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FixMySpawnR

by Team Jackdaw

FixMySpawnR pauses mob spawners that stay active without any player nearby, so the server stops spending time on spawning logic for them.

FabricNeoForgeClient and serverGNU General Public License v3.0 onlyOpen source1.21.11

What it does

A mob spawner keeps running spawning logic even when nothing is there to use it, and bunches of mods add dungeons, caves and other structures full of them, which strains the server tick. FixMySpawnR adds a deadlock timer that detects spawners that have gone unused and deactivates them, freeing computing time for other server logic. The author reports that the timer reduces tick load by about half on a test world, with average tick time dropping from around 20 milliseconds to 10 in a cube of spawners.

The timer is configured in a server-sided configuration file, and its base value is one game day, 24,000 ticks. A spawner can be reactivated by applying a redstone signal to it, and the author recommends placing a redstone dust line or a lever on top of it, because those sources emit the least light and occupy the least space. The mod runs on Fabric and NeoForge for 1.21.11 and is open source under the GNU General Public License v3.0 only. Source code is public.

Key features

  1. Deadlock timer

    Spawners that stay unused past a set time are deactivated, so their spawning logic no longer runs each tick.

  2. Redstone reactivation

    A redstone signal of level 8 or higher placed on or beside a spawner lets it resume normal operation.

  3. Server-sided configuration

    The timer length is set in a server configuration file, with a base of 24,000 ticks, one game day.

Compatibility

Latest build for each game version and loader.

1.21.114.0.04.0.0
ReleaseBetaAlphaNot available

Only full game releases are shown. This mod publishes no snapshot builds.

Use cases

Heavy spawner-filled worlds

Servers running large dungeon or cave packs can cut the tick load that idle spawners add.

Mob farms with lever control

Players who run farms can keep a spawner active with a lever or redstone line, while idle ones are paused.

Who it’s for: Server owners running modpacks with many spawners will get the most from FixMySpawnR. Players who run single-player worlds with only a few spawners are unlikely to notice a change.

Questions

Does FixMySpawnR need to be installed on both sides?

Yes. The environment is client and server, so the server and every player need the mod for 1.21.11.

Which loaders does FixMySpawnR support?

Fabric and NeoForge. The latest file for each loader is 4.0.0 for 1.21.11, published 2026-01-11.

How does a player keep a spawner running?

Apply a redstone signal of level 8 or higher to it. The author recommends a redstone dust line or a lever, since these emit the least light.

More from Team Jackdaw

All projects

What the author says

FixMySpawnR Claims to reduce about half of the tps lag caused by mobspawners. A bunch of mods add dungeons and caves and fun stuff with mobspawners in them, but mobspawners are pretty heavy on server logic. they scan a big area for players and for spots to spawn mobs in. if players load these spawners in the chunks…
Team Jackdaw, on the Modrinth page

Official listing

Owner
Team Jackdaw
Published
2026-01-10
Updated on Modrinth
2026-01-11
Facts verified
2026-10-15