Multiplayer Spawners 2.0.0 [NeoForge 26.2]
Curse Maven Snippet
What's new
Update - 2.0.0
New
New versions support 1.21.2 - 26.3 Fabric / NeoForge
A new look for player-placed spawners
A spawner placed by a player behaves like a vanilla one: it spawns for everyone, breaks normally and doesn't put out torches. With a mob it now looks dark steel with blue eyes, so you can tell it from the golden world spawners at a glance.
- Spawners can become active again
Server owners can make a disabled spawner active again for each player after a while with
spawnerRespawnMinutes(0, the default, keeps them disabled for good) or/multiplayerspawners respawn <minutes>. Players are told when it will come back. @Fjor thx for the idea!
- Option to turn off the chat messages
showNoticesor/multiplayerspawners toggle_noticesturns off the mod's informational chat messages. @tyrthurey thx for the idea!
- Breaking spawners with spawner tools
With
breakWithSpawnerToolsor/multiplayerspawners toggle_break_tools, a tool of themultiplayerspawners:breaks_spawnersitem tag (Composite Material's dungeon pickaxe by default) breaks a spawner like vanilla, and its mod decides what drops. With the break link turned off as well, spawners can only be broken with those tools or in Creative. @rednetwo thx for the idea!
- Single-use spawners for every player
Blocks that spawn once and then remove themselves can be added to the
multiplayerspawners:one_shot_spawnersblock tag with a datapack: each player gets their own use, and once it's used up for you it stays for the others.
Compatibility
- Quark compatibility
The monster box no longer disappears for everyone after the first player triggers it. Each player gets their own: once it's used up for you, it shows in the vanilla spawner's colours and stops showing its particles to you, while it stays ready for the others. @inf0214 and @vancomb thx for the idea!
- Apotheosis compatibility
The boss spawner no longer disappears after the first player triggers it: each player gets their own boss. @inf0214 thx for the idea!
- Apothic Spawners compatibility
Spawners you disabled no longer keep spawning mobs, and spawners players place are recognised again. @pray_star_jirachi thx for reporting it!
- Ageing Spawners compatibility
A spawner that runs out no longer disappears for the whole server: it runs out only for the players who used it, and stays for the rest. @mochacat thx for reporting it!
- Brass Amber Battle Towers compatibility
Tower spawners work and break as the mod intends again. @decxmber thx for reporting it!
- Respawning Structures compatibility
A regenerated spawner no longer looks disabled to players who had disabled the old one in the same spot. @demivfx thx for reporting it!
Fixes
- Nearby players are always disabled too
Group disabling now works on every hit. Before, hitting a spawner that someone else had already disabled could leave the players next to you with it still active.
- No more flickering spawners
Hitting a disabled spawner no longer makes it vanish or flash for a moment, and a spawner you place no longer shows the active look before switching off. Empty spawners now always look off.
- Spawners no longer spawn for players who disabled them
A spawner you disabled no longer spawns mobs when nobody who still has it active is near, or looks active again after you respawn. @alejoo930_ thx for reporting it!
- Better performance on big servers
Thousands of spawners and torches take much less work, and joining, respawning and loading chunks no longer hit the server hard.
- Unlit torches drop again on 1.21+
Breaking a torch that a spawner put out drops it again.
This mod has no additional files

