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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+26.2.jar

File nameske-0.1.0+26.2.jar
Uploader
BeachFury01BeachFury01
Uploaded
Jul 8, 2026
Downloads
11
Size
101.2 KB
Mod Loaders
Fabric
File ID
8396611
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:spawner-kinetic-energy-1602915:8396611"

Learn more about Curse Maven

What's new

# Changelog

## 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.

This mod has no additional files