SpawnerAdjuster
Current Version: Look over here ---->
(Bukkit.org Forum Page | Source | Youtube Demonstration | ChangeLog | Permission Nodes | Config | Latest .jar* | Recipe Addon )
( SpawnerAdjuster for other platforms: Vanilla Server | Client only )
*Direct latest .jar link removed to conform to bukkitdev guidelines. If you can't open/don't trust zips, Please PM me and I'll send you a direct link to the .jar
What is SpawnerAdjuster? It allows Monster Spawners to be utilized in various fashions, but it has 3 primary functions.
# Allow what is spawned by the spawner to be changed by simply clicking on it. # Force the spawner to do its thing by feeding it a redstone signal # Allow a spawner to be moved by simple breaking it.
Why create a this mod? Surly one exists already!
Yes, indeed. I saw 2 actually. However they both lacked a chunk of things I wanted. 1 had permissions support but requires /commands to work with a spawner, and I believe a player should never have to resort to the / key. The other one, while allowing interaction with just clicking was not up to date with 1.8 and the author said "6 weeks" before he update it. No, no I'll write my own, thank you.
-----Enough about why, lets talk about how-----
The config.yml can be found in your server's plugin folder, in the directory "SpanwerAdjuster'. An explanation of all the settings in it can be found at http://dev.bukkit.org/server-mods/spawneradjuster/pages/config/
I like to think the permissions are straight foward. Only SuperPermissions are supported. Permission nodes can be found at http://dev.bukkit.org/server-mods/spawneradjuster/pages/permission-nodes/
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Thanks :) hopefully you fix it soon!
LOL Sad, the patch notes for 1.6.0 kill me man. :D
@convictedsaint
I'm sorry to hear that, I'll keep whacking away at it.
@ryvix
Such a thing is currently implemented, but its not fool proof. There is a hard limit of 10 mobs per spawner, but it doesn't work 100% of the time which is why its not an 'advertised' feature yet. Its been in since SpawnerAdjuster 1.2 or 1.3 I believe.
I see in the config that you can limit forced spawns and that you can check within a certain distance for spawns to limit them that way. But what if people run the mobs down some water and into a trap. Will it be able to stop them from spawning after a set number then? Is there some way to do this? Thanks!
Just tested this on my server, I can confirm that it is not fixed.
Players with no build rights can still hit the block and get copies.
@convictedsaint
This is fixed in 1.6.0. The problem I have is that 1.6.0 is also when I started working on Vault support. The two don't mix well together in testing.
But, I put a test build of 1.6.0 up that SHOULD do what you need.
Man you really need to check your tickets.
There are some pretty serious bugs you need to fix (INFINITE DUPE)
Woo! I showed up in the update notes!
:D Thanks for the cred Sad. Good to see you're keepin the plugin going :)
@missingscrews
can you give me a link to the specific plugin you use? I wanna see how they cancel block breaks
@missingscrews
Been having the same problem with spawners that are within Residence-protected territory.
I use factions on my server and if a person breaks a spawner in a protected territory, the spawner will drop and then the block will respawn, effectively causing the ability to mine infinite spawners.
Thanks man this really helped
@sadmean can fix it fast please? :(
@sadmean
ok waiting :) ty!
@shukamu
Looks like I removed a line of code that I should not have removed a while back. I will re-add it and get a new version up this weekend.
@Lolseeker
/ @sadmean any fix for it?
@shukamu
Having the same problem
Players without permission can change mob....
system: onlyOpsChangeSpawnType: false SpawnersRespondToRedstone: false allowDroppedSpawners: true debugLogs: false ignorePermissions: true mustHaveValidPermissionsToAlterSpawner: false TotalSpawnedEnts: 5 redstoneForcesSpawn: true
PermissionsEx v1.19.1
1.5.1.B works 100% with CB 1.2.5-R1.0.