CustomMobs
CustomMobs moved to spigot for newer versions! Check out the page here: CustomMobs on spigot
VERSION 4.0 AND NEWER ARE ONLY AVAILABLE ON SPIGOT

Bored of the normal mobs spawning all over the world? Mobs which just have always the same weapon, same health and nothing else? Here's the solution: CustomMobs! Customize your mobs just like you want and save them to a simple file. Once created and saved you can spawn them easily as often you want and where you want. In addition it's easy to spawn mobs with other plugins since the whole spawning process got shortened to one single method!
What is CustomMobs?
With simple words this is a mob-customizer. create mobs just as you like them and spawn them with potion effects, armor or whatever you like. Even the drops of a mob can be customized!
Permissions
- custommobs.* gives access to all customMobs commands
- /op - Operators have access to all commands of CustomMobs.
- Each command has its own permission, to use any command you need the "custommobs.cmduse" Permission! See the Command-Descriptions and Examples Page.
Commands
Command-Descriptions and Examples: Click Here...
/Cmob
[Command descriptions for v3.0 and newer]
- /cmob - Overview of the /cmob commands.
- /cmob create <Type> <Name> - Creates a mob with given type and filename (not the displayname of the mob!)
- /cmob burn <Name> true/false <duration/-1/infinite> - Sets the mob on fire or not with given time (ticks not seconds)
- /cmob delete <Name> - Deletes the mob from the database
- /cmob name <Name> <CustomName> - Sets the displayname of a mob shown above it's head
- /cmob fireproof <Name> <true/false> - Sets a mob fireproof so it doesn't take damage from fire, lava and related anymore.
- /cmob exp <Name> <ExpAmount> - Sets the amount of exp it dropps on death
- /cmob health <Name> <Health> - Sets the health of the mob as high as you like
- /cmob setpotion <Name> <Effect> <Amplifier> <Duration> - Sets potioneffects on the mob when spawned
- /cmob resetpotion <Name> <Effect> - Removes the given effect from the mob
- /cmob equip <Name> 0/1/2/3/4 - Sets current weared armor/item-in-hand on the mob (0 weapon, 1 boots, 2 leggings, 3 chestplate, 4 helmet) (Enchantments are possible)
- /cmob drop <Name> <Chance (0.0 - 1.0)> - Sets the item-in-hand as possible drop of the mob with the chance 0% to 100% (0,0 - 1,0)
- /cmob spawn <Name> - Spawns the mob on the block you look at.
- /cmob spawner <Name> [delay > 0] - Sets the named mob as the spawned mob of the spawners youre looking at.
- /cmob cmd <Name> <CommandLine> - Sets a Command that's executed by the ServerConsole on Mob Death. (see configuration section for banned commands)
- /cmob limit <Name> <limit/-1/infinite> - Sets the limit how often a mob can be alive at the same time on the whole server.
- /ccmob spawn <Name> <worldname> <x> <y> <z> - spawn command for Console and CommandBlock!
/Cconfig
- /cconfig - Overview of the /cconfig commands.
- /cconfig add <Name> <(groupspawn) true/false> <groupamount> <(SpawnRate 0.0 - 1.0> [b:Biomes] [w:Worlds] [r:Regions] - sets a new mob to be spawned randomly.
- /cconfig remove <Name> - removes a mob from being spawned randomly.
- /cconfig list - lists all mobs that are spawned randomly.
/Crespawn
- /crespawn - Overview over the CRespawn commands
- /crespawn add <Name> <Time in seconds> - Spawns and sets the mob to respawn after <time in seconds> after being killed at the block you look at. See command description for detailed information behind this.
- /crespawn add <Name> <Time in seconds> <x> <y> <z> - Spawns and sets the mob to respawn after <time in seconds> after being killed at the location you specify. See command description for detailed information behind this.
- /crespawn remove <Name> - Removes the mob from being respawned after certain time.
