
TrialChamberPro
Because Trial Chambers deserve better than being a "one and done" dungeon.
- Загрузки
- 3K
- Подписчики
- 29
- Обновлён
- 9 июля 2026 г.
- Лицензия
- CC-BY-NC-ND-4.0
Опубликован 24 октября 2025 г.

TrialChamberPro
The most complete Trial Chamber plugin... that's free!?
Please share your "If it would do [THING], I would use it" feedback! ![]()
Recently Added
New in 1.7.0:
- Tunnel-breaking — solves the "how do players even get in?" problem. Let players mine into a walled chamber through the tuff-brick shell, with drops always suppressed so the endlessly-restoring blocks can't be farmed. A shell-depth limit stops them strip-mining the interior, and every tunnel heals on the next reset. Opt-in via
protection.tunnel-breaking. - Import datapack rooms —
/tcp dungeon import <file|folder|zip>turns vanilla.nbtstructure templates (the format "crazy chambers"-style datapacks use) into rooms for TCP's procedural dungeon engine. Jigsaw blocks become doorway connectors automatically, and generated dungeons get resets, loot, and protection like any chamber. - Datapack-enlarged chambers discover correctly — auto-discovery now asks the game for a chamber's exact structure bounds, so chambers enlarged by datapacks register at full size in one pass. Player-built chambers still discover via the block scan.
- Configurable database table prefix — all TCP tables are now
tcp_-prefixed (database.table-prefix) so they can't collide with other plugins on a shared database. Existing installs migrate automatically and safely on first start. - Built for huge chambers — scanning, snapshotting, and spawner resets are now batched across ticks, so even multi-million-block datapack chambers never freeze the server.
And from recent releases:
A guided setup tour — run
/tcp setupfor a friendly, one-setting-at-a-time walkthrough of the main options (Enable / Skip / Disable, nothing forced). Native Dialog UI on Paper 1.21.7+, with an automatic clickable-chat fallback on older servers.
See the native Dialog UI (Paper 1.21.7+)
The whole chamber is per-player — vaults and chests / barrels / dispensers / droppers each hand every player their own Lootr-style copy that resets with the chamber (decorated pots refill too).
Chambers can't be claimed or blast-mined — blocks Residence / Lands / GriefPrevention claims from overlapping a chamber, and stops AdvancedEnchantments enchants from breaking into one.
Vaults, expanded — native Vault economy rewards in loot tables, working time-based cooldowns, key-to-reopen vaults, and opt-in floating hologram feedback.
This plugin is updated almost daily — and many of these features came straight from a server owner's suggestion. Got an idea? Share it (Discord above) and there's a good chance it ships within days. Thank you!
Full documentation: https://darkstarworks.gitbook.io/plugins/mc/tcp-documentation — most questions are answered there.
Why TrialChamberPro?
Vanilla Trial Chambers weren't designed for multiplayer. The first player takes everything, vaults stay locked forever, and griefers destroy spawners. TrialChamberPro fixes all of that.
| Problem | Solution |
|---|---|
| First player gets all loot | Per-player vaults with individual cooldowns — and per-player chests/barrels too |
| No way to reset chambers | Automatic scheduled resets with player warnings |
| Vaults locked forever once opened | Time-based cooldowns, reset-based unlocks, or pay-keys-to-reopen |
| Griefers break spawners | Full protection system with optional WorldGuard support |
| Players can't get into a sealed chamber | Tunnel-breaking: dig in through the shell, farm nothing |
| Paper trial key bugs | Built-in fixes for known Paper issues |
| No progression tracking | Statistics, leaderboards, and PlaceholderAPI support |
| Setup overhead per chamber | Auto-discovery — chambers register themselves |
Two-Line Plug-and-Play Setup
For most servers, the only thing you need to configure is this:
# plugins/TrialChamberPro/config.yml
discovery:
enabled: true # find natural trial chambers automatically
auto-snapshot: true # capture blocks so resets can restore them
Restart once. Fly or walk through your world — every natural trial chamber registers itself as its chunks load, with per-player loot, protection, and automatic resets already active. Done.
Why it's opt-in: on old worlds that pre-date 1.21, players sometimes build decorative structures out of tuff and copper blocks. The auto-detector could register those as chambers. On fresh worlds there's no risk. More details in the docs →
Prefer manual control? You can still register chambers with WorldEdit (/tcp generate wand MyChamber) or by coordinates — see Your First Chamber. And /tcp setup walks you through the main settings either way.
