Spawners allow you to define specific points in your worlds at which your custom mob creations can spawn. They can with a variety of useful options, conditions and built-in timers, cooldowns and warmups. Note that in MythicSpawners you can only use the old conditions system. Here can you find them: Legacy Conditions
You can create spawners directly ingame by using [Commands](/commands and permissions) and by creating the a configuration file in the folder /MythicMobs/Spawners. Note that once a spawner-configuration file has been loaded onto a running server, it can only be edited by ingame commands. If you want to edit a already loaded spawner-configuration file in a text-editor, you have to stop the server in the meantime.
- Doesn't require natural mob spawning to be enabled to work.
- Allows for a much more specific and consistent implementation because you can specify exactly where and how each mob spawn.
- Support timers, leashing and other features.
- Good to populate small arenas or dungeons.
- Setup can be time consuming especially for larger implementations.
- Can become very difficult to manage if not planned out correctly.
- Mobs need to be configured appropriately.
- Despawn false isnt a option that is meant to be used in mythic spawners.
SpawnerName:
MobName: mobTypeName
World: worldname
SpawnerGroup: GroupName
X: 0
Y: 0
Z: 0
Radius: 0
RadiusY: 0
UseTimer: true
MaxMobs: 1
MobLevel: 1
MobsPerSpawn: 1
Cooldown: 0
CooldownTimer: 0
Warmup: 0
WarmupTimer: 0
CheckForPlayers: true
ActivationRange: 40
LeashRange: 32
HealOnLeash: false
ResetThreatOnLeash: false
ShowFlames: false
Breakable: false
Conditions: []
ActiveMobs: 1
Option | Description | Usage | Default |
---|---|---|---|
mobtype: <mobtype> or mobname: <mobtype>: | This is mob type that the spawner will spawn. Can only be set to an internal MythicMobs mob. Allows for an array of mobs with weightings. | /mm s set [name] mobtype 25%Mob1,25%Mob2,50%mMob2 | N/A |
world: <worldname>: | This is the filename of the world where the spawner is located | /mm s set world | Creation World |
spawnergroup: <group name> | This sets the group name for the spawn. For larger configurations, such as if you are populating a dungeon, you can group all spawners and then change the settings for them all at the same time. | /mm s set g: | N/A |
X: / Y: / Z: | Coordinates of the spawner | Creation Location | |
radius: <number> | This is the radius around the spawner at which the mob can spawn. | /mm s set radius | 0 |
radiusY: <number> | This is the vertical radius around the spawner at which the mob can spawn | /mm s set radiusy | 0 |
usetimer: <true/false> | Whether or not the spawner activates on a timer. | /mm s set usetimer <true/false> | True |
maxmobs: <number> | This is the max number of mobs that can be spawned and existing in the world for this spawner. Must be equal to or greater than mobsperspawn | /mm s set maxmobs | 1 |
moblevel: <number> | This is the level of the mob that should spawn from this spawner. Mob must have level configuration for this to work. | /mm s set moblevel | 1 |
mobsperspawn: <number> | This is the number of mobs spawned each time the spawner spawns a mob. | /mm s set mobsperspawn | 1 |
cooldown: <number> | This the amount of time in seconds that the spawner waits after a mob has been spawned before another mob is spawned. | /mm s set cooldown | 0 |
cooldowntimer: <number> | This option is set automatically by the spawner. Used to bridge cooldowns over server reboots. | does not require any user setting | |
warmup: <number> | The amount of time in seconds before the spawner starts cooldown. Warmup starts on activation and if maxmobs is reached and a mob dies. | /mm s set warmup | 0 |
warmuptimer: <number> | This option is set automatically by the spawner, used to bridge warmups over server reboots. | does not require any user setting. | |
checkforplayers: <true/false> | Whether or not players must be near the spawner for it to "activate" | true (recommended for performance) | |
activationrange: <number> | What radius must players be within for the spawner to activate. | 40 blocks | |
leashrange: <number> | This is the max distance that a mob can move from its spawn location before it is teleported back. | /mm s set leashrange | -1(none) |
healonleash: <true/false> | Whether the mob should heal to full health when it leashes back to its spawner | /mm s set healonleash <true/false> | false |
resetthreatonleash: <true/false> | Resets ThreatTables (if enabled) when a mob teleports back to its spawner. | false | |
showflames: <true/false> | Set this to true to show flames around the spawner. | /mm s set showflames <true/false> | false |
breakable: <true/false> | Determines if the spawner is broken with the block it is placed on | false | |
conditions: | Set conditions to be met for the spawner to activate. | MythicSpawners can only use the legacy conditions system. | Find them here |
activemobs: <number> | Used to keep track of mobs connected to (spawned by) the spawner. | it does not require any user setting. |
Note on timing of spawns: Timing: warmup-> mob spawns-> cooldown-> mob spawns*>