MobManager

Description:
- MobManager's limiter aims to limit the number of mobs that can spawn at one time while still providing the appearance of having lots of mobs (Or less if you really want)
- MobManager's Abilities allow you to fully customize the difficulty of each mob, per world!
- MobManager's Bounty component gives you a flexible way to give players rewards when killing mobs
- MobManager's Spawner gives you total control over where different mobs spawn. Perfect to complete a rpg experience or just add a difficulty to your survival server.
Component Features:
Limiter
- Stop mobs from spawning when no players are nearby
- Stop mobs from spawning when no players are on or near the same height
- Limit the number of mobs allowed to spawn per world
- Limit the number of mobs allowed to spawn dynamically depending on the number of loaded chunks in a world
- Limit the number of mobs allowed to spawn by type (Monsters/Animals/Water Animals/Ambient/Villagers)
- Automagically despawns mobs which move out of range of players
- Does not despawn animals which are in farms Read more
- Does not despawn mobs which have picked up players armor or weapons
- Has the option to stop mobs from spawning near players in creative mode
- Can prevent mobs from spawning which you don't want
- Can allow mobs to spawn without counting towards the mob limits
- Super efficient!
- Optional Multi-Threaded despawner
Abilities
- Customisable Mob Abilities!!
- Customisable Mob SpawnRates
- Have mobs spawn as babies, Creepers spawn Charged and Wolves spawn Angry!
- Customisable Mob Bonus Health
- Customisable Mob Damage Multipliers
- Customisable Mob Potion effects (Last for the life of the mob)
- Customisable Mob Bonus Spawns (Spawn mobs on certain mob when it spawns/dies)
- Customisable Mob Armour sets (Per position, with enchantments)
- Customisable Mob Starting Items/Weapons
- Customisable Mob Drops (Count Range per item, set data, durability and enchantments!)
- Customisable Mob Ability Sets (Combine the above abilities together to create rare super mobs! (Or common :P))
- Show Mob Ability Set names above their heads!! (Mincraft 1.5+ only)
- Highly configurable!
Bounty
- Give players rewards for killing mobs
- Supports fines (Loss of money or experience)
- Customizable message upon receiving a reward/fine
- Rewards can be Money (Requires vault), Item drops or experience
- Set min/max reward values for each mob
- Set reward multipliers for worlds, biomes, time, permissions and even for AbilitySets (Requires Abilities component to be enabled)
- Exploit prevention techniques to prevent players from exploiting your server to earn rewards very fast
Spawner
- Spawns custom mobs around players
- Create specific regions with different sets of mobs which spawn within
- Control max/min distances for spawning in different regions
- Extensive mob limit system. Limit per player, region and specific mob type
- Default config similar to vanilla spawning (To use as a guide/template)
- Spawn requirements for every mob (Which spawn location must meet. Block Standing on, light levels, height, time, biome, world type
- Spawn actions performed upon spawns. Send messages to nearby players or run commands when your mob spawns.
What is a component?
