Inactive [MECH/FIX/INFO/ADMN] SilkSpawners v2.0.2 - harvest mob spawners! [1.2.5-R4.0]

Discussion in 'Inactive/Unsupported Plugins' started by mushroomhostage, Feb 8, 2012.

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    SilkSpawners - harvest mob spawners!
    Version: 2.0

    Ever wanted to move a monster spawner? Now you can, using tools with the "silk touch" enchantment.

    • Spawner retains creature type
    • Works on legit spawners
    • Optional showing of creature type when spawners are placed or broken
    • Optional /spawner command to view creature type of spawner you are looking at
    • Optional /spawner [creature] to change an existing spawner in the world, if in your crosshairs
    • Optional /spawner [creature] to put a new spawner item in your empty hand
    • Optional /spawner [creature]egg to put a new spawn egg in your empty hand
    • Optional crafting of spawners using monster eggs + eight iron bars
    • Optional left-click spawner with spawn egg to change type (ops only by default)
    • Optional changing spawner type with spawn egg (either consuming or not consuming egg)
    • Optional permissions support
    • Optional support for custom mobs added by client/server mods
    • Optional support for spawning any entity with spawn eggs (dragons, non-creature entities, etc.)
    • Optional support for dumping entity ID map on startup for debugging mods
    • Flexible creature type names on input (pigman, zombiepigman, pigzombie, etc. all accepted), official names on output (Magma Cube, not "LavaSlime")

    BukkitDev page - includes full documentation, additional screenshots, source code



    Change Log:
    see BukkitDev for full log

    2012-05-07 1.5
    • Add optional support for Spout and clicking item to show spawner type (thanks thedudeguy)
    • Add mob and Entity IDs from RanCraft Penguins 1.2.5f in config.yml

    2012-04-11 1.4
    • Improve spawnEggOverride to spawn on clicked block instead of above player
    • Change craftableSpawners recipes to shaped, egg surrounded by iron bars (thanks xGh0sTkiLLeRx)
    • Add per-creature crafting recipe config options (enableCraftingSpawner)

    2012-04-02 1.3
    • Add spawnEggOverride option to allow spawning _any_ entity using spawn eggs including dragons or non-living entities (dangerous, default off)
    • Add dumpEntityMap option to show entity ID mapping for debugging purposes
    • Add mob and entity IDs from AnimalBikes 1.11.0 in config.yml
    • Tested on 1.2.4-R1.0 and 1.2.3-R0.3

    2012-03-21 1.2
    • Respect WorldGuard protection
    • Add spawnersUnstackable config option (default false)
    • Add mob and entity IDs from Rancraft Penguins 1.1c in config.yml

    2012-03-03 1.1
    • Update for new API
    • Craftable spawners supported on: CraftBukkit 1.2.3-R0.1, 1.1-R7, 1.1-R4
      (not on 1.1-R6, due to BUKKIT-602)

    2012-02-26 1.0.1
    • Fix NPE when using /ss to view type of non-standard spawners
    • Tested with CraftBukkit 1.1-R5 (1961 development build)

    2012-02-26 1.0
    • Change default destroyDropEgg to false in config.yml
    • Change command to /silkspawners, add /spawner and /ss aliases
    • Preserve comments in config.yml
    • Remove workaround for BUKKIT-602 since its fixed in 1.1-R4
    • Remove workaround for Material.MONSTER_EGG since its fixed in 1.1-R4 ModLoaderMP 1.1r3
    • Remove dependence on CreatureType
    • Add /ss all to list all creature types
    • Add /ss [creature]egg to get a free spawn egg item, as opposed to a spawner box
    • Add silkspawners.freeitemegg permission
    • Add minSilkTouchLevel config option, to control Silk Touch enchantment requirement
    • Add support for custom mobs
    • Add mob and entity IDs from Natural Selection mod
    • Compile for CraftBukkit 1.1-R4

