Upgradeable Spawners ⭕ Spawner Levels Plugin ✅ Entity Stacking, Butcher - 1.20 Support

MC Plugin Upgradeable Spawners ⭕ Spawner Levels Plugin ✅ Entity Stacking, Butcher - 1.20 Support 4.12.5
Let your players upgrade their spawners!

+ Improved: [#2226] Delete spawner if block is removed by 3rd party plugin without any
possibility to detect it
Requires latest version of Lands, if you have Lands installed.

- Fixed: CachedRequirement modification for levels

Merry Christmas!
The "no-conditions" option has been moved from the config.yml to entities.yml to allow this option to be set per entity type. If you currently have this option enabled, make sure to re-enable it in entities.yml by following the example posted in the changelog.

+ Added: [Suggestion] You can now toggle no-condition for each entity type in entities.yml
Therefore, this setting has been moved, and you might need to reconfigure it. Example:

YAML:
pig:
name: Pig
cost: 5000.0
skull: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNTI3ZWM0NTllYzhiYTM1YWY5YmI0YzdlMDQ5YzdjZThkMjM0NTAyNWJjNDc0NDY2NDdhNTFiODE0YjMwOWRiOCJ9fX0=
# '/Spawners get' will give a pig spawner. You can just remove this option and place it somewhere else to change the default entity.
default: true
# Should spawners of this entity type to have butcher mode enabled?
# This does save performance, since no living entities are spawned. This acts like a virtual spawner
# that doesn't spawn any entities, but still harvests their loot.
# If you disable this option again, then butcher mode will be set to the state each induvidual spawner had before
# it was enabled.
force-butcher:
# Always force butcher?
always: false
# Should a spawner, with this entity type selected, always spawn entities? That means that there are no spawn conditions, except the levels from levels.yml (except player_range).
# All spawners will be able to spawn in air and underwater. There are no restrictions.
# NOTE: This option required server reload / restart.
no-conditions: true
+ Changed: Moved force-butcher to entities.yml
Allows you to set it per entity type

Example:
pig:
name: Pig
cost: 5000.0
skull: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNTI3ZWM0NTllYzhiYTM1YWY5YmI0YzdlMDQ5YzdjZThkMjM0NTAyNWJjNDc0NDY2NDdhNTFiODE0YjMwOWRiOCJ9fX0=
# '/Spawners get' will give a pig spawner. You can just remove this option and place it somewhere else to change the default entity.
default: true
#...
+ Added: [Suggestion] You can now manually pause a spawner in its menu
Also this adds some more information on why spawners are paused.

- Fixed: DB issue
- Fixed: [#2195] Issue with spawning if spawn amount is 1
+ Added: Option to disable stacking for vanilla spawners as well:
Code:
      # Should spawned entities be stacked?
      stacking:
        enabled_2: true
        # Should entites, spawned by vanilla spawners, be stacked too?
        # NOTE: This option requires server reload / restart.
        vanilla: false
- Fixed: [#2182] Entity stacking not completely disabled for vanilla spawners
- Fixed: [#2178] Reducing stack amount did not call entity death event for 3rd party plugins
+ Added: [Suggestion] Entities are now being stacked. Whenever a spawner spawns entities, they will now be stacked if possible.
If it can't find an entity of this type in a radius of 8 blocks, then it will spawn a new entity and stack the rest.
  • You can disable this in stacking.yml.
  • The remove-ai option has been moved to stacking.yml as well and it's state defaults to false.
+ Changed: [#2154] Spread no-condition spawns more evenly on more tasks
Entity stacking is coming soon as well.
- Fixed: [#2151] Not being able to disable period_amount upgrade by setting period time to 0
This should also fix spawning issues with servers, having that set to 0.
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