A component is simply a part of MobManager. Every component can be enabled/disabled individually from config.ymlTo do
- Add Protection component to MobManager (Protect the world from things like explosions or Endermen picking up blocks)
Note: Ordered by importance to me (Higher == More important) (Your needs are important to me :D)
Commands:
- /mm help - Prints information about all the available commands
- /mm count - Prints mob counts and limits for each world which MobManager is active. Also prints totals for the server
- /mm count <WorldName> - Prints mob counts and limits for the specific world
- /mm butcher - Removes all mobs (Except villagers) from worlds enabled in MobManager
- /mm butcher <MobTypes> - Removes the given mob types from all worlds enabled in MobManager
- /mm spawn <MobType> <count> [world] [x] [y] [z] - Spawn a given mob at the location (Or yours)
- /mm spawnset <AbilitySetName> <count> [world] [x] [y] [z] - Spawn a given mob at the location (Or yours)
- /mm pspawn <MobType> <count> <Player> - Spawn a given mob on a player
- /mm pspawnset <AbilitySetName> <count> <Player> - Spawn a given mob on a player
- /mm abilitysets - Lists all AbilitySet names (Along with the mobtype) which can be used in /mm spawnset
- /mm mobtypes - Lists all valid EntityTypes for use in configs
- /mm reload - Reloads MobManagers configs
- /mm version - Tells you MobMangers current version + Checks my website for new versions
M = Monster, A = Animal, W = Water Animal (Squid), Am = Ambient Mob (Bats), V = Villagers
Permissions:
- mobmanager.admin - Gives permission to use all /mm commands (Default: OP)
- mobmanager.count - Gives permission to use the /mm count command
- mobmanager.butcher - Gives permission to use the /mm butcher command
- mobmanager.version - Gives permission to use the /mm version command
- mobmanager.reload - Gives permission to use the /mm reload command
- mobmanager.spawn - Gives permission to use the /mm spawn command
- mobmanager.pspawn - Gives permission to use the /mm pspawn command
- mobmanager.abilitysetlist - Gives permission to use the /mm abilitysets command
- mobmanager.mobtypes - Gives permission to use the /mm mobtypes command
Configuration:
As of v2.2 MobManagers configuration files consists of three parts- config.yml - Contains settings to enable/disable MobManager components
- Global configs - Contains global configs for each component, located in MobManager/<component>.yml
- World Configs - Contains settings for each component for each world located in MobManager/worlds/<worldname>/<component>.yml
Every config file contains a header block explaining every setting.
When you first install MobManager world and global configs are auto-magically generated. By default only MobManagers Limiter is enabled, configs for abilities are generated if the component is enabled The defaults for the limiter are pretty conservative. So you may wish to increase the limits. If you need help with the config feel free to PM me and I can make one for you :)
Auto-Update Checker
Mobmanager includes a update checker/downloader. It uses this project page to check for new approved builds. The /mm version command can be used to check if a new version is available on bukkit dev. The update checker is enabled by default and can be disabled in config.yml by setting EnableVersionCheck to false The update downloader is disabled by default can be enabled in config.yml by setting EnableAutoUpdater to trueStatistics
MobManager utilises Hidendra's plugin metrics system, which means that the following information is collected and sent to mcstats.org:- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- The plugin's version
- The server's version
- The OS version/name and architecture
- The core count for the CPU
- The number of players online
- The Metrics version
- MobManager components enabled
Opting out of this service can be done by editing plugins/Plugin Metrics/config.yml and changing opt-out to true
Public Test Server
Public test server has been shut down, will try get a new one in the futureAddress: mc.forgenz.com
Note: After joining, type /warp dev
Note: The test server only has the limiter component enabled
Developer Builds
Development builds of this project can be acquired at the provided continuous integration server.These builds have not been approved by the BukkitDev staff. Use them at your own risk.
Dev Builds
Configuration | Statistics | Reading
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Posted Jan 25, 2014Hi! In first place I want to thank you for this excellent plugin! :D I only have a question, what things in the configs should I change if I only want MobManager to take care of hostile mobs spawn/despawn? I don't need MobManager to spawn any passive mobs and limit them neither, I want bukkit itself to take care of that but I don't know how to do it exactly, thanks!
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Posted Jan 25, 2014Hello Shadow,
Could you add something like a mob range please, a kind of los (line of sight) ? I would like my mobs to have an attack/aggro range of 5-10 (default is 15), so they would only attack somebody who's closer than (for exemple) 7 blocks.
Thank you very much and have a nice weekend :-)
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Posted Jan 22, 2014SpawnAttemptChance in spawner seems to be stuck on 100. no matter what I change it to, when I reload, it resets it to 100.
