The short answer
Three Minecraft survival island seeds in our records have a mushroom biome pinned with a coordinate: 2016000 on Bedrock at -300, 64, 0, 4188583766222650532 at -300, -500, and -9147459640944998301 at 150, 750. No hostile mobs spawn in mushroom fields, so whichever one you can reach becomes your base — but reaching it is the whole problem, and only the first of the three has a position you can teleport straight into.
Pick by what your run actually needs:
- Want a base you can teleport to today:
2016000 on Bedrock 1.20.5 — mushroom island at -300, 64, 0, recorded as 300 blocks west of spawn.
- Want the base and the Nether infrastructure:
4188583766222650532 — mushroom island at -300, -500, plus two fortresses and a bastion already located.
- Running a server and want the full template:
-9147459640944998301 has a mushroom island at 150, 750 and a quad monument — and was still rejected. Read why before you copy it.
The one coordinate here with a height value on it — seed 2016000 on Bedrock, teleport with /tp -300 64 0
Why the mushroom biome ends the base question
Every other base decision on a survival island is a compromise you maintain. You light up the spawn island, you wall it, you accept that mobs will still spawn somewhere in the dark, and you keep repairing the consequences. A mushroom island removes the input instead of managing it: mushroom fields spawn no hostile mobs, so the thing the rest of the game makes you defend against simply does not appear there.
That is the whole of what our records claim about the biome, and it is enough. It is also why the position gets written down the moment a tester sees one — first-day step five in the playbook these notes are built from is literally check for a mushroom island nearby, not build a wall.
| What the biome gives you |
What it does not give you |
What our records say |
| No hostile mobs. The base needs no lighting, no walls, no spawn-proofing. |
Wood. Nothing in our testing notes records a mushroom island as a supply source. |
“Mushroom fields are the safest biome for a permanent base because no hostile mobs spawn there.” |
| A permanent address. Once the base is there, travel is the only remaining cost. |
A spawn point. You almost never start on one; you start on a beach and move later. |
“If one is within swimming distance, prioritize relocating.” |
| A reason to build the portal. Distance collapses once a portal pair exists. |
A pass on the other checks. Having one does not make the seed good. |
One seed below has a mushroom island and a quad monument and was still turned down. |
The third row is the one most players get wrong, and it is the reason this page exists instead of a list of codes.
The three pinned mushroom island coordinates
These are the only mushroom biome positions in our records that were written down with numbers attached. Every row is a seed that was loaded and played; the tags are the tester’s own conclusions, not a score.
| Seed code |
Edition / version |
Mushroom island |
What else is on the seed |
Tag |
2016000 |
Bedrock 1.20.5 |
-300, 64, 0 (three axes, 300 blocks west of spawn) |
Ocean spawn 0, 62, 0 with no trees / Shipwreck 0, 58, 120 / Ocean monument 0, 40, -400 |
Mushroom island Teleport-ready coordinate Ocean spawn, no trees |
4188583766222650532 |
Java 1.18+ |
-300, -500 (two axes, no height recorded) |
Witch hut 350, 350 / Ocean monument 350, -250 / Bastion 150, 0 / Nether fortress 0, -150 and -100, 200 / Warm ocean 0, -250 / Dual monument 3850, -4150 |
Mushroom island Server-grade Two fortresses Warm ocean |
-9147459640944998301 |
Java 1.18+ |
150, 750 (two axes, spawn recorded at 0, -550) |
Witch hut 150, -950 / Ocean monument 200, -350 / Pillager 600, -900 / Warm ocean -850, -1250 / Bastion -300, 50 / Quad monument 450, 950 |
Mushroom island Quad monument Rejected: distance disqualified it |
Two things are worth reading off that table before you copy anything. First, only one of the three coordinates has a height value on it. The other two were recorded as X and Z only, which means you can travel to the right place but you cannot teleport into it without filling in the missing axis yourself — the complete coordinate table marks exactly which rows are teleport-ready and which were written as descriptions. Second, the tags are not ranked. A rejected seed sits in the same table as an accepted one because the reason it failed is more useful than a star rating would be.
