
PassivePhantoms
A Minecraft Bukkit/Spigot plugin that makes phantoms spawn natrually in the end (no overworld spawn) & are passive until they are attacked by a player.
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PassivePhantoms 1.3.0-Dev1a
beta21 марта 2026 г.1.3.0-Dev1a (2026-03-19)
- Added Folia support baseline for passivephantoms.
- This release was branched from the latest version to avoid breaking existing installs.
- Internal migration/update compatibility checks were reviewed for this version line.
PassivePhantoms 1.2.6
beta10 марта 2026 г.[1.2.6] - 2025-03-09
Added
- Locktight-style config migration (config_version, merge with default, preserve comments).
- Modrinth update checker (async; notifies ops on join via
passivephantoms.notify). Supports dev versions (e.g. -Dev1a, 1.2.6b1). - Config options:
update_checker,spawn_check_radius,end_spawn_interval_ticks. All numeric settings validated and clamped to safe ranges. - Per-spawn cap now uses phantoms near the player (within
spawn_check_radius) so flying phantoms can’t bypass the limit; End spawn event also enforces per-chunk cap.
Changed
- Spawn cap is radius-based (default 64 blocks) instead of chunk-only. Stuck/tree logic runs only for phantoms within 128 blocks of a player. Entity counts use
getNearbyEntitiesfor performance. - Config comments and status command updated. Early exit when
end_spawn_chanceis 0.
Fixed
- Memory: cleanup on phantom death (all tracking maps), clear all maps on disable, prune stale UUIDs from aggressive set in movement monitor.
max_phantoms_per_chunknow enforced correctly when AFK in the End (was bypassed by phantoms leaving chunk).
PassivePhantoms 1.2.5
release7 июля 2025 г.Note: Movement improvements are experimental and phantoms may still get hung up on chorus trees.
Added
- Movement improvements: Automatic stuck detection and escape assistance for phantoms
- Natural tree avoidance: Guides phantoms to fly around chorus fruit trees using gentle velocity adjustments
- Enhanced status command: Shows plugin status and movement improvement status
Configuration
phantom_settings.movement_improvements_enabled: Enable/disable movement improvements (default: true)phantom_settings.stuck_detection_ticks: How often to check for stuck phantoms (default: 100 ticks = 5 seconds)phantom_settings.stuck_threshold: Consecutive checks before considering stuck (default: 3)phantom_settings.stuck_distance_threshold: Minimum movement distance (default: 1.0 blocks)phantom_settings.max_stuck_attempts: Maximum escape attempts before removal (default: 5)phantom_settings.tree_avoidance_enabled: Enable/disable tree avoidance (default: true)phantom_settings.tree_avoidance_radius: Detection radius for chorus fruit trees (default: 3.0 blocks)
Technical Details
- Single optimized monitoring task handles both stuck detection and tree avoidance
- Tree avoidance uses gentle velocity adjustments instead of teleportation for natural flight
- Stuck detection uses distance-based movement tracking with configurable thresholds
PassivePhantoms 1.2.5b2
beta7 июля 2025 г.Added
- Per-chunk mobcap system: Prevents infinite phantom spawning with a limit of 8 phantoms per chunk
- Configurable mobcap: New
phantom_settings.max_phantoms_per_chunksetting allows server admins to adjust the per-chunk limit - Mobcap monitoring: Enhanced
/passivephantoms statuscommand shows phantom populations per world - Chunk-based spawning: Phantoms now spawn based on chunk limits rather than world-wide limits
- Better distribution: Prevents single players from hogging all phantoms in a world
- Debug logging: Shows chunk coordinates and mobcap status in debug messages. Enable
debug_logging: trueto see when chunk mobcaps are reached.
Changed
- Spawn system: Changed from per-world (15 phantoms) to per-chunk (8 phantoms) limits
- Performance: More efficient phantom counting using chunk-based calculations
- Fairness: Better phantom distribution across multiple players in different areas
- Configuration: Mobcap is now configurable instead of hardcoded
- Logic robustness: Mobcap logic is robust and tested; no chunk will ever exceed the configured limit, mirroring vanilla mobcap enforcement.
Technical Details
- Uses chunk coordinates (
blockX >> 4,blockZ >> 4) for efficient counting - Each chunk can independently have up to the configured limit (default: 8 phantoms)
- Multiple chunks can each reach their limit, allowing higher total phantom populations
- Maintains compatibility with multiple End worlds
- Configurable mobcap supports values from 5 (conservative) to 15+ (generous)
- Mobcap enforcement is logged when debug_logging is enabled
PassivePhantoms 1.2.5b1
beta7 июля 2025 г.Fixed
- CRITICAL: Fixed phantom targeting issue where Phantom aggresion would randomly break
- CRITICAL: Fixed phantom aggression persistence - phantoms now stay aggressive after being hit
- Changed event priority from LOWEST to HIGH for better compatibility with other plugins
- Improved phantom damage event handling to ensure immediate aggression
- Fixed targeting logic to properly handle null targets for aggressive phantoms
- Added immediate re-targeting for aggressive phantoms when they lose their target
- Fixed variable scoping issues in lambda expressions
Added
- New
/passivephantoms debugcommand to toggle debug logging in-game - New
/passivephantoms statuscommand to check plugin status and aggressive phantom count - New
/passivephantoms listcommand to list all aggressive phantoms and their current targets - Enhanced debug logging with phantom UUIDs for better troubleshooting
- Tab completion for all
/passivephantomscommands with smart filtering - Comprehensive tracking of when phantoms are added/removed from aggressive set
Changed
- Updated version to 1.2.5 to reflect critical bug fixes
- Improved command help messages with new subcommands
- Enhanced targeting event logging to show target information and aggressive status
- Better error handling and safety checks for phantom targeting
Technical Details
- Aggressive phantoms now re-target immediately when they lose their target (null)
- Re-targeting uses next-tick scheduling to avoid event conflicts
- Only re-targets when phantom actually loses target, not constantly
- Preserves natural phantom AI attack cycles while maintaining aggression
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Лицензия:LicenseRef-All-Rights-Reserved
Опубликован:9 месяцев назад
Обновлён:3 недели назад
