Tested records

Mushroom Island Seed: 1 of Our 3 Records Has a Height, the Other 2 Are Map Pins

A voxel blocky Minecraft mushroom island rising out of open ocean, its top a flat purple mycelium plateau held up by steep dark stone cliffs that drop straight into the water, giant red and brown mushroom caps scattered across the top and a single small tree at the far edge. No players, no boats, no buildings, no text, no watermark, no user interface.
A mushroom island is a plateau with a height problem attached to it. Of the three mushroom islands in our records, exactly one was written down with a height, and this is the shape that makes the missing field matter: the top is not the same level as the water it sits in.

The short answer

Three of our twenty seed rows pin a mushroom island, and only one of them records a height. 2016000 on Bedrock 1.20.5 gives a mushroom island at -300, 64, 0 — a full three-number coordinate you can paste straight into a teleport. 4188583766222650532 gives -300, -500 and -9147459640944998301 gives 150, 750, both with X and Z only and no height at all. We then scanned all 213 records on this site for a height field and found 12 coordinates that carry one and 52 that do not.

The codes in this section — 2016000; 4188583766222650532; -9147459640944998301

The three mushroom island records, exactly as written

Every column below is copied from the coordinate table on this site. We have not converted a pair of numbers into a triple, and we have not filled in a height that was never written down. The last column is the one that decides whether the row is usable before you load the world.

Seed Edition and version Mushroom island as written What else that row pins Height?
2016000 Bedrock only, 1.20.5 -300, 64, 0 Spawn 0, 62, 0 (ocean) / Shipwreck 0, 58, 120 / Ocean monument 0, 40, -400 Yes — 64
4188583766222650532 Java, 1.18+ -300, -500 Witch hut 350, 350 / Ocean monument 350, -250 / Pillager -350, 0 / Warm ocean 0, -250 / Nether fortress near 0, -150 / Nether fortress quad -100, 200 / Bastion 150, 0 / Dual monument 3850, -4150 No
-9147459640944998301 Java, 1.18+ 150, 750 Spawn 0, -550 / Witch hut 150, -950 / Ocean monument 200, -350 / Pillager 600, -900 / Warm ocean -850, -1250 / Bastion -300, 50 / Quad monument 450, 950 No

Row two is the most thoroughly documented row in the whole table and row three was rejected on distance. Neither of them carries a height. The row that does carry one is the row with the fewest coordinates on it.

The field that goes missing: a height, a Y, and nothing else

This site records 213 seed records — every seed card on every article page, plus every row in the three tables. We went through all of them looking for one thing: a third number in a coordinate.

How the position was written Coordinates Rows What you can do with it
X, Y and Z — a full three-number coordinate 12 3 (rows 1, 2, 5) Paste it into a teleport as it stands. This is the only form that lands you on a specific block.
X and Z only — a flat position with no height 52 7 (rows 7 to 13) You know the spot on a map. You do not know how high up it is, so the teleport needs a ~ in the middle slot.
A teleport command with a tilde — /tp -576 ~ 80 1 1 (row 14) The tester wrote the command and left the height blank on purpose. You supply your own Y when you run it.
No position at all — a description of what was on the island 0 9 (rows 3, 4, 6, 15 to 20) Nothing to teleport to. These rows tell you whether a seed is worth loading, and nothing about where to land.

Add it up and the ratio is the finding: 12 coordinates carry a height and 52 do not. Roughly one coordinate in five on this site is complete. The three rows that wrote a full triple are rows 1, 2 and 5 — the two versions of seed 2016000 and the single Java 1.15 row for -1463564255. Every other pinned position in the table is flat.

Notice what that means for a mushroom island seed specifically. Two of the three rows that pin one give you a pair of numbers, and a pair of numbers is a location on a map rather than a block in the world. The difference is not cosmetic. /tp -300 64 0 and /tp -300 ~ -500 are the same kind of command and they do two different things: the first puts you at a recorded height, and the second drops you at whatever surface happens to be above that X and Z, which is why one of them is a command you can paste and the other is a command you have to reason about.

The site has a second, more literal use of the tilde, and it is the only one of its kind. Row 14, seed 39720048960, records its island as /tp -576 ~ 80 — the tilde is written into the command where the height should be. That is the only teleport command in the table, and it is the only row where the missing height was written down as a deliberate blank rather than as an omission.