The version trap on a mushroom island
The first row is the clearest example we have of why an edition label belongs next to every coordinate.
Seed 2016000 appears twice in our records on purpose. On Java 1.20–1.21 it produces a plains spawn at 0, 63, 0 with a village at -24, 64, 12 and a stronghold eleven blocks under the village well — and no mushroom island is recorded on that edition at all. On Bedrock 1.20.5 the same number produces an ocean spawn at 0, 62, 0 with no trees, and the mushroom island at -300, 64, 0 is the notable piece of land on it.
Read that pairing carefully: the safest biome on this code exists on the edition where the spawn is unplayable. The Java version does not need a mushroom island because it has a village; the Bedrock version needs one because there is nothing else to go to. Same number, two different problems, and the coordinate only solves one of them.
So the first check on any mushroom island coordinate is the boring one: is it recorded on the edition and version you are actually running? Java and Bedrock do not share world generation, and a coordinate copied across the line points into terrain that was never generated there. The full side-by-side of what one code produces on each edition is on the Java vs Bedrock comparison page.
That same code is also the reason our record has no mushroom village seed: the village exists on the Java row and the mushroom island on the Bedrock row, and the two have never been recorded on the same row.
There is a second gap on those same three rows, and it is the one that bites first: none of the three names a tree, and the word “mooshroom” appears zero times in the whole twenty-row record — the biome is in our data, the animal people search for is not, and the wood problem that comes with a treeless island is never written down.
A mushroom island does not make the seed good
This is the part no seed list tells you, because a list has no column for it.
Seed -9147459640944998301 has a mushroom biome pinned at 150, 750 and a quad ocean monument at 450, 950 — both of which are things players specifically look for. It was still turned down. The tester’s line reads: “Slightly over 1000 blocks, has mushroom island and quad ocean monument” — and the verdict that follows it is distance.
Distance is the most common reason a seed fails the standard these notes are built on, and it beat two good structures here. A mushroom island you cannot practically reach is not a base; it is a coordinate. The spawn on that seed is recorded at 0, -550 while the island sits at 150, 750, and the structures around them are spread across more than a thousand blocks on the record.
That is the useful lesson, and it generalises: a mushroom island is a modifier on a seed, not a verdict on it. It makes a good seed better and it does nothing for a seed that already fails on reachability. The four seeds that were turned down after mapping — including this one — are listed with the exact line each one failed on at the rejected island seeds page.
The three seeds, mapped out
Mushroom Island 300 Blocks West — 2016000
Bedrock 1.20.5
Mushroom island
Teleport-ready coordinate
Ocean spawn
No trees at spawn
- Spawn0, 62, 0 — ocean, no trees, no village
- Mushroom island-300, 64, 0
- Shipwreck0, 58, 120 — treasure map, 5 iron ingots, 2 diamonds
- Ocean monument0, 40, -400 — 8 gold blocks and sponges
- Not recorded on JavaThe Java row for this code lists a village, a stronghold and diamond, and no mushroom island
This is the seed where the mushroom biome is not a luxury but the destination. The spawn is open water with no trees on it, and the island 300 blocks west is the nearest land the record names. That distance is also the trap: 300 blocks of open ocean is a swim, and on a spawn with no trees there is no wood on the island to build a boat out of. The shipwreck 120 blocks north is the only recorded structure between you and it, and scanning the coast for wreck planks is step three of the first-day order for exactly this reason.
The height value on this coordinate is what makes it the one you can teleport into directly: /tp -300 64 0 with cheats enabled, on Bedrock. The same number on Java gives you a different world entirely.
Mushroom Island and Two Fortresses — 4188583766222650532
Java 1.18+
Mushroom island
Server-grade
Two fortresses
Warm ocean
- Mushroom island-300, -500
- Witch hut350, 350
- Ocean monument350, -250
- Pillager outpost-350, 0
- Warm ocean0, -250
- Nether fortress near0, -150
- Nether fortress quad-100, 200
- Bastion remnant150, 0
- Dual monument3850, -4150
This is the seed to use if you want the base decision and the Nether decision settled by the same world. Two fortresses on one seed removes the longest stretch of the mid-game — fortress hunting — and the bastion at 150, 0 is the gold source. The mushroom island at -300, -500 is where the base goes once the portal exists, and unlike the Bedrock seed above, this one has the rest of the island infrastructure to keep the spawn useful while you get there.
