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Spawn System page

Open Spawn to control the whole spawn experience for the selected instance. This page affects the next spawns after you save; it does not retroactively change a collectible that is already active in Discord.

For a field-by-field log with allowed values, defaults, dependencies, and troubleshooting, use Spawn settings reference.

The page is intentionally detailed. Start with Core Spawn Pace and Catch Experience, then test those settings before changing the advanced variety and anti-camping sections. Any edit shows the dashboard’s unsaved-changes bar at the bottom. Press Save Changes to apply the complete set of edits or Discard to abandon them.

Choose Enabled to allow the spawn system to run. Choose Disabled to stop regular collectible spawns without deleting any collectibles or player inventories. This is useful during maintenance, migration, or a private test.

The Spawn strategy dropdown decides what starts the search for a new spawn:

  • Message based uses chat activity. Messages contribute activity toward the next spawn.
  • Time based follows timing without requiring the activity threshold.
  • Random adds a chance roll after timing and activity are eligible.

Choose the style that matches your server. A busy community can use message based. A quieter community may prefer time based so it does not need constant chat. Random is for a less predictable rhythm.

Average spawn time min is the fastest expected wait for the next spawn. Average spawn time max is the slowest expected wait. Both are measured in seconds. The actual wait moves within this range depending on the strategy and other rules, so they are not a promise that a spawn will happen at one exact second.

Keep the minimum lower than the maximum. For example, 900 and 1800 creates a broad 15- to 30-minute baseline. Short values create a much more active game and can quickly fill a channel.

Activity reward per message decides how strongly active chat shortens the wait. A higher number means messages have more influence. It does not bypass the next setting.

Minimum spawn interval is the hard floor, in seconds, between two spawns. Even an extremely active channel cannot make a new spawn appear sooner than this. Use it to protect a channel from rapid back-to-back drops.

The Catch method dropdown chooses how a player claims an active collectible:

  • a click-only method;
  • a chat-name method, where the player types the collectible name; or
  • a combined method, where the player uses the button and types the name.

Chat-name methods need the Message Content intent enabled in both Discord and Config. If you select one while that intent is unavailable, players may not be able to complete the intended catch flow. Test the exact method in a private channel after saving.

Catch button color picks the Discord button style. It changes the appearance only. Catch button text is the label shown to players and is limited to 48 characters. Make the label an obvious instruction, such as Catch or Claim.

This section controls the text Kompendium sends at different moments. Use Message type to switch between the available message categories, such as the initial spawn, a new collection entry, a wrong name, a late catch, or a fled collectible. The selected category changes the editor underneath; it does not remove the other categories.

Turn off Show a message when a collectible expires without being caught if expired collectibles should disappear quietly. Turn it on when you want a visible fled notice.

Each category may contain several possible messages. Press Add message to add another row. Use the x button on a row to remove it. The dashboard keeps at least the needed structure for the category, so remove only messages you are sure you no longer want.

Chance distribution decides how Kompendium selects from the rows:

  • Equal gives every message in that category the same chance. The weight fields are hidden because they are not used.
  • Custom reveals a Chance weight beside each row. A weight is relative, not a percent. A row with weight 2 is picked twice as often as a row with weight 1.

Use Equal when you simply want variety. Use Custom when one announcement should be common and a joke or rare line should appear occasionally.

Press Placeholders to open the list of values available in spawn messages. Copy the placeholder exactly, including the braces. Useful values include:

  • {collectible} and {collectibles} for your configured singular and plural labels.
  • {special_event} or {special_event_name} for an active special event.
  • {special_rarity} for the special event’s rarity value.
  • {server_name}, {server_id}, {channel_name}, {channel_id}, and {member_count} for the Discord location.
  • {catch_button} and {catch_action} for the current catch flow.
  • {bot_name} for the runtime bot’s name.
  • {mention} for the player involved in a wrong-name, late, or new-entry message.

{collectible_name} and {collectible_code} exist too, but avoid them in the initial spawn message. They give away the answer in a name-based catch flow. They are appropriate only when the collectible has already been caught or revealed.

These settings decide which collectible is picked after Kompendium decides that a spawn should happen.

Rarity curve shapes the overall rarity distribution. Lower values flatten the result so rarer entries appear more often. Higher values make common entries more dominant. Change it gradually and observe several days of results instead of judging one spawn.

Rare activity bonus gives highly active channels a small improvement in the chance of lower-rarity picks. Set it to 0 if activity should not influence rarity.

Random variety jitter adds a small unpredictable shift to weights. It stops the same configured weights from feeling too rigid. 0 makes selection more predictable.

Global diversity window looks at recent spawns across the entire bot. Global diversity strength decides how strongly those recent entries are avoided. Use these to keep the bot as a whole from repeating the same collectible too often.

Server diversity window and Server diversity strength do the same inside one Discord server. A server with a higher strength is less likely to see a recent repeat, even if that collectible is not common elsewhere.

Catch history minutes is how long the bot remembers recent catches for diversity. Catch history penalty decides how much that history reduces the chance of a recently caught item. Same collectible cooldown minutes is a more direct cooldown for recently seen collectibles; the multiplier in the final tuning section determines how strong the reduction is during that cooldown.

Anti-camping settings prevent one player or one noisy moment from controlling all catches.

  • Minimum server members is the minimum member count a server needs before it can enable spawns. Set it to 0 to allow every configured server.
  • Catch cooldown is how many seconds one player must wait after a successful catch.
  • Server-hop cooldown is how long a player must wait before catching in a different server.
  • Spawn timeout is how long an active collectible remains claimable before it expires. It cannot be less than 60 seconds.
  • Catch limit window is the period used by the short-term catch limit.
  • Max catches per window is the maximum catches allowed in that period. Set it to 0 to disable this limit.
  • Maximum catch per day is the daily cap. Set it to 0 to disable the daily limit.

Start with modest limits and adjust after watching real player behaviour. A high server-hop cooldown is good for a network where players jump between servers to farm, but it can feel restrictive in a community that legitimately plays in several channels.

Catch rewards only apply when the Currency module is enabled. Regular catch reward minimum and maximum define the range for a normal catch. The selected reward is also weighted by collectible rarity.

Special bonus minimum extra and maximum extra are a second roll added when the catch is special. These are extra rewards, not replacements for the normal range. Keep the minimum no greater than the maximum in each pair.

This last section is for fine tuning after the normal settings are behaving well. Leave it alone until you can describe the problem you are trying to solve.

Threshold min and threshold max control how willing activity scoring is to react to quiet chat or loud bursts. Message cache window is how much recent chat the anti-spam logic remembers, and Anti-spam lock adds a pause after repeated bursts.

Activity reduction cap is the largest fraction of the wait that activity is allowed to remove. Minimum unique chatters requires that many different participants before activity can trigger spawns. Repeat author multiplier reduces the score of back-to-back messages from one person. Dominant author threshold and dominant author multiplier reduce activity when one author makes up too much of recent chat.

Finally, Random strategy chance only affects the Random spawn strategy. Same collectible multiplier controls the remaining weight of a collectible that is inside its same-collectible cooldown. A smaller value makes recent repeats much less likely; 1 removes that particular reduction.