Create: Mob Spawners
An addon for the Create mod for Minecraft. It adds a tool that can catch mobs which can then be placed into a Mechanical Spawner. Supports Create 6.0.0+
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Create: Mob Spawners
⚙️ Create: Mob Spawners
An addon for the Create mod for Minecraft. It adds a tool that can catch mobs which can then be placed into a spawner. It aims to be "immersive" by making use of the base game magic components.
🆕 What does it add?
Soul Catcher

The Soul Catcher is a new item that can capture a mob's soul. For this to work, the mob needs to have an active weakness effect which could be applied using a throwable potion of weakness. Mobs that should not be capturable can be adjusted in the config. Bosses are not capturable by design.
The time it takes to catch a mob depends on its hitbox volume, so something small like a chicken will be caught pretty quickly while something big like a ghast can take some time.
While a mob is being captured, its AI will be disabled, so it will not be able to move or attack.
It can be crafted using this recipe:

This is how it looks ingame:

Ponder scene:

Mechanical Spawner

The Mechanical Spawner is a new kinetic block that can spawn mobs according to the Soul Catcher placed inside. For this to work, it needs rotational force and a supply of liquid. Refer to recipes in JEI for more information about this.
The spawner will repeatedly spawn the contained mob type in the same range a vanilla spawner would. When 6 or more mobs of this type are already inside of this range, the spawner will stall.
It needs a minimum rotation speed of 128 RPM and its stress impact depends on the contained mob types max health, so something like an enderman will require a lot more SU than a chicken.
(NEW!) The spawning area can be configured by right-clicking the block with either an empty hand or a wrench.
The Mechanical Spawner can be crafted in a 5x5 Mechanical Crafter grid using this recipe:

This is how it looks ingame:

Ponder scene:

The exact stress impact is calculated using this graph (the cap at 80 SU / RPM is configurable):

Some examples:
| Mob | SU @ 128 RPM | SU @ 256 RPM | |----------|--------------|--------------| | Chicken | 1,024 | 2,048 | | Ghast | 1,769 | 3,538 | | Zombie | 2,560 | 5,120 | | Enderman | 5,120 | 10,240 | | Ravager | 10,240 | 20,480 |
Note that the Ravagers stress impact is capped in this example, as the default configuration will cap everything at 80 SU / RPM.
🤝 Integrations / Compatibilities
JEI
Displays: - Fluid and required amount - Spawning duration at minimum and maximum RPM - Additional spawn attempts - 1 spawned entity is guaranteed, additional attempts rely on RNG to find a fitting spot for the mob, so a spawner without any obstruction in its range will work most efficiently

Jade
Displays: - Contained mob type - Contained fluid - Progression status - Reason for stalling (if applicable)

Recipes
Required liquids and their effects are defined in standard minecraft recipes. They can easily be modified using something like *KubeJS*.
This is the recipe for spawning with standard Potion of Regeneration liquid:
```json { "type": "create_mob_spawners:spawning", "input": { "amount": 200, "fluid": "create:potion", "nbt": { "Potion": "minecraft:regeneration", "Bottle": "REGULAR" } }, "spawn_ticks_at_max_speed": 100, "additional_spawn_attempts": 0 } ```
- `input.nbt.Bottle` refers to the potion bottle type and can be either `REGULAR`, `SPLASH` or `LINGERING` - everything else should be self-explanatory
This is an example of how a more advanced recipe could look like, just to show which fields can be used:
```json { "type": "create_mob_spawners:spawning", "input": { "amount": 100, "fluid": "minecraft:lava" }, "particle_color": "#fc7303", "spawn_ticks_at_max_speed": 100, "additional_spawn_attempts": 1, "spawnable_entity_whitelist": [ "minecraft:magma_cube" ] } ```
This recipe would use 100mb of lava to be able to spawn magma cubes (and only magma cubes) using the `spawnable_entity_whitelist` array. It is also possible to use a blacklist instead in order to exclude selected mobs using `spawnable_entity_blacklist`. The particle color also has been customized to an orange lava-like color using the `particle_color` field. If a potion is used as fluid, the particle color will always reflect the effect color of this potion, if no custom color is specified.
The result would look like this:
