MC Jobs
Welcome to MC Jobs
MC Jobs was created to pick up where jobs left off. These jobs earn you money for your server economy. There are 20 default jobs that are customizable along with the ability to create your own custom jobs.

ANNOUNCEMENTS Updated 10/2019
Hello guys,
several years have passed since the last update here. But now i will be change it. Me , Bl4ckSkull666 ( old name Papaharni or Papi too ), work now on the plugin to update it to the newest version of minecraft.
What's currently done? I added 2 new job groups. reworked few job groups.Reworked the jobs. Moved Database from old cache system to read friendly yaml/mysql support. Added Multilanguage support. That mean you can translate language file in multiple language and let your user select the language. You set default language in configuration, but the user can change it to a available language for him self.
Hmmm okay, whats new too? You can, currently only manual in the job files add a region and message that the player displayed on enter this region. The message can be a string with | for new line. Or use spigot message, if you use a spigot server, In Spigotr message u can build buttons and much more. And new is the NPC message, the message is same like on region, but it can be different messages. It can be activate on click the npc. To work set a sign with [mcjobs] in line 1 and in line 3 the jobnname below till 7 blocks on the npc. Users can now click it to see the message. Other one is the free Signs. For Description please read THIS
If you have a question, need help or will be report a error. please use the Discussion Thread ONLY . Thank you!
Sincerely,
Bl4ckSkull666
B,t,w, please use the new GitHub source ---> https://github.com/Bl4ckSkull666/McJobs/
ANNOUNCEMENTS Updated 04/2015
So another year somehow has slipped by without being able to work on this project. So I have added PapaHarni to help keep the project going. Hopefully he can quickly get the codebase up to the latest Bukkit release. Welcome Papi.
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I have also decided to release source on Github. If you want to fork or view the source feel free: https://github.com/RathelmMC/MC-Jobs
MC Jobs has been spotlighted by Curse gaming. Read the article here. Show your support for MC Jobs by commenting on the article.
What's New in 3.1
- Cleaned up leveling system.
- Added carpenter job.
- Added a considerable number of nodes to the english.yml file.
- Split the config.yml. Created a jobs.yml to hold the jobs.
- Lots of bug fixes.
- Danish language file - v3.1.2
What's New in 3.0
- Added leveling. You can now level in jobs and your pay scale is affected accordingly.
- Admin defined ranking system to leveling in the config.yml file.
- Group based max jobs. Use your permission groups to define how many jobs a player can have.
- Swedish language file.
Requirements
There are no hard dependencies. MC Jobs can work out of the gate unchanged.
If you want to pay in money you need an economy bridge!
Register 1.6 or higher or Vault 1.2.13 or higher are needed.
Description
You have developed great shops with a shop mod or you use citizens as NPC shopkeepers, you have a repair shop, or you have a block protection system that uses an economy. But that begs the question "How do you pay your players?" Well you could just give them money, but what fun is that? That's where MC Jobs comes in. It's a full fledged player job mod where you choose how much they get paid and for what activities and they can earn money by doing those tasks. It's fully customizable by server admins, but for those of you that just wish to plug and play it has 20 built in jobs that covers about 90% of the blocks and entities in the game. Remember:
If you need cash get a job!
Features
- Ability to join or leave jobs
- Obtain higher levels in jobs to earn more.
- Charge or pay players for doing actions on the server by default. You want TNT to cost to use. You can! It's in Taxes.
- Earn XP through jobs by default.
- Earn money through jobs using any of the economy plugins
- Ability to edit, create or delete jobs in the config.yml file
- Multi World support
- WorldGuard region support
- Utilizes craftbukkit's built in Materials List
- Uses craftbukkit's built in Entity Type List
- Uses custom Potion List
- Uses custom Enchant List
Commands
/mcjobs = Allows all the user commands such as joining and leaving a job. /jobs = Alias of /mcjobs /mcjobsadmin = Allows the administrative commands. Reloads the addon or gives/takes a specific job from an online player or group if using Vault. Options are: reload, defaults, add player/group job, remove player/group job, list player/group. /jadm = Alias of /mcjobsadmin
Instructions
Installing is simple. Copy mcjobs.jar into your worlds plugin folder and restart or reload your server. Players can then join up to three jobs (modifiable in config.yml). To join use /jobs join job_name . The default jobs are:
- alchemist
- armorer
- baker
- brewer
- builder
- carpenter
- conjurer
- digger
- enchanter
- farmer
- fisherman
- hunter
- miner
- soldier
- theurgist
- tinkerer
- toolmaker
- weaponsmith
- woodsman
- bulldozer - default job
- taxes - default job
You can then leave a job with /jobs leave job_name . To learn more about each job type /jobs job_name . Feel free to check out the forums for more info!
