Getting Started with Spawners

🧱 Mob Spawners on Blockhead Odyssey

A smarter, progression-based spawner system designed for SMP — not pay-to-win.

Mob spawners are powerful tools on Blockhead Odyssey, but they’re also carefully balanced so the economy stays fair, fun, and rewarding for players who invest time or money into progression.

Here’s everything you need to know.


⚒️ Breaking Spawners — What You Need

To pick up any natural spawner in the world, you MUST use:

Silk Touch II (not a vanilla enchant)

and

It must not be protected or owned by someone else.

If you do not meet the requirements, the spawner is destroyed (natural) or won’t break (custom). This protects the economy and makes spawner hunting meaningful.

There is no way to break and receive a spawner without Silk Touch II.

Explosions can NEVER drop spawners.


🛠️ Purchasing Spawners

Odyssey Spawner Shop – Golden Sprockets

Spawner purchases inside the Odyssey Spawner Shop use Golden Sprockets, a premium in-game currency earned through gameplay events or purchased in the store. Each spawner tier has a fixed sprocket cost, separate from the Vault-based placement cost listed for each spawner.


🟩 Tier 1 — 1 Golden Sprocket

Starter-tier spawners for early progression and basic farms.
Cost: 1 Golden Sprocket

🟨 Tier 2 — 2 Golden Sprockets

Mid-game spawners offering stronger drops and more complex farm opportunities.
Cost: 2 Golden Sprockets

🟧 Tier 3 — 3 Golden Sprockets

High-value and high-risk spawners suitable for advanced automation.
Cost: 3 Golden Sprockets

🟥 Tier 4 — 4 Golden Sprockets

Top-tier, rare, and utility spawners for end-game systems.
Cost: 4 Golden Sprockets


🪙 Placing Spawners

PLACING any spawner costs money (Vault), based on the value of the mob. This is the placement cost, not the purchase cost. Spawners that are not natural must be traded from other players or purchased with Golden Sprockets.

🟩 Tier 1 — $5,000–$6,000 (Vault)

Zombie, Skeleton, Spider, Cave Spider, ZPiglin, Slime

  • low-risk passives: Chicken, Rabbit, Cod, Salmon

🟨 Tier 2 — $12,000–$25,000 (Vault)

Drowned, Witch, Guardian, Husk, Stray, Enderman

  • mid-risk passives: Squid, Sheep, Pig, Goat, Turtle

🟧 Tier 3 — $30,000–$60,000 (Vault)

Blaze, Magma Cube, Pillager, Vindicator, Ravager

  • high-risk passives: Cow, Bee, Mooshroom

🟥 Tier 4 — $80,000–$150,000 (Vault)

Ghast, Wither Skeleton, Iron Golem, Villager


🔼 Upgrading Spawners

Upgrades are fully money-based (Vault).
Each spawner has three upgrade stats:

  • Range (how far a player can stand)
  • Delay (reduces spawn cooldown)
  • Amount (number of mobs per spawn cycle)

Upgrades are optional but powerful — and expensive.

Upgrade Prices (per level):

Base Costs

  • Range: $25,000
  • Delay: $25,000
  • Amount: $35,000

Price Increase Per Level (additive)

  • Range: +10,000
  • Delay: +10,000
  • Amount: +15,000

Upgrading a spawner to max is a major late-game investment, and is 100% optional.
It provides a massive convenience boost without affecting competition — because BHO isn’t a PvP server.


📦 Stacking Spawners

Spawner stacking is enabled.

  • Costs $2,500 (Vault) per stack action
  • Only identical spawner types may stack
  • Stacking limits apply (16 per chunk )

🧍 Player Spawner Limits (Rank-Based)

Each rank determines how many spawners you may own:

RankLimit
Wanderer2
Citizen4
Merchant6
Apprentice8
Artisan10
Squire12
Knight16
Baron16
Viscount24
Duke32

Earning ranks (or buying a donor rank) unlocks more automation potential.

This is not pay-to-win — it’s pure convenience.
No PvP advantage. No gameplay lockout. Just expanded farming possibilities.


🧱 Spawner Safety

  • Destroyed in explosions? NOPE.
    TNT, creepers, withers, end crystals — nothing drops spawners.
  • Pickaxe must have Silk Touch II to break spawners.
  • Always drops 100% if conditions are met (Silk Touch II, Not Owned or Protected).
  • Spawners only run while the owner is online to protect server performance and the economy.

⚙️ Spawner Behavior (Technical Notes)

All spawner upgrades & ownership fully GUI-managed

Uses SPREAD spawning to avoid clumping

Chunk limit: 16 spawners per chunk

Nearby mob limit: 8 mobs

No baby mobs spawn from spawners.

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