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/
@NemisisX31
I started working on this, but its a very complex task. Its on my long term list.
@sadmean
take a look at the changes
http://dl.bukkit.org/downloads/craftbukkit/view/01347_1.3.1-R1.1/
permisson node for being able to use redstone? If it could be done, thatd be great! :D
When is the 1.3 release happening. Also keep up the great work :)
@daego
This is now done and will be in SpanwerAdjusters next release.
https://github.com/choel/SpawnerAdjuster/commit/fd4312d0f6857bab7f7369e1cf95f879ddae1005
@Bakurawr
Oh ... I remember. I remember that I never really solved it. Its still on my list. It seems to work for a while then slowly falls out of sync. That's been my experience anyway.
I don't know if you remember but posted an image in the forums a while back where the maxNumberOfEntsNearSpawner and distanceToCheck doesn't really do their work when setting it to such as 50 on each, yet it keeps pumping out mobs.
Having 100 or so zombies about 30m away from the spawner with the values as set above and yet it doesn't stop to spawn more zombies from that spawner.
looking forward for the 1.3 update
@daego
Yes, that sounds very reasonable. I'll try to get it in to 1.8.
thx, waiting for this :-)
btw, can u add a "SpawnerDropExp= False"
to ur plugin ?
cause update 1.3.0 :
Gameplay:
Improved experience collection:
Destroying mob spawners gives experience now
this can prevent some bugs maybe like the spawner drop thing
@daego
@PauloABR
@UltraMC
1.7.1 should fix the spawner clone issue (again)
https://github.com/choel/SpawnerAdjuster/commit/c56bb2576dae4991a2b05e2b842f52cc810641b3
@daego
Thats a good question. It seems extra weird since the config file is usually a version or two out of date. I suppose that its for new users of the mod, so they can adjust some settings before running the mod for the first time. Old users can just ignore the config file since it just gets updated automatically anyway.
why did u still ad a config in ur zip ?
@PauloABR
This bug should have been fixed. Hmmmmm, guess I'll give it another whirl.
@UltraMC
I'm having the same problem, but with Residence.
When placed on WorldGuard or PreciousStones region and destroyed by not a region owner they can be copied - they do drop on the ground WTF?
@sadmean
I found the technical jargon quite useful. I've recently updated my plugin (WhatIsIt) to display the mob type of a spawner and am interested in learning what the changes are going on with the spawners specifically and how people are dealing with them. I'll agree with your logic about using the damage value...and I might consider altering my plugin to behave differently because of this. (I plan on downloading this plugin to help me test mine, actually, when I get back to my home computer.)
@MedlarGW
According to Enderdragons+'s curse page, ender dragon's will fly to 0,70,0 when they do not have a target...at least without that plugin's "fix". What you might be able to do is see if that plugin and this one are compatible. Then stick a spawner where you want the enderdragon to be and a button or something that a player can click if he/she wants more dragons.
@SeanLad
That's not entirely accurate. Mob spawners do not preserve the type of mob that they were spawning at all when broken. The plugins that preserve the mob type actually 'store' the ID of the mob that was being spawned as damage (in the same way that a diamond sword or armor takes damage).
I have been hesitant to implement this method of storing ID for 3 reasons.
1. This solution would prohibit item stacking, as stacking would cause the damage value to be lost on all but 1 spawners in the stack
2. Because minecraft was not desinged to handle spawners with damage, it is entirely possible that a future build of minecraft will encounter said 'damaged' spawner and then simply crash. This would render any character with a spawner in their inventory unable to log in until their inventory was cleared. (it could also render your world corrupt if the damage value is attached to the block after the block is placed, but I doubt this is the case)
3. A future version of minecraft may start officially using that field for something else, which would render that plugins solution useless, and could even lead to situation 2 again.
As such, I have elected to wait until the monster spawner ItemStack is officially endowed with the ability to store mob type. Based on the latest change list, this could be as soon as minecraft 1.3.
In the end though, this is all technical jargon and hardly worth reading.
Going to be using an alternative plugin to this for mob spawners. But just to let you know any collecte Mob spawners turn to pig when you collect them. A simple fix would be to not maike them stackable.
Hi! I have a request, do you think it is possible to add a "mobspawner spawn range max/min"?
My idea is to make mobspawners owns mobs spawn in "huge" area (100 or 150 cubes distance). I'm searching for that feature, but i don't find anything for help. It would be awesome!