Spawner Minecarts: Difference between revisions
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{{ModuleInfobox|name=Spawner Minecarts|icon=spawner_minecarts.png|versions=1.13|type=Stand Alone|creator=Eease | {{ModuleInfobox|name=Spawner Minecarts|icon=spawner_minecarts.png|versions=1.13|type=Stand Alone|creator=Eease|updater=SpecialBuilder32, Sparks, Bluefire610}} | ||
This module allows pistons to push spawners | This module allows pistons to push spawners into minecarts. | ||
== Details == | == Details == | ||
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=== Spawning mobs === | === Spawning mobs === | ||
Spawner minecarts behave just like normal spawners. Players must be within 16 blocks of the spawner to cause mob spawning and mobs spawn in a | Spawner minecarts behave just like normal spawners. Players must be within 16 blocks of the spawner to cause mob spawning and mobs spawn in a 9x9 space around it as long as the spawner has fuel. | ||
=== Recharging === | === Recharging === | ||
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Players can place a spawner minecart on a powered activator rail to tell it to actively charge. The spawner minecart will consume flowers around it for fuel and consume grass blocks that don't have flowers on them too. | Players can place a spawner minecart on a powered activator rail to tell it to actively charge. The spawner minecart will consume flowers around it for fuel and consume grass blocks that don't have flowers on them too. | ||
The module uses the world seed to assign a "good" or "bad" value to every flower type. This uses exactly the same flower values as [[Zauber Cauldrons]] meaning both modules can be used to research the flower states for that seed."Good" flowers will give more spawn charge back to the spawner minecart when eaten than "bad" flowers. The order of fuel level from least to most is grass blocks, bad flowers, good flowers. | The module uses the world seed to assign a "good" or "bad" value to every flower type. This uses exactly the same flower values as [[Zauber Cauldrons]] meaning both modules can be used to research the flower states for that seed. "Good" flowers will give more spawn charge back to the spawner minecart when eaten than "bad" flowers. The order of fuel level from least to most is grass blocks, bad flowers, good flowers. | ||
=== Technical Summary === | === Technical Summary === | ||
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|Fixed broken hyper spawner bug | |Fixed broken hyper spawner bug | ||
|- | |- | ||
|12 | |12 Nov 2017<ref group="note">This module is currently unreleased to the public, but can be played with on the [[Public Server V|Gamemode 4 Public Server]].</ref> | ||
|3.0beta | |3.0beta | ||
|Updated | |Updated and overhauled for 1.13 released on [[Public Server V|Gamemode 4 PSV]] | ||
|} | |} | ||
Revision as of 20:06, 12 November 2018
Module Type | Stand Alone |
---|---|
Created by | Eease |
Last Updated by | SpecialBuilder32, Sparks and Bluefire610 |
Compatible MC Versions | 1.13 |
This module allows pistons to push spawners into minecarts.
Details
Spawners can be pushed into a minecart and moved around using rails. Unlike spawner blocks, spawner minecarts can only spawn a certain number of mobs before running out of charge. Spawner minecarts can be actively and passively recharged.
Creating a Spawner Minecart
Place a minecart directly beneath a spawner. Place a piston facing downwards directly on top of the spawner and then place a redstone block directly on top of the piston. The piston will push down, forcing the spawner into the minecart and dropping experience. The spawner minecart is fully charged and will begin spawning mobs immediately if the light level allows.
All vanilla spawners are supported:
- Blaze
- Cave Spider
- Creeper
- Silverfish
- Skeleton
- Spider
- Zombie
Spawning mobs
Spawner minecarts behave just like normal spawners. Players must be within 16 blocks of the spawner to cause mob spawning and mobs spawn in a 9x9 space around it as long as the spawner has fuel.
Recharging
Passive Recharge
Spawners naturally slowly regain charge, even if the spawner is unloaded (as long as the world or server is running). A spawner minecart will passively recharge completely from empty in about 3.5 hours.
Active Recharge
Players can place a spawner minecart on a powered activator rail to tell it to actively charge. The spawner minecart will consume flowers around it for fuel and consume grass blocks that don't have flowers on them too.
The module uses the world seed to assign a "good" or "bad" value to every flower type. This uses exactly the same flower values as Zauber Cauldrons meaning both modules can be used to research the flower states for that seed. "Good" flowers will give more spawn charge back to the spawner minecart when eaten than "bad" flowers. The order of fuel level from least to most is grass blocks, bad flowers, good flowers.
Technical Summary
When a spawner minecart reaches it's full charge capacity, it will turn off the output of any detector rail it is on for one tick, allowing for a redstone mechanism to move it out of the charging space automatically.
Flowers can be consumed in a 9*9 square level with the minecart. Grass can be consumed in the same range but one block below the minecart.
Advancements
Advancement | Description | Requirement |
---|---|---|
Don't go breaking my cart | Capture a Monster Spawner | Place a spawner inside a minecart |
Learn More and Download
History
Date | Version | Change |
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20 Jun 2015 | 1.0 | Released Spawner Minecarts |
25 Jun 2015 | 1.0 | Fixed broken hyper spawner bug |
12 Nov 2017[note 1] | 3.0beta | Updated and overhauled for 1.13 released on Gamemode 4 PSV |
Previous Version
MC 1.8 Version
After being released for Hermitcraft Gamemode 4, the module was re-released for Public Usage. In this version, all that was needed to make a spawner minecart to work was a piston and a spawner. Spawners could also be ejected out of minecarts and placed as blocks. Future versions are more complex, have a cooldown system and cannot be converted back into spawner blocks.
Hermitcraft Gamemode 4
This module was initially released for Hermitcraft Gamemode 4 and created by Eease.
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