Installation
Installation instructions and patchfiles for your craftbukkit or spigot server are included in the download Zipfile.
Configuration
- frequency - (Default: 10 - Recommended.)
Its range can be from 0 to 100 and it defines how often a mob-spawning is controlled by the CustomMobs plugin and a normally spawned mob is replaced by a randomly selected mob of the mobs that are added to the randomly spawning mobs.
- spawnAtStartup - (Default: false)
Connected to the /crespawn-settings. If a mob is set to respawn at a certain location this mob will spawn there at server startup if this is set to true.
- spawnAtStartupDelay - (Default: 100)
Connected to the /crespawn-settings. If spawnAtStartup is 'true' all mobs that set to respawn at their defined location will spawn not instantly at startup, but <delay> ticks later. (1 second = 20 ticks; Which means by default they will respawn 5 seconds after startup if spawnAtStartup is set to true)
- spawnerRange - (Default: 16)
Connected to Spawners. This defines how near a player has to be to a spawner so the spawner actually spawns the mobs specified. Like if you are 17 blocks away, but this is set to 16, the spawner will spawn nothing.
- bannedMobCommands - (Includes by default: pex, restart, stop, sudo, op, reload)
Connected to the /cmob cmd-settings. Commands listed here are banned from being executed when a mob dies. Which means if a mob has been set to shedule the command '/stop' (to stop the server obviously) when being killed, but this list contains this command as banned command, it will not execute. This secures some restrictions so that somebody who has access to the functionality of this plugin only, cannot take over the server. However, if you wish that a mob should be able to execute /stop or /restart when killed for WHATEVER reason, then you just have to remove that command from the list and reload or restart your server. Commands listed here in the config.yml must not start with the leading '/'.
- spawnlimitResetCommands - (Includes by default: butcher, killall)
If one of the commands listed here is executed, all mobs with spawnLimit will be killed and the player will recieve a message about how many mobs are killed. Killing mobs with this command does not shedule the respawning. Commands listed here in the config.yml must not start with the leading '/'. Only players with the permission custommobs.* (permissions will change and multiple permissions will be introduced with v3.1) can use this functionality so be sure that all players that have access to /butcher or /killall or whatever command listed here has permissions to use the limit-resetting functionality. Permission needed for usage of spawnlimitResetCommands: custommobs.limit.flush
Developer-relevant Information
(Moved to the following Site:)
History
[Outdated D:]
Downloads
As dev.bukkit.org doesn't allow the sharing of .rar files, i'll upload v3.0 and newer versions to dropbox.
See the Readme file for instructions on installing the plugin!
v2.51 and older still available on the "files" page
v3.0: CustomMobs_v3.0 (Dropbox.com)
v3.1: CustomMobs_v3.1 (Dropbox.com)
v3.2: CustomMobs_v3.2 (Dropbox.com)
v3.3: CustomMobs_v3.3 (Dropbox.com)
v3.4: CustomMobs_v3.4 (Dropbox.com)
v3.5: CustomMobs_v3.5 (Dropbox.com)
v3.6: CustomMobs_v3.6 (Dropbox.com)
Chinese mirrors:
v3.6: CustomMobs_v3.6 (Chinese Mirror)
v2.6: CustomMobs_2.6 (Chinese Mirror)
Upcoming Features
Upcoming features are not listed in the "Future Plans" section on the spigot page!
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Posted Jul 9, 2014@Abonyme75
i need to run several tests of the plugin since i fixxed some essential bugs to spawning in v2.3 - this caused a lot of trouble (at least more than expected) so i have to delay the update for 1-2 days i think.. around 11th July i can upload v2.3, and it will be approximately approved by bukkit staff 10-12 hours later. Version-History and updates of commands and permissions in the descriptions above are up to date once i upload the file.
