5; two Java rows stop at a floor
Check three is the one nobody runs, and it is the one that decides the seed. A mushroom island 300 blocks away with no trees at your spawn is a wood problem wearing a safety feature. Run check three before you commit to the trip, not after you have paddled out and arrived with an empty inventory.
The rows that decide the question
Every row in our table that either counts a tree or names a mushroom island. The tags are what the tester recorded, not a rating.
One Tree Island — -706198004
One treeOnly row naming planksRuined portalNo coordinatesNo version recorded
EditionBedrock, no release recorded
ChallengeNot rated by the tester — one tree counted
What you getTwo islands: one tree and a ruined portal on the small one, a cave with a mine shaft on the large one, and a shipwreck further out with planks and a treasure map
The scarcest wood start in our record, and the only row that hands you a way out of it. The tester’s sequence was portal chest, sandbar, cave, wreck, in that order, on an island with a single trunk on it.
What it does not give you is anything to type into a teleport command, or any statement about which release it was loaded on. Both are checked for on the Bedrock checklist.
Land Ruins Island — -665393669
More treesLand-based ocean ruinsStone axe in the chestNo version recorded
EditionBedrock, no release recorded
ChallengeNot rated by the tester — smaller than the one-tree island
What you getMore trees than the row above, ocean ruins generated on land with a chest holding a stone axe and a treasure map, iron ore and two overlapping chests below, and a badlands biome with a ruined portal nearby
This is the row the rule came from: “more trees is better than a bigger island”. It sits directly below the one-tree row in the table, in the same edition, logged on the same date, and the two were never compared to each other.
The tester’s conclusion was about supplies rather than size: the ruins cover food, so wood is what is left to worry about.
Bedrock Ocean Spawn — 2016000
Mushroom island at -300, 64, 0300 blocks westTeleport-readyOcean spawnNo trees recorded
EditionBedrock 1.20.5
ChallengeNo land at spawn
What you getOcean spawn at 0, 62, 0, a shipwreck at 0, 58, 120, a mushroom island at -300, 64, 0 recorded as 300 blocks west with no hostile mobs, and an ocean monument at 0, 40, -400
The only mushroom island in our record you can travel to, and the clearest illustration of the wood trap: the island fixes food and hostile mobs, and you still need planks before you can reach it.
It is also the row where the same number produces a completely different world on the other edition — the Java side of this code is the fastest finish we hold, and none of it is on this row. The full side-by-side is on Java vs Bedrock.
Dual Monument and Mushroom Island — 4188583766222650532
Nine structure coordinatesMushroom island at -300, -500Dual monumentNo spawn recordedNo tree named
EditionJava 1.18+
ChallengeNot recorded
What you getWitch hut, ocean monument, pillager outpost, warm ocean, mushroom island at -300, -500, two Nether fortresses, a bastion and a dual monument at 3850, -4150
The most detailed row in the table and the clearest example of the spawn gap: nine coordinates, not one of which can be measured against a landing point, because nobody wrote the landing point down.
It also shows what our testers were doing when they found mushroom islands — counting farm structures and Nether access. The island is one line in a survey, which is exactly why nobody checked the wood.
Classic Island — 2013
Seven treesLargest count in the recordMine shaftEdition unknownMay be pre-1.13
EditionUnknown — no edition recorded
ChallengeNot rated — version risk, not terrain
What you getAn ocean island with seven trees, a beach and grass, a small sand-only island alongside it, and an underground mine shaft
The other end of the tree column: seven is the biggest number anyone in our record wrote down. It is also the row with the weakest provenance — no edition, no tester version, and a standing note that it may only work before 1.13.
Seven trees on a row you cannot date is not a recommendation. It is the reason the checks above exist.
What to do in the first ten minutes when the island has one tree
The order below is the one our testers wrote down while playing, with the wood problem this page is about slotted into it. It assumes the worst case in our record: one trunk, water in every direction.
Chop the tree, and stop before the last log. Leave one sapling standing and replant it. Our own step one is written about -706198004 specifically: a small island with one mature tree beats a huge island with none, because wood is the ceiling on everything else.
Get planks from somewhere that is not the island. On the one-tree row that means the shipwreck, which the record says is further out and holds planks and a treasure map. It is the only row in twenty that names a second wood source, and on a one-tree start it is not optional.
Check the ruined portal chest before you mine anything. The tester on -706198004 went to the portal chest first. Counting the obsidian in a chest before you plan a portal is the whole argument on the obsidian route page, and it matters more here because you may not have the pickaxe yet.
