Configuration
Configuration
The comments in the example config file below show what properties do what.
# # # # # # # # # # # # # # # # # # CustomSpawners Configuration # # By thebiologist13 # # # # # # # # # # # # # # # # # # spawners: # Default Spawner Properties # These properties are just what is given to a spawner # when it is created; they can be changed at any time. # Radius of area a spawner can spawn in. radius: 16 # If a spawner block needs to be powered to spawn mobs. redstoneTriggered: false # Maximum distance a player can be from a spawner for # it to spawn. maxPlayerDistance: 32 # Minimum distance a player can be from a spawner for # it to spawn. minPlayerDistance: 0 # Should the spawner actually spawn when created? active: false # Maximum light level on a spawner for # it to be able to spawn. (put value 0-15) maxLightLevel: 7 # Minimum light level on a spawner for # it to be able to spawn. (put value 0-15) minLightLevel: 0 # Should the spawner be "hidden" from players # when they use spawner listing commands if they # do not have permission? hidden: false # What should the rate (in server ticks: 20 ticks/second) # that the spawner spawns mobs at? Make greater than 0. rate: 120 # How many mobs should be spawned each time? mobsPerSpawn: 2 # What should the maximum amount of mobs that a spawner # have spawned at one time? maxMobs: 64 # Spawner limits # Limits of values for spawner properties. # These can be overridden in permissions with # customspawners.limitoverride # Radius limit (max) radiusLimit: 128 # MaxPlayerDistance maximum value playerDistanceLimit: 128 # Rate limit (minimum amount of ticks) rateLimit: 10 # Mobs per spawn limit mobsPerSpawnLimit: 16 # Maximum mobs limit maxMobsLimit: 256 # Miscellaneous Spawner Options # Should spawned mobs be killed when the # plugin is disabled, reloaded, or # /customspawners reload is used. # This saves time saving and loading spawners. killOnReload: false entities: # Default Entity Properties # These properties are just what is given to an entity # when it is created; they can be changed at any time. # Base type of mob. Note that zombie pigmen are # "pigzombie" and ocelots are "ozelot". type: pig # Starting age of an entity. Make this an integer # or use "BABY" for a baby animal or "ADULT" for # an adult animal. age: ADULT # Starting health of an entity. Make this an integer # but keep in mind every increment of 1 is 1/2 a heart. # Use "MINIMUM" for a mob with minimum health (1/2 heart) # and "MAXIMUM" for the mob's maximum amount of health. health: MAXIMUM # Starting air for an entity. Useful if the spawner is deep # under water/lava. Use "MINIMUM" for no air and "MAXIMUM" # for a full bubble meter for that mob. air: MAXIMUM # Starting profession of a villager. Allowed values are # "BLACKSMITH", "BUTCHER", "FARMER", "LIBRARIAN", and # "PRIEST". profession: FARMER # Block ID an enderman will be holding. Not all blocks will # work. Default is grass. endermanBlock: 2 # Boolean values for some properties. The name should be # self-explanatory. isSaddled: false isCharged: false isJockey: false isTamed: false isAngry: false isSitting: false # Default type of cat an ocelot is. Allowed values are # "BLACK_CAT", "RED_CAT", and "SIAMESE_CAT". Use "NONE" # for a wild ocelot. catType: NONE # Size of slimes and magma cubes. Use an integer value # from 1 to 256. Keep in mind the largest natural slimes # are only a 4 in size! slimeSize: 1 # Color of sheep when spawned. Allowed values are "BLACK", # "BLUE", "BROWN", "CYAN", "GREY", "GREEN", "LIGHT_BLUE", # "LIME", "MAGENTA", "ORANGE", "PINK", "PURPLE", "RED", # "SILVER", "WHITE", and "YELLOW". color: WHITE # Should entities be passive until provoked? passive: false # Should damage blacklisting be enabled or disabled by default? # Whitelist will be the opposite of this. If this value is true, # entities will take all types of damage when created. useBlacklist: true # Should entities use custom damage variables be default? useCustomDamage: false # Default amount of damage to deal if the entity is using # custom damage. dealtDamage: 2 # Default potion effect for SplashPotion entities. Use the format # <PotionType>_<Level>_<Minutes>:<Seconds> potionType: REGENERATION_1_0:0 # Default experience to drop in Exp Orbs from mobs or experience # bottle entities. Going from level 1 to level 30 is 825exp experienceDropped: 1 # Ticks that the fuse on primed TNT entities should last. 20 ticks/second fuseTicks: 80 # Explosive yield. This is the radius of the affected area from fireball # and TNT explosions. Does not apply to creepers (yet :D). yield: 5.0 # Incendiary explosives! If this is true, explosives will be incendiary # (like ghast fireballs) when they explode! incendiary: false # Item type for entities of type "DROPPED_ITEM" to be when spawned. Use the # format <Item ID>-<Item Damage>. Default is stone. itemType: 1-0 # Should the entity use customized drops by default? useCustomDrops: false mobs: # Which mob types for entities should be # unavailable on the server? # Add to the list to disable. blacklist: - giant - ender_dragon - ender_crystal - wither - ghast - blaze players: # Maximum distance a player can be from a block # to set that block as a spawner. May be limited # by power of server, but at least 100 blocks always. maxDistance: 50 # Maximum distance a player can be from a spawner # to consider it "nearby". This is for the listnear # command. maxNear: 25 # Item ID to use for selecting spawn area positions. selectionId: 269 data: # Would you like to turn the autosave feature on? # Spawners and entities are normally saved when the # plugin is disabled, but any other way of closing # the server could cause a loss of data without # some of the autosave features enabled. autosave: true # Different times to autosave. # Create a file when a spawner or entity is created? saveOnCreate: true # Save when any CustomSpawners command is issued. saveOnCommand: false # Save at an interval in time? saveOnClock: true # Interval in minutes between saves. This only applies # if saveOnClock is true. Note that having lots of # spawners and entities then having a short interval # here could cause lag. interval: 10 # Broadcast a save message to the server when saving? broadcastAutosave: true # Broadcast Message for start of save. broadcastMessage: CustomSpawners is saving spawners and entities! Expect some lag! # Broadcast Message for end of save. broadcastMessageEnd: Done saving spawners and entities. # How much info should be printed to the console? # 0 is no saving/loading info, 1 is some saving/loading info, # and 2 is all saving/loading info. logLevel: 2 # Developer Debug Mode # Leave false unless you want endless console spam. debug: false