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Posted Jul 9, 2014We need the update with worldguard, when can we esperate it ? @HellFirePvP
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Posted Jul 8, 2014@RowanFN
nope its not meant to spawn players and i will never add the ability to do so.
it is. check -world specifications in the command examples at "/cconfig add"
@legofreak1999
update. it was an old bug that occured in versions prior v2.2
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Posted Jul 7, 2014Does this also have the ability to spawn custom players with their own skins as a mob around the world?
and is this multiworld compatible so that you can set a curtain mob per world?
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Posted Jul 6, 2014i got a problem with equip only with iron boots and diamond boots it says this item does'nt exist what do i need to do?
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Posted Jul 5, 2014@Iwitrag
thanks, i'm still some kind of busy, so i couldn't run the beta tests for version v2.3 yet, but i try to release it as fast as possible :D
@AdamMario6556
what exactly is the problem here? So far (and till v2.4) customMobs spawn only in areas, where also other mobs spawn/if no mobs spawn, there will be no customMobs.
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Posted Jul 4, 2014@HellFirePvP
WG: Okay :) So only one region in one place (with highest priority) - it's a good idea and easy to setup for server owners :)
Timer: That would be nice, good luck, this feature is most-wanted for me :D
Drops: Well, you can explain things !! :D Now even I understand Really great, this is just how I need it :)
Thank you very much and good luck with development
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Posted Jul 3, 2014my custom mobs wont spawn even though when i try to readd the mobs, it says they exist. it also happens when i create a mob too, please help
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Posted Jul 3, 2014@Iwitrag
wg: the problem that occurs then is, that the mobs of both of the regions will influence the spawning process, this means that the mobs of both regions will spawn in the subregion aswell. - i think i will use the prioritys to handle that... may be the most user-friendly way..
timer: i will look for more stable ways to handle that.
drops: let me explain it with an example: what can be dropped: 1 Diamond with chance 0.2 - 5 emeralds with chance 0.1 - 2 redstone with chance 0.9 - the mob dies now. what happens: first check: randomly number -> will the "1 Diamond" be dropped? -> it drops -> 1 Diamond is spawned. Next item: will the "5 Emeralds" be dropped? -> it drops -> 5 emerlads are spawned. Next item: will the "2 redstone" be dropped? -> unfortunately no -> no redstone is spawned - So what dropped? 1 Diamond and 5 emeralds. got it? :D
exp: good.
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Posted Jul 3, 2014@HellFirePvP
WG: Well to keep it simple it would be better to NOT count priority of region at all and just spawn it as configured. So server owners would easily make subregions with region in another region with defined mobs.
Timer: Well yeah that's bad. So there is no way to do it via server time (not ticks) ?
Drops: and will it drop more items (for example diamond AND emerald if I'm lucky) or that chance is for all items together and only 1 kind of item will be chosen to drop?
Exp: that's perfect! 1 exp orb is the best option :) because it won't lag and it still drops orb (like in vanilla) which is simply great :)
Really, thank you very much for your time and wilingness, this will be TOP RPG plugin (and I'm sure this could have much more usabilities)
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Posted Jul 2, 2014@Chalkie19
i'm afraid the functions you want to have are not possible at the moment. this has to do with my handling of spawning the customMobs. In order to achieve that what you want my plugin to do you may wait for v2.4 since i'm planning to do basic rework to the whole spawning process. this may take some time, but it will be far better and less cpu intensive than the current process.
i don't have a paypal account so you will have to wait with that :D and i'm not really sure if i should create one. anyway i just don't want them to have my private adress. NSA is everywhere guys. :P
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Posted Jul 1, 2014@HellFirePvP
Will that version allow support for all passive mobs? How CPU intensive is it compared to normal spawning algorithms? We have a Messa themed server being created atm, only down side is no passive mobs spawn so we hope to utilize your plugin to fix that.
Also, will you be adding a donation link? Considering that this would be an integral part of the server we would love to show our appreciation.
