DenizenMC

How It Works

The three simple ideas behind every virtual spawner.

Three ideas explain almost everything EliteSpawner does. Read this once and the rest of the setup will make sense.

The block is just a marker

A spawner placed by EliteSpawner is an ordinary SPAWNER or DROPPER block. Everything that makes it a spawner is saved by the plugin, linked to the block's location:

Type

Which spawner type it uses.

Stack size

How many spawners are merged into this one block.

Storage

The items and experience it has made so far.

Owner

Who placed it, and who they trust with access.

Break the block through EliteSpawner and that saved data goes with it.

Types are names, not mobs

Every spawner has a type: a named entry in mob_spawners.yml for mob spawners, or item_spawners.yml for item spawners.

The name isn't tied to the mob or item itself. zombie and elite_zombie can both be zombies with completely different loot, experience and drop chance, and you can have as many variations as you like.

Change types at any time

Placed spawners remember their type by name. Edit a type's loot or experience, run /esp reload, and every spawner of that type already in the world uses the new values.

Nothing really spawns

Vanilla spawning is cancelled before a mob exists. Put simply, every cycle goes like this:

Roll the loot table. Each entry gets its own chance, and amounts are picked from their range.

Apply the bonuses. Stack size, levels, prestige, traits, enrichment, synergies, affinities and active boosts all count.

Fill the storage. Items and experience go straight into the spawner, up to its capacity. Money and command rewards go straight to the owner.

No mob appears, no item lands on the ground, and no chunk has to simulate any of it.

Full storage means fewer drops

When storage is full, a cycle can make less than it rolled. /esp debug tells you when that happens, see Commands.

When spawners work

How often spawners run depends on the activation mode in config.yml:

ModeSpawners run
Near a playerOnly while a player is close by
Anyone onlineWhile at least one player is online anywhere
AlwaysWhether or not anyone is online

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