I'm absoloutly in love with the new features! (and the new range-setting, that isn't quite a new feature yet, but hey ) On the note of the spawners, when they are being remade, I'd like to see a few more settings for them, then they'd be about as perfect as they're gonna be~ I would love seeing a setting for -Repawntime: How long does it take from a mob to die, till it respawns -Winduptime: How long does it initially take to spawn the mobs (ie. if none is around, is there a delay, or will it happen instantly).. This is a really "Nicetohave" feature, that'll rarely be super usefull, but it is nonetheless one I'd like to have. -Betweenspawntime: What should the delay between spawns be? Should they always pop right ontop of eachother, or should it wait n-sec between spawns? (Note: This would affect the respawntime, by prolonging this time slightly, if all mobs are dead) -Firstspawn: Should all mobs spawn immediatly when it first spawns (ie. no mobs are around, or recently killed), or should they use the betweenspawntime? either way this would still respect the winduptime. -Spawnrange: Similar to the setting about how far (a) player is from the spawner to make it spawn, what area should the spawner *spawn* them in? 3x3x3 around, 5x5x5? etc. Can be either fixed options, XYZ, +-XYZ, or radius. Either would add to the flexibility, while +-XYZ would be the most customizable, but also require a small level of understanding. -Selfdestruct: Should the spawner destroy itself after spawning its cap? This could add interest in spamming a room once, and then removing the spawner. -Spawnperbatch: Spawn between min and max, every time it's allowed to spawn. This would usually be 1-2, but adds to randomness. -Multiplier: By how much should spawnperbatch be multiplied with, for each additional player. 1 means "ignore several players", 2 means double for each extra player. (ie. if spawnperbatch is 1, and 2 players, it will spawn 2. If 3 players, it will spawn 3. etc). The multiplier setting should also affect the total number of mobs that are allowed (which as far as I've understood, already is a setting <3) -PersistSpawns: Should the spawned mobs be saved (ie. not despawn). This is mostly for combining with "selfdestruct" These would be for each mob in the spawner: -SpawnWithWeapons: Specify which weapons the mob can use (for instance pistol, t2 rocket). Also define how much ammunition the mob have for each (pistol,t2 rocket) -SpawnWithHealthkits: Specify how many healtkits the mob spawn with (can use to heal self) -BaseModifiers: Attribute-changes, from default. for instance (aggrorange[+30],health[+45],shield[+60]). If used with +/-, it takes the default and modifies. If used as a constant (30), it's set to that number. -UseAIScript: specify one/several AI script. It will pick one to follow till it die, on spawn, from this list. This ties into the http://empyriononline.com/threads/poi-rework-ai.11259/ If the above is a little too needy, I would atleast like to see the respawntime setting implemented. That alone could add a lot to the spawners mechanics. Optionally, for the time based ones, there could be a min/max setting to add further ability for a random factor Except for the settings-part, there's the visual part. More spawner types could be a nice way to go -A medic-bay inspired version, that essentially 'grows' them. Several version of this could be made, some mechanized, others biological, with creepy fluids etc. -different variations of Cocoons. Some in spider design, some in assasin, etc. -Statis pods (Like something "wakes from a pod") -Holes/cracks : different versions of holes, that they can "crawl" out of´. A variaty fitting for different terrains, and blocks. -portals/pylons/... If implemented, the destroy on spawn setting, should not delete the spawner, but rather render it permanently inactive, and change its appearance to a fitting state. The cocoon could be cracked, statis pod open, medic bay empty, etc. Either way. Great work on the new spawners!