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Плагины/PassivePhantoms
PassivePhantoms

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 getNearbyEntities for performance.
  • Config comments and status command updated. Early exit when end_spawn_chance is 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_chunk now 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_chunk setting allows server admins to adjust the per-chunk limit
  • Mobcap monitoring: Enhanced /passivephantoms status command 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: true to 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 debug command to toggle debug logging in-game
  • New /passivephantoms status command to check plugin status and aggressive phantom count
  • New /passivephantoms list command to list all aggressive phantoms and their current targets
  • Enhanced debug logging with phantom UUIDs for better troubleshooting
  • Tab completion for all /passivephantoms commands 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

Совместимость

Minecraft: Java Edition

1.21.x1.20.x1.19.x1.18.x1.17.x1.16.x1.15.x1.14.x1.13.x

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Детали

Лицензия:LicenseRef-All-Rights-Reserved
Опубликован:9 месяцев назад
Обновлён:3 недели назад
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