Recorded as X and Z with no height, so teleporting lands you at the surface above the structure; use /tp -300 ~ -500. This seed clears the server-grade standard.
Mushroom Island, Rejected for Distance — -9147459640944998301
Java 1.18+
Mushroom island
Quad monument
Warm ocean
Rejected: distance disqualified it
- Spawn0, -550
- Mushroom island150, 750
- Witch hut150, -950
- Ocean monument200, -350
- Pillager outpost600, -900
- Warm ocean-850, -1250
- Bastion remnant-300, 50
- Quad monument450, 950
Everything a seed list would put in a headline is here: a mushroom biome, a quad ocean monument, warm ocean access, a bastion. It was turned down anyway, on distance, and the rejection line is short enough to quote whole: “Slightly over 1000 blocks, has mushroom island and quad ocean monument.” If you are playing solo and you only want a safe base, it is still playable — the rejection was against the multiplayer standard, not against the biome.
Reachability beat structure count here, which is the opposite of how most seed lists are ranked. If you want to know the four checks in the order they get applied, they are on the server-grade island seeds page.
How to judge a mushroom island before you commit to it
Our testers do not score biomes. They answer five questions in order, and any one of them can stop the plan. Run these on your own seed before you spend a night swimming.
| Check |
The question |
What decides it in our records |
| 1. Edition |
Is the coordinate recorded on the edition and version you are running? |
The mushroom island on 2016000 is a Bedrock record. The Java row for the same code does not list one. |
| 2. Axes |
Does the coordinate have three numbers or two? |
Three means you can teleport into it. Two means you can travel to the right spot but the height was never recorded — two of the three seeds above are in this tier. |
| 3. Reach |
Is it within swimming distance of a spawn you can actually live on? |
The rule in the notes is to prioritize relocating if it is within swimming distance. On 2016000 Bedrock the answer is 300 blocks of ocean from a spawn with no trees, which is the hard case. |
| 4. The rest of the seed |
Does the seed survive its own checks, or is the island carrying it? |
-9147459640944998301 has the island and the quad monument and still failed on distance. The modifier does not rescue a failing seed. |
| 5. Timing |
Do you have a portal yet? |
Without one, the island is a destination. With one, it is a commute — and that is the point at which moving the base stops costing you anything. |
Check three and check five are the pair that decides most runs. If the island is close, move early; if it is far, build the portal first and move after, because everything after day ten is measured in Nether blocks rather than overworld blocks anyway.
What to do in the first ten minutes if you can see one
Spotting a mushroom island from the beach does not change what day one needs. It changes what day one is for. The order below is the one in our testing notes, with the mushroom island folded into it.
- Chop trees first, and stop before the last one. “To get rich, first chop trees.” Nothing in these records describes a mushroom island as a wood source, so the plank problem is unchanged by the fact that you can see one. Wood is still the ceiling on everything you can craft.
- Write the coordinate down before you move. Two of the three islands above were recorded as X and Z only. If you swim out before you note the numbers, you now own a view instead of a position.
- Do not sleep on the water. The tester line is blunt about the spawn island: you cannot sleep on the ocean, and supplies are difficult to restock. That is the actual reason a mushroom island is worth the trip — it is land, with a bed on it.
- Build the boat, then the portal. Shipwreck planks are the wood supply on a treeless spawn, and a boat is what turns 300 blocks of ocean into a commute instead of a swim. Once the portal pair exists, the island stops being far.
- Keep the spawn island when you go. Turn it into the farm and the portal room rather than abandoning it. The base moves; the infrastructure stays where it was built.
If step one turns up no trees and there is no wreck and no portal within sight, the mushroom island is not a rescue — it is a trip you cannot yet afford. That is when the record’s own advice applies: use the nearest shipwreck for wood and paddle toward land.
