Create: Mob Spawners
Modby 3xpl01t
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.
Downloads
857,653
Type
Mod
CurseForge ID
1175578
Last Updated
Apr 9, 2026
Description

⚙️ 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 20,480Note 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:
{ "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:
{ "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:

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