Obtaining
Minecarts with spawners cannot be obtained in the inventory, and must be placed using commands (/summon
).
Info
Type | Vehicles |
---|---|
Durability | N/A |
Renewable A renewable resource (as opposed to a non-renewable, or finite, resource) is a resource that can be recreated indefinitely in survival without exploiting glitches or using commands. While running out of resources isn t likely to | No |
Stackable | No |
Internal ID | 47 |
Entity ID | spawner_minecart |
Drops |
|
Health points The health gauge and monitor in Minecraft is based on a single row of 10 heart icons. Each full heart contains two halves, one hit point each (full health is 20 hit points). Contents 1 | |
First appearances | See History |
Minecarts with spawners are a combination of minecarts Minecart Type Vehicles Durability N/A Renewable Yes Stackable No Internal ID PC: 42 PE: 84 Network ID PC: 10 Entity ID minecart Drops Minecart (1) Health points 6 () First appearances See History Data value and monster spawners Monster Spawner Type Solid Block Requirements None Physics No Transparency Partial (doesn t block light) Luminance No (Small amount of light for Pocket Edition) Blast resistance 25 Hardness 5 Tool Renewable No Stackable Yes (64) Flammable .
Videos
Usage
The monster spawner inside the minecart acts the same way as normal monster spawners; it has the same associated NBT tags.
Data values
Minecarts with spawners have entity data associated with them that contain various properties of the entity. Their entity ID is spawner_minecart
.
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all minecarts see Template:Nbt inherit/vehicle/template
SpawnPotentials: Optional. List of possible entities to spawn. If this tag does not exist, but SpawnData exists, Minecraft will generate it the next time the spawner tries to spawn an entity. The generated list will contain a single entry derived from the EntityId and SpawnData tags.
: A potential future spawn. After the spawner makes an attempt at spawning, it will choose one of these entries at random and use it to prepare for the next spawn.
Entity: Overwrites EntityId when preparing the next spawn.
Weight: The chance that this spawn will be picked as compared to other spawn weights. Must be non-negative and at least 1.
Properties: Overwrites the contents of SpawnData when preparing the next spawn. Not optional; an empty one will be created if it does not exist.
EntityIddeprecated in 1.9 1.9 Official name Combat Update Type Release Release date Feb. 29, 2016 1] Development versions View all Snapshots 15w31a 15w31b 15w31c 15w32a 15w32b 15w32c 15w33a 15w33b 15w33c 15w34a 15w34b 15w34c 15w34d 15w35a 15w35b 15w35c 15w35d : The Entity ID of the next entity(s) to spawn. Both mob entity IDs and other entity IDs will work. Warning: If SpawnPotentials exists, this tag will get overwritten after the next spawning attempt: see above for more details. Use the "id" tag inside SpawnData (see below).
SpawnData: Contains tags to copy to the next spawned entity(s) after spawning. Any of the entity or mob Chunks store the terrain and entities within a 16×256×16 area. They also store precomputed lighting, heightmap data for Minecraft s performance, and other meta information. Contents 1 NBT structure 2 Block format 3 Entity format 3.1 tags may be used. Note that if a spawner specifies any of these tags, almost all variable data such as mob equipment, villager profession, sheep wool color, etc., will not be automatically generated, and must also be manually specified (note that this does not apply to position data, which will be randomized as normal unless Pos is specified. Similarly, unless Size and Health are specified for a Slime or Magma Cube, these will still be randomized). This, together with EntityId, also determines the appearance of the miniature entity spinning in the spawner cage. Note: this tag is optional: if it does not exist, the next spawned entity will use the default vanilla spawning properties for this mob, including potentially randomized armor (this is true even if SpawnPotentials does exist). Warning: If SpawnPotentials exists, this tag will get overwritten after the next spawning attempt: see above for more details.
SpawnCount: How many mobs to attempt to spawn each time. Note: Requires the MinSpawnDelay property to also be set.
SpawnRange: The radius around which the spawner attempts to place mobs randomly. The spawn area is square, includes the block the spawner is in, and is centered around the spawner`s x,z coordinates - not the spawner itself. It is 2 blocks high, centered around the spawner`s y coordinate (its bottom), allowing mobs to spawn as high as its top surface and as low as 1 block below its bottom surface. Vertical spawn coordinates are integers, while horizontal coordinates are floating point and weighted towards values near the spawner itself. Default value is 4.
Delay: Ticks until next spawn. If 0, it will spawn immediately when a player enters its range. If set to -1 (this state never occurs in a natural spawner; it seems to be a featureSpecial attraction accessed only via NBT editing), the spawner will reset its Delay, and (if SpawnPotentials exist) EntityID and SpawnData as though it had just completed a successful spawn cycle, immediately when a player enters its range. Note that setting Delay to -1 can be useful if you want the game to properly randomize the spawner`s Delay, EntityID, and SpawnData, rather than starting with pre-defined values.
MinSpawnDelay: The minimum random delay for the next spawn delay. May be equal to MaxSpawnDelay.
MaxSpawnDelay: The maximum random delay for the next spawn delay. Warning: Setting this value to 0 crashes Minecraft. Set to at least 1. Note: Requires the MinSpawnDelay property to also be set.
MaxNearbyEntities: Overrides the maximum number of nearby (within a box of spawnrange*2+1 x spawnrange*2+1 x 8 centered around the spawner block) entities whose IDs match this spawner`s entity ID. Note that this is relative to a mob`s hitbox, not their physical position. Also note that all entities within all chunk sections (16x16x16 cubes) overlapped by this box are tested for their ID and hitbox overlap, rather than just entities which are within the box, meaning a large amount of entities outside the box (or within it, of course) can cause substantial lag.
RequiredPlayerRange: Overrides the block radius of the sphere of activation by players for this spawner. Note that for every gametick, a spawner will check all players in the current world to test whether a player is within this sphere. Note: Requires the MaxNearbyEntities property to also be set.
History
Issues
Issues relating to ⃢₀ₜMinecart with Spawner⃢₀ are maintained on the issue tracker. Report issues there.