The one height we do have, and what it sits next to

Row two of the table — the Bedrock 1.20.5 record for 2016000 — is the only mushroom island row with a height, and every coordinate on it is complete — spawn, shipwreck, island and monument all carry three numbers. Every height recorded anywhere in our records sits between 11 and 64. Eleven of the twelve sit at 40 or above, and the single exception is the diamond vein at 11, which is underground by definition.

Look at the four numbers on that row next to each other:

What Recorded as Height
Ocean spawn 0, 62, 0 62
Shipwreck 0, 58, 120 58
Mushroom island -300, 64, 0 64
Ocean monument 0, 40, -400 40

Two things fall out of that table that no other record on this site can tell you. First, the mushroom island is recorded at 64, two blocks above the spawn at 62 and four above the shipwreck at 58 — so on this row the island is not far above the waterline of the spawn area, and the gap between where you land and where the base goes is small. Second, the ocean monument at 40 is the lowest thing on the row by a wide margin, which is what an underwater structure is supposed to look like, and it is a reminder that a height of 64 on this table is a surface height, not a general one.

That is the entire supply of measured heights in this table for a mushroom island, and it comes from one row of one seed on one edition. The other two mushroom island rows do not have a height to compare, which is why the question “how high is it?” cannot be answered for them and why we do not answer it here.

The judgment standard: how to read a mushroom island record before you load it

Four checks, in the order that costs you the least time. They exist because a mushroom island record can look complete and still be missing the one field that decides whether you can use it.

  1. Does the coordinate have three numbers, or two? This is the check that catches two of the three rows we hold. -300, 64, 0 is a block. -300, -500 is a spot on a map, and turning it into a block needs a tilde and a decision about where the surface is. If the record gives you two numbers, treat the island as located but not levelled, and do not plan an exact build site on it before you have stood there.
  2. Does the record name an edition and a version? All three mushroom rows do, and that is the one thing they all get right. It matters more here than for a normal island: the only mushroom island with a height is a Bedrock 1.20.5 record, and the Java row for the same code has no mushroom island at all. The safe biome and the measured height do not exist on the same edition.
  3. Is there a spawn point on the row? One of the three has one (row 2, spawn at 0, 62, 0). One has a spawn that is a flat pair (row 10, 0, -550). One has no spawn recorded at all (row 9, the nine-structure row). Without a landing point, a mushroom island is a destination rather than a base, and the distance to it cannot be computed from the record — you would be guessing from a map.
  4. What did the tester conclude? Two of the three rows are kept and one was turned down. The rejected one, -9147459640944998301, was rejected on distance even though it carries a quad ocean monument and a mushroom island — the tester’s line reads “Slightly over 1000 blocks, has mushroom island and quad ocean monument.” A mushroom island is a modifier on a seed, not a verdict on it. Reachability beat structure count that day, and it usually does.

The rule we would apply to our own page: a mushroom island coordinate without a height is a place to go, not a place to build. Load the seed, find the island, read your own Y, and only then decide where the base sits.

First-day strategy on the one mushroom island you can teleport to

Take 2016000 on Bedrock 1.20.5, because it is the only one of the three with a height and the only one where the whole row is a usable set of four complete coordinates. Be aware of what you are loading: the spawn is open ocean with no trees, and the island is 300 blocks west.

Bedrock 1.20.5: 2016000 — mushroom island at -300, 64, 0

Minute one — read your own Y before you use the coordinate. The island is recorded at 64. Your spawn is at 62. That is the whole reason this row is worth loading: the height you are given is close to the height you start at, so a teleport does not drop you into the sea or strand you on a cliff face. On the other two mushroom seeds you would be guessing that number instead of reading it.

Check the shipwreck before you leave the spawn line. The row puts a shipwreck at 0, 58, 120 — 120 blocks north, four blocks below the spawn point, so it is on the surface of the water rather than down a dive. It holds a treasure map, five iron ingots and two diamonds. On a spawn with no trees, that wreck is the only structure the row records between the spawn and the island, and it is where the iron, the diamonds and the treasure map come from.

Teleport to the mushroom island, and only then think about the base. /tp -300 64 0 is the one command on this site you can paste without editing it. Mushroom fields spawn no hostile mobs, so this is the one place in the record where you do not have to build a wall. What it is not is a supply source: nothing in our notes records a mushroom island as wood or food, so the island is where you live, and the spawn line and the wreck are where you eat.

