Features
The full menu. Everything EliteSpawner can do, grouped by area.
Here's the full menu. Each section points you to the page where you can set it up.
Generation
Fully virtual
Vanilla spawning is cancelled before an entity is ever created.
Custom spawner types
Named types with their own loot table, experience range, drop chance and icon.
Stacking
Right-click with a matching spawner, or sneak-click to add a whole stack at once.
Activation modes
Generate only near a player, only while someone is online, or always.
Progression
A small permanent bonus per completed cycle, on a curve that gets harder at higher levels. Capped and optional.
Prestige
At max level, trade level progress for a smaller permanent bonus that stacks with future levels.
Traits
A small chance to roll a permanent random trait on placement: bonus loot, bonus XP, or both.
Enrichment
Certain blocks near a spawner grant a loot/XP bonus once the setup has held for several rescans.
Vanilla conversion
Opt-in per world. Natural spawners are converted as their chunks load, not in one disruptive scan.
Synergies
Different spawner types built close together unlock a shared bonus, like an Undead Crypt or a Nether Forge.
Affinities
A type can produce more under the right conditions: at night, in the rain, in a biome or in the nether.
Pity
A rare drop can be guaranteed after a set number of misses in a row.
Money and command rewards
Loot can pay the owner directly or run a command, like handing out a crate key.
Per-type speed
Any type can set its own cycle time instead of the global one.
While you were away
Players get a short summary of what their spawners made while they were offline.
Define your own on the Spawner types page, and set up combos on the Synergies page.
Storage and economy
Virtual storage
A real, paginated GUI, vanilla-style with 64 items per slot.
Permission-based capacity
A configurable default plus any number of custom tiers, re-checked when the owner opens their spawner.
One-click selling
Take one stack, take everything, or sell everything through Vault.
Sorting
Cycle between default order, highest value first, or any specific stored item.
Auto-sell
Per spawner, behind its own permission, so it can be offered as a perk.
Itemized receipts
Per-unit price and line total for every sale, in chat and in a daily log.
Direct XP
Experience goes straight to the player's XP bar. No bottles, no throwing.
Sell history
/esp history opens a menu of every recent sale, manual and automatic.
Interface
Data-driven menus
Materials, slots, names, lore and actions are defined in menus/*.yml.
Status indicator
An item that changes material and glows while a boost or enrichment is active.
Colored percentages
Green, yellow or red fill placeholders alongside the plain numeric ones.
Holograms
A native renderer with no dependency, or DecentHolograms / FancyHolograms.
Particle ring
Idle color normally, a brief flash on generation. Only rendered when a player is close enough to see it.
Admin browser
/esp list and /esp near show every spawner, with teleport and storage access.
Boosts
Three multipliers
Loot, experience and rare-loot. Global or per player, temporary or permanent.
Rare-loot means chance
Raises drop chance, not amount. A 100% drop is unaffected; a 5% drop becomes meaningfully likelier.
Sensible stacking
Different sources multiply. Re-applying a source extends it and keeps the higher value.
Hard caps
A ceiling on how far any combination of boosts can push a multiplier.
Hand them out with /esp boost, see Commands.
Custom content
Custom items
Loot, icons and prices can use Nexo, Oraxen, ItemsAdder, EcoItems (and other eco plugins), MMOItems, MythicMobs or HeadDatabase items.
Custom spawner items
The item players place can have your own model, and still places a real spawner.
Custom enrichment blocks
Enrichment can use Nexo, Oraxen or ItemsAdder blocks, and Nexo furniture.
Durability rolls
Optional per-item durability for tool and armor drops.
See Integrations for every item format.
Performance
One tick loop
Every spawner shares one loop, and each tick only touches the spawners that are due. 10,000 spawners on a 20 second cycle is about 25 cycles per tick.
Cheap range checks
Player positions are read once a few times a second and shared, instead of scanned for every spawner.
Nothing for nobody
Rings and holograms only exist near players. Unloaded chunks are never scanned or loaded.
Lean saves
Stored items are only written when they change, in one batch.
/esp debug stats shows how the loop is doing on your server.
Safety and administration
Duplication-safe
Synchronized state, and every give-then-remove action reserves stock first. Safe across Folia's region threads.
Ownership
Only the owner, or an admin with the bypass permission, can break or open a spawner.
Trusted players
Share access with /esp trust add, or automatically with island members via SuperiorSkyblock2.
WorldGuard flag
Set elitespawner-place to deny to block spawners in a region where players can still build.
Action log
Place, break, stack change, sale and prestige, written asynchronously to a daily file.
Live debugging
/esp debug explains per cycle why a spawner did or didn't generate.
Safe updates
Missing config and language keys are appended automatically, with a backup made first.
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