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Spawner Kinetic Energy

Craft mob-part compasses that hunt spawners (and the mobs themselves). Spawners do not, technically, have kinetic energy. It works anyway.
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ske-0.1.0+26.1.2.jar

File nameske-0.1.0+26.1.2.jar
Uploader
BeachFury01BeachFury01
Uploaded
Jul 8, 2026
Downloads
9
Size
101.2 KB
Mod Loaders
Fabric
File ID
8396602
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:spawner-kinetic-energy-1602915:8396602"

Learn more about Curse Maven

What's new

Changelog

0.3.1

  • Tally bookkeeping moved onto the compass itself: each detector keeps a ledger of the spawners it has located and the specimens it has counted (1,000 entries each, oldest evicted). Fixes the spawner tally counting a spawner again after visiting a different one, and traded compasses now stay honest — the same sheep is one sheep for the life of the compass, no matter whose hands it passes through. Mobs are no longer tagged by the census; the clipboard remembers, not the sheep.

0.3.0

  • Configs never need deleting again.
    • The detector catalogue now lives inside the mod and updates itself with each release. config/ske/detectors.json is an overrides file: your additions, edits, and removals only (new "remove": true field deletes a built-in recipe). Existing full-catalogue files keep working as overrides — trim them at your leisure.
    • config.json migrates itself: on update, the file is regenerated in place with your values kept and new options added with their comments (config-version field tracks the format).

0.2.0

  • The field census: plain right-click a mob with its matching detector to add it to that compass's "Mobs counted" lore tally. Each specimen counts once per player (the mob is tagged as surveyed — clicking the same sheep repeatedly yields one sheep and an "Already counted"). census-enabled config toggle. Sneak-click remains the needle lock.

0.1.3

  • With more-mob-heads: true, drop recipes now CONVERT into named-head recipes instead of disappearing — the full catalogue stays visible and craftable (recovery compass + "Warden Head" → Warden SKE), including the combos (skeleton horse, zombie horse, zombie nautilus, camel husk, sulfur cube) via their pack heads. Longest head names win matching, so a "Zombified Piglin Head" never crafts a Piglin SKE.
  • Vanilla /reload now performs a full SKE reload (config + detectors + recipes), same as /ske reload — config edits apply either way.
  • /ske list shows named-head recipes with their head name in quotes.

0.1.2

  • Auto-head rule verified against the real More Mob Heads datapacks (v2.19.1 / v2.20.0) — 207 of 210 head names now resolve:
    • Zombie villager profession heads ("Zombie Armorer Head" etc.) now correctly craft Zombie Villager detectors.
    • The nautilus family's shell-style heads ("Nautilus Shell", "Coral Zombie Nautilus Shell") now resolve.
    • "The Killer Bunny Head" resolves to rabbit.
    • The two "Wither Projectile Head" trophies stay uncraftable on purpose — one does not track a projectile.

0.1.1

  • Fixed: /ske list now shows only the recipes that are actually craftable under the current config — entries disabled by more-mob-heads, the entity blacklist, or absent entities/items no longer appear. Recipe injection and the list now share one filter, so they can't drift apart.
  • /ske list now also shows the auto-head rule as a catalogue line when it's enabled.

0.1.0

Initial release.

  • Detector catalogue covering 75+ vanilla mobs — every mob with a sensible signature item, crafted shapeless from a recovery compass + the item (feather → chicken, gunpowder → creeper, iron ingot → iron golem…). Combo recipes for oddballs: bone + skeleton skull → skeleton horse, saddle + zombie head → zombie horse, oak log + bucket → sulfur cube. Entries for absent entities (other MC version, missing mod) are skipped quietly, so one catalogue serves both 26.1.2 and 26.2.
  • more-mob-heads config toggle: declares the Vanilla Tweaks datapack installed — mob-drop recipes switch off so head hunting stays the meaningful gate; head/skull recipes and custom entries stay on.
  • Auto-head rule: any player head named "<Mob> Head" crafts a detector for that mob with zero configuration — full More Mob Heads coverage, including variant names ("Red Sheep Head" → sheep). Names resolve against the live entity registry at craft time, so new vanilla mobs and modded mobs (any namespace) work with no update.
  • Living-mob detection: when a detector's mob has no spawner on record, the needle tracks the nearest living mob of that kind instead (loaded chunks only). Spawners always win when one is known. The meter shows a green LIVE tag while tracking a creature. Global entity-detection toggle; per-entry mode field (auto/spawner/entity); optional head-name field for shared-item player heads.
  • Trial spawner support: trial-chamber spawners index and locate like any other cage (trial-spawners config toggle), including through the magic x-ray's raw region reads.
  • Needle lock: sneak + right-click freezes the needle on its current signal (LOCKED meter tag); sneak-click again to release. Auto-releases if the spawner is gone.
  • Arrival celebration: within arrival-radius of a located spawner — a jingle, "Signal source located," and a lifetime "Spawners located" tally on the compass lore.
  • entity-blacklist config: forbid detectors for specific entities (e.g. minecraft:player, wardens). Blocks crafting, the auto-head rule, and tracking. Conversely, a custom minecraft:player entry makes a manhunt compass — hence the blacklist.
  • Optional BlueMap integration: bluemap-markers publishes indexed spawners as a hidden-by-default POI layer. No hard dependency.
  • /ske give now takes player selectors: /ske give @p zombie.
  • Spawner index fed by chunk loads, trimmed by block breaks and lazy validation, saved with the world.
  • Lodestone-tracker needle pointing at the nearest matching spawner; spins when nothing is on record. Works on Java and Bedrock (Geyser).
  • Proximity meter: action-bar signal bar and distance, with a ping that rises in pitch as you approach. Fully configurable.
  • Optional magic x-ray: off-thread region-file sweeps around detector holders for spawners in generated-but-unvisited chunks.
  • Annotated configs in config/ske/ (config.json, detectors.json); admins can add detectors for any mob from any mod.
  • Integration hooks for other mods: ske_detectors datapack files and a "ske" Java entrypoint.
  • /ske list | stats | scan | give | reload. The catalogue listing is color-coded — base, ingredients, and each result in its detector's color.
  • Mod icon and logo.

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