Permissions
- mcjobs.jobs.all:
- description: Allows the player to use all user jobs commands.
- default: false
- children:
- mcjobs.jobs.join: true
- mcjobs.jobs.leave: true
- mcjobs.jobs.list: true
- mcjobs.jobs.info: true
- mcjobs.admin:
- description: Allows the use of the /jadm command.
- default: op
- mcjobs.admin.leavedefault:
- description: Allows a player to leave a default job.
- default: op
- mcjobs.admin.defaults:
- description: Allows the use of /jadm defaults to restore config.yml.
- default: op
- mcjobs.jobs.join:
- description: Allows player to join jobs.
- default: false
- mcjobs.jobs.leave:
- description: Allows player to leave a job. Should be used in conjunction with join.
- default: false
- mcjobs.jobs.list:
- description: Allows the player to use /mcjobs list.
- default: false
- mcjobs.jobs.info:
- description: Allows player to use /mcjobs job_name for info.
- default: false
- mcjobs.jobsavail.all:
- description: Allows the player to join all jobs.
- default: false
- children:
- mcjobs.jobsavail.digger: true
- mcjobs.jobsavail.miner: true
- mcjobs.jobsavail.builder: true
- mcjobs.jobsavail.soldier: true
- mcjobs.jobsavail.woodsman: true
- mcjobs.jobsavail.tinkerer: true
- mcjobs.jobsavail.farmer: true
- mcjobs.jobsavail.toolmaker: true
- mcjobs.jobsavail.weaponsmith: true
- mcjobs.jobsavail.armorer: true
- mcjobs.jobsavail.fisherman: true
- mcjobs.jobsavail.baker: true
- mcjobs.jobsavail.alchemist: true
- mcjobs.jobsavail.enchanter: true
- mcjobs.jobsavail.brewer: true
- mcjobs.jobsavail.theurgist: true
- mcjobs.jobsavail.conjurer: true
- mcjobs.jobsavail.carpenter: true
- mcjobs.world.all:
- description: Allows the player to earn money and xp in all worlds.
- default: false
- mcjobs.paycreative:
- description: Pays a player even if they are in creative mode.
- default: false
Help
GitHub
https://github.com/RathelmMC/MC-Jobs
Download
Download here the last version of McJobs.
Wall of Servers
You use McJobs on your server/network? PM me ( Bl4ckSkull666 ) with the URL of your server to add it here :-)
Donations ( old )
If you're feeling generous or want to give me a beer. Mmmm... Beer.
Total Money Donated to MC Jobs: $49.50 US
Approximate Downloads: 120,000
Dollars per Download: $0.0004125

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Posted Jun 27, 2012Hello, great plugin! But is there a way to turn of the auto message that says 'this server runs mcjobs'?
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Posted Jun 26, 2012@leponder
Yes, update your Towny. They did a pretty substantial change to their code and starting with 2.6.15 I supported the new version.
@xeNiumw0w
I think so, but I am also biased.
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Posted Jun 25, 2012Is this better than jobs?
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Posted Jun 25, 2012Tried loading this but hits some "Could not pass event BlockPlaceEvent to mcjobs
org.bukkit.event.EventException" and then throws me a bunch of errors, any idea what this could be? http://pastebin.com/7j8YYztT
EDIT: I did find this http://dev.bukkit.org/server-mods/mcjobs/forum/general/38334-console-error/ and I am running previous Towny version 0.80.0.0, could that be it?
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Posted Jun 25, 2012@Gunnerrrrr
Well maybe they need tighter pockets. In all seriousness I can't duplicate this. Double check that they actually are not in the bulldozer job. /jadm list player_name
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Posted Jun 25, 2012-
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Posted Jun 23, 2012@minesphere
You can always adjust the payment yourself in the config.yml file. Change armorer to pay less.
@OakRaider4Life
PermissionsBukkit should work fine, but I do most my testing in PEX.
