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Configuration reference

These are the bundled defaults. Edit your installed files, not this page. Expand only the file you need.

Back up before editing. Keep YAML indentation; quote text with # or &. Missing default settings and messages are added on reload while your values are preserved. Restart after scheduler timing changes.

Common changes

SettingPurpose
spawners.base-interval-secondsSeconds between production cycles before upgrades
spawners.maximum-stackMaximum spawners in one block
spawners.maximum-storage-stacksStorage capacity in stacks
spawners.public-accessAllow non-owners to access spawners
spawners.public-controlsAllow public control actions
spawners.hopper-outputAllow container output
spawners.adopt-existingAdopt existing vanilla spawners; off by default
spawners.upgradesUpgrade tiers and coin costs
teleportation.warmup-secondsWait before teleporting

Upgrade prices use Vault coins. Legacy shard-cost fields have no effect in this standalone plugin.

Drops and prices

In spawners.yml, loot chooses materials, amounts and chances (0–1). xp sets banked XP per roll. sell-prices sets the coin value of one item. Unpriced items stay available to collect.

Values under spawners.loot, spawners.xp or spawners.sell-prices in config.yml override the matching table entries. Apply table changes with /spawners reload. Existing spawner tables are preserved on updates; compare new defaults and merge any wanted changes yourself.

Production is periodically saved. A hard crash can lose production since the last flush; collection and sales persist immediately. Keep backups.

