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TFBMCAddon — SilkSpawners Spawner Mechanics Addon for 1.21.8
Supercharge mob spawners while staying 100% vanilla-friendly.
No GUIs. No economy. No fluff.
SilkSpawners addon for extra vanilla spawner mechanic features.

Why I Built This
I was playing on my own server and noticed something was off: spawners felt slow—barely any mobs, long waits between waves, and farms that didn’t feel satisfying.
So I wrote TFBMCAddon to fix spawner pacing while keeping everything vanilla-style, then went way further: dynamic scaling, heat/overclock, catalysts, TPS guard, region/mob/world overrides, and a powerful yet simple config.
Now spawners feel great and farm design is fun again.

What This Plugin Is
• Paper / Spigot 1.21.8 add-on that tunes mob spawners.
• Works with vanilla spawners and plays nicely with SilkSpawners (soft-depend).
• No commands or perms required to use spawners — admin/debug tools are optional.
• Highly configurable: per-mob, per-world, per-region, and even per-spawner overrides.
• Catalyst command available for temporary boosts.

Headline Features
✔ Core spawn-rate control — tune delay (speed), count per wave, spawn range, and required player range.
✔ Dynamic scaling — scales with nearby players, redstone power, and optionally night time.
✔ Heat / Overclock — spawners “heat up” as they run, can overheat, then resume. Five configurable stages show particles + throttled messages.
✔ Catalysts — temporary boosts activated by command while holding a specific item (default: NETHER_STAR).
✔ TPS Guard — auto-reduce multipliers when TPS dips, restore when healthy.
✔ Local caps + space checks — safety against runaway farms.
✔ Stacker-friendly philosophy — spawns remain vanilla; stacker plugins still work.
✔ Modern, no-NMS, no deprecated API for 1.21.8.

Commands & Permissions
/spawner chunk — List Heat/Stage/Delay/Count for all spawners in your current chunk.
• Available to all players.
• Alias: /tfbmc chunk
/spawner catalyst default — Apply a 1-hour catalyst to the nearest spawner in your current chunk.
• Requires holding the configured item (default: NETHER_STAR; consumed).
• Permission: tfbmc.catalyst
/spawner addon reload — Reload the config file.
• Permission: tfbmc.reload
/spawner debug — Gives a neatly organized white-shulker kit of labeled spawners for every Particle enum in 1.21.8.
• Permission: tfbmc.debug

How It Behaves
Delay multiplier → waves happen faster.
Count multiplier → more mobs per wave.
• Multipliers stack: defaults → world → mob → region → per-spawner overrides.
• Dynamic scaling boosts with more players, redstone power, and night-time (if enabled).
• Heat rises with activity, decays over time, and maps to a speed boost. Overheats trigger cooldowns + alerts.
• Catalysts = temporary multipliers via item + command.
• Performance protected with TPS guard, safety caps, and spawn-space checks.

Installation
1. Use Paper/Spigot 1.21.8.
2. Drop TFBMCAddon.jar into /plugins.
3. Start the server once to generate config.
4. Edit `/plugins/TFBMCAddon/config.yml` to your taste.
5. Run /spawner addon reload to apply changes.

Configuration
Everything is documented. Full default config:
Code (YAML):