Features
Core Systems
- Auto-Discovery — natural chambers register themselves on chunk load, at their exact structure bounds. Works with datapack-enlarged chambers.
- Automatic Resets — chambers restore on schedule with configurable warnings, or set the interval to
0for manual-only. - Per-Player Vaults — everyone gets their own loot with separate cooldowns, plus optional pay-keys-to-reopen.
- Per-Player Chests & Barrels (opt-in) — Lootr-style private container copies that re-roll fresh after every reset, so the whole chamber is per-player.
- Tunnel-Breaking (opt-in) — players can mine into a sealed chamber through the shell; broken blocks drop nothing and heal on reset.
- Procedural Dungeons — build modular rooms with jigsaw-block doorways (or import them from datapacks) and
/tcp dungeon generatestitches them into brand-new chambers. - Full Protection — block break/place, container access, mob griefing, claim conflicts, wild-vault placement. WorldGuard-aware.
- Statistics & Leaderboards — vaults opened, mobs killed, time spent, with PlaceholderAPI support.
- Admin GUI —
/tcp menudoes everything. No YAML editing required — and/tcp listdeep-links into it.
Advanced Loot — multi-pool tables, custom plugin items, command & vanilla-table rewards
- Multi-Pool Tables — common / rare / unique pools like vanilla, fully configurable. Docs →
- Per-Chamber Overrides — assign a different loot table to any specific chamber.
- GUI Editing — open
/tcp menu→ Loot Tables, click a table, and edit it. Changes save toloot.ymlinstantly. - Custom Plugin Items — drop Nexo, ItemsAdder, or Oraxen items directly from vaults:
- type: CUSTOM_ITEM plugin: nexo # or itemsadder / oraxen / craftengine / mythiccrucible item-id: mythic_sword weight: 5 - Custom Model Data — set
custom-model-dataon any vanilla item for resource-pack integration. - Command Rewards — run any console command as loot (economy deposits, permission grants, XP).
- Vanilla & Datapack Tables — reference any registered loot table directly:
- type: VANILLA_TABLE table: "minecraft:chests/trial_chambers/reward" weight: 30 - Potion & Tipped Arrows — full attribute support including Bad Omen III–V ominous bottles.
- LUCK Integration — optional bonus rolls for players with the LUCK effect.
Multiplayer Enhancements — wave tracking, spawner glow, spectator mode, PlaceholderAPI
- Spawner Wave Tracking — boss bar shows wave progress as players fight, and disappears when you leave the area.
- No Wave Infighting — spawner mobs no longer kill each other and clear the wave for you.
- Spawner Glow Outline (opt-in) — active spawners glow through walls;
chamber-remainingmode lights up every uncleared spawner so nobody hunts for the one they missed. - Spectator Mode — dead players can watch teammates complete the challenge, bounded to the chamber.
- PlaceholderAPI — 30+ placeholders for scoreboards, holograms, tab lists.
Technical — Folia-native, async architecture, dual database, translatable
- Folia Native — full support for regionized multithreading; also runs on Paper, Purpur, and Pufferfish.
- Async Architecture — Kotlin coroutines, zero main-thread blocking; big chambers scan and snapshot in tick-friendly batches.
- Dual Database — SQLite (default) or MySQL with connection pooling and a configurable table prefix for shared databases.
- Self-Updating Configs — new options and message keys merge into your existing files on every update (with a backup).
- Fully Translatable — every player-facing string lives in
messages.yml. Edit one file,/tcp reload, done. - WorldEdit / FAWE — optional; used for selection-based chamber creation and near-instant resets.
Premium Add-on Modules
TrialChamberPro is, and always will be, completely free. For servers that want to push further, three optional paid modules are available at esmp.fun/plugins:
- TCP-MythicTrials — per-player chamber progression. Every clear bumps each participant's personal difficulty tier (T1–T20, then Mythic M1–M5): mobs scale in stats, gear, and tactics while rewards scale with them. HUD, leaderboards, and seasons included.
- TCP-WildSpawners — place TCP preset spawners anywhere on the map, no Trial Chamber required. Hand them out via shops or crates; includes a GUI editor, holograms, and griefing protection.
