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Item Spawner Settings Configuration

SmartSpawner allows you to create item spawners that generate resources without spawning mobs. Configure item spawner appearance, drops, and experience through the item_spawners_settings.yml file.

# Global default for unknown items
default_material: "SPAWNER"
ITEM_MATERIAL:
material: <MATERIAL>
experience: <number>
loot:
ITEM_ID:
amount: <min>-<max>
chance: <percentage>
# Optional properties
potion_type: <POTION_TYPE> # For tipped arrows only
head_texture:
material: <MATERIAL>
custom_texture: <texture_hash> # null for vanilla materials
PropertyFormatDescription
default_material"SPAWNER"Fallback material for unknown items (global)
material"DIAMOND"The primary material this spawner generates
experience1XP generated per spawner trigger
PropertyFormatDescription
material"DIAMOND"Visual material for the spawner head
custom_texture"abc123..."Base64 texture hash (use null for vanilla materials)
PropertyFormatDescription
amount1-1Base quantity range (multiplied by min_mobs to max_mobs)
chance100.0Drop probability (0.0-100.0)
potion_typePOISONPotion type for tipped arrows only
  • Experience must be non-negative number
  • Amount format: min-max where min ≤ max
  • Chance between 0.0-100.0
  • Custom texture can be null for vanilla materials
  • Potion types only work with TIPPED_ARROW material

The amount value in the configuration is the base amount per spawner cycle. The actual amount generated is:

Actual Drops = Base Amount × Random(min_mobs, max_mobs)

For example, if min_mobs=1 and max_mobs=4 (defaults):

  • Base amount 1-1 → Actual drops: 1-4 items
  • Base amount 2-3 → Actual drops: 2-12 items
  • Base amount 1-2 → Actual drops: 1-8 items

Each loot entry is rolled independently:

  1. Check if the drop occurs (based on chance)
  2. Determine base amount (within amount range)
  3. Multiply by spawner trigger count (min_mobs to max_mobs)

This means a spawner can generate multiple different items from a single trigger.

Full List: Paper Material Documentation

Full List: Paper PotionType Documentation

Potion types use predefined names from the Paper API:

  • Basic: Standard effect duration and potency
  • Extended: Same potency but longer duration (prefix: LONG_)
  • Strong: Higher potency but standard duration (prefix: STRONG_)

Examples:

  • POISON: Causes damage over time
  • LONG_POISON: Extended poison effect
  • STRONG_POISON: Stronger poison
  • HEALING, SWIFTNESS, STRENGTH, etc.
# Simple diamond spawner
DIAMOND:
material: "DIAMOND"
experience: 1
loot:
DIAMOND:
amount: 1-1 # Will generate 1-4 diamonds per trigger (multiplied by min_mobs to max_mobs)
chance: 100.0
head_texture:
material: "DIAMOND"
custom_texture: null
# Nether star spawner with guaranteed drops
NETHER_STAR:
material: "NETHER_STAR"
experience: 1
loot:
NETHER_STAR:
amount: 1-1 # Will generate 1-4 nether stars per trigger
chance: 100.0
head_texture:
material: "NETHER_STAR"
custom_texture: null
# Emerald spawner with custom player head texture
EMERALD:
material: "EMERALD"
experience: 1
loot:
EMERALD:
amount: 1-1
chance: 100.0
head_texture:
material: "PLAYER_HEAD"
custom_texture: "abc123def456..." # Custom base64 texture
# Gold spawner with variable drops
GOLD_INGOT:
material: "GOLD_INGOT"
experience: 1
loot:
GOLD_INGOT:
amount: 1-2 # Will generate 1-8 gold ingots per trigger (1-2 multiplied by 1-4)
chance: 100.0
GOLD_NUGGET:
amount: 3-5 # Additional chance for gold nuggets
chance: 50.0
head_texture:
material: "GOLD_INGOT"
custom_texture: null
# Tipped arrow spawner with poison effect
TIPPED_ARROW:
material: "TIPPED_ARROW"
experience: 1
loot:
TIPPED_ARROW:
amount: 8-16 # Will generate 8-64 poison arrows per trigger
chance: 100.0
potion_type: POISON
head_texture:
material: "TIPPED_ARROW"
custom_texture: null
# Totem spawner with lower drop chance
TOTEM_OF_UNDYING:
material: "TOTEM_OF_UNDYING"
experience: 2
loot:
TOTEM_OF_UNDYING:
amount: 1-1
chance: 75.0 # 75% chance to drop per trigger
EMERALD:
amount: 1-3
chance: 50.0 # 50% chance for bonus emeralds
head_texture:
material: "TOTEM_OF_UNDYING"
custom_texture: null

SmartSpawner includes basic default configurations for common valuable items.

  • View Online: GitHub Repository
  • Auto-Regenerate: Delete item_spawners_settings.yml and restart server

For most items, you can use the vanilla material directly:

head_texture:
material: "DIAMOND"
custom_texture: null

For custom player head textures:

head_texture:
material: "PLAYER_HEAD"
custom_texture: "a3b9003ba2d05562c75119b8a62185c67130e9282f7acbac4bc2824c21eb95d9"

Custom player head textures can be obtained from:

To give item spawners to players, use:

Terminal window
/ss give item_spawner <player> <item_type> [amount]

Example:

Terminal window
/ss give item_spawner @p diamond 1
/ss give item_spawner Player123 netherite_ingot 5

See the Commands page for more details.