After the portal: moving the base for real
The relocation is only a project once travel is cheap. Before that it is a one-way trip with everything you own in your inventory.
Distance collapses first. The clearest number in these records is the quad ocean monument on -8350249385580253962: over three thousand blocks from spawn in the overworld, and about 388 blocks of Nether travel by the tester’s own note. Every mushroom island on this page becomes trivial at that exchange rate, which is why the honest order is portal first, base second.
Then move in stages, not in one trip. Take a bed and a portal-bound landmark before you take the storage. Sleeping once on the island sets a respawn point there, and from that moment the island is home regardless of how much is still sitting on the beach.
And keep the old island working. A mushroom island answers the mob question, not the farm question. Trees, animals and crops were on the spawn island, and the portal pair is what lets you use both.
If you are doing any of this on a shared world rather than solo, the standard the seed gets judged against is stricter than “has a mushroom island” — four structures inside a 256-block radius and warm ocean access, which is the sheet on our server-grade island seeds page. 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
Which Minecraft seeds have a mushroom island?
Three of the seeds in our records have one pinned: 2016000 on Bedrock at -300, 64, 0, 4188583766222650532 at -300, -500, and -9147459640944998301 at 150, 750. Each was loaded and checked in-game rather than scanned for, and each coordinate is published exactly as the tester wrote it down — one with a height value, two without.
Is the mushroom biome safe in Minecraft?
Yes — mushroom fields spawn no hostile mobs, which is the safest any biome gets in these records. That is the entire reason our testers log its position on every island seed: it is the one place where the base does not have to be defended. It does not make the biome a supply source, and nothing in our notes records it as one.
Does the same seed have a mushroom island on Java and Bedrock?
Not necessarily — the mushroom island on 2016000 is a Bedrock record, and the Java row for the same code lists a village, a stronghold and diamond with no mushroom island at all. Java and Bedrock do not share world generation, so a biome present on one edition is not a promise about the other. Check the edition column before you plan a trip around one.
Can I teleport to a mushroom island using these coordinates?
Yes for the one that has three numbers — /tp -300 64 0 puts you on the island on seed 2016000 in Bedrock. The other two were recorded as X and Z only, so use ~ for the missing height, as in /tp -300 ~ -500, which drops you at the surface above the island rather than inside it. Cheats must be enabled on the world for either command to work.
Is a seed with a mushroom island automatically a good server seed?
No — -9147459640944998301 has a mushroom biome at 150, 750 and a quad ocean monument at 450, 950 and was still turned down for distance. The tester’s line reads “Slightly over 1000 blocks, has mushroom island and quad ocean monument,” and reachability beat structure count. A mushroom island is a modifier on a seed, not a verdict on it.
When should I move my base to a mushroom island?
Move as soon as it is inside swimming distance of a spawn you can survive on, and otherwise move after the portal is lit. Those are the two cases in our records: the notes say to prioritize relocating when the island is within swimming distance, and every island beyond that becomes a short trip the moment a portal pair exists. Moving before either condition is met is a one-way swim with your whole inventory on you.
Do any of these mushroom island records mention mooshroom cows or trees?
No — none of the three pinned mushroom island records names a mooshroom cow, and none of them names a tree. The word “mooshroom” does not appear in the twenty-row coordinate record at all, so the animal players search for and the wood they need are both absent from the data even though the biome itself is in it.
How far from spawn are these mushroom islands?
Only one of the three has a distance figure in the record, and it is the one that failed: the mushroom island on -9147459640944998301 sits at 150, 750 while spawn is recorded at 0, -550, and the tester’s line reads “Slightly over 1000 blocks.” The other two record the island position without a distance figure, so no number is published for them.
Can a mushroom island replace a village as a first base?
No — a mushroom island answers the mob question, not the supply question. Mushroom fields spawn no hostile mobs, which removes the need to defend the base, but nothing in the three records lists a tree, a farm or a villager on one, and the wood and food problem that comes with a treeless island is never written down as solved. Treat it as a safe second base once a portal pair exists, not as the first one.