Default files

config.yml
yaml
#
# GsSpawners settings — restart after changing timing settings.
# Text and colors: messages.yml | Reload: /gsspawners reload
# icons.chat.mode: auto = item icon, text = symbol, off = no icon.
# Texture examples: minecraft:item/diamond, minecraft:item/emerald, minecraft:block/spawner.
# feedback.boss-bars is optional; messages and countdown text are in messages.yml.
brand: GsSpawners
feedback:
  sounds: true
  particles: true
  titles: true
  action-bars: true
  chat: true
  boss-bars: false
  boss-bar-seconds: 3
  boss-bar-color: YELLOW
  boss-bar-style: PROGRESS
icons:
  mode: auto
  chat:
    mode: auto
    texture: minecraft:item/gold_ingot
    text: '&#F5C451◆'
spawners:
  enabled: true
  adopt-existing: false
  notify-when-full: true
  full-notice-minutes: 60
  claim-unowned: true
  public-access: false
  public-controls: false
  hopper-output: true
  storage-flush-seconds: 20
  maximum-stack: 10000
  stack-scaling: 1.0
  require-silk-touch: true
  shift-break-batch: 64
  owner-only-break: true
  tick-period: 20
  base-interval-seconds: 30
  minimum-interval-seconds: 5
  base-activation-range: 24.0
  maximum-storage-stacks: 54
  maximum-stored-xp: 100000
  xp-flush-seconds: 30
  isolation:
    enabled: true
    radius: 12.0
    bonus: 0.5
  anti-esp:
    enabled: true
    fake-block: STONE
    radius: 48
    sweep-ticks: 10
    raytrace-budget-per-tick: 80
  upgrades:
    speed:
      maximum-tier: 5
      coin-cost: 33750
      shard-cost-from-tier: 3
      shard-cost: 200
      currency: coins
    count:
      maximum-tier: 5
      coin-cost: 54000
      shard-cost-from-tier: 3
      shard-cost: 340
      currency: coins
    range:
      maximum-tier: 3
      coin-cost: 81000
      shard-cost-from-tier: 2
      shard-cost: 405
      currency: coins
teleportation:
  combat-tag-seconds: 15
  combat-bar: true
  warmup-seconds: 5
  staff-bypass: true
  home-cooldown-seconds: 5
  tpa-request-lifetime-seconds: 60
  tpa-request-cooldown-seconds: 10
  punish-combat-logging: false
  tpa-menu-for-friends-only: false
messages.yml
yaml
#
# GsSpawners messages — edit the quoted text, keep the keys.
# Reload: /gsspawners reload
# Colors: '&aGreen', '&#F5C451Gold', '#F5C451Gold', '<#F5C451>Gold', '§aGreen'.
# Keep placeholders such as {amount}; their values come from the plugin.
# Use an empty string '' to hide an individual message. Icons are in config.yml.
# format = layout; action-bar/boss-bar = live status; messages = chat feedback.
# overrides preserves older custom overrides; new setups use readable keys below.
format:
  prefix: '{icon} &#F5C451{brand} &8› '
  chat: '{prefix}{tone} &f{message}'
  action-bar: '{message}'
  boss-bar: '{message}'
  tones:
    success: '&a✓'
    error: '&c!'
    warning: '&e!'
    info: '&b➜'
    denied: '&d!'
action-bar:
  teleport: '&7Teleport to &f{destination} &8· &b{seconds}s &8· &7Do not move'
  teleport-bypass: '&aTeleporting to {destination} &7(staff bypass)'
  teleport-complete: '&aTeleporting to {destination}'
  teleport-cancelled: '&cTeleport cancelled: {reason}'
  combat: '&c⚔ In combat &f{opponent} &7{health} HP &8· &e{seconds}s'
  combat-ended: '&a✓ Out of combat'
  spawner-stacked: '&a{mob} Spawner &8· &f{stacked} stacked'
boss-bar:
  teleport: '&fTeleport to {destination} &8· &e{seconds}s'
  combat: '&cIn combat with {opponent} &8· &f{seconds}s'
messages:
  gs-plugin:
    admin-permission-required: admin permission required.
  golden-menu-listener:
    that-menu-action-failed-check-your-balance: that menu action failed. Check your balance or inventory before
      retrying.
  prompts:
    type-in-chat-or-cancel-expires-in: '{question} — type in chat, or ''cancel''. Expires in 60s.'
    input-cancelled: Input cancelled.
    input-is-limited-to-160-characters: Input is limited to 160 characters.
    the-action-failed-contact-an-administrator: The action failed. Contact an administrator.
  spawner:
    world-unavailable: that world is not loaded.
    teleported: teleported to your {mob} spawner.
    received: you received {amount}× {mob} spawner.
    claimed: this {mob} spawner had no owner, so it is yours now.
    no-mob: that spawner has no mob set.
    placement-failed: Storage unavailable; placement cancelled.
    placed: placed a {mob} spawner. Right-click it to collect its drops.
    wrong-mob: that is a {mob} spawner; this one holds {mob2}.
    stack-limit: this spawner is already at the stack limit of {maximum}.
    not-owner: This spawner belongs to someone else.
    silk-touch-required: Use Silk Touch to mine this spawner.
    empty-before-mining: Collect or sell the stored loot and claim XP before mining the final spawner.
    empty-slot-required: Make an empty inventory slot first.
    mining-failed: Storage unavailable; nothing was mined.
    mined: Collected {taken} spawner(s). {remaining} remain.
    storage-full: your {mob} spawner store is full at {remaining} items, so it has stopped producing. Sell or collect
      it to start it again.
    no-sell-price: nothing in this spawner has a sell price yet.
    sold: '&aSold {amount} items for &#F5C451{coins} coins.'
    no-xp: there is no experience banked here yet.
    claimed-xp: claimed {claimed} experience from the spawner.
    more-storage: this store holds more kinds than one page shows; collect some to see the rest.
    upgrade-unaffordable: You cannot afford this upgrade.
    mine-last: mine the last one with Silk Touch to remove the block.
    inventory-full: Your inventory is full. The remaining items are safe in the spawner.
    started: '&aSpawner started.'
    paused: '&eSpawner paused.'
    storage-empty: There are no items to collect.
    collected: '&aCollected {amount} items. &7Still stored: {remaining}.'
    collected-material: '&aCollected {amount} {item}. &7Still stored: {remaining}.'
    withdrawn: Withdrew {amount} spawners. {remaining} remain in the stack.
    stacked: 'Added {amount} {mob} spawners. Stack: {stacked}.'
  teleport:
    in-combat: you cannot teleport to {destination} during combat. Wait {remaining}s.
    already-pending: you already have a teleport counting down.
    cancelled: 'your teleport was cancelled: {reason}.'
  admin:
    reloaded: '&aSettings and messages reloaded.'
    usage: /{command} admin | setbrand <name> | set <key> <value> | reload | audit
    permission: '&cYou need {permission}.'
    brand-updated: Brand updated to {brand}.
    setting-updated: Updated {setting}.
    console: Use setbrand, set, reload or audit from console.
    audit-empty: No uncertain payments awaiting review.
    audit-results: '{entries}'
  errors:
    detail: '&c{detail}'
    action-failed: '&cThe action failed. Check your balance before retrying or contact staff.'
  license:
    pending: 'Activation pending. Use /{command} license status. Support: https://discord.gg/QPYeUjBxYe'
    status: '{status}