# =========================================================================================
#  TFBMCAddon (Paper 1.21.8) - Depends on SilkSpawners and TFBMCDayNight
#  The Final Block survival tuning: fast-enough spawners, smooth scaling,
#  strict lag guards. No NMS, modern API only. Every value below is intentional
#  and explained. Designed to layer cleanly on top of SilkSpawners. Plug & play.
# =========================================================================================
settings
:
  # How often (in ticks) we re-tune spawners & update heat.
  # 20 = once per second. Lower = snappier feel, slightly more CPU; higher = lazier, cheaper.
  tick_interval
: 20
  # Tiny hint particles during tuning/catalyst/burst. These are *not* constant trails.
  debug_particles
: false
  # Respect vanilla light/biome/block checks. (Currently unused in runtime; reserved for future.)
  respect_vanilla_checks
: true
# -----------------------------------------------------------------------------------------
# TPS GUARD — automatic slowdown when the server dips, restoring at healthy TPS.
# Multipliers apply to both "speed" and "amount" math (keeps farms safe under load).
# -----------------------------------------------------------------------------------------
tps_guard
:
  enabled
: true
  steps
:
    - { threshold
: 19.0, factor : 1.00 }   # 19+ TPS → full speed
    - { threshold
: 18.0, factor : 0.85 }   # mild dip → soften output
    - { threshold
: 17.0, factor : 0.70 }   # heavier dip → clamp harder
    - { threshold
: 16.0, factor : 0.50 }   # serious lag → half output until stable
# -----------------------------------------------------------------------------------------
# DEFAULTS — baseline behavior (then world/mob/region/per-spawner layers apply).
# Intention: "noticeably better than vanilla" without being farm-busting.
# -----------------------------------------------------------------------------------------
defaults
:
  delay_multiplier
: 2.10   # ~2.1× faster clock (feels lively but not crazy)
  count_multiplier
: 1.20   # ~20% more per wave (pairs well with the burst section below)
  spawn_range
: 7           # Vanilla 4 → 7 keeps clumps looser (less entity cramming)
  player_range
: 28         # Vanilla 16 → 28 lets players stand a bit farther
  base_min_delay
: 200       # Vanilla anchor values retained for predictable scaling
  base_max_delay
: 800
  # Hard safety caps to prevent runaway grinders (per mob type).
  local_caps
:
    per_spawner
: 8         # Max of the same mob near a *single* spawner
    per_chunk
: 32           # Max of the same mob per chunk
  # “Burst then drip”: first few waves spawn a bit quicker & beefier → punchy activation,
  # then it settles into the normal rate.
  burst_then_drip
:
    enabled
: true
    burst_waves
: 3         # First 3 waves get the burst treatment
    burst_factor
: 1.25     # ~25% speed-up; amount is gently lifted internally to avoid spikes
# -----------------------------------------------------------------------------------------
# DYNAMIC SCALING — adapts to players/redstone/time for a living-world feel.
# Balanced for SMP: useful boosts that won’t shred TPS.
# -----------------------------------------------------------------------------------------
dynamic_scaling
:
  enabled
: true
  # More nearby players = a bit faster & a bit more per wave.
  # (Implementation: per extra player → speed * (1+factor), amount * (1+factor*0.5))
  player_count
:
    enabled
: true
    base_players
: 1
    per_player_factor
: 0.15   # +15% speed (+7.5% amount) per extra player
    range
: 24                 # within 24 blocks of the spawner
  # Redstone power nudges the spawner faster (for clever base wiring).
  redstone
:
    enabled
: true
    on_factor
: 1.40           # ~40% speed-up while powered (no power-scale needed)
  # Night-time boost (uses TFBMCDayNight if present; otherwise vanilla window).
  time_of_day
:
    enabled
: true
    night_factor
: 1.10         # subtle +10% at night for overworld atmosphere
    # Optional fallback window if TFBMCDayNight is NOT present (otherwise auto-detected):
    # sunrise: 0
    # sunset: 13000
# -----------------------------------------------------------------------------------------
# HEAT / OVERCLOCK — continuous spawning builds “heat” (grants speed) up to a threshold;
# if overheated, a cooldown kicks in. Keeps farms active but self-regulating.
# -----------------------------------------------------------------------------------------
heat
:
  enabled
: true
  gain_per_spawn
: 1.0           # 1 heat per mob
  decay_per_tick
: 0.05         # 1.0 heat/sec decay @ 20 TPS (keeps idle spawners cool)
  overheat_threshold
: 600.0     # ≈5 minutes of hard continuous output before cooldown
  cooldown_ticks
: 1200         # 60s cooldown to settle the area
  boost_curve
:                 # smooth piecewise curve from 1.0× → 1.5× as heat rises
    at_0
: 1.0
    at_50
: 1.2
    at_100
: 1.5
# -----------------------------------------------------------------------------------------
# CATALYSTS — temporary boosts. Right-click a spawner with the item OR:
# "/spawner catalyst default" while holding the item (consumes it).
# Great for events or late-game upgrades without being permanent.
# -----------------------------------------------------------------------------------------
catalysts
:
  enabled
: true
  list
:
    default
:
      item
: "NETHER_STAR"         # premium consumable; adjust to your economy
      applies_to
: [ "ANY" ]       # or target a list: ["BLAZE","SKELETON"]
      multiplier
: 3.0             # multiplies speed & amount (stacked after other factors)
      duration_seconds
: 3600     # 1 hour real time
