Install the GrimsShop jar alongside GrimsSuperSpawners-0.1.1.jar on Paper 26.3 with Java 25. Replace an older GrimsShop jar while the server is stopped, then start it. Coming from GrimsShop 0.3.0 or older, 0.4.0 starts from a fresh data folder: see README.md, "Upgrading". API jars from libs/ are build dependencies; do not put them in the server's plugins folder.
The coins currency uses VaultUnlocked or Vault with an economy provider. If you use a different configured currency, replace coins below with its ID.
Create a section once (the editor and the command call it a category):
/shop admin category create superspawners coins "Super Spawners"
This writes plugins/GrimsShop/sections/superspawners.yml (the section's name, icon and place) and an empty plugins/GrimsShop/shops/superspawners.yml, which the next command fills.
Fill it with every mob your SuperSpawners configuration allows at level 1:
/shop admin superspawners superspawners 1 500 125
/shop superspawners
These are example prices: players pay 500 per spawner and receive 125 when selling one back. Review prices for your economy. The section appears in /shop automatically once it has priced listings; no separate rotating shop is needed.
Add other levels alongside it, each with its own price:
/shop admin superspawners superspawners 3 4500 1125
/shop admin superspawners superspawners 5 10000 none
none disables selling back. A buy price alone sets sell-back to 25% of buy. Omit both prices to create hidden drafts, then price individual mobs in /shop admin. Each run adds one listing per accepted mob at the requested level to shops/superspawners.yml. It skips mob/level combinations already in that section without changing their prices. Listing IDs look like superspawner_zombie_l3, or superspawner_zombie_l3_superspawners when another stock file already holds that ID, a switched-off one included.
GrimsShop's Custom drop-ins (GrimsShop-0.4.2-DropIns.zip) have their own Super Spawners section, sections/super_spawners.yml, which sells every mob at levels 1 to 5 under these same IDs. Item IDs must be unique across shops/, so use one or the other: with both, each spawner ID in both is left out of whichever stock file loads later (here shops/superspawners.yml, after the drop-in's super_spawners_l*.yml), with a catalog-left-out error. To keep this command's listings, set enabled: false in sections/super_spawners.yml. To use the drop-ins instead, delete sections/superspawners.yml and shops/superspawners.yml. ADMIN_GUIDE.md, "The Custom drop-ins", has the details.
/shop admin import and /shop admin defaults replace sections/ and shops/ whole, this section included. Its two files are then in the backups/ folder the reply names: move them back into sections/ and shops/ and run /shop reload, or run the commands above again.
The reply reports created listings, combinations already present, mobs refused by SuperSpawners, and any unavailable listing IDs. The number of accepted mobs depends on the server version and SuperSpawners configuration. A level above the global cap adds nothing. Unexpected provider failures or invalid returned items abort the entire batch without saving listings.
Permissions: creating the section needs grimsshop.admin.category; generation needs grimsshop.admin.item. Operators and grimsshop.admin have access by default.
Buying uses no placement allowance. Two level-3 spawners are two physical items and use six slots only when placed. The generator uses exact matching. To accept renamed spawners of the same mob and level, select the dedicated spawner option in the item editor. Other mobs and levels never substitute, including under custom match rules.
If SuperSpawners is absent, paused, or rejects a stored item, affected purchases stop before payment. Damaged or unsupported spawner data is never converted to a plain or SilkSpawners item. Unique captured-mob eggs cannot be bought, sold, or used as item currency here because this shop does not transfer original physical stock.
Before opening the shop to players, check one purchase and sell-back, a second mob and level, a full inventory, and a restart. The automated checks are listed in BUILD-REPORT.md, "SuperSpawners checks"; connected Paper/Java/Bedrock verification remains a server check (TESTING.md, "Live checks: Java first", check 15).