      Installation: {installation}

      Support: {support}'
  command:
    give-usage: /spawners give <player> <mob> <amount>
    reload-denied: You cannot reload the spawner tables.
    tables-reloaded: 'Reloaded spawners.yml: {amount} mob loot tables.'
    give-denied: You cannot give spawners.
    player-offline: That player is not online.
    unknown-mob: 'Unknown mob: {mob}.'
    invalid-amount: Enter a whole number.
    amount-range: The amount must be between 1 and 1000.
    given: Gave {amount} {mob} spawners to {player}.
reasons:
  moved: 'you moved'
  damage: 'you took damage'
overrides: {}
spawners.yml
yaml
#
# GsSpawners — spawners.yml
# Spawner tables: what each mob produces, the experience it banks, and what its drops sell for.
#
# Edit this file to change mob drops, XP and prices. Apply with /spawners reload.
#
# loot         what one production cycle can produce. 'chance' is 0-1 and is rolled once per stacked
#              spawner per count tier, so a 16x stack with count tier 1 rolls each line 32 times.
#              A mob with no block here produces nothing — that is the menu's "No loot table".
# xp           experience banked per roll. Scaled by the same multiplier loot is: stack size, count
#              tier and the isolation bonus all apply. A mob absent here banks none.
# sell-prices  what one item pays when a store is sold from the spawner menu, in coins. Anything
#              without a positive price stays in storage for collection by hand.
#
# config.yml's own spawners.loot, spawners.xp and spawners.sell-prices still override this file, per
# mob and per material, so a server that already tuned them there keeps its numbers.
#
# Existing tables are preserved on updates. Compare new defaults and merge wanted changes manually.
config-version: 1

loot:
  # Farm animals. Cheap to buy, cheap per cycle, and the food economy runs on them.
  COW:
    - { material: BEEF,    amount: 2, chance: 1.0 }
    - { material: LEATHER, amount: 1, chance: 0.5 }
  MOOSHROOM:
    - { material: BEEF,         amount: 2, chance: 1.0 }
    - { material: LEATHER,      amount: 1, chance: 0.5 }
    - { material: RED_MUSHROOM, amount: 1, chance: 0.4 }
  PIG:
    - { material: PORKCHOP, amount: 2, chance: 1.0 }
  SHEEP:
    - { material: MUTTON,     amount: 2, chance: 1.0 }
    - { material: WHITE_WOOL, amount: 1, chance: 0.6 }
  CHICKEN:
    - { material: CHICKEN, amount: 1, chance: 1.0 }
    - { material: FEATHER, amount: 1, chance: 0.6 }
  RABBIT:
    - { material: RABBIT,      amount: 1, chance: 1.0 }
    - { material: RABBIT_HIDE, amount: 1, chance: 0.5 }
    - { material: RABBIT_FOOT, amount: 1, chance: 0.1 }
  BEE:
    - { material: HONEYCOMB, amount: 1, chance: 0.3 }
  TURTLE:
    - { material: TURTLE_SCUTE, amount: 1, chance: 0.2 }
  SQUID:
    - { material: INK_SAC, amount: 2, chance: 1.0 }
  GLOW_SQUID:
    - { material: GLOW_INK_SAC, amount: 2, chance: 1.0 }
  COD:
    - { material: COD, amount: 1, chance: 1.0 }
  SALMON:
    - { material: SALMON, amount: 1, chance: 1.0 }
  TROPICAL_FISH:
    - { material: TROPICAL_FISH, amount: 1, chance: 1.0 }
  PUFFERFISH:
    - { material: PUFFERFISH, amount: 1, chance: 1.0 }

