Spawner Minecarts: Difference between revisions

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|Fixed broken hyper spawner bug
|Fixed broken hyper spawner bug
|-
|-
|12 Nov 2017
|12 Nov 2017<ref group="note">This module is currently unreleased for download by the public, but can be played with on the [[Public Server V|Gamemode 4 Public Server]].</ref>
|3.0beta
|3.0beta
|Updated and overhauled for 1.13 released on [[Public Server V|Gamemode 4 PSV]]
|Updated and overhauled for 1.13 released on [[Public Server V|Gamemode 4 PSV]]

Revision as of 20:08, 12 November 2018

Spawner Minecarts

Module TypeStand Alone
Created byEease
Last Updated bySpecialBuilder32, Sparks and Bluefire610
Compatible MC Versions1.13

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

Watch on YouTube Download

History

Date Version Change
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 Versions

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.

Notes

  1. This module is currently unreleased for download by the public, but can be played with on the Gamemode 4 Public Server.