Spawner types
Define your own mob and item spawners in YAML.
Spawner types live in two files that share the same format: mob_spawners.yml for mob spawners (SPAWNER blocks) and item_spawners.yml for item spawners (DROPPER blocks). Each type has a free-form name, which is what appears in commands and tab completion.
Example
elite_zombie:
entity: ZOMBIE
experience: "15-25"
drop_chance: 100
icon:
item: IRON_SWORD
loot:
1:
item: IRON_SWORD
amount: 1
chance: 8
durability: "20-80"
2:
item: EMERALD
amount: "1-3"
chance: 15This defines a spawner called elite_zombie. Every cycle it gives 15 to 25 experience, has an 8% chance to produce a damaged iron sword and a 15% chance to produce one to three emeralds.
Type fields
Prop
Type
Loot entries
Prop
Type
drop_chance vs chance
drop_chance decides whether the loot table is rolled at all this cycle. Each entry's chance is then checked on its own. A spawner with drop_chance: 50 and an entry with chance: 50 produces that item about a quarter of the time.
Custom items
Any item value, in loot or in an icon, can point at a custom item instead of a vanilla material:
item: EMERALDIcons
icon.item follows the same rules as loot items. To show a custom player head, set icon.item to PLAYER_HEAD and add icon.skull_texture:
icon:
item: PLAYER_HEAD
skull_texture: "<base64 value>"Use the full value, not the hash
skull_texture must be the complete base64 Value string that head sites such as minecraft-heads.com provide, not just the texture hash. It is ignored unless icon.item is PLAYER_HEAD.
Applying changes
Save the file and run /esp reload. Spawners already placed in the world pick up the new values immediately, because they reference their type by name.
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