  # Overworld hostiles. What a dungeon spawner would have given, minus the fighting.
  ZOMBIE:
    - { material: ROTTEN_FLESH, amount: 2, chance: 1.0 }
    - { material: IRON_INGOT,   amount: 1, chance: 0.04 }
  HUSK:
    - { material: ROTTEN_FLESH, amount: 2, chance: 1.0 }
    - { material: IRON_INGOT,   amount: 1, chance: 0.04 }
  DROWNED:
    - { material: ROTTEN_FLESH,   amount: 2, chance: 1.0 }
    - { material: COPPER_INGOT,   amount: 1, chance: 0.11 }
    - { material: NAUTILUS_SHELL, amount: 1, chance: 0.03 }
  SKELETON:
    - { material: BONE,  amount: 2, chance: 1.0 }
    - { material: ARROW, amount: 2, chance: 0.5 }
  STRAY:
    - { material: BONE,  amount: 2, chance: 1.0 }
    - { material: ARROW, amount: 2, chance: 0.5 }
  BOGGED:
    - { material: BONE,  amount: 2, chance: 1.0 }
    - { material: ARROW, amount: 1, chance: 0.5 }
  SPIDER:
    - { material: STRING,     amount: 2, chance: 1.0 }
    - { material: SPIDER_EYE, amount: 1, chance: 0.33 }
  CAVE_SPIDER:
    - { material: STRING,     amount: 2, chance: 1.0 }
    - { material: SPIDER_EYE, amount: 1, chance: 0.33 }
  CREEPER:
    - { material: GUNPOWDER, amount: 2, chance: 1.0 }
  SLIME:
    - { material: SLIME_BALL, amount: 2, chance: 1.0 }
  ENDERMAN:
    - { material: ENDER_PEARL, amount: 1, chance: 1.0 }
  PHANTOM:
    - { material: PHANTOM_MEMBRANE, amount: 1, chance: 0.5 }
  WITCH:
    - { material: REDSTONE,       amount: 2, chance: 0.5 }
    - { material: GLOWSTONE_DUST, amount: 1, chance: 0.4 }
    - { material: SUGAR,          amount: 1, chance: 0.4 }
    - { material: GLASS_BOTTLE,   amount: 1, chance: 0.3 }
    - { material: GUNPOWDER,      amount: 1, chance: 0.3 }
  GUARDIAN:
    - { material: PRISMARINE_SHARD,    amount: 2, chance: 1.0 }
    - { material: PRISMARINE_CRYSTALS, amount: 1, chance: 0.4 }
  PILLAGER:
    - { material: ARROW,   amount: 2, chance: 0.5 }
    - { material: EMERALD, amount: 1, chance: 0.1 }
  VINDICATOR:
    - { material: EMERALD, amount: 1, chance: 0.2 }

  # Golems. Built rather than bred, so they pay in metal.
  IRON_GOLEM:
    - { material: IRON_INGOT, amount: 3, chance: 1.0 }
    - { material: POPPY,      amount: 1, chance: 0.2 }
  SNOW_GOLEM:
    - { material: SNOWBALL, amount: 4, chance: 1.0 }

  # Nether. The expensive end of the shard shop, and the only skull line in the game.
  BLAZE:
    - { material: BLAZE_ROD,      amount: 1, chance: 1.0 }
    - { material: GLOWSTONE_DUST, amount: 1, chance: 0.2 }
  MAGMA_CUBE:
    - { material: MAGMA_CREAM, amount: 1, chance: 1.0 }
  WITHER_SKELETON:
    - { material: BONE, amount: 2, chance: 1.0 }
    - { material: COAL, amount: 1, chance: 0.5 }
    - { material: WITHER_SKELETON_SKULL, amount: 1, chance: 0.025 }
  ZOMBIFIED_PIGLIN:
    - { material: ROTTEN_FLESH, amount: 1, chance: 1.0 }
    - { material: GOLD_NUGGET,  amount: 2, chance: 1.0 }
    - { material: GOLD_INGOT,   amount: 1, chance: 0.08 }
  PIGLIN:
    - { material: GOLD_NUGGET, amount: 2, chance: 0.5 }
  HOGLIN:
    - { material: PORKCHOP, amount: 3, chance: 1.0 }
    - { material: LEATHER,  amount: 1, chance: 0.5 }
  GHAST:
    - { material: GUNPOWDER,  amount: 1, chance: 1.0 }
    - { material: GHAST_TEAR, amount: 1, chance: 0.5 }
  STRIDER:
    - { material: STRING, amount: 2, chance: 1.0 }
  BREEZE:
    - { material: BREEZE_ROD, amount: 1, chance: 0.5 }

