Workaround for GH-189
Relocation breaks the lookup of a resource bundle, and this is easier than forking and maintaining our own version
AFAIK this should be fine to do. Guess we'll see
I misread the code and thought the code kept looping until the mob spawn cap was hit.
Upon furthur review, this is not true, so this patch doesn't do anything sane.
Behavior may be buggy or otherwise broken, testing with the option is needed.
`fix-cannons` has been removed in favor of `enable-old-tnt-cannon-behaviors`
Use -1 to represent vanilla/unlimited.
Updated PaperWorldConfig to also update the individual worlds limit if it was set
to the new default value.
Should hopefully help #235
Because Techable keeps complaining about how this isn't thread safe,
easier to do this than replace the entire thing.
Additionally, move Saving of the User cache to be done async, incase
the user never changed the default setting for Spigot's save on stop only.
may help #284
Cleans up the lighting queue system, reducing diff and improving implementation.
We no longer stop chunk unloads due to lighting updates, and instead simply flush the lighting queue.
The cost of forcing the chunk (and its neighbors!) to stay loaded waiting for its
lighting work to finish is much greater than simply taking the hit and doing the work.
This change also helps reduce the diff and avoid bugs with missed diffs by removing
duplicated logic.
Also switches to a more effecient data structure (ArrayDeque instead of LinkedList) for the queue itself.
no obviousy bugs caused by this at the moment, but we may need to clean up process to be like
how I use to have it before vanilla did it, and we shouldn't leave this boolean in an invalid state.
While I can't think of any reason to do this except some REALLY weird workflow, I still added a config
to let you save them incase someone runs into issues.
Use at your own risk, we will not waste our time with support
if your server times out and you cant put 2+2 together to
figure out that its because you killed the watchdoge
Provides an API to control the loot table for an object.
Also provides a feature that any Lootable Inventory (Chests in Structures)
can automatically replenish after a given time.
This feature is good for long term worlds so that newer players
do not suffer with "Every chest has been looted"
API and Event added to control the Auto Replenish feature for players.