Changelog

Changelog



1.9.2
*Broken spawners now retain their spawned mob type when broken.

1.9.0
*Added Bat, Witch, and Wither.
*Fixed unable to select Cave Spiders/Non creatures.
*Added command to print byte data of a targeted spawner (For development, not intended for player use).
*New Settings: advanced_debugMode: Do not turn this on.

1.8.0
*Experience dropped by spawners can be blocked.
*Spawners can now spawn other entity types (arrows, fireballs, boats, minecarts, eggs)

1.7.1
*adjusted priority of spawner dropping to fix issues with worldguard/residence

1.7.0
*Added advanced setting to make spawners non-interactable if you lack the permission to change them
*We now track Entities rather then LivingEntities. Perhaps we could extend this one day to allow spawners to spawn things like minecarts/snowballs/items, but for now its mostly a bug fix.
*Blockplace events are no longer prevented when interacting with a spawner.

1.6.0
*Vault support
*Re added a permission check I thought was unnecessary, but the check is disabled by default. set advanced.requireExtraPermission to true to force SpawnerAdjuster to check for the permission node "SpawnerAdjuster.SetSpawnType" before checking specific spawn types.
*Dropping spawners now respects blockBreakEvents. This should fix issues with mods like Residence or Factions. Or WorldGuard.

1.5.1.B
*Plugin actually loads (Don't download 1.5.1.A)

1.5.1.A
*Default Permissions are now OP only
*I like everyone about 10% less

1.5.1
*fixed permission check error with Enderman - Thanks Digitalink2008!
*fixed spelling issue preventing changing the spawn type under some conditions - Thanks Digitalink2008!
*Added a setting that prevents Pigs from being spawned by monster spawners.

1.5.0
*Old permissions is no longer supported.
*radius check for spawning is now disableable. (that is not really a word, is it?)
*radius check related settings moved to their own section of the config, your config should automatically update.
*fixed onlyOpsChangeSpawnType always being reset to false
*removed need for SpawnerAdjuster.ChangeSpawnType as this is redundant
*added a command to reload the config file "/spawneradjusterreload". Its long I know, but how often are you going to need to type it?

1.4.1
*Fixed error on slime spawn

1.4.0
*Ocelots and IronGolems now spawnable
*Fixed legacy bridge false positive.
*Permissions are now always ignored for Ops. If you can't trust an Op, who can you trust?
*Radius check 'adjusted'. Maybe this will work better.

1.3.0
*Updated to new Event Listener thing (THANKS kantenkugel!)
*Fixed hooking permissions BEFORE loading config

1.3.0 BETA *Forced mob spawns are now throttled in order to prevent a server crash caused by spawning 100000 zombies a second. Yeah, that was nasty.
*New Setting: TotalSpawnedEnts: - The total number of forced-spawned mobs is now settable.
*Spawners should now respond to power from above/below (Thanks ... crap forgot the name of the person who wrote that code. Anyway, thanks!)

1.2.0
*All 1.0.0 mobs now supported (Snowman, Villager, MagmaCube, Enderdragon, Blaze, Mooshroom)
*New setting: mustHaveValidPermissionsToAlterSpawner - if true, you need to have the permission node for the current mob a spawner is set to to adjust the spawner.
*Fixed permission node "SpawnerAdjuster.DropSpawner".
*Mobs reordered to make more sense.

1.1.2
*New setting: spawnerEntCheckRadius - controls how far around a spawner we look for entities when forcing a spawn with redstone
*New setting: maxNumberOfEntsNearSpawner - if the number of entities near a spawner is greater then this number, we will not force a spawn (technically, we just delete the forced spawn instantly)

1.1.1
*Fixed Spawners getting stuck on a mob type if you had too many mob types disabled
*No longer uses deprecated loading style

1.1.0
*Monster Spawners now only respond to right clicks. Monster type wont change while trying to mine the damn spawner.
*New setting: onlyOpsChangeSpawnType - setting this to true (default: false) will mean only ops can adjust spawners. This setting overrides permissions of any kind. False means we check permissions (or ignore permissions)
*New setting: SpawnersRespondToRedstone - setting this to true (default: true) will allow spawners to respond to redstone signals. False means spawners ignore redstone.
*New setting: allowDroppedSpawners - setting this to true (default true) will allow spawners to be broken and picked up like any other block. False means spawners just disappear when broken.
*New setting: restoneForcesSpawn - setting this to true (default true) will force a spawner to produce a monster (even if spawn conditions are not met) when it faces a redstone signal. False will still obey spawn rules.
*Changing a spawners monster type will also reset the delay of the next spawn to 10 seconds (to prevent being slammed by spawns)
*Classic permissions are now actually loaded. Whoops.

1.0.2
*Fixed creating a ScubaKit config folder on first run. Whoops
*Fixed a typo regarding Skeletons

1.0.1
*Fixed typo in config. Its spelled Redstone, not Restone.

1.0.0
*Initial release! YAH!


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