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Problems • [Solved] Make a structure's spawner in VoxeLibre use a specific mob

Luanti Forums - Index page [Unofficial] March 9, 2026
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I am reposting this discussion from the Luanti Matrix with permission. Here is some info about placing structures in VoxeLibre and setting up mob spawners inside of them.

Does anyone know how to make a spawner in a schematic made in VoxeLibre use a specific mob, like a fire elemental? I used a spawn egg to replace the spawner and created a schematic of the structure but now when it spawns naturally the mod the mob spawner is empty.

This is for a fork of VoxeLibre

spawners from mcl_mobspawners use a metadata property on the node called "Mob" https://git.minetest.land/VoxeLibre/Vox ... t.lua#L157

VoxeLibre/mods/ITEMS/mcl_mobspawners/init.lua at f3e7dcd29dc2decb700a6692daf9c7a977798e11 - Mesehub VoxeLibre - VoxeLibre (formerly known as MineClone2), a voxel-based sandbox game for Minetest maybe your current schematic format doesn't support metadata, if it's the basic MTS format from the engine I don't think that one does. WorldEdit's format does

Maybe so, I was using schemedit

yes, that's the same MTS format

I just used WorldEdit and it also spawned an empty spawner Well I guess because I used MTS format, but all the other structures in VL seem to use MTS

VoxeLibre will have code that adds stuff to the structures after placing the schematics, so you will need some like that

I'll try and find that, thanks

I found it, there is an after_place value for mcl_structures:register_structure and you can add a function to find spawners and change them to a specific kind

Statistics: Posted by Blockhead — Mon Mar 09, 2026 02:08


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