Gameplay / SpawnersPrivate source

FlameSpawners

A spawner economy with backpressure.

Stacked-loot spawners with bounded production, storage, selling, XP, upgrades, holograms and an offline storage migration path.

Status

Current build 1.0.6. The changelog still marks 1.0.6 as unreleased, so no dated release claim is made.

Checked version 1.0.6

Evidence checked 2026-10-30

FlameSpawners case study visual

The problem

Spawner plugins fail when production, storage and selling are treated as independent loops. A burst of drops becomes a burst of database writes, then a burst of lag, then a support ticket.

What I built

  • Built a batched production dispatcher with explicit per-pass ceilings.
  • Added durable output modes and a pending-cycle cap instead of unbounded in-memory queues.
  • Added YAML, SQLite and MySQL storage with queued flushes and an offline migration path.
  • Kept the public API versioned and added a sell-price provider SPI.

Architecture and trade-offs

Batched production

A 20-tick dispatcher processes a bounded number of spawners per pass and caps logical rolls. Large farms do not get to monopolize the tick.

Backpressure is a feature

Pending output and cycle caps prevent an offline or slow economy from growing an unbounded queue. The plugin would rather hold production than lose the server.

Storage is restart-scoped

Backend choice is restart-only. That avoids pretending a live migration is safe when the queue and the database need to agree on ordering.

← All work