# -----------------------------------------------------------------------------------------
# OVERHEAT CHAT ALERTS — ping nearby players when a spawner overheats, even if enclosed.
# Throttled so it won’t spam chat.
# -----------------------------------------------------------------------------------------
overheat_notify
:
  enabled
: true
  same_chunk_only
: true           # keep it local to the chunk for immersion
  radius
: 32                       # (used if same_chunk_only: false)
  throttle_seconds
: 30
  message
: "&c[TFBMC] Spawner overheating: {mob} at {x} {y} {z}"
# -----------------------------------------------------------------------------------------
# HEAT STAGES HUD — on stage change we pop a tasteful particle + message.
# Throttled & distance-limited to avoid visual spam. These are purely cosmetic.
# -----------------------------------------------------------------------------------------
heat_stages
:
  enabled
: true
  throttle_seconds
: 10
  # Visual tuning (safe to tweak; defaults are applied internally if omitted).
  # Note: current runtime uses conservative built-ins; these confirm your intent.
  visible_range_blocks
: 28       # only notify players within this range
  burst_count
: 55                 # center burst particle count
  ring_points
: 12                 # points in the particle ring
  ring_radius
: 0.8               # ring radius around the spawner
  show_actionbar
: true           # echo the stage message on actionbar
  stages
:
    - { min
: 0,   name : "I",   particle : "CLOUD",           message : "&7[TFBMC] Heat Stage I ({heat}%)" }
    - { min
: 20,  name : "II",  particle : "CRIT",            message : "&7[TFBMC] Heat Stage II ({heat}%)" }
    - { min
: 40,  name : "III", particle : "END_ROD",         message : "&e[TFBMC] Heat Stage III ({heat}%)" }
    - { min
: 70,  name : "IV",  particle : "FLAME",           message : "&6[TFBMC] Heat Stage IV ({heat}%)" }
    - { min
: 100, name : "V",   particle : "SOUL_FIRE_FLAME", message : "&c[TFBMC] Heat Stage V ({heat}%)" }
# -----------------------------------------------------------------------------------------
# COMMAND TOGGLES — disable any surface if you want purist/vanilla play.
# Permissions: tfbmc.catalyst (true), tfbmc.reload (op), tfbmc.debug (op)
# -----------------------------------------------------------------------------------------
commands
:
  allow_catalyst
: true
  allow_reload
: true
  allow_debug
: true
# -----------------------------------------------------------------------------------------
# DEBUG KIT — /spawner debug
# Multi-shulker kit with one item per Particle enum. Each item is a SPAWNER that, when placed,
# temporarily becomes a PIG spawner and emits its particle on a fast loop.
# Guarded to be *lab-safe*: only runs when a viewer is nearby, with per-chunk/world caps,
# and auto-cleans when the block breaks/unloads.
# -----------------------------------------------------------------------------------------
debug
:
  kit_item_material
: "SPAWNER"       # item inside the shulkers
  spawner_entity_type
: "PIG"         # safe default entity on place
  emission_interval_ticks
: 2         # 2 ticks = very fast cadence for testing
  emission_bursts
: 0                 # 0 = infinite until the block is broken
  particles_per_burst
: 40           # dense but short-lived
  viewer_range
: 32                   # only emit if someone’s within 32 blocks
  max_emitters_per_world
: 128       # hard global guard
  max_emitters_per_chunk
: 8         # local guard
# -----------------------------------------------------------------------------------------
# FINE-GRAINED OVERRIDES — leave empty by default. Add only what you need.
# They multiply on top of the defaults above (and each other).
# -----------------------------------------------------------------------------------------
mobs
: { }
# Example:
# mobs:
#   BLAZE:   { delay_multiplier: 1.10, count_multiplier: 0.95 }
#   SPIDER:  { delay_multiplier: 1.15, count_multiplier: 1.00 }
#   CREEPER: { delay_multiplier: 0.95, count_multiplier: 1.10 }
worlds
: { }
# Example:
# worlds:
#   world_nether: { delay_multiplier: 0.95, count_multiplier: 1.00 }
#   world_the_end: { delay_multiplier: 1.05, count_multiplier: 0.95 }
regions
: { }
# Example:
# regions:
#   world:
#     - { name: "spawn_plaza", min: [ -64,  50, -64 ], max: [ 64, 120, 64 ], delay_multiplier: 0.8, count_multiplier: 0.8 }
#     - { name: "mob_arena",   min: [ 200,  40, 200 ], max: [260, 120,260 ], delay_multiplier: 1.3, count_multiplier: 1.1 }
per_spawner
: { }
# Example (format is "world:x:y:z"):
# per_spawner:
#   "world:100:64:-20": { delay_multiplier: 2.0, count_multiplier: 1.5 }
 


SilkSpawners Integration
• Detects SilkSpawners automatically.
• Updates tuning when a spawner’s type changes.
• Fully vanilla otherwise — no hard dependency.

Performance & Safety
• Minimal scheduler work (only loaded chunks + near players).
• TPS Guard + local caps prevent runaway farms.
• Burst-then-drip startup waves for smooth pacing.
• No NMS or reflection hacks — clean Bukkit API for 1.21.8.

FAQ
Q: Does this change natural spawns?
A: No — only spawners.
Q: Is this safe for small home servers?
A: Yes. Defaults are conservative and TPS guard protects you.
Q: Can I disable features?
A: Every system has enabled: true/false. Toggle to taste.
Q: Can I edit spawners in-game?
A: Design is config-first. Use /spawner addon reload.
Q: How do stage messages avoid spam?
A: Both heat stage and overheat alerts have per-spawner throttles. You’ll see state changes — not spam.

Have fun building smarter, faster, safer spawner farms — the vanilla way!
Resource Information
Author:
----------
Total Downloads: 9
First Release: Sep 29, 2025
Last Update: Sep 30, 2025
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