    2012-02-08 0.5
    • Add clicking spawner with spawn egg to change type (by default, ops only)
    • Add option to consume spawn egg when clicking spawner to change type
    • Add silkspawners.changetypewithegg permission node
    • Compatibility with modded craftbukkits missing Material.MONSTER_EGG
    wavecom and inumayobaka like this.
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    It's only possible to have persistent spawner types if you are only holding one at a time. If you pick up two spawners of different types I imagine the first will be overriden.
    If the plugin has bugs don't ignore them.
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    Are you actually seeing this behavior? I've tested with SilkSpawners 0.5 + CraftBukkit 1.1-R3 and the multiple spawners retain their creature type as expected:



    If you run into any problems or have any suggestions please let me know and I'll see what I can do.
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    But how is that possible? UUID? I read your BukkitDev page and that answered my question, I would think stacking should remain a problem. I suppose the differing enchantment levels could prevent it, but if the plugin prioritizes tracking via damage it might be a problem, as damage-data doesn't prevent stacking (for blocks).
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    It is possible to prevent stacking by damage value, using reflection to alter the Item hasSubtypes boolean (obfuscated 'bQ'). BookWorm and Writable do this to make books and paper unstackable, for example.

    SilkSpawners however doesn't rely on item damage values because of BUKKIT-329, so it doesn't need this trick. Enchantments do prevent stacking (at least in 1.1-R3).
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    Released 1.0 with some major changes in preparation for 1.1-R5 (although the plugin still has only been tested on 1.1-R4 so far). No longer using CreatureType where alternatives are available (since its being replaced by EntityType in 1.1-R5), but probably the coolest feature is that it now works with non-standard creatures added by other mods:


    These turkeys are from the Bukkit port of the very awesome Natural Selection mod.

    edit: released 1.0.1 fixing a bug with custom mobs; tested on 1.1-R5 dev build with no problems
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    md_5 anything else I need to do to get this approved?
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    Seems good, approved
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    Updated to SilkSpawners 1.1 - now supports CraftBukkit 1.2.3-R0.1, 1.1-R7, and still works on 1.1-R4 (for modded servers).

    For those still running Minecraft 1.1, but without mods, CraftBukkit 1.1-R7 is recommended – it is a "ghost" build, since it was forked from 1.1-R6 but includes new fixes – and can be download here. The important fix in 1.1-R7 for SilkSpawners is BUKKIT-602, which ultimately allows crafted spawners to work as expected, unlike 1.1-R6. If your CraftBukkit is modded and cannot be updated, then 1.1-R4 will work too (including craftable spawners). Finally, SilkSpawners 1.1 also works on the 1.2.3-R0.1 beta build.
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    I went ahead and added said stacking prevention to SilkSpawners 1.2, optional "spawnersUnstackable" configuration option. It is off by default, since vanilla CraftBukkit has no problems mixing up stacked items (you can stack spawner items, as long as they are of the same type), but I have received reports of some CraftBukkit mods which group items together for efficiency and can get confused. This may be a bug in the mod, not SilkSpawners, but it was easy to add this config option so why not.

    Also tested SilkSpawners with the pretty sweet RanCraft Penguins mod. It is one of the few Bukkit-ported mods which add new mobs (that I could find at least. I'm always looking for new mobs to add… anyone know any compatible with Bukkit?). As expected, the new penguins can be spawned with SilkSpawner-placed spawners or spawn eggs. Version 1.2 includes the required mob and entity IDs in the default config.yml (but the new mobs have to be enabled before they can be used, of course). Screenshot:

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    is there any way to mine the spawner and get the egg with using SilkTouch? i like the spawner egg better then the spawner its self. Then with the spawner egg i can place it and it places the mob spawner.
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    Hi, I am using SillkSpawners and it does a lot for me for like adventure maps and stuff. I hope you will be updating it regularly and soon for 1.2.4. Thanks!
  13. Ahoi, I was using your plugin in my server (awesome job by the way), so yesterday night I placed a blaze spawner inside a room, today when I woke up I had 247 blazes inside that room x_X It seems like there is no limit on how many monsters it will spawn, I wonder if it's due the plugin being outdated or something else, help would be appreciated, thanks =D
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    Not handled by this plugin, sorry. SilkSpawners only moves mob spawners, it doesn't control how they spawn, leaving spawning up to Minecraft itself.

