Trial Spawners
A trial spawner configuration decides what a trial spawner block spawns, how many mobs it spawns per player, how fast, and which loot tables it ejects once the players beat it. A trial spawner block points to one configuration for its normal state and one for its ominous state, so a custom trial chamber can mix vanilla and custom configurations freely.
File Structure
Creating a Configuration
Use trialSpawner on your DataPack. Every field is optional, the game falling back to its defaults: a 4 block spawn range, 6 total mobs, 2 simultaneous mobs, 40 ticks between spawns and the vanilla reward loot tables.
| Property | Default | Description |
|---|---|---|
itemsToDropWhenOminous |
vanilla loot table | Loot table of the items dropped around players when ominous. |
lootTablesToEject |
vanilla key/consumables | Weighted reward loot tables, see lootTableToEject. |
simultaneousMobs |
2 |
Mobs alive at the same time for a single player. |
simultaneousMobsAddedPerPlayer |
1 |
Extra simultaneous mobs for each additional player. |
spawnPotentials |
none | Weighted mobs to spawn, see spawnPotential. |
spawnRange |
4 |
Spawn distance from the spawner, from 1 to 128. |
ticksBetweenSpawn |
40 |
Delay between two spawns. |
totalMobs |
6 |
Mobs to defeat for a single player. |
totalMobsAddedPerPlayer |
2 |
Extra mobs to defeat for each additional player. |
Spawned Mobs
spawnPotential adds a weighted mob, its block customizing what gets spawned:
entity { }adds NBT to the spawned entity, itsidbeing always kept.equipment(lootTable, slotDropChance)rolls the mob's equipment from a loot table, each slot dropping with the same chance. Pass aMap<EquipmentSlot, Float>instead to set a chance per slot.customSpawnRules(blockLightLimit, skyLightLimit)replaces the mob's own spawn rules with light ranges, like0..7.
Rewards
lootTableToEject adds a weighted loot table ejected for each player once the trial is beaten, replacing the vanilla ones.
Produces JSON:
Reference: Trial spawner configuration