@GenericWhiteBoy
That's the point of taxes. I find logs to be a building material so I don't default to charging for building with them. If you don't want people to place logs then put log into tier1 of taxes and then anyone that places a log will be charged for it (unless they have the mcjobs.admin.leavedefault permission node).
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Posted Jun 23, 2012I really want to use this plugin, however it is too easy to exploit. As a woodcutter, I can cut a log, place it down in a different location and cut it again for money. Even if you pay money for placing blocks down, you can have a friend in a different job place it down for you and you mine it. I am using logblock am I not doing something right? I thought this plugin would use a method like McMMO does for registering blocks that have been modified...
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Posted Jun 22, 2012I did catch your note about fractional payments not working for XP... I didn't intend on testing XP payments on a fractional scale. Either way, the test became unnecessary.
I took another look at the situation after the update and after migrating my setup over to new hardware, and the economy payer has started working. However, my permissions still apppear to be broken... I may just try transitioning over to PermissionsEx.
Does anyone else have permissions working with PermissionsBukkit?
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Posted Jun 22, 2012One of my players said:
you should adjust the jobs plugin because it's ridicoulously easy to earn money just by crafting some gold shoes.
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Posted Jun 22, 2012@CoffeeNutz
You have to change it in the config for right now. Look under the job and switch show_every_time: true to false. I'm rewriting the player data right now and I may throw show_every_time on the player instead of the job so players can choose if they want the spam.
@ledhead900
I do think the IC2 stuff is cool so after my entire to do list is done I may go back and try to get everything to work with that. Like I said though, its going to be a major rewrite to the code.
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Posted Jun 21, 2012@RathelmMC
Ah I see, Well this is a no go then :(, We use Tekkit and it requires a custom launcher because it uses forge and SMP versions of IC2 Redpower2 EE2 heap of others. Craftbukkit jar is modified yes.
Maye that Professions plugin will work,
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Posted Jun 21, 2012is there a command to shut up the bulldozer or taxes like /jobs verbose heroes had one and was wondering if jobs had one cause a few players would like to shut off the info
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Posted Jun 21, 2012@ledhead900
I never really planned on adding new tiers. Also remember that the chat box is only 14 lines long so when you have 20 tiers you're going to cut off text.
As for the add a item database. It sounds pretty easy when said, but the way my entire parser works it's actually a considerable re-write to a majority of the code of the mod. I would like to add more functionality for custom blocks at some point, but until then its not on the todo list.
As I said before the only way I can get the NPE to show up is when you add classes into the craftbukkit jar. This can be done by mods like modloader and the tekkit server. Both of which I don't support. If you use custom blocks through spout it works just fine and you don't get the NPE.
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Posted Jun 21, 2012@RathelmMC
Hello, Noticed the NPE is not fixed and I ran into more annoyances so I came here to post an alternative means to fixing both issues I have with custom blocks crafts and also another rather disappointing issue I have.
I will start with proposed fix for mod items.
Now down to the annoying part.
This link is my current WIP config.yml http://pastebin.com/Pb663zt6 and as you can see since we use a lot of mods I had to accommodate for this with more tiers and you can generally get what I was trying to do by having resource amount and rareness determine the tier.
let me know what you think of these things since it something I feel probably would be a vital addition
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Posted Jun 21, 2012I'm interested in doing the German translation, just for fun
and one question, could you distinguish mobs from a mob spawner and naturally spawned?
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Posted Jun 24, 2012No there's no way to distinguish how a mob spawns.
Feel free to do a German translation and message it to me. I'll add it into the mod.
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Posted Jun 20, 2012@Bomberman2010
I currently have no plans to add that functionality into this mod. If I did decide to add that I would most likely do it through making a new addon. I believe Heroes allows this type of functionality. Have you looked into that mod?
@breezeyboy
I've recently tested my mod with Guns+ and did not run into any issues. The only time I've noticed it come up is if you run a Tekkit server or if you hack the jar file to add extra recipes that way. If you modify the standard bukkit jar I cannot guarantee that anything will work properly.
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Posted Jun 20, 2012i mean like:
Digger can destroy Dirt but Miner not =)
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Posted Jun 20, 2012Please can you add support for mods, i can give you a list but i keep getting an error when someone trys to craft somthing that is a mod item