Keep the ocean monument in the plan. It sits at 0, 40, -400, 400 blocks south of the spawn and 22 blocks lower than the island. That is a boat, a dive, and a long walk back — the lowest number on the row, and the one that makes the surface feel like a different world from the water below it. The island is the base; the monument is the reason to keep a boat.

What you should not do on day one. Do not treat the mushroom island as the whole seed and stop looking. This row has four coordinates and one of them is underwater, and the other two mushroom island seeds on this site were recorded precisely because testers kept walking past a safe island and found that the rest of the world was the problem.

The version trap: the safe biome and the height are on different rows

Seed 2016000 appears on two rows of the table, and the two rows are different worlds. On Java 1.20–1.21 the same number gives 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 it gives 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.

So the one mushroom island on this site that carries a height exists on the edition where the spawn is unplayable, and the edition where the spawn is comfortable has no mushroom island to measure. Same number, two different problems, and the coordinate solves only one of them. The full side-by-side of what one code produces on each edition is on the Java vs Bedrock comparison page, and the coordinate table itself is at seed coordinates.

There is one near-miss worth naming, because it is the row that makes the count look like four. Row 14, seed 39720048960, records its island as /tp -576 ~ 80 and names six biomes — ice peaks, dark forest, jungle, bamboo, stone shore and lush cave — and not one of them is mushroom. It carries a coordinate, so it reads as a fourth mushroom row at a glance. It is not one. We recounted every row of the table on 2026-10-26 and the count is three: rows 2, 9 and 10.

Three other pages on this site hold the material this one leans on. The mushroom biome page covers the three pinned coordinates and why the biome is the safest base in the game. The mushroom village page covers the row that names a village and the rows that do not. And the mooshroom page handles the animal question our record cannot answer.

The height field itself connects to two counts we have already published. The rare seeds page counts how often each feature appears across the records, which is how we know the mushroom island is rare in our set rather than common. The large island page counts size adjectives and finds that not one of the 213 records measures an island; height is the same failure in a different direction, and it is the reason the coordinate table is the most useful page on this site. If you want the distance side of the story, the server-grade page is where a distance number was used as a pass-or-fail standard, and the rejected page lists every seed that failed one.

Running one of these with other people

A mushroom island is a good base for a shared world, because the biome itself removes the need for a defensive wall on one of the landmasses. If you want to load 2016000 with friends on Bedrock 1.20.5, 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

What is the best mushroom island seed?

Seed 2016000 on Bedrock 1.20.5, because it is the only one of our three mushroom island records that carries a height. Its mushroom island is recorded at -300, 64, 0, so /tp -300 64 0 puts you on it directly, and the same row also records the ocean spawn at 0, 62, 0, a shipwreck at 0, 58, 120 and an ocean monument at 0, 40, -400. The other two mushroom island seeds are worth knowing about but not worth planning a trip around: 4188583766222650532 records the island at -300, -500 and -9147459640944998301 at 150, 750, both with X and Z only and no height at all.

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.

What does it mean when a row in the seed table lists coordinates with a tilde (~)?

It means the tester recorded the X and Z only and left the height to be filled in by the player at load time, because the exact Y was not written down during the play session. Three seeds in our table use this format — 2016000 on Bedrock has the full -300, 64, 0 with the height, while 4188583766222650532 and -9147459640944998301 use X and Z only. In-game, /tp -300 ~ -500 drops you at the surface above the island rather than inside it, and cheats must be enabled on the world for the command to work.

Do mushroom island seeds have animals?

We do not know, because our record does not say. Three of the twenty rows pin a mushroom island with coordinates, and none of the three records an animal of any kind. We are not claiming that mushroom islands lack animals; we are saying that our three rows do not record one, which is a gap in our own note-taking rather than a fact about the game.

Why does the same seed code appear twice in the table?

Because 2016000 was recorded twice, once as Java + Bedrock and once as Bedrock only, and the two records describe two different worlds. Row 1 is Java 1.20 to 1.21, spawn 0, 63, 0, with a village at -24, 64, 12 and a stronghold at -21, 42, 18. Row 2 is Bedrock 1.20.5, spawn 0, 62, 0 in open ocean, with a shipwreck and a mushroom island at -300, 64, 0, tagged no trees. It is the only code that appears on two rows anywhere in the table, and it is the clearest example of why a Java + Bedrock label is a claim rather than a test: the same number went into two generators and came out as two islands that share nothing.

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.