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Posted Jul 1, 2014@Iwitrag
if i add something reading lines from items or whatever, color codes are always useable with "&".
wg regions: its hard to say, i'll have to recode parts of the spawning mechanics to let my plugin work as you say. - that will happen in v2.4 i guess since i have far too much old stuff hanging around in that part of the plugin..
timer: since i found no 95% accurate function to do this yet, i won't implement it in v2.3 - spawning conditions are always ignored so far.
drops: 16. and if it drops the item, it has the amount you specified - so 16 in your example.
exp: i'm afraid its only 1 orb. i handle it with the developer-api from bukkit, but it seems they just spawn 1 exp orb if the mob dies - so thats what i get to see. i'm not sure if i should write my own stuff instead of using theirs.
@Chalkie19
thats correct. - But, i'm afraid pigs and cows are only implemented next version v2.3 and following versions ofc.
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Posted Jul 1, 2014Wow, this plugin may be just what I am looking for :D
Do I understand correctly that if I use the "cconfig add <FileName> <(GroupSpawning) true/false> [average groupamount] [-biome:<Biomename>] [-world:WorldName]" I could force pigs or cows to spawn in a non native biome, for example a desert?
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Posted Jul 1, 2014@HellFirePvP
Hi HellFirePvP, thanks for quick reply.
Lore: And will it support color formats? Like &cRed lore &eYellow lore ?? I think that 2.147.483.647 lines will be enough for me, thanks :D :D
WG regions: so your plugin will spawn custom mobs inside that region? And how are you going to handle priorities of regions? Maybe it would be good idea to make it possible in config to change behaviour of spawning depending on region priorities. Like - first option - higher priory wins - so if two regions cross at some place only that with higher priority will spawn custom-mobs at that place - and second option - spawn custom-mobs even if more regions crosses at the same place. So it will be possible to create something like sub-regions etc...
timer: yeah I understand, but I think that it's much better to have something then nothing. What about using real server time? Not ticks, but real "human" time, so 2-3 hours will be real 2-3 hours. Is that even possible? And if you make this timer (I know that you will only do this maybe) - the timer will ignore all spawning conditions? It would be really useful to make it possible to spawn for example zombies at light or pigs not only on the grass.
drops: so it's possible to add more drops at once? GREAT !!! And what if I add for example diamond and emerald to drops, each has 10%, if I'm lucky, is it possible that killed mob will drop both diamond and emerald? And another question: If I have in hand 16 diamonds and I use cmob drop command, how many diamonds will be added as possible drop? 1 or 16 ?
small question about exp: when I kill custom-mob with custom-exp, it will drop experience orbs with given experience? One orb or more orbs just like normal vanilla minecraft? And what if I run on Spigot, which has orb grouping feature? Will this work correctly?
Sorry for too many questions, I'm just happy that I found that AMAZING plugin. I can't wait for v2.3 :)
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Posted Jun 30, 2014@Iwitrag
todo list:
lore: ALL lore lines will be saved. no matter how long. (well, as long as an "Int" is - which is 2.147.483.647 lines - have fun to make an item with that much lines as lore)
wg regions: yes thats possible then.
timer: i said maybe, but i fear i won't add it to v2.3 since it has too many bugs.. the bigger problem concerning that is that if your server laggs, the timer will pass "slower" than normal. which means 1 second real-life passed are not 1 second server time passed. That could lead to huge time differences on respawn times like 2-3 hours. the difference may be over 10 minutes depending on server stability. thats kinda sad.
customMobs can never drop their gear.
/cmob drop .... always adds a new drop. that means like /cmob drop Test 0.2 will add the item now in hand with a chance of 20% to drop to "Test". then just switch the item in your hand to for example an emerald and type /cmob drop Test 0.1 - it will drop the item before with 20% chance and the emerald with 10% chance. that good enough?
