Inactive [MECH/FUN] SpawnerAdjuster v1.8.1 - Monster Spawners enhanced! - [1.3.2-R2.0]

Discussion in 'Inactive/Unsupported Plugins' started by Choelian, Sep 30, 2011.

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    Please visit our page for up-to-date information.​
    SpawnerAdjuster v1.8.1 for Craftbukkit #ihavenoidea (1.3.2-R2.0)​
    What is SpawnerAdjuster? It allows Monster Spawners to be utilized in various fashions, but it has 3 primary functions.​
    1. Allow what is spawned by the spawner to be changed by simply clicking on it.
    2. Force the spawner to do its thing by feeding it a redstone signal
    3. Allow a spawner to be moved by simply 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-----​
    Most information can now be found on our bukkitDev page, here:
    However, I do still check this thread daily monthly (usually on accident), feel free to post here if you don't like curse or something.​
    The Config File explanation page has been moved to

    The list of Permission nodes has been moved to:

    The Changelog has been moved to

    *The full zip isn't really necessary. The jar will create the config files that are missing.
    TheHackerPlayer, kawa1107 and DaEgo like this.
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    Really usefull, First Thanks !
    Works perfectly, no bug.
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    *Hint hint* Typo in title :p
    Sweet, need something that could use redstone.
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    Sorry but mine had never a command to change the behaviour of a spawner ?
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    Good lord, how did I not catch that? Thank you.

    Yours actually didn't come up when I originally searched (I did a search for "Monster Spawner", those 2 words next to each other apparently aren't in your post). Had I found it, I still would have made this one though. I needed Superperms and direct Redstone response, (and I have a thing about only using Open Source stuff) But I would like to say your idea to use pistons to trigger a spawn is very original. Your mod is great and useful, but its not quite what I wanted, so I made what I wanted.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 20, 2016
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    Awesome plugin!
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    One thing you might want to think about is introducing a 1-2 second delay before the mob spawner starts producing mobs while you are switching through them. Last thing you would want someone to have to deal with is 3-4 silverfish coming out when they really only wanted to get to the cow setting they missed...
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    You were right, and I added that. When you switch a spawn type, the delay is reset.
    Tux2 likes this.
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    Please upgrade to latest RB
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    This is now done.
    1.1.1 (1337)
    -No longer uses deprecated Configuration.
    -other stuff
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  12. Looks awesome! Do you think you could hook it up to spout so there can be a GUI?
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    I'm slowly pushing my players toward spout, but its a slow process.

    But as far as long term goals go, yes. Yes I do want to explore the possibilities spout has to offer.
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    Can you only force spawn a couple of mobs?..Cuz i spawn like 12 zombie and then it stops spawning them and spawner drop is not working when i have the SpawnerAdjuster.* permission on
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    In order to prevent server overloading, we cancel the spawn event if there are too many other entities near the spawner. Next version, I'll make the number of entities that cancel the event changeable
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    Why does this show up as a virus unlike every other plugin I've grabbed? I just don't want to screw up my friend's cloud server ._.
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    java is a virus oO ? sounds like a bad security system ...
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    In what way does it show up like a virus?
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    With 1.1.2, you could now change this. Change the setting "maxNumberOfEntsNearSpawner" to say ... 50. You may also change "spawnerEntCheckRadius" to a lower number (2 or 3) if you wanted to move the spawners closer together.
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    I like this plugin a lot, but there a few problems:
    -The spinning mob inside the spawner is always a pig.
    -The spawner spawns a mob when the redstone current changes either from 0 to 1 or 1 to 0, not just when it goes from 0 to 1. (Ie turning the current on and then off with a lever spawns two mobs).
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    As I understand it, that's a vanilla SMP bug, way beyond my fixing.
    You are correct, I'll fix this one right away.
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    can i install this for multiplayer servers too as plugin ?
    works fine btw , thank you
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    I've seen naturally-generated spawners with spinning Zombies inside though ._. oh well.
    Thanks for fixing the redstone. The ability to easily tweak the spawner and activate it with redstone will make for some great dungeons!
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    I am using your plugin for a "fighting game"
    There is buttons activating the spawners.
    Is it possible to deactivate the spawner if the redstone linked to it is off ?
    It would be very convenient, if the spawners reacted like a dispenser !!!
    (I managed to do it by puting the right amont of light around the spawners)
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    I was thinking using left-click to just turn the spawner off. Using the status of attached redstone may have unintended effects on already existing networks. Then again, I could just add a "deactivedByRedstoneStatus" setting.

    I'll experiment and get back to you ... once bukkit is updated to 1.0.0
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    I think the "deactivedByRedstoneStatus" setting would be great, it would do exactly what i want.
    It would also correct the issue with nether mobs spawning even if there is light around.
    Be carefull with left-click because in creative mode it will break the spawner.

    I'm already using bukkit 1.0.0, with the last build (1488) there is no more errors on server start, everythings look to work with your plugin.

    If you need some tests do be done I'll be appy to help.
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    Are there any plans to update this for 1.0.0

    I am currently using it on a 1.0.0 server and the plugin works fine, but there is no way to make it spawn the new mobs like Blazes and that would be awesome if there was someway to do that.

    Also the option to have to use a item when your right click (I have them set up on my server with a custom recipe so that people can make cattle and sheep farms ).

    I also have people that just like to find mob spawners in the wild and when you are fighting around a mob spawner and accidently right click it , it tends to make people upset lol

    Other than that it is a awesome plugin
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    1.0.0 update will be out as soon as there is a 1.0.0 recomended build for bukkit. I've got the source updated, but it wont compile as a few of the 1.0.0 mobs are missing from bukkits CreatureType enumerator (specifically, Magma Cubes and Snow Golems are missing). There is technically a workaround, but its the kind of workaround that corrupt a world if I mess up, and I will not risk that. As soon as bukkit gets a new RB, this will be right behind it.

    As for accidently changing the spawner, I had a request from a friend to make a setting that basicly says "if you don't have permission to set the spawner to the mob it is currently on, then you can't change the spawner at all". If you players are only allowed to make sheep/show/pig farms and they come across a skeleton spawner, then this would prevent them from changing that spawner. Would that work for your server?
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    Thanks for the fast reply :cool:.

    I fully understand not wanting to mess up peoples world, for right now i have made the ability to change the spawners OP only so they have to get hold of me till the 1.0.0 update is out.

    and yes the permisssions change would be perfect :)

    thanks for the great plugin
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    Works great! Even 1.0.0 it is still functional as said above. However I have noticed a small bug (at least I think it's a bug) when breaking a spawner it drops nothing. I would think it would only be because of 1.0.0 but just letting you know.

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