Spawner Minecarts

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Revision as of 11:27, 2 May 2019 by Alluet (talk | contribs) (History: Correct "datapack" to "data pack" where applicable.)
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Spawner Minecarts
Spawner minecarts.png
Module TypeStand Alone
Created byEease
Last Updated bySpecialBuilder32, Sparks, Bluefire610
Compatible MC Versions1.13

This module allows pistons to push spawners into minecarts.


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.


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 35 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. Grass blocks will be converted to dirt when consumed, and flowers will be replaced with air upon being consumed.

The module uses the world seed to assign a "good" or "bad" value to every flower type.[note 1] 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. When consumed, a grass block will charge the spawner minecart by 1, a bad flower will charge it by 2, and a good flower will charge it by 4.

Each time a mob spawns, the charge value goes down by one. The charge cap is 200, so a fully charged spawner minecart will spawn about 200 mobs before running out of fuel. A spawner minecart will passively charge at the rate of one charge value per minute.


Advancement Description Requirement
Don't go breaking my cart Capture a Monster Spawner Place a spawner inside a minecart

Learn More and Download

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Version Date Change
1.8 20 Jun 2015 Released Spawner Minecarts
25 Jun 2015 Fixed broken hyper spawner bug
1.13 04 Apr 2019 Updated for 1.13 data packs
Removed placing back feature
Added a charge required

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.


  1. On PSV the normal flowers seem to be poppy, red tulip, oxeye daisy, white tulip and dandelion