- TCP-VaultCrates — a crate plugin that uses vanilla Trial Vaults instead of chests: built-in per-player state, two visual tiers, a key mechanic, and a dramatic open animation with no resource pack.
Requirements
| Requirement | Version |
|---|---|
| Minecraft | 1.21.1+ (use the -mc26 JAR for 26.x) |
| Server | Paper, Folia, Purpur, or Pufferfish |
| Java | 21+ |
Optional Dependencies
- WorldEdit / FastAsyncWorldEdit — selection-based chamber creation, fast resets.
- WorldGuard — additional region protection.
- PlaceholderAPI — scoreboard / hologram placeholders.
- Vault — economy command rewards.
- Nexo / ItemsAdder / Oraxen / CraftEngine / MythicCrucible — custom items in loot tables.
- LuckPerms — permission command rewards.
Quick Start & Reference
Quick Start (manual mode) — the classic WorldEdit workflow
Prefer not to use auto-discovery? The classic workflow still works:
1. Drop the JAR in your plugins folder
2. Start your server
3. Select a Trial Chamber with WorldEdit (//wand)
4. Run: /tcp generate wand MyChamber
5. Run: /tcp snapshot create MyChamber (enables auto-reset)
6. Done!
Commands — the ones you'll actually use
| Command | Description |
|---|---|
/tcp setup |
Guided, opt-in settings tour (native Dialog UI, or clickable chat on older servers) |
/tcp menu [chamber] |
Open the admin GUI (does everything); with a name, jump straight to that chamber |
/tcp list [page|current] |
Interactive chamber list — click to copy names or open the GUI |
/tcp generate wand <name> |
Register chamber from WorldEdit selection |
/tcp reset <chamber> |
Force immediate reset |
/tcp snapshot create [chamber] |
Enable automatic resets (omit the name while standing inside) |
/tcp dungeon generate <name> |
Stitch a procedural chamber from your room templates |
/tcp dungeon import <file> |
Import .nbt structure templates (or a datapack zip) as rooms |
/tcp loot set <chamber> <normal|ominous> <table> |
Override loot for a chamber |
/tcp stats [player] |
View statistics |
/tcp leaderboard <type> |
View top players |
/tcp reload |
Reload config & loot tables |
Permissions — the essentials
| Permission | Description | Default |
|---|---|---|
tcp.admin |
Full admin access | OP |
tcp.stats · tcp.leaderboard |
View own stats / leaderboards | Everyone |
tcp.spectate |
Use spectator mode after death | Everyone |
tcp.bypass.cooldown |
Ignore vault cooldowns (careful: removes progression!) | OP |
tcp.bypass.protection |
Build in protected chambers | OP |
tcp.discovery.notify |
Get notified when auto-discovery registers a chamber | OP |
Heads up:
tcp.bypass.cooldownis granted to OPs by default. If you're testing cooldowns as an OP, they'll appear broken — either test as a non-OP or explicitly negate the permission.
Essential Configuration — the settings most servers tweak
Sensible defaults work out of the box. The settings most servers actually tweak:
global:
default-reset-interval: 172800 # 48 hours. Use 0 for manual-only resets.
vaults:
normal-cooldown-hours: 0 # 0 = vanilla (locked until chamber reset)
ominous-cooldown-hours: 0 # Set a positive number for per-player time cooldown.
reopen-cost-keys: 0 # N = open an already-used vault again for N keys. 0 = off.
chests:
per-player-loot: false # true = every player gets their own chest loot (Lootr-style)
protection:
tunnel-breaking:
enabled: false # true = players can mine in through the shell (no drops)
discovery:
enabled: true # Auto-register natural chambers. Opt-in.
auto-snapshot: true # Allow auto-discovered chambers to restore on reset.
PlaceholderAPI — 30+ placeholders
Placeholders for player stats (%tcp_vaults_opened%, %tcp_mobs_killed%, %tcp_kdr%, %tcp_time_spent%), current state (%tcp_current_chamber%, %tcp_current_chamber_reset%, %tcp_chamber_count%), leaderboard rank (%tcp_leaderboard_vaults%), and top-10 boards (%tcp_top_vaults_1_name% … _value% for vaults/chambers/time/mobs). Built-in caching (stats 30 s, leaderboards 60 s).
Support
- Documentation — setup guides, configuration reference, troubleshooting. Please check here first! Most questions are already answered.
- Discord — community support, announcements, feature requests. Not everyone's a reader — that's fine, come chat.
