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Updates (or rather removes) features from Spawner Minecarts.

  • Removed any fueling of Spawner Minecarts (no more flowers etc)
  • Every Spawner Minecart within a 9x8x9 area of another now reduces the spawn rate, at least 4 other Spawner Minecarts reduce it to 0 (subject to change)
  • Spawner Minecarts accept any spawner, unless it's a smithed block or a mob inside the spawner data has gm4_spawner_minecarts:{ban_pickup:1}

@TheThanathor TheThanathor added the feature-update An additional feature has been added to a module label Nov 14, 2025
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Yeah this looks good. I think the nearby spawner minecart check solves the balancing issue in an elegant and simple way. No more hyper spawners from infinitely stacked minecarts in a single block and no more complicated rules to keep the minecart running. Plus with the player required radius, it means there is a finite amount of spawner minecarts a single player can load. Maybe we could make spawner minecarts slower than normal spawners (i.e. increased delay) if we wanna keep a "running cost" instead of allowing spawners to be moved with no downside at all.

@github-project-automation github-project-automation bot moved this to Upcoming Changes in Wiki Edits Nov 25, 2025
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