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Posted Jan 22, 2014@ShadowDog007
ohh okay hehe i think its for another config lol :D
dont forget to add the dynamic leveling system friend :p
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Posted Jan 21, 2014@McPixel
You can't. The point of /mm saveitem is so you don't have to write out complex items manually (Or don't have to learn the syntax)
You need to copy/paste into abilities.yml
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Posted Jan 21, 2014@ShadowDog007
shadow how to link the items ID to mob drops and sets ? from /mm saveitem
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Posted Jan 19, 2014@Kamaling
You can get around it by using a region with a massive chance. I will try do it sometime next week when I release my fix for horses and only spawning white ones.
@Sordrin
That is how it works. Check PlayerMobCooldown. After the cooldown expires the mob is not counted towards the users limits. Default is 60 seconds.
@DeaShiva
The current support can't be changed. It works, not sure how well.
@BrightDanny
For fine grained control you want to use ability sets. In which case your mob settings would be pretty small :P
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Posted Jan 19, 2014Is it possible to have different abilities.yml per mob? :D abilities.yml gets quite large if you have 40+ ability sets :p
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Posted Jan 18, 2014support for mcpc?.
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Posted Jan 18, 2014I am a little confused. I am under the impression that MaxPlayerMobs is supposed to limit the number of mobs that exist around a player at a time, but when I have it set to 3, a few spawn, then a few more, then more, and before I know it, there are 10+ mobs surrounding me. I want to keep the maximum mobs spawned near the player at around 3. Am I interpreting MaxPlayerMobs incorrectly, or am I missing something?
These are my spawn files for local and global:
world spawner: http://pastebin.com/7iq0Mnbu
global spawner: http://pastebin.com/wNjmsG0Q
I am using the latest version of everything.
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Posted Jan 18, 2014Hello ShadowDog007
I saw that a User befor me already asking you to add the possibility that Mobmanager will considered the World-Guard Flag "mob-spawning deny or enable" for MC 1.6.4 and later.
For the use on my own Server this will be essentially and a very great extension in your great Plugin. I promise that I will gladly donate your work if this will be in your next Update. Because I've to wait with the release of my Server until this Feature will be implemented, I'm hot to know if you already have a Release Date of it in mind. Best regards. Kamaling
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Posted Jan 17, 2014@diannetea
Thats not quite possible. Entities are not mapped to players so theres no way to do that.
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Posted Jan 17, 2014@diannetea
Yeah working on fixing that.
At the moment I have it spawning horses with a random style/color. And the ability to spawn specific types of horses.
Just need to work on getting abilities applied correctly to horses.
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Posted Jan 17, 2014spawner is only spawning pure white horses. Using v3.0.1 and spigot build 1235
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Posted Jan 17, 2014I would really like a mob expiration exemption so players who are considered VIP do not lose their mobs, or so I could add a vacation mode so if someone needs to be away longer than the time period set their mobs do not get removed.
Alternatively a built in /mm vacation would be nice, effectively doing something like pausing their timer until the next time they log in.
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Posted Jan 17, 2014@McPixel
vanilla.
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Posted Jan 17, 2014@ShadowDog007
shadow , are you using vanilla exp or custom exp for your plugin ? :)
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Posted Jan 15, 2014@ridddle
No there isn't a flag to stop that. It shouldn't be too bad though, if you set your per chunk mob limits correctly (In bukkit.yml) Minecraft will stop spawning mobs near that player and that will limit the mob counts.
And Minecraft will still despawn those mobs if the player leaves them alone for too long.
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Posted Jan 14, 2014Do you despawn mobs:
I am more than sure that older versions of MM didn’t care about that and simply enforced its mob management on all mobs, not allowing people to retain large quantities of mobs by simply allowing them to pick up items (or naming them).
I don’t want my server to get filled with persistent monster pets, is there a config node to revert that decision?
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Posted Jan 12, 2014@DJMadMax
Find the ID of the item you want then go here https://github.com/Bukkit/Bukkit/blob/master/src/main/java/org/bukkit/Material.java
Search the ID and it will show you the material you need.
The 'item' nether wart is called NETHER_STALK. Q_Q
Might change the types to allow minecraft names to be used.