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FAQ
Do managed spawners spawn real mobs?
No. That is the entire point. With CANCEL_MOB_SPAWN: true (the default) they never produce an
entity — they roll their drop table and store the result. See How It Works.
Do I need Vault or an economy plugin?
No. The plugin ships with its own economy. Set ECONOMY.PROVIDER: INTERNAL in config.yml. Vault
is only needed to share money with other plugins, or to defer to an existing economy.
Do I need a MySQL server? No. SQLite is the default and requires no setup.
Does it work on Folia? Yes, natively. All world access goes through the region scheduler. Folia needs 1.21.11+.
Does it work with Purpur / Pufferfish / other Paper forks? They are detected as Paper and supported on that basis.
Can I use it alongside another spawner plugin? Don't. Both will handle the same events and the outcome depends on event priority. Pick one.
How many spawners can one block hold?
MAX_STACK_PER_BLOCK, default 100,000.
Does a bigger stack cost more performance? No. Stack size is free — the drop maths multiplies by it, but the work per cycle is the same. This is why consolidating blocks into one big stack is better for your server, not worse.
Why did sneak-break not take my whole stack? By design: sneak-break removes up to 64 per break. Break again for the rest.
Can players steal each other's spawners?
Not by default. ACCESS_MODE: OWNER_ONLY and ALLOW_SPAWNER_STEAL: false restrict opening,
modifying and breaking to the owner (and admins). See Permissions.
What is OWNER_AND_TEAM?
A placeholder for a future team system. Today it behaves exactly like OWNER_ONLY.
Can I convert vanilla dungeon spawners into managed ones?
Break one with Silk Touch and place the resulting item — but note that a vanilla spawner drops a
vanilla spawner item, not a managed one. The supported way to create managed spawners is
/spawner give, or letting players obtain them through your own crates, shop or quest rewards.
What happens to spawners if I remove the plugin?
The blocks stay as ordinary vanilla spawners, but they stay inert — with
CANCEL_MOB_SPAWN: true the plugin had written maxNearbyEntities = 0 into the block itself.
Stored loot lives in the database and is not dropped. Back it up before uninstalling.
Where does the loot go? Into the spawner's own virtual storage. Right-click the spawner to open it.
Is there a storage limit?
STORAGE_CAP_PER_LOOT_KEY, default 1,000,000 — per material, not per spawner. At the cap,
further generation of that material is silently discarded.
Can I put my own items into a spawner's storage? Yes. It behaves like a chest attached to the block, subject to the same per-material cap.
What does disabling a filter do? That material stops being generated, sold, dropped and hopper-extracted. Anything already stored stays and can still be picked up by hand. See Storage and Filters.
Can I pipe loot into a chest?
Yes — enable HOPPER_EXTRACTION and put a hopper directly under the spawner. Be aware there is
no ownership check on the hopper, so anyone who can place one there can drain the spawner.
Why did a huge amount of loot appear at once? Catch-up. Time accrues while a spawner is skipped and pays out in one lump when it becomes eligible again.
Why can't players sell anything?
Most often ECONOMY.PROVIDER is still VAULT (the packaged default) with no Vault economy
installed. /spawner version will show Economy: unavailable. Set INTERNAL or AUTO and
restart. Otherwise, the material has no price — a material with no price cannot be sold.
How do I make a drop collect-only?
Give it no price. Leave it out of SELL.PRICES and set no SELL_PRICE on the drop.
Can two spawner types sell the same material at different prices?
No. Prices are resolved by material, so a SELL_PRICE on a drop entry sets that material's price
globally.
Do rank multipliers stack?
No. Only the highest node a player holds applies, multiplied on top of the global
SELL.MULTIPLIER.
How do I run a double-money weekend?
Set SELL.MULTIPLIER: 2.0 and /spawner reload. Set it back afterwards.
Will spawner earnings show up in my shop plugin?
Yes, if the two share one economy — either REGISTER_WITH_VAULT: true with Vault installed, or
PROVIDER: VAULT so the other plugin owns money. See Economy.
Will updating overwrite my configs? No. Missing keys are back-filled from the packaged defaults on every load; your values are kept.
I deleted an option and it came back.
Expected. Missing keys are always restored. To disable something, set it to false / '' / 0
rather than removing it.
Which changes need a restart?
ECONOMY.PROVIDER, DATABASE.*, COMPATIBILITY.*, and the generation task's period. Everything
else applies on /spawner reload. See Configuration.
How do I translate the plugin?
Translate the values in messages.yml and menus.yml. Keep the keys and every {placeholder}
exactly as they are.
Can I add my own spawner types? Yes — see Spawner Types for a full walkthrough.
How many spawners can it handle? Cost scales with the number of blocks, not stack size. Thousands of blocks are fine; if you are running very large numbers, see Performance Tuning.
Which single setting helps most?
GENERATION_INTERVAL_SECONDS. Doubling it halves the cycles and changes nothing about long-run
output.
Should I lower MAX_STACK_PER_BLOCK to help performance?
No — that is backwards. A lower ceiling means more blocks for the same output, which costs more.
Lower it for economy balance, not for speed.
Why do players see stone where their spawner is?
Anti-ESP conceals spawners beyond the reveal radius. Owners see theirs within
OWNER_SEE_RADIUS (default 9). Raise it if the pop-in feels wrong.
Does it stop X-ray entirely? It stops managed spawners being mapped remotely. Vanilla dungeon spawners are untouched, and a player walking the area will still find farms up close.
How do staff see everything?
ultimatevirtualspawner.admin.spawner.seeall — or point
ANTI_ESP.STAFF_BYPASS_PERMISSION at your own node.
- Troubleshooting — symptom-by-symptom
- Discord — questions and setup help
- GitHub Issues — bugs and feature requests
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