CreeperMagnet, how is what you say possible? I don't get it.
If a player isn't op, then how do they get a spawner unless a server intentionally adds a method to give them one?
And if they do get one, how do they make it spawn thousands of mobs a minute unless they're given a spawner with higher rates? With default rates you'd need 50+ spawners to get even close to 1000 mobs per minute right?
It seems to me that even if non-op spawner placing was possible, it's still totally up to the server owners what they allow players to get their hands on - as it should be.
And if there are security exploits that allow non-op players to modify spawners to cause massive destruction, then those are bugs that should be fixed properly.
This sucks for anyone who makes or uses datapacks, as we're all using the same select few items in order to add custom content.
It would be great is model "overrides" of the same item in different resource packs were merged into a single list.
Then any predicate clashes are won by the pack with highest priority. But then add a "custom_model_namespace" property that should match up with the datapack namespace to basically eliminate clashes.
Or just implement a proper custom items setup 😛
Edit: the bug as reported doesn't affect 1.14+ but unless you are in creative or are op on a server a custom spawner will always become a pig spawner.
It would be nice if this was changed.
I will post a feature request, because imo if a player has a way to get a custom spawner, then they should be able to place it.
Ok I didn't know about that issue.
I don't play creative so have never really used a saved toolbar.
But isn't that issue part of a bigger exploit problem with saved toolbars that should be fixed properly?
Perhaps by not loading items you can't get via the creative inventory, or that's black listed on the server?
It's obviously not that simple I guess.