- GitHub Issues — bug reports.
- Source Code — open source under CC-BY-NC-ND 4.0.
Target Audience
- Survival Servers — renewable endgame content that keeps players engaged.
- SMP Networks — fair loot distribution across your playerbase.
- Minigame Servers — competitive Trial Chamber runs with leaderboards.
- Adventure / RP Servers — protected dungeons with custom rewards.
Paper 1.21.1+ / 26.1.2+ · Folia Native · Java 21+
Made with Kotlin by darkstarworks
This plugin is free forever and actively maintained.
If you have questions or would like to just say Hi, come join the Discord.
Rather stay silent? (Anonymous) donations are also VERY welcome: https://ko-fi.com/darkstarworks
Ченджлог
1.8.1Релиз26.1.1, 26.1.2, 26.2 · 9 июля 2026 г.
This plugin version is compatible with Minecraft 26.X.X
1.8.1 - 2026-07-10
Added
- World exclusion. New
global.excluded-worldslist in config.yml keeps TCP inactive in named worlds — useful when a second overworld-type world has Trial Chambers you want to leave vanilla. In an excluded world, auto-discovery never registers chambers,/tcp generateand/tcp dungeon generateare refused, and wild trial spawners get no boss bars or wave tracking. Chambers registered before a world was excluded keep working; remove them with/tcp delete <name>.
Changed
- Updated the bundled PluginPulse updater to v0.8.0 (configurable source order, authenticated private-repo updates, Jenkins update source).
1.8.1Релиз1.21.9, 1.21.10, 1.21.11 · 9 июля 2026 г.
1.8.1 - 2026-07-10
Added
- World exclusion. New
global.excluded-worldslist in config.yml keeps TCP inactive in named worlds — useful when a second overworld-type world has Trial Chambers you want to leave vanilla. In an excluded world, auto-discovery never registers chambers,/tcp generateand/tcp dungeon generateare refused, and wild trial spawners get no boss bars or wave tracking. Chambers registered before a world was excluded keep working; remove them with/tcp delete <name>.
Changed
- Updated the bundled PluginPulse updater to v0.8.0 (configurable source order, authenticated private-repo updates, Jenkins update source).
1.8.0-mc26Релиз26.1.1, 26.1.2, 26.2 · 5 июля 2026 г.
This plugin version is compatible with Minecraft 26.X.X
1.8.0 - 2026-07-05
Added
Built-in updater with one-command installs. The old notify-only update check is replaced by PluginPulse: updates are now checked on Modrinth first (GitHub Releases as fallback), and a new
/tcp updatecommand lets admins act on them —check,download(fetches the new jar, verifies its checksum, backs up the current jar, and stages it in the server's update folder so it installs on the next restart),restore(roll back to the previous jar),ignore <version>, andstatus. Behaviour is controlled by the newupdatesection in config.yml:mode(check-only/notify/download/auto-stage),check-interval-hours, andrequire-hash. Servers running the-mc26build automatically follow-mc26releases. Nothing is ever downloaded in the defaultnotifymode.Optional no-restart updates. With
update.allow-hot-reload: true,/tcp update applyswaps a staged, checksum-verified update in-place — the old version is unloaded, the jar replaced, and the new version enabled live (verified end-to-end on Paper 1.21.7). Refused on Folia and while other plugins depend on TCP; if the new version fails to load, TCP rolls back to the automatic backup. Off by default — restarting remains the recommended way to apply updates.(if you don't use any of the premium modules, you are safe to use
allow-hot-reload: true->/tcp update apply)
Changed
- Update checks are rate-limit friendly: check state persists across restarts in
plugins/TrialChamberPro/pluginpulse/, and fleet servers no longer check in lockstep at startup.
1.8.0Релиз1.21.9, 1.21.10, 1.21.11 · 5 июля 2026 г.
