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 Feb 14, 2013@CommodoreAlpha
You can modify mobs health, up or down with bonus health. I thought that was easier to do. Specific values for damage would not work well because then damage would not scale with mobs with weapons such as swords.
Perhaps you don't fully understand how the Mob Abilities work? It can be a little confusing, and I have not done too much in the way of explaining how to set it up.
Have a look here and let me know if it helps :)
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Posted Feb 13, 2013It seems like there isn't much "fine control" over each mobs' health and damage, in that I can't set a specific value for each mob type's (including subtypes) damage and health, where relevant. (It wouldn't make sense to configure damage for villagers, because they don't attack. Plus I already have a plugin for that.)
Perhaps this plugin (which I presume to be dead; it doesn't work) can give you ideas on what to add on to the "Mob Abilities" portion of the plugin.
http://dev.bukkit.org/server-mods/mobdamage/ (You might also want to read my comment on this page to avoid ambiguities I've found in their plugin.)
Nice job on the plugin, I definitely like where it's headed, since I can see it allowing server admins to fine-tune the attributes of mobs on their servers. :)
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Posted Feb 13, 2013@wez1981
Yes, its is very likely. I will add exceptions for them in the next build :)
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Posted Feb 13, 2013Could this conflict with epicboss? ive noticed my bosses are disappearing. Could we add exceptions in for those?
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Posted Feb 13, 2013Just so everyone knows.... I am working on separating both MobManagers Limiter and the new MobAbilities. Along with the change, I will be changing how MobAbilities are laid out. So, be aware that you will have to re-write your configs D: (Unless I can pull of writing a config converter)
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Posted Feb 12, 2013@EMOberger
That doesn't sound right. Bukkit usually keeps all mobs and stores their information with chunk data.
Did you have this issue before installing MobManager?
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Posted Feb 12, 2013@ShadowDog007
Under your listed features you have:
Sometimes bukkit bugs out and will despawn animals that are tamed/fed I'd like a plugin that stores those mobs in a database and makes sure they do not despawn.
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Posted Feb 12, 2013@EMOberger
I don't fully understand what you want. ''save every animal that was fed, has players armor, etc etc for a set time or 0" Please try and explain it in a bit more detail. I will see what I can do for you :)
@xclucky
Ikr :P I totally understand why they do it though. Its more the people who download the plugins who are causing the problem. I am however allowed to use a continuous integration server to provide dev builds! I will try learn how to use one and put one up for everyone :):)
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Posted Feb 12, 2013@ShadowDog007
Damn BukkitDev... Worthless piece of craps... >.>
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Posted Feb 12, 2013@ShadowDog007
I want only those features. I understand if you don't want to make a separate plugin, just thought I would ask.
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Posted Feb 12, 2013@EMOberger
Wait, my plugin does this. And you want a separate one to do it?
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Posted Feb 11, 2013Could you make a separate plugin using the code that saves mobs? I'm wanting a plugin that will save every animal that was fed, has players armor, etc etc for a set time or 0 for forever. Please? :D
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Posted Feb 11, 2013@ShadowDog007
cries I did have the warning :(
New build has been uploaded. v2.1a just fixes some small errors I made in v2.1
I guess you will have to wait till its approved to get it. :(
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Posted Feb 11, 2013New build has been uploaded!
MobManager v2.1 brings a fix for /mm version + Brand new Mob Abilities!
Mob Abilities will allow you to add bonus HP to mobs, Add damage multipliers, Potion effects, Armour sets, starting items (Weapons) also set mobs as babies (For animals and zombies) AND put all combinations of these abilities together to create rare 'super mobs'!
You can read about it and download it - mod remove link to unