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Spawners
See Spawn mechanics for the complete light, habitat, distance, population and unloading rules.
Rare cobblestone rooms deep underground contain a cage with a miniature Floater. Most rooms open into caves; a small minority are completely buried. Search newly explored terrain: established chunks keep their original generation.


This second view shows a generated room reached at known coordinates for verification. Dungeon discovery rates still need ordinary exploration playtests.
Stay within 36 blocks. The cage needs darkness, a suitable floor and enough empty space nearby for a Floater to fit. It attempts a spawn every 10 seconds while active. Failed attempts wait for another cycle.
Each cage supports up to five living mobs that came from that cage. A neighbouring cage has its own five-mob allowance. Ordinary natural hostile population limits do not consume this allowance. Killing or normally despawning one of its mobs frees a slot, subject to the next eligible attempt.
Floaters produced by cages still behave like ordinary Floaters and drop one Floater Rock when defeated. Walking away does not turn them into permanent residents: normal unloading and despawning rules apply.
Place torches around the cage and its floor. Light level 8 or higher prevents new Floaters; holding a torch only brightens your view. Light does not remove creatures already present.

Breaking a cage destroys it without dropping a collectible spawner. There is no Survival crafting or collection recipe. Keep a discovered cage intact if you want to use it later.
These screenshots come from the September 19, 2026 Alpha playtest verification room. The fixture demonstrates operation and lighting; it is not a claim that the room shown was discovered through ordinary play.
Hostile mobs · Lava · All items · Home
Rivet Reach · © Starbugstone · All rights reserved. These guides describe the current playable alpha.
Rivet Reach field guide
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Tools and durability — faster tiers, remaining uses and worn-tool storage.
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Electric Furnace — smelting and cooking with electricity.
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Lava — deep lakes, buckets and burning hazards.
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Floater — hovering stone enemies and Floater Rock drops.
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Farming and cooking — wild crops, fibre and basic/electric food preparation.
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Food and hunger — eating, saturation and meal planning.
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Mobs — Rustback beetles, Dusk prowlers and Floaters; encounters, combat and persistence.
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Compost — organic surplus, crop acceleration and bin automation.
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Lighting and underground farms — cave openings and growing with torches.
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Fishing — rod crafting, deep source-water ponds, bite timing and fish meals.
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Chickens — lead, breed and raise a persistent flock; collect eggs and cook meals.
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Building and inventory — picking blocks, sorting and farmland harvests.
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Floater spawners — rare cave rooms, lighting and independent cage populations.
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Spawn mechanics — light, floors, distances, natural populations, cage caps and persistent chickens.
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Beds and home spawn — craft a bed, set home and sleep until morning.
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Crates and warehouses — bulk storage, type locks and controller setup.
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Item-pipe routing — editable receiver priorities, compatible destinations and round-robin overflow.
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Weather — clear skies, rain, storms, shelter and saved weather.
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Renewable power — solar panels, wind turbines and parallel battery charging.
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Factory stress-test gallery — actual factory, storm and farm captures from the pre-0.1.0 review.