Make the boat before you make the trip. Three hundred blocks is the only mushroom island distance a tester wrote down, and it is not a swim. A boat is planks, and on a one-tree island that is a decision rather than an afterthought.
Do not relocate on day one without wood for a bed. The record’s own constraint line is blunt: you cannot sleep on the ocean, and supplies are difficult to restock. Moving to a mushroom island before you can set a spawn point there trades one problem for a worse one.
If there is no wood, no wreck and no portal chest in sight, leave. Paddling toward land is not giving up. Everything after day ten is measured in Nether blocks rather than overworld blocks anyway, and the Nether is where the one-tree note suggests going.
If you are picking one of these for a shared world
A mushroom island is the strongest shared base in the game and the weakest shared start. Nobody has to build walls or light anything up, which is worth a lot with four players on one island, but no trees means no beds, no chests and no boats until somebody brings planks back from somewhere else. Split the roles: one player works the wreck and the wood, the rest do not set foot on the island until there are beds to set spawn with.
The version question gets sharper with more people on it. Two of our three mushroom island rows are Java rows that stop at a floor rather than a release, and the one Bedrock row is pinned to a single numbered build. Four players joining on four different updates will not see the same island, and somebody will insist the seed is wrong. Settle the edition and the release before anyone loads it — that is check five, and it is the one that wastes an evening when it fails.
A good seed is better with people on it. If you want to host one and run these islands together, Java or Bedrock, Shockbyte is a low-cost host that sets up in minutes. Use code LAUNCH for 25% off your first month. If you sign up through that link, I may receive a commission at no extra cost to you. It does not change what you pay.
Frequently asked questions
Is -665393669 still working in Bedrock 1.21?
We only have rows for the version ranges the testers wrote down. -665393669 is logged as Bedrock-only with no recorded version range, so we cannot confirm it on 1.21. What the row does say is that the island has more trees than the one-tree island next to it in the table, and that this mattered more to the tester than island size.
Does the Bedrock one-tree island -706198004 have any other structures besides the tree?
Yes. The record names one tree and a ruined portal on the small island, a cave with a mine shaft on the large island, and a shipwreck further out that held planks and a treasure map. Planks are the point: it is the only row in the twenty that writes down a second source of wood.
Why is there no Java row in the Bedrock island seeds page?
Because that page is built around seeds whose testers wrote down a Bedrock result. Java rows live on the main seed list and the coordinate table instead, where they are the main subject. The three rows that name a mushroom island on this page are split two Java and one Bedrock, and the Bedrock one is the only one you can teleport to.
Does any of your seeds spawn you on a mooshroom island?
No. Three of our twenty rows put a mushroom island in the world, and none of them puts you on it. The closest is 2016000 on Bedrock 1.20.5, where the island sits 300 blocks west of an open-ocean spawn, and 300 blocks is a boat trip rather than a swim.
How do you survive an island that has only one tree?
Do not chop all of it. Our first-day rule is to leave at least one sapling standing and replant, and our testers put the reason plainly: a small island with one mature tree beats a huge island with none, because wood is your ceiling. On the one-tree row the rest of the wood came from a shipwreck, not from the island.
Why do none of your mushroom island rows mention trees?
Because the testers who found them were surveying farm structures and Nether access, not wood. A mushroom fields island generates with giant mushrooms and mycelium rather than trees, so the row that most needs a wood plan is the row that never records one.
How many of your twenty rows give you a full x, y, z coordinate?
Only three of our twenty rows record a full x, y, z triple. 2016000 on Java writes six of them, from the spawn at 0, 63, 0 through the jungle temple at 450, 63, -270, and the same number on Bedrock writes four, ending at the mushroom island on -300, 64, 0. -1463564255 writes two more, both shipwrecks. The other seventeen rows split three ways: seven give x and z with no height, one is written as a /tp command, and nine carry no coordinates at all. Questions like how far above sea level an island sits are therefore answerable from three rows out of twenty and from nowhere else.
How many of your rows have no coordinates at all?
Nine of our twenty rows have no coordinates at all. -706198004, -665393669, -1276503895, 2589021139, 32, 354089350, -1103547699, 6390326396262027557 and 2013 each leave the coordinate cell empty, which means there is nothing to teleport to and nothing to measure. Three of those nine rows do carry numbers, but they count things rather than positions: -706198004 records one tree, -665393669 records two overlapping chests, and 2013 records seven trees with three wheat seeds. The other six rows carry no numbers at all. Add the eight rows that write a position without a height and the whole table divides cleanly: three rows give you a full x, y, z position, eight give you a position on the map, and nine give you a seed code and a description and nothing you can paste into a command.