@Samueljuhasz
mobs riding other mobs will not be implemented in v2.3
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Posted Jun 30, 2014Hello, I just want to say that this is super-epic plugin! I really hope that you will make these changes in your TO-DO list:
Lore of items the mob is holding/is wearing will be saved. This one could make it epic that mobs could drop custom lore items, which means it can cooperate with some other plugins like item lore stats. But please, try it to work with more than 3 lines. Lot of plugins I have seen only supported 3 lines, which is not enough.
WG Region Support (for /cconfig add [-region:"SomeRegionName"]) Well, if I understand it correctly, it would make it possible to spawn custom mobs in defined regions? So, I could easily make areas with weaker mobs (for beginners) and areas with stronger mobs or bosses? TOTALLY AMAZING!
(MAYBE) timer for mobs to respawn at certain locations with certain time passed after death Well, if you make WG region support, then mobs will spawn in these regions when they are dead, or not? It would be nice, if this plugin could force mob spawning when they are dead - like in a RPG - you can exp on mobs and they are respawning :) That could be amazing and I would even donate for this. And imagine - dungeon with lot of monsters and in the end there will be boss zombie'o'killer with respawn time 10 minutes with some good drop players would wait for him to respawn to get his loot :D
One small sugestion: what about adding more drops for mobs? So for example that zombie'o'killer can drop not only diamond sword in his hand, but some emeralds and lapis too (depending on config and probability rates).
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Posted Jun 30, 2014How can we let Mobs ride on other mobs? If it's not possible, please add it to the plugin :)
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Posted Jun 29, 2014@FargothBosmer
To the first reply:
in case you found out that mobs drop items even if they are killed by the environment (fall damage, or just somehow fire, ...) thats a bug yea. thats something that wasn't intended to happen and is already fixxed but since i wasn't sure if its rly working, i left that out in v2.2 to prevent bugs...
1. almost all mobs that can spawn in minecraft will be spawnable in the upcoming version.
2. they are. /cconfig add .... ... -biome:FirstBiome,SecondBiome,ThirdBiome - thats possible in v2.3.
3. yea i thought of that. its somehow difficult to make the plugin understand what you want it to do. in better words: i don't know how to make that function understandable and useable for everyone. yea i can implement that somehow so you have to define groups of mobs to spawn, but i guess 90% of all ppl. here won't understand how that works...
To newer post:
I know what you refer to and yes, i know about that problem. i just thought noone will ever get to experience that problem...
its something related to my spawning mechanics. i just thought like: wow. thats a real problem but i just guessed that nobody will ever really get to face with this problem.
Well, i also thought of something that will maybe fix that problem and so i just "try it again" to spawn a CustomMob again if the attempt before failed. Well, thats not really working...
The problem about this all is, that the spawning mechanics i coded are not really perfect for what i'm doing with them. Thats a great issue, but i didn't fix it in the upcoming version v2.3 and yea i'm sorry i didn't.
If you have Skype or TeamSpeak3 please tell me your Skype-name/Ts3 Serveradress in a pm so we can talk about that and find a solution together.
@neon52
what exactly is the problem? is it like, whenever you spawn Any mob with the plugin, all players on the server get a potion effect with infinite duration? Or when exactly do players get the effect? Are you sure this is not caused by any other plugin?
Please answer the questions so i can help you best.
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Posted Jun 28, 2014I have noticed another thing that would be great if you could fix soon through the use of this plugin. I'll try my best to explain the issue as I am having some trouble putting it into words.
We are using Custom Mobs to handle 50% (We set the frequency to 50) of mob spawns, and have different mob sets for the overworld and the nether. I have noticed that because of this, half the time a mob won't spawn at all because it is trying to spawn a mob that is specific to the other world. This results in decreased spawn rates and makes it really hard to calculate universal spawn rates because no matter what, some of the time, a mob won't be able to be spawned. Is there a possible way to make it that, when spawning a mob, it will only try to spawn one that can be spawned in the area (a different config file for each world, maybe?) so that it will always be able to spawn a mob when it attempts to? Thanks for the work you have done so far on this plugin.