This hotfix focuses on
stability, configuration consistency and long-session behavior, based on real server usage and early community feedback after the v1.2 release.
No gameplay balance changes.
No new mechanics.
Just fixes, cleanup and polish.
Fixes & Improvements Navigation HUD / BossBar
Fixed an issue where the Navigation HUD bossbar could disappear in certain config combinations
Improved internal handling when:
navigation-hud.enabled = false
BossBar now remains stable and predictable across reloads and server restarts
Clear separation between:
Direction display (N / E / S / W)
Radar logic
BossBar lifecycle
➡️ Result:
More reliable HUD behavior, especially on servers with custom HUD setups or frequent reloads.
AutoSpawn Logic
Increased AutoSpawn inactivity reset delay from 60 seconds to 5 minutes
Prevents bosses or mobs from despawning too aggressively during:
AFK moments
Creative-mode observation
Arena preparation phases
➡️ Result:
A more natural survival feeling while still fully preventing AFK farming.
Extra:
Scale improvements
Code (Text):
stats:
health:
max: 20 # Max health (10 hearts)
current: 20 # Spawn health
movement-speed: 0.23 # Vanilla = ~0.23
attack-damage: 0 # 0 = harmless (good for events / early game)
scale: 0.8 # Entity size multiplier (1.0 = default size)
Crown / visual polish across bosses
Code (Text):
name: "&2&lZombie King"
display-health: true # Show health bar / health display
visual: # Get him a new Crown
helmet:
# What should float above the boss
#
# Supported values:
# - PLAYER_HEAD → Custom textured head (crown, skull, etc.)
# - ANY Minecraft item or block
#
# Examples:
# - GOLDEN_CARROT
# - NETHER_STAR
# - DIAMOND_BLOCK
# - WITHER_SKELETON_SKULL
#
type: PLAYER_HEAD
# Base64 texture (ONLY for PLAYER_HEAD)
# Leave empty or remove if using an item or block
#
texture: "eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvOTFiMGE1YmJjNjk3YzBjNDJhNmNmMWI5YzRjNDQzNWIwNzMyMmZjZTViYjI3ZDgyYjY5MzA4NDNlNWFiN2EwOSJ9fX0="
Internal Cleanup
Refactored visual handling:
Boss spawning logic is now cleanly separated from floating visuals
Crowns / floating items are handled exclusively by the visual system
Reduced internal coupling between spawn, visuals and boss logic
Minor safety checks added for edge cases during reloads
Community Feedback Acknowledged “Really cool plugin! I was wondering if you could add more settings, e.g. disabling the directions bossbar and more spawn options.”
✅ This feedback has been noted and directly influences upcoming work.
Current status:
Direction HUD can already be fully disabled
Colors of Radar can be changed
More granular spawn configuration is planned
Code (Text):
# -------------------------------------------------------
# Navigation HUD / Direction Bossbar
# -------------------------------------------------------
#
# Client-side HUD showing player facing direction
# and nearby mob activity via a BossBar.
#
navigation-hud:
# Controls how nearby mobs are detected
# for the Navigation HUD.
colors:
plugin-mob: PURPLE
aggressive-mob: RED
neutral-mob: YELLOW
passive-mob: GREEN
empty: WHITE
mob-radar:
scan-radius: 20
# Radius in blocks to search for mobs