1.8.0 - 2026-07-05
Added
Built-in updater with one-command installs. The old notify-only update check is replaced by PluginPulse: updates are now checked on Modrinth first (GitHub Releases as fallback), and a new
/tcp updatecommand lets admins act on them —check,download(fetches the new jar, verifies its checksum, backs up the current jar, and stages it in the server's update folder so it installs on the next restart),restore(roll back to the previous jar),ignore <version>, andstatus. Behaviour is controlled by the newupdatesection in config.yml:mode(check-only/notify/download/auto-stage),check-interval-hours, andrequire-hash. Servers running the-mc26build automatically follow-mc26releases. Nothing is ever downloaded in the defaultnotifymode.Optional no-restart updates. With
update.allow-hot-reload: true,/tcp update applyswaps a staged, checksum-verified update in-place — the old version is unloaded, the jar replaced, and the new version enabled live (verified end-to-end on Paper 1.21.7). Refused on Folia and while other plugins depend on TCP; if the new version fails to load, TCP rolls back to the automatic backup. Off by default — restarting remains the recommended way to apply updates.(if you don't use any of the premium modules, you are safe to use
allow-hot-reload: true->/tcp update apply)
Changed
- Update checks are rate-limit friendly: check state persists across restarts in
plugins/TrialChamberPro/pluginpulse/, and fleet servers no longer check in lockstep at startup.
1.7.3-mc26Релиз26.1.1, 26.1.2, 26.2 · 4 июля 2026 г.
This plugin version is compatible with Minecraft 26.X.X
1.7.3 - 2026-07-04
Fixed
- Spawner-wave counter can no longer be stalled by a dead entity when a custom-mob provider fails mid-replacement. In both the chamber replace-after-spawn path and the wild-spawner resolver path, a provider that threw after the vanilla mob was removed caused the already-removed entity to be recorded into the wave — the counter then hung until the periodic sweep caught it. A failure after removal now records nothing (the wave undercounts that one spawn and completes normally); only failures before removal fall back to vanilla tracking.
1.7.3Релиз1.21.9, 1.21.10, 1.21.11 · 4 июля 2026 г.
1.7.3 - 2026-07-04
Fixed
- Spawner-wave counter can no longer be stalled by a dead entity when a custom-mob provider fails mid-replacement. In both the chamber replace-after-spawn path and the wild-spawner resolver path, a provider that threw after the vanilla mob was removed caused the already-removed entity to be recorded into the wave — the counter then hung until the periodic sweep caught it. A failure after removal now records nothing (the wave undercounts that one spawn and completes normally); only failures before removal fall back to vanilla tracking.
1.7.2-mc26Релиз26.1.1, 26.1.2, 26.2 · 3 июля 2026 г.
This plugin version is compatible with Minecraft 26.X.X
1.7.2 - 2026-07-03
Fixed
- Chamber resets no longer erase decorations. Snapshots only knew how to capture four block types (spawners, vaults, pots, chests) — everything else restored as a blank block, so sign text, player-head skins, banner patterns, lectern books, jukebox discs, chiseled-bookshelf contents, and suspicious-block items were silently wiped on every reset. All of these are now captured and restored faithfully, in chamber snapshots AND in captured/imported dungeon rooms. Re-run
/tcp snapshot create <chamber>on decorated chambers to capture them with the new fidelity. - Opening a vault can no longer consume the wrong item. The key was taken from whatever the player was holding at the moment loot was delivered — scroll your hotbar in the split second after clicking and the plugin ate your sword instead of the key. The key is now consumed from the slot that held it at click time (or wherever the key stack actually is), and never from a non-key item.
- Logging out — or crashing — while spectating no longer strands you in spectator mode. Quitting mid-spectate now restores your gamemode and position immediately, and a server crash/restart mid-spectate is recovered on your next join (the restore data survives in your player file).
- Statistics no longer lose counts on shared MySQL databases. Increments were read-modify-write, so two servers writing at once could drop each other's updates; every counter now increments atomically in the database — groundwork for cross-server networks.
- Key-to-reopen can't burn keys on a broken loot table. With
reopen-cost-keysof 2+, a missing/typo'd loot table used to take part of the payment and give nothing; the table is now validated before any keys are consumed. - Vault loot ejection (
drop-loot-at-vault) now drops items on the vault's own region thread — fixes a potential cross-region error on Folia when the opener moved away during the open. - Deleting a chamber now clears its wave-tracking state (active boss bars, clear-cycle progress, spawner caches) instead of leaving stale entries behind.
/tcp generatefallback volume limit aligned with the rest of the plugin (750,000 — was 500,000 in one code path when the config key is absent).- Explosions from outside a chamber can no longer destroy blocks inside it. The explosion filter only protected blocks when the blast center was inside a chamber — a creeper or TNT detonating just outside the wall blew chamber blocks up unprotected. Protection is now checked per affected block, and block-sourced explosions (beds/respawn anchors in the wrong dimension) — which previously bypassed chamber protection entirely — are covered too.
