EverGrims WerksTHE CROSSPLAY WERKSHOP

Experimental / In development

Grims Super Spawners

Public testing 0.1.12 · Player guide · Paper 26.3

Own and upgrade spawners, develop your catching skill and configure optional mob merging. Each spawner level uses one capacity slot.

Grims Super Spawners

Every level uses one spawner slot. A five-slot allowance can be one level-5 spawner, five level-1 spawners, or any combination totaling five. /gss limits shows your allowance.

Place and combine

Place a spawner normally. Placing another of the same mob type within four blocks combines it into your nearest spawner that can fit the whole item. The distance includes height.

Crouch while placing to keep it separate. You still need enough slots. Your spawners never automatically combine with somebody else's.

Open the menu

Interact with your spawner to open its single-chest menu:

  • The information icon shows level, capacity, and estimated mobs per minute.
  • Upgrade consumes one matching spawner item from your inventory and adds its entire level.
  • With the default speed progression, higher levels produce smaller bursts more often. The information icon shows the actual cycle delay and attempts.
  • Use Turn spawner ON/OFF to choose which blocks run. The default limit is two ON blocks per player, regardless of level. Turning a block OFF keeps its level and owned slot cost.
  • To change the mob, hold the desired spawn egg, open the menu, and click Confirm change. The menu shows the egg cost. The level stays the same.

Holding a spawner lets you place it against another spawner. Use another held item or an empty hand to open the menu.

Estimates are conservative, not promised production. You must be nearby, the mob must have valid spawn space, and crowding or server rules can stop spawning entirely.

If your active-block allowance is full, a newly placed block starts OFF. Switch another one off before turning it on. Two level-5 blocks use two active allowances and ten owned slots. If the world reaches its loaded spawner-mob limit, production waits until space is available; the menu explains that state. Existing mobs are not deleted.

Pick up

Break your spawner with a pickaxe. It goes directly into your inventory with its mob type and level preserved, releasing that many slots. Make inventory space first. The server can optionally require Silk Touch.

You can trade held spawners. Carrying them uses no slots; their new owner is assigned when they are placed.

Capture mobs

If enabled by the server, throw a snowball or egg at an eligible mob. A successful capture puts a spawn egg in your inventory and removes the mob. A failed attempt leaves the mob alive. Make room for the egg first.

With exact capture enabled, the egg says Captured [Mob] and keeps saved data: name, tame owner, age, equipment, inventory, modifiers, and more. Matching mobs combine into the first compatible stack in your main inventory, up to 64. A baby, a mob carrying an item, or different names, owners, health or attributes creates a separate stack. Hidden differences count too.

Use a saved egg on a block with enough open space to release one stored original. The original tame owner stays the owner. Each unit is consumed, including in creative mode, and cannot convert a spawner or be used by a dispenser. Older matching individual eggs consolidate when you next capture a matching mob.

With exact capture disabled, you receive an ordinary type egg. It does not save the original mob's name, age, equipment, inventory, or trades. Tamed and plugin-managed mobs are excluded in this mode; named mobs depend on server settings.

Dismount and unleash mobs before catching them. Capture chances, allowed types, blacklists, and protected areas depend on server settings.

Red messages explain why an action failed. A prominent server-error message means an administrator needs to check the log before spawner changes can resume.

Merged farm mobs

If enabled by the server, compatible mobs from managed spawners may display a group count. The server chooses whether lethal damage kills one member or several; drops follow the number actually killed. A remainder stays alive. Reduce a group to one before capturing, naming, feeding or equipping it. Natural mobs do not join these groups.

Merged mobs have a gold [GSS] name and count, such as Zombie ×25. Look at one and use /gss mob to inspect its count and merge eligibility. Mobs must be above 75% health to combine. Unless the server enables exact equipment matching, one representative can display armor and held items from different members; original gear is retained separately.

Catching skill

Run /gss skill for your level, total XP, next-level progress, enabled XP activities and cooldowns. Look at a mob within eight blocks to also see its difficulty and current snowball/egg chances. This is a chance estimate, not permission to capture: blacklists, protected regions, mob state, exact-capture requirements and inventory space still apply. Level-up messages and an action-bar XP message show successful progress. Creative and spectator players do not earn XP. Capture permission is required for all XP sources; the status command uses the existing use permission.

By default, successful catches develop a shared catching skill with 50 levels, a 15% base chance before difficulty and level adjustments, and a 75% final cap. Capture restrictions still apply. Other XP activities depend on server settings.

Current mob merging

Newer eligible mobs join the oldest eligible representative, keeping the older mob in place. Their actual Y positions must be within one block, as well as the configured radius. Full older groups remain in place. The managed world mob limit counts physical entities: one stack of 64 uses one place. Kill, drop and XP scaling still use stack members.