    Not currently but this plugin may help:

    Just posted an update, SilkSpawners 1.3 for 1.2.4-R1.0.
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    Nice plugin, but when I try and move the spawner in my inventory the game crashes, any way to fix this?
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    Can you post your crash log?
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    Heyy I know this is off theme of the plugin, but can you add a feature of other things? Like ice? You could make it toggle-able for if people really dont want it :D
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    Not a bad idea, but as you know, it doesn't really fit into SilkSpawners. I had another plugin to pickup ice: Sublimation, but there wasn't much interest so I marked it inactive in favor of EnchantMore, in which I incorporated the same functionality (as Pickaxe + Silk Touch II, but it can be changed to regular Pickaxe + Silk Touch in the config). Also considered merging EnchantMore and SilkSpawners (so the enhanced Silk Touch could pick up spawners), but I think many people would rather the plugins be separate :)
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    Still, I would think it would take up more resources to have several plugins that do only slightly different things...Just a thought....
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    True, true.. another plugin which was developed out of this goal of efficiency (combining multiple small plugins into one) was OtherDrops.. I find it very interesting, and have considered trying to merge the functionality of SilkSpawners into OtherDrops. It can easily be configured to drop ice and has some support for spawners already. Haven't got around to doing this merge however. But if anyone is up for doing it, feel free, both plugins are open source :).
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    Is there any way to configure whether or not it requires the enchantment to harvest a spawner?
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    Yes you can set "minSilkTouchLevel: 0" in the config, then spawners can be harvested without any enchantments.
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    Please don't. OtherDrops was a major CPU hog for me last time I tested it.
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    Thank you very much. And does it still require a pickaxe? If not, is that configurable?
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    Alright :). Though even if someone wants to merge the two plugins, SilkSpawners will still likely stay independent.

    No, in both cases, unfortunately. What do you have in mind for configuring what tools could be used? I suppose I could add options "require pickaxe", "require axe", etc., but, this could get complex with custom tools of the same type I'm not sure how to reliably detect.

    Anyways, released SilkSpawners 2.0, details on , but the major change is it now auto-detects entity IDs (useful for mods).
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    Not to mention it sounds like you fixed a dupe bug with mcMMO.
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    I can't harvest them plz help cool mod but yeah i can't pick them up
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    getting this error....
    2012-06-17 09:45:39 [SEVERE] Could not pass event InventoryClickEvent to SilkSpawners
    at org.bukkit.plugin.RegisteredListener.callEvent(
    at org.bukkit.plugin.SimplePluginManager.callEvent(
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.serverhook.NetServerHandlerProxy.a(
    at net.minecraft.server.Packet102WindowClick.handle(SourceFile:28)
    at net.minecraft.server.NetworkManager.b(
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.serverhook.NetServerHandlerProxy.a(
    at net.minecraft.server.NetworkListenThread.a(
    at net.minecraft.server.MinecraftServer.w(
    Caused by: java.lang.ArrayIndexOutOfBoundsException
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    I don't know if this is a bug or not, but when I destroy a block, such as grass block, while holding the spawner in my hand it acts like I'm using the silk touch enchantment. It will give me the grass block instead of dirt. If this is just a feature of the plugin, how do I disable it? I've searched the config.yml without any luck.
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    It looks like this happens due to the Creaturebox compatibility. A silk touch enchant is added to all the monster spawners created with this plugin. Since I don't use Creaturebox for me the fix would probably be to remove that enchant when the player holds a spawner (and of course stop it from adding silk touch to them).

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