- Pausing a chamber now actually stops a reset that's already counting down. A chamber paused mid-countdown still reset when the timer fired, and its "resets in 30 seconds!" warnings kept broadcasting; pause (and deletion) now cancel the scheduled reset, its warnings, and any parked confirmation.
- Per-player container copies are saved if the server stops while a player has one open — previously the shutdown could discard the pending save, losing whatever they'd taken out or left in.
- Teleporting across a chamber boundary now counts as entering/leaving. Teleports don't fire movement events, so
/tp,/home, ender pearls — and the reset eviction itself — left stale "in chamber" tracking (time kept accruing, exit never fired). Logging out inside a chamber and back in also registers the entry immediately now. - Chamber names are no longer suggested in tab-completion to players without admin permission (they became visible to everyone when 1.7.1 opened
/tcpfor stats/leaderboard). - The post-reset event now reports the real number of restored blocks instead of the chamber's full volume.
1.7.2Релиз1.21.9, 1.21.10, 1.21.11 · 3 июля 2026 г.
1.7.2 - 2026-07-03
Fixed
- Chamber resets no longer erase decorations. Snapshots only knew how to capture four block types (spawners, vaults, pots, chests) — everything else restored as a blank block, so sign text, player-head skins, banner patterns, lectern books, jukebox discs, chiseled-bookshelf contents, and suspicious-block items were silently wiped on every reset. All of these are now captured and restored faithfully, in chamber snapshots AND in captured/imported dungeon rooms. Re-run
/tcp snapshot create <chamber>on decorated chambers to capture them with the new fidelity. - Opening a vault can no longer consume the wrong item. The key was taken from whatever the player was holding at the moment loot was delivered — scroll your hotbar in the split second after clicking and the plugin ate your sword instead of the key. The key is now consumed from the slot that held it at click time (or wherever the key stack actually is), and never from a non-key item.
- Logging out — or crashing — while spectating no longer strands you in spectator mode. Quitting mid-spectate now restores your gamemode and position immediately, and a server crash/restart mid-spectate is recovered on your next join (the restore data survives in your player file).
- Statistics no longer lose counts on shared MySQL databases. Increments were read-modify-write, so two servers writing at once could drop each other's updates; every counter now increments atomically in the database — groundwork for cross-server networks.
- Key-to-reopen can't burn keys on a broken loot table. With
reopen-cost-keysof 2+, a missing/typo'd loot table used to take part of the payment and give nothing; the table is now validated before any keys are consumed. - Vault loot ejection (
drop-loot-at-vault) now drops items on the vault's own region thread — fixes a potential cross-region error on Folia when the opener moved away during the open. - Deleting a chamber now clears its wave-tracking state (active boss bars, clear-cycle progress, spawner caches) instead of leaving stale entries behind.
/tcp generatefallback volume limit aligned with the rest of the plugin (750,000 — was 500,000 in one code path when the config key is absent).- Explosions from outside a chamber can no longer destroy blocks inside it. The explosion filter only protected blocks when the blast center was inside a chamber — a creeper or TNT detonating just outside the wall blew chamber blocks up unprotected. Protection is now checked per affected block, and block-sourced explosions (beds/respawn anchors in the wrong dimension) — which previously bypassed chamber protection entirely — are covered too.
- Pausing a chamber now actually stops a reset that's already counting down. A chamber paused mid-countdown still reset when the timer fired, and its "resets in 30 seconds!" warnings kept broadcasting; pause (and deletion) now cancel the scheduled reset, its warnings, and any parked confirmation.
- Per-player container copies are saved if the server stops while a player has one open — previously the shutdown could discard the pending save, losing whatever they'd taken out or left in.
- Teleporting across a chamber boundary now counts as entering/leaving. Teleports don't fire movement events, so
/tp,/home, ender pearls — and the reset eviction itself — left stale "in chamber" tracking (time kept accruing, exit never fired). Logging out inside a chamber and back in also registers the entry immediately now. - Chamber names are no longer suggested in tab-completion to players without admin permission (they became visible to everyone when 1.7.1 opened
/tcpfor stats/leaderboard). - The post-reset event now reports the real number of restored blocks instead of the chamber's full volume.
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