This hotfix resolves an issue introduced during the AutoSpawn refactor where only a single mob or a single spawn point would activate under certain conditions.
❗ Problem
AutoSpawns were incorrectly tied to
per-spawn-point player proximity instead of the intended
arena / world hot-cold lifecycle.
As a result:
- Only the spawn point the player was standing near became active
- Other configured auto-spawns in the same arena/world remained inactive
- This made it appear as if only one mob was spawning, even though limits and intervals were configured correctly
This behavior was
not intended and differed from the stable v1.3 AutoSpawn design.
✅ Fix
The AutoSpawn system has been restored to the
v1.3 Hot / Cold lifecycle model:
- WORLD = ARENA
- A world becomes HOT when at least one player is present
- A world becomes COLD when empty for a configurable time
- All AutoSpawns in that world activate together
- Each spawn point:
- Spawns 1 mob per interval
- Respects maxSpawns
- Does not refill during the same cycle
- Full reset only occurs after the world turns cold and hot again
This guarantees:
- Predictable wave-based spawning
- No AFK farming
- No partial or inconsistent spawn activation
Technical Changes
- Removed per-spawn-point player proximity dependency
- Restored arena-wide (world-wide) hot/cold state handling
- Simplified AutoSpawn lifecycle to match v1.3 design
- Ensured command API compatibility (/mob autospawn, /mob list autospawn, /mob del autospawn)
- No configuration changes required
Compatibility
- Fully compatible with existing AutoSpawn configurations
- No data migration needed
- Safe to update on running servers
Notes
This hotfix does
not reintroduce refill-based spawning or AFK exploits.
The system remains intentionally strict and event-focused.
Future updates may introduce optional activation modes (WORLD vs CHUNK) for different server types.