Want a better Minecraft server? Read about SpigotMC here!
Separate names with a comma.
Discussion in 'News and Announcements' started by md_5, Jun 25, 2020.
Report to slimefun
Has anybody run into this one, i can't seem to figure out why this one world is spitting this out.
well，i found it just now，if you use dev rather than release (i mean the previous version)in paper 1.16，it will work.
Haven't seen that one, if you can try and isolate at least part of the map that triggers it and open a bug report with that attached it would be helpful
it's a 22gb map, i have no idea when this happens. the server is `Done!` and then it just spits out 10 of those or 40 or 25 .. only on start.
could it be just the spawn chunks?
If its before players join then probably
Thank you and the whole team for all there hard work and countless hours they put in.
I'm not seeing any hostile mobs spawning since upgrading to 1.16.1. I assume it's my world plugin, but just wanted to check that this isn't a known thing with vanilla, or that something changed with server configs that effect hostile mob spawning rates.
I've been eaten by a lot of zombies, so its just you
That's what I assumed, but thanks for the confirmation.
Our players have been complaining that they can't have a peaceful night, because they've been overwhelmed with zombies. We had to lower the numbers in bukkit.yml to compensate a bit.
Ah, for some reason player.getWorld().getAllowMonsters() is being set to "false". That has to be my plugin. Thanks again for helping point me in the right direction.
I see a getAllowMonsters() in the World class, but not a setAllowMonsters()? How do you set it? Did something change where it used to default to "true" but now defaults to "false"?
setSpawnFlags (or server.properties). They both default to true
I added destWorld.setSpawnFlags(true, true), but getAllowMonsters() is still returning "false". I'm sure it's something in my code, will keep digging.
Oddly, getAllowAnimals() is returning "true". Not sure what the difference is.
puh - good news ^^
I see that this does indeed work, however, I find this a little hard to read (and also tedious to type).
Is there any chance that .translateAlternateColorCodes() will be able to convert a shortened version in the future?
Something (more) standard like &#FFFFFF and &#FFF
Thank you, nice work!
Interesting. If my plugin loads the worlds during onEnable() at server startup, then all of them have World.getAllowMonsters() = false. However, if I load the world using a plugin command after the server has started, then World.getAllowMonsters() = true. Both the onEnable() and plugin command run the same plugin.loadWorld() function.