> ## Documentation Index
> Fetch the complete documentation index at: https://docs.nmentities.net/llms.txt
> Use this file to discover all available pages before exploring further.

# Spawner Commands

> The full /nme spawner reference: list, info, create, remove, enable, disable, reset, trigger, tp.

Spawners are declared in `Mobs/` — a spot in a world that keeps a population of one mob alive around itself. These commands place them, inspect them and switch them on and off.

**Alias:** `/nme spawners` **Permission:** `nmentities.spawner` (one permission for all of them — it's one job, not nine unrelated powers)

## Inspecting

| Command                       | What it does                                                                                                                                                                                    |
| :---------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `/nme spawner list [group]`   | Every spawner, grouped, each with what it's doing right now. `[group]` narrows it to one group.                                                                                                 |
| `/nme spawner info <spawner>` | One spawner in full: mob, position and radius, per-cycle amount and cap, level, chance, timer and warmup, activation range, leash, condition count, whether it's breakable, and its live state. |
| `/nme spawner tp <spawner>`   | Teleports you to a spawner. Player-only.                                                                                                                                                        |

The status shown by `list` and `info` is the half of a spawner that isn't in its config file:

```text theme={null}
2/6 alive, next in 12s
2/6 alive, full
2/6 alive, asleep          <- no player in activation range
2/6 alive, warming up (8s)
2/6 alive, manual only     <- timer off; only trigger, the mechanic or the API spawn from it
off                        <- disabled
```

## Placing and removing

| Command                                  | What it does                                                                                                                                                              |
| :--------------------------------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| `/nme spawner create <mob> [id] [group]` | Creates a spawner for a mob where you're standing, written to `Mobs/spawners.yml`. Without `[id]` it is named after the mob, and the group keeps ids unique. Player-only. |
| `/nme spawner remove <spawner>`          | Deletes a spawner from its file. Mobs it already spawned are left alone.                                                                                                  |

<Note>
  `remove` refuses to edit a file that also declares mobs — saving that YAML back would eat its comments — and names the path for you to delete by hand instead.
</Note>

## Driving

| Command                              | What it does                                                                                                         |
| :----------------------------------- | :------------------------------------------------------------------------------------------------------------------- |
| `/nme spawner enable <target>`       | Switches a spawner, a whole group, or everything back on.                                                            |
| `/nme spawner disable <target>`      | Switches it off. Remembered across restarts.                                                                         |
| `/nme spawner reset <target> [kill]` | Clears timers and forgets tracked mobs. `[kill] true` also removes the mobs it spawned.                              |
| `/nme spawner trigger <spawner>`     | Runs one spawn cycle now, ignoring warmup, cooldown and chance. The population cap and spawn conditions still apply. |

`<target>` on `enable`, `disable` and `reset` is a spawner id, a group name, or the literal `all`.

<Warning>
  Use `all`, not `*`. Brigadier rejects `*` in an unquoted argument.
</Warning>

## Examples

```text theme={null}
/nme spawner create toast_king crypt.boss crypt
/nme spawner list crypt
/nme spawner info crypt.entrance
/nme spawner disable crypt
/nme spawner reset all true
/nme spawner trigger crypt.entrance
```

## Notes

* Every mutating command goes through the same path the [addon API](addon-spawners) uses, so a plugin and an admin have identical effects — including the on/off decision surviving a restart, which is stored in `spawner-state.yml`.
* Only "an admin switched this off" persists. Cooldowns, warmups and live counts are runtime state and start fresh.
* `trigger` reports afterwards: on Folia the spawn happens on the region owning the spawner, so what came out is only known once it has.