  # End. Only ever handed out by staff, and priced for it.
  SHULKER:
    - { material: SHULKER_SHELL, amount: 1, chance: 0.25 }

# Experience banked per roll. Roughly what killing the mob by hand pays, so a spawner farm is worth
# about what grinding it would be. Iron and snow golems pay nothing in vanilla; here they pay, because
# a golem spawner is bought with shards and an XP button that never lights up reads as broken.
xp:
  # Animals
  COW: 3
  MOOSHROOM: 3
  PIG: 3
  SHEEP: 3
  CHICKEN: 2
  RABBIT: 2
  BEE: 3
  TURTLE: 2
  SQUID: 2
  GLOW_SQUID: 3
  COD: 1
  SALMON: 1
  TROPICAL_FISH: 1
  PUFFERFISH: 1
  # Overworld hostiles
  ZOMBIE: 5
  HUSK: 5
  DROWNED: 5
  SKELETON: 5
  STRAY: 5
  BOGGED: 5
  SPIDER: 5
  CAVE_SPIDER: 5
  CREEPER: 5
  SLIME: 4
  ENDERMAN: 5
  PHANTOM: 5
  WITCH: 6
  GUARDIAN: 10
  PILLAGER: 5
  VINDICATOR: 5
  # Golems
  IRON_GOLEM: 10
  SNOW_GOLEM: 4
  # Nether
  BLAZE: 10
  MAGMA_CUBE: 6
  WITHER_SKELETON: 5
  ZOMBIFIED_PIGLIN: 5
  PIGLIN: 5
  HOGLIN: 5
  GHAST: 5
  STRIDER: 3
  BREEZE: 10
  # End
  SHULKER: 5

# What one item pays when a store is sold from the spawner menu.
#
# This is the table that makes a large farm playable: a thousand spawners produce more rotten flesh
# than any inventory can carry, so a store is sold where it stands instead of being hauled to a shop.
# Priced at the shop's own rate wherever the shop trades the item, so selling from a spawner is never
# better or worse than selling by hand. Ores are deliberately low: they are absent from shop.yml on
# purpose, to keep the Auction House the place ore is traded.
sell-prices:
  # Food and animal drops
  BEEF: 3.50
  PORKCHOP: 3.50
  MUTTON: 3.50
  CHICKEN: 3.00
  RABBIT: 3.00
  COD: 3.00
  SALMON: 3.50
  TROPICAL_FISH: 8.00
  PUFFERFISH: 6.00
  LEATHER: 10.00
  RABBIT_HIDE: 2.50
  RABBIT_FOOT: 25.00
  FEATHER: 2.00
  WHITE_WOOL: 2.00
  RED_MUSHROOM: 2.00
  HONEYCOMB: 6.00
  TURTLE_SCUTE: 30.00
  INK_SAC: 3.00
  GLOW_INK_SAC: 8.00
  # Hostile drops
  ROTTEN_FLESH: 1.00
  BONE: 3.00
  ARROW: 1.50
  STRING: 3.50
  SPIDER_EYE: 4.00
  GUNPOWDER: 6.00
  SLIME_BALL: 6.00
  MAGMA_CREAM: 8.00
  ENDER_PEARL: 30.00
  PHANTOM_MEMBRANE: 20.00
  PRISMARINE_SHARD: 4.00
  PRISMARINE_CRYSTALS: 8.00
  GHAST_TEAR: 40.00
  BREEZE_ROD: 80.00
  BLAZE_ROD: 60.00
  SHULKER_SHELL: 250.00
  WITHER_SKELETON_SKULL: 400.00
  # Witch brewing stock
  REDSTONE: 3.00
  GLOWSTONE_DUST: 4.00
  SUGAR: 2.00
  GLASS_BOTTLE: 2.00
  # Metals, flowers, and the rest
  IRON_INGOT: 12.00
  COPPER_INGOT: 6.00
  GOLD_INGOT: 14.00
  GOLD_NUGGET: 1.50
  EMERALD: 20.00
  COAL: 4.00
  NAUTILUS_SHELL: 45.00
  POPPY: 1.00
  SNOWBALL: 0.50

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