▶️ ЗАБЕРИ СВОИ 8 ПОДАРКОВ 🎁 ПРИ СОЗДАНИИ СВОЕГО МАЙНКРАФТ СЕРВЕРА
Плагины/TrialChamberPro
TrialChamberPro

TrialChamberPro

Because Trial Chambers deserve better than being a "one and done" dungeon.

Оцените первым
2.9K
29
Все версииTrialChamberPro 1.6.3-mc26

TrialChamberPro 1.6.3-mc26

Release30.06.2026

Список изменений

This plugin version is compatible with Minecraft 26.X.X

[1.6.3] - 2026-06-30

Changed

  • Per-player container loot now rolls fresh, random vanilla loot for each player — and again after every reset — instead of freezing one roll forever. With chests.per-player-loot enabled, the first roll of a chest / barrel / dispenser / dropper used to become a frozen template that every player and every future reset reused, so the loot looked random once and then never changed. Now each player who opens an untouched container gets their own independent roll of its vanilla loot table (true Lootr-style), the container's loot table is never consumed, and after a chamber reset clears per-player copies the next open rolls fresh again — "vanilla, but repeatable." Moderators can still customise a container: open the Container Loot GUI (/tcp menu → chamber → Container Loot) and click a container to edit it, which saves an override that every player then receives (still per-player, re-cloned each reset). Shift-left-click (or /tcp container resetone <chamber> <#>) reverts a container to vanilla random rolls. Each container is labelled Vanilla vs Custom override in the GUI. In-world editing of containers was removed in favour of the GUI. The snapshot-based reset path (servers not using per-player loot) gets the same freshness fix — restored container and decorated-pot loot tables now re-roll fresh each reset rather than repeating an identical fixed-seed roll.
  • The per-player container inventory is now titled "Personal Loot" (was the more confusing "Supply Loot (yours)").

Added

  • /tcp scan add <chamber> — grow a chamber's bounds into sections auto-discovery missed. Auto-discovery floods outward from a vault/spawner, but if neighbouring chunks were still loading when a chamber was first detected (or the chamber was big enough to hit the flood's node cap), the bounding box could be clipped at a chunk boundary — leaving part of the chamber (and its chests, vaults, spawners) outside the registered region, so per-player loot and resets ignored it. The new command re-floods from the chamber's known vaults (now that chunks are loaded) and merges the result into the existing bounds, then re-scans and re-snapshots. Flooding from multiple spread-out vaults also covers more than the original single-seed pass.
  • Auto-expand on discovery. Because few operators will run /tcp scan add across 100+ chambers, newly auto-discovered chambers now get one automatic expand pass a few seconds after registration (config: discovery.expand-on-discover, default on; discovery.expand-delay-seconds). It's best-effort — it can only read chunks that are loaded when it runs — so a wing nobody has visited may still need a manual pass.
  • GUI "Travel & Expand" one-time prompt. The chamber detail screen shows a red button when a chamber's bounds haven't been confirmed: click it to teleport to the chamber (loading its chunks), then click again from inside to scan for and add any clipped sections. It disappears once a thorough pass has run (here or via /tcp scan add).
  • Opt-in discovery.expand-force-load. When enabled, expand passes (auto-expand and /tcp scan add) force-load unloaded chunks on demand so they can reach a wing nobody has visited yet. Off by default — it trades a chunk-load spike for completeness; Paper-only.
  • Per-player container loot can be toggled from the GUI. The Container Loot view now has an on/off switch for chests.per-player-loot, so it no longer needs a config edit + reload.
  • Chamber detail now shows the friendly display name as its title, with the internal ID on a separate line, so the auto-generated auto_world_x_z IDs are no longer mistaken for the chamber's name.

Fixed

  • Auto-discovery chat alert always reported "0 spawners". The notification (and console line) for a newly auto-discovered chamber was built from the flood-fill scan, whose node budget could be exhausted among a chamber's thousands of structural blocks before reaching the recessed trial spawners — so it under-reported, usually as zero. The alert now uses the authoritative full-chamber scan (the same count written to the database), so vault and spawner totals are correct.
  • Chamber resets (and /tcp generate wand) failed on servers without WorldEdit — or with a WorldEdit built for a different Java version. The internal "is WorldEdit available?" check lived inside a class that imports WorldEdit types, so merely calling the check forced the server to load WorldEdit classes; when WorldEdit was missing or version-incompatible this threw NoClassDefFoundError / UnsupportedClassVersionError — and because that's an Error, not an Exception, it slipped past the reset's error handling, aborting the reset silently with no success/failure message and skipping cleanup. The availability check now lives in its own WorldEdit-free helper so it's always safe to call; reset degrades gracefully when WorldEdit is unusable (its optional //undo integration is simply skipped), catches errors of any kind, and always reports the outcome to the operator. WorldEdit remains an optional dependency — TCP no longer needs it installed to reset chambers.

Файлы

TrialChamberPro-1.6.3-mc26.jar(11.31 MiB)
Основной
Скачать

Метаданные

Канал релиза

Release

Номер версии

1.6.3-mc26

Загрузчики

Folia
Paper
Purpur

Версии игры

26.1–26.2

Загрузок

17

Дата публикации

30.06.2026

Загрузил

ID версии

Главная