5.7.1

Details

  • Filename
    PopulationDensity.jar
  • Uploaded by
  • Uploaded
    Jul 25, 2016
  • Size
    76.56 KB
  • Downloads
    210
  • MD5
    6d6f441dfc9737217b9eed06433251ae

Supported Bukkit Versions

  • 1.10

Changelog

Latest Change

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5.7.1 Updates

  • Skeletal horses won't be removed if they have saddles, are leashed, or have nametags.

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Recent Changes

5.7 Updates

  • Auto-fixing super-crowded boats which can add significant server lag.
  • Pets won't teleport with their owners when sitting.
  • Horses won't teleport unless the teleporting player is riding them.
  • When you're spawning new players directly in their home regions, they won't fall out of the world anymore, they will get to their new home regions faster, and you'll spend fewer CPU cycles getting them there (perf improvement).
  • Fixed players dying after teleport on paper spigot servers.

5.6 Updates

  • Added a limit on the number of hoppers allowed in a chunk to prevent severe lag issues on long-lived servers (defaults to 10, see config file). Hoppers will NOT be removed retroactively, and players with the populationdensity.unlimitedhoppers permission ignore the rule when placing new hoppers.
  • Players now launch into the air, then teleport to max build height and fall to the ground when teleporting from one region post to another. This isn't just an aesthetic thing - it's a big performance win because PD doesn't have to scan the world to find the best height to place a teleporting player at. But it is fun for players, and also gives chunks some time to load on the client before the player arrives at the destination post. By design, players can't engage their elytras during the fall, preserving the challenge/fun in finding or building a great glider launch point.
  • Unless they have a rider or a nametag, skeletal horses are now removed when the chunk unloads (because they never despawn otherwise, and threaten to lag your server as their population grows uncontrolled).
  • When PopulationDensity detects severe lag and its entity thinning code doesn't fix the problem, it will now dump entity counts to your server log to help you find problematic chunks and investigate further or clear the problem yourself. For example, if you have a chunk with 100+ hoppers, this will help you locate the problem so that you can fix it. Only loaded chunks with at least 10 total entities will be output, and the output is in a delimited format to make it easy for you to import those data into an app like Excel.
  • Similar to PD's removal of "abandoned" animals, PD will now also detect minecarts which have been loaded for a very long (a week) without anyone right-clicking them and remove them. You can disable this in the config file.
  • When animals are removed because they're packed too close together, PD will now try to place a dead shrub where the animal was standing to mark the removal in case you wonder where the cows went later. Similarly, PD will try to place a live shrub when an abandoned entity is removed. PD will never replace an important block to get this done (so no replacing rails with shrubs, for example, when a minecart is removed).
  • Now removing unused config options from your config file.

5.5.1 Updates

  • Probably fixed the intermittent "my region post isn't teleporting anyone" problem. I think it was the new skeletal horses with riders being nearby at the time of the teleport.

5.4.1 Updates

  • Just performance boosts. :) Specifically, reduced CPU costs for publishing region scan results to the logs and respawning players at their beds.

5.5 Updates

  • Added a config option to log removals of abandoned farm animals.
  • The /NameRegion command no longer names already-named regions, making it suitable for limited use by players (only admins have permission by default). As for how to limit use, consider for example a plugin that charges server cash for using specific commands. The new /ReNameRegion command works exactly like the old /NameRegion command did, and is meant for administrative use. See manual for permission node information.

5.4 Updates

  • Now removing abandoned farm animals. This is a HUGE win for server performance on any server which has been online for more than a couple of months. Pets (horses, cats, dogs) are never removed, nor are any animals with nameplates. Two of each type of animal will always be left, to allow for rebreeding later if the owner returns. Each time a player successfully interacts with an animal (right click), the "abandoned" counter resets. The abandoned counter does NOT move when the animal is not loaded, so "abandoned" animals which aren't actually costing the server any CPU cycles will not be removed. This feature can be disabled in the config file.
  • Region names will now tab-complete with the /visit command.
  • When teleporting via region post, anything on a lead held by you, any animal following you (because you're holding bait), and any nearby pet belonging to you will come along for the ride.
  • I started this project about 5 years ago now. Unbelievably, I have completed by todo list (except for some performance tweaks). If you've asked for something and I didn't answer you, or if I promised you something and haven't delivered, please speak up and I'll either put an item back on my list or explain why I decided against a change. :)

5.3 Updates

  • The region names used for automatically-named regions are now customizable in config.yml.
  • Allowed spaces and numbers in region names.
  • Protected posts from fluid flow.
  • General performance improvements.
  • API: DataStore.nameRegion() is now public, so naming regions programmatically is possible.

