config.yml
config.yml is settings only — nothing a player reads. Every line a player
sees lives in messages.yml instead.
config-version and updating
Section titled “config-version and updating”config.yml carries a config-version: '1', the same version messages.yml
and database.yml carry. These three files are brought forward automatically
when the plugin updates: a key a newer jar adds arrives in your copy with its
comment, and anything you changed is kept. spawners.yml, boosters.yml and
menus/*.yml are not on this list — they are curated content, and are
never merged (see spawners.yml).
Whitelist
Section titled “Whitelist”whitelist: # BREAK, STACK, CHANGE, UPGRADE, OPEN, COLLECT, SELL default-actions: [ OPEN, COLLECT ] limit: default: 10 permissions: vip: 25default-actions is what a newly whitelisted player is granted. limit
caps how many names one spawner’s whitelist can hold; each permissions key
becomes atlasspawner.limit.whitelist.<key>.
teams: enabled: true return-on-leave: true roles: OWNER: [ BREAK, STACK, CHANGE, UPGRADE, OPEN, COLLECT, SELL ] MEMBER: [ OPEN, COLLECT ] COOP: [ OPEN ] VISITOR: []enabled switches off whether the island or town a spawner stands on has any
say over who may touch it. return-on-leave gives a player’s spawners back
when they leave a team (see Whitelist and ownership).
roles says what each role may do; OWNER, COOP and VISITOR are worked
out from the land itself, and a named custom role (Co-Owner, Mod, …)
overrides MEMBER. These rights only ever add to a spawner’s own whitelist.
Selling
Section titled “Selling”sell: source: SHOP deposit: PLAYER default: 0 rounding: DOWN multipliers: permissions: vip: 1.15 mvp: 1.30 booster: true quickshop-refresh-seconds: 300 prices: rotten_flesh: 2 bone: 3 diamond: 400 # … a full fallback table, keyed by drop idSee Selling & economy for how source,
deposit, rounding and the multipliers combine.
My spawners
Section titled “My spawners”my-spawners: click: TELEPORT_OR_OPEN # TELEPORT | OPEN | TELEPORT_OR_OPEN open-cooldown-seconds: 3Controls what clicking a row in /atlasspawner list does: teleport to the
spawner, open it directly, or try to open it and teleport instead if it
cannot be reached.
Returns
Section titled “Returns”No keys — the returns menu’s words live in menus/returns.yml. See
Whitelist and ownership for
when a spawner ends up here.
log: enabled: true # Swept once a day. 0 keeps everything. keep-days: 30 flush-seconds: 10 limit: 200The log records player actions only (place, break, stack, upgrade, collect,
sell, whitelist changes) — never per-cycle production. keep-days is read at
start; a reload only picks up enabled, not keep-days or flush-seconds.
top: length: 10Row count for every /atlasspawner top leaderboard.
Summary
Section titled “Summary”summary: default-days: 7The period a bare /atlasspawner summary covers.
Integrations
Section titled “Integrations”integrations: protection: AUTO team: AUTO items: AUTO mobs: AUTO models: AUTO shop: AUTO shopguiplus-spawners: true vanish: AUTOEach slot accepts AUTO (every installed plugin for that slot), a list of
names (only those), or NONE (switch the slot off). See
Integrations & compatibility for what each slot
does and which plugins fill it.
Engine
Section titled “Engine”engine: tick-interval: 20 idle-recheck: 100 flush-interval: 200 mobs: max-nearby: 12 radius: 8 spread: 3tick-interval is how often, in ticks, a chunk’s spawners are looked at —
this is the smallest step a delay can land on. idle-recheck is how long a
spawner waits before searching for a player again after finding none.
flush-interval is how often production is written into the block.
mobs.* applies only to MOBS mode (see
How spawners work): it gives that mode a
nearby-mob ceiling, unlike DROPS mode which has none.
Natural spawners
Section titled “Natural spawners”natural: manage: falseWhether AtlasSpawner takes over spawners the world placed (dungeons, fortresses), so they follow the settings above. Off, they are left alone.
Holograms
Section titled “Holograms”hologram: display: enabled: true height: 1.2 view-distance: 24 countdown: enabled: false bar: segments: 10 actionbar: enabled: false reach: 6 refresh-interval: 10 model: enabled: true height: 0.4A label is a real TextDisplay entity, so it exists only while a player is
within view-distance — entity count follows players, not spawners.
countdown.enabled re-sends the label every second while it counts down;
leave it off unless the server wants to pay for it. actionbar shows the
same information on the action bar of whoever is looking at a spawner, with no
entity at all. model stands another plugin’s model where the vanilla figure
turns, for a type that names one with model in spawners.yml.
Output (item delivery)
Section titled “Output (item delivery)”output: targets: [ VIRTUAL, GROUND ] virtual: capacity: 1728 when-full: OVERFLOW container: faces: [ UP, DOWN ] when-full: OVERFLOW ground: {}targets are tried in order for the whole cycle at once: VIRTUAL (the
spawner’s own store, opened by right-clicking it), CONTAINER (a chest,
barrel or hopper touching the faces listed), GROUND (dropped in the world,
never full). A target that cannot take the whole cycle either passes the rest
on (OVERFLOW, the default) or the cycle produces nothing at all (STOP).
virtual.capacity is per drop id, read only while a type’s capacity upgrade
axis is off — see Upgrades and tickets.
