Tags
Creators
Details
Licensed ARR
Published 10 months ago
Updated 8 months ago
All versions
1.3.2
Release
The Mob 1.3.210 months ago 17
Compatibility
Minecraft: Java Edition
1.21–1.21.10
Platforms
Paper
Spigot
Changes
Hotfix v1.3.2 – AutoSpawn Hot / Cold Logic Fix
This hotfix resolves multiple issues in the AutoSpawn system introduced during the v1.3 refactor and restores the intended arena-based hot/cold lifecycle.
❗ Affected Versions
v1.3.0
v1.3.1
Issues Fixed
1️⃣ AutoSpawns only triggered after /reload
Problem:
Auto-spawns (especially bosses) did not start on first server join and only spawned after a plugin reload.
Cause:
The hot-cycle initialization was missing a proper first-enter reset and spawn allowance.
Fix:
Hot-enter now correctly initializes a new spawn cycle
Immediate spawn is allowed on first hot phase
No reload required anymore
2️⃣ Incorrect World-Based Hot/Cold Detection
Problem:
Leaving an arena but staying in the same world did not trigger the cold phase, causing mobs to persist indefinitely.
Cause:
Hot/cold detection was based on world.getPlayers() instead of arena presence.
Fix:
Hot/cold logic is now arena-based
A spawn is hot only if at least one player is inside its arena radius
Supports multiple arenas in the same world correctly
3️⃣ 60s Cold Reset Not Triggering Reliably
Problem:
Mobs and bosses sometimes remained alive even after players left for more than 60 seconds.
Cause:
Cold timers were reset incorrectly or shared between spawns.
Fix:
Each spawn point now has its own cold timer
After 60 seconds of a completely empty arena:
All mobs and bosses are removed
Spawn cycle resets cleanly
Reset is guaranteed to run only once per cold phase
4️⃣ Boss AutoSpawns Not Respawning
Problem:
Bosses with maxSpawns: 1 did not respawn after arena reset.
Fix:
Bosses now fully participate in the same hot/cold lifecycle
After a cold reset and re-entry, bosses respawn correctly
Bosses are no longer blocked by stale spawn counters
5️⃣ Reload / Restart Safety
Fixes:
All TheMob entities are removed on:
Plugin reload
Server restart
Internal AutoSpawn state is fully cleared
Next hot phase always starts a fresh spawn cycle
✅ Current AutoSpawn Lifecycle (v1.3.1)
Player enters arena
→ HOT phase starts
→ Mobs spawn (1 per interval) until limit is reached
Player leaves arena
→ COLD phase starts
→ After 60s with no players:
- All mobs & bosses are removed
- Spawn cycle resets
Player re-enters arena
→ New HOT phase
→ Fresh spawn cycle begins
⚙️ No Configuration Changes Required
Existing auto-spawn configs remain valid
No YAML changes needed
Performance impact: none (chunk-based checks only)
Recommendation
All users running v1.3.0 or v1.3.1 are strongly advised to update to v1.3.2.
This hotfix restores the intended AutoSpawn behavior and prevents AFK exploits, stuck mobs, and inconsistent boss spawns.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:8hhaeY0e:Q5tlCJyc"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:8hhaeY0e:Q5tlCJyc"
}