5.2 Updates

  • Dropped aliases which conflicted with Essentials. I know many of you really liked having these for your new player experience, but constantly having to help those who don't want them struggle through commands.yml is just too much support cost. If you want those aliases, you'll have to implement them yourself in commands.yml, which is documented on the Bukkit wiki.
  • Region names can now have capital letters after the first, for example "BigHill".
  • Tweaked the monster spawner speed limit to stop shutting-down monster grinders which aren't out of control.
  • Added a permission node for /ListRegions. All players have it by default.
  • Maximum region name length is now changeable in config.yml. Beware - font size varies by texture pack, so making it bigger will mean some signs don't show the whole region name for some players.
  • Now auto-answering lag complaints (when a player types only "lag" in the chat) and muting those whines.
  • Added config options to disable anti-lag features, for you lag fans out there (or who prefer other plugins' solutions to lag).

5.1.1 Updates

  • Reduced density of animal spawns in the new player area.
  • Refocused animal spawns in the new player area to emphasize cows most (was chickens), to provide leather and reduce chicken-egg insanity.

5.1 Updates

  • More frequent animal spawns in the new player area.
  • Spawn rate limit for monster grinders (configurable, see config.yml). By default, will not spawn more monsters if there are already 3 or more in the chunk. This will prevent grinders from starving-out the server's spawn limit, which can mean no monsters spawning outside of grinders.

5.0 Updates

  • Added a /SendRegion command which administrators may use to send a player to his home region or to a specific named region from anywhere in any world. It requires the populationdensity.sendregion permission, which ops have by default.
  • Fixed players vandalizing region posts via pistons.
  • The help message players get when they punch a region post sign is now more customizable - you may remove the URL if you like.

4.9.4 Updates

  • Lag no more! Fixed an issue preventing the entity thinning code from working. If you were lagging before, you won't now. ;)
  • Teleport with your pets! Now when you teleport via a region post, any nearby pets tamed by you and anything you have on a leash (even a monster) will teleport with you.
  • Reduced logging related to lag reduction.

4.9.3 Updates

  • General performance fixes.
  • Fixed compat with latest 1.8.3 server builds (Spigot team broke this).

4.9.2 Updates

  • Added an advertisement for the new /ListRegions command.
  • Fixed a bug where some players would cause some log spam to appear when they respawned.

4.9.1 Updates

  • Added /RegionList.
  • Major performance update. PD hasn't really been a performance problem for servers, but I streamlined it anyway. The slash commands are now much faster, and you'll find that PD takes up an even tinier slice of your TPS, even when executing its scheduled new player area scans.

4.9 Updates

  • Now you can customize all messages displayed by the plugin in a new messages.yml file.
  • Monsters with nametags or player gear won't be removed when players teleport in or respawn nearby.

4.8.1 Updates

  • Added a config option to disable entity thinning as part of lag reduction.

4.8 Updates

  • UUID migration. When your players log in, they'll get new uuid-based player data files. If they haven't changed their names yet, their old data will hop over into the new file. Otherwise if they've already changed names, PD will try to guess their home regions using first their bed spawn location if they have one, or their current location. It's not perfect, but it will work well for most cases. :)

4.7.1 Updates

  • Entity thinning for lag reduction now takes sheep and rabbit colors into account.
  • Lag reduction will now run automatically when your server lags.

4.7 Updates

  • Region post design (block types, not shape) is now customizable.

4.6 Updates

  • Reworked anti-lag feature.

4.5 Updates

  • /RandomRegion is back. It's not advertised by the plugin. If you want your players to know about it, the easiest option is to use one of the many customizable post signs (see config file).
  • Horses and wolves (dogs) now respawn in the new player area in addition to other animal types.
  • Posts are built in the wilderness before players get there, to ensure they can find a post when they want one.
  • Made animal, villager, and item thinning much less aggressive (monster thinning is unchanged).
  • Added an option to adjust the post protection area's size. Beware - if it's larger than the post platform, it's possible new players could be "trapped" if they're up on mountainside or deep in a ravine, because they're unable to build or break their way out.

4.3.2 Updates

  • Fixed error messages in log when trying to break a sign in a world which is not the managed world.

4.3.1 Updates

  • No functional changes, just necessary compatibility changes for CraftBukkit 1.8.

4.3 Updates

  • Players may now build/break much closer to the region post, so they won't be stuck when the post lands in an unlucky spot.
  • Made wood and resource score minimums for the new player area configurable.

4.2 Updates

  • Fixed a problem with teleporting to and from the city ("spawn") when it's in a different world from the managed world.
  • When players teleport to a region post, log into your server for the very first time, or respawn at a region post, nearby monsters will disappear to prevent ambushes.

4.1 Updates

  • Added colors to the most common messages.
  • Added tutorial video links to some error messages, for new players who don't read signs on posts.
  • Players are now allowed to break logs, leaves, and tall grass around region posts for a smoother new player experience.
  • Took another shot at fixing the "brand new players sometimes fall out of the world" problem.