Experience (delivery)
Section titled “Experience (delivery)”experience: targets: [ VIRTUAL, GROUND ] virtual: capacity: 100000 when-full: OVERFLOW ground: {}Same rules as output, for experience instead of items. NEAREST_PLAYER is
also a valid target here: it hands experience to the closest player in range
and takes nothing when there is none.
Stacking
Section titled “Stacking”stacking: enabled: true charge: false stacked-item: true break-one-at-a-time: true limit: default: 16 worlds: farms: 64 permissions: vip: 32 mvp: 64charge bills price.stack per spawner added. stacked-item gives one item
worth the whole stack when the block is broken, instead of many single-spawner
items. break-one-at-a-time makes an ordinary break take one spawner off the
stack; crouching still takes the whole stack. limit is world baseline, then
raised by the largest atlasspawner.limit.stack.<key> a player holds, then
capped by the type’s own stack-limit in spawners.yml if it sets one above
zero.
Ownership
Section titled “Ownership”ownership: limit: default: 100 permissions: vip: 250 mvp: 500 chunk-limit: 0 rights: natural: { break: true, stack: true, change: true, upgrade: true, open: true, collect: true, sell: true } trusted: { break: true, stack: true, change: true, upgrade: true, open: true, collect: true, sell: true } stranger: { break: false, stack: false, change: false, upgrade: false, open: false, collect: false, sell: false }limit caps how many spawners a player may own; each permissions key
becomes atlasspawner.limit.owned.<key>. chunk-limit caps spawners per
chunk (0 = off). rights.natural governs a spawner nobody owns;
rights.trusted is the mask written when /atlasspawner trust bulk-grants
access; rights.stranger is what anyone else falls to. See
Whitelist and ownership for
the full resolution order.
Upgrades
Section titled “Upgrades”upgrades: enabled: true range: true delay: true amount: true capacity: true xp: trueenabled closes buying and tickets entirely — the squares are not drawn, a
ticket is refused, and what a spawner already holds keeps working. Each axis
below it can be closed on its own, which removes just that square across every
type. See Upgrades and tickets.
Boosters
Section titled “Boosters”boosters: enabled: true amount: true delay: true experience: true drops: true sell: trueenabled is the master switch for the shop and for boosters already running.
Each kind below it can be closed on its own. See
Boosters, tickets and wands.
menus: refresh-interval: 20Ticks between redraws of an open menu; 0 turns live redraw off.
Migrate
Section titled “Migrate”migrate: on-chunk-load: falseHands over any spawner another plugin still holds in a chunk as it loads. See Migrating from another plugin.
Economy
Section titled “Economy”economy: mine: VAULT place: VAULT upgrade: VAULT stack: VAULT change: VAULT booster: VAULT sell: VAULT item: material: DIAMONDWhat each priced action is paid with: VAULT, EXPERIENCE (XP points),
LEVELS (XP levels), ITEM (a material, set by item.material), or FREE.
sell is also what a sale pays out in. Without Vault installed, any group set
to VAULT becomes free with a one-time warning.
Display
Section titled “Display”display: lore-enabled: trueWhether a spawner item’s lore shows its upgrade levels. A type that sets its
own display in spawners.yml overrides the name outright.
give: require-permission: true drop-if-full: truerequire-permission gates /atlasspawner give behind atlasspawner.give.
drop-if-full drops what does not fit at the player’s feet instead of
stopping the handout at a full inventory.
set: require-permission: true require-individual-permission: true blacklisted-worlds: []require-individual-permission additionally asks for
atlasspawner.set.<type> per type.
types: require-permission: trueGates /atlasspawner types behind atlasspawner.types.
anvil: prevent-anvil: trueBlocks any anvil click that would move a spawner item into, inside, or out of an anvil — not only the renamed result. Identity lives in the item’s data now, not in its name, so this is belt-and-braces for older items.
eggs: enabled: true require-permission: true require-individual-permission: false blacklisted-worlds: []enabled off turns egg-changing off everywhere; a single type can still
refuse it with its own eggs block in spawners.yml.
Explode
Section titled “Explode”explode: drop: true # Per cent, 0 to 100. chance: 100 blacklisted-worlds: []Spawners caught in an explosion. drop: false (or a blacklisted world) makes
spawner blocks survive the blast untouched. Otherwise chance is rolled per
spawner, not once for the whole blast.
Wither
Section titled “Wither”wither: drop: false chance: 100 blacklisted-worlds: []Spawners eaten by a wither. drop is false by default — a wither is easy to
aim, so the block stands by default.
Mining
Section titled “Mining”mining: require-permission: true require-individual-permission: false tools: [ DIAMOND_PICKAXE, NETHERITE_PICKAXE ] require-silktouch: true require-silktouch-level: false required-level: 1 chance: 100 use-perm-based-chances: false perm-based-chances: - 'atlasspawner.chance.vip:100' - 'atlasspawner.chance.member:50' drop-to-inventory: true drop-exp: false still-break: false requirements: wrong-tool: 'the right tool' permission: 'permission' individual-permission: 'permission for this type' silktouch: 'silk touch' silktouch-level: 'a higher silk touch level' blacklisted-worlds: [] charge: falsetools and require-silktouch gate whether mining even drops the spawner.
chance (or, with use-perm-based-chances, the first rule in
perm-based-chances the player holds) is rolled after every other check
passes; a lost roll breaks the block and gives nothing, without cancelling it.
still-break decides what happens when a requirement fails: false (default)
cancels the break entirely; true lets the block break and drop nothing.
Placing
Section titled “Placing”placing: log: true blacklisted-worlds: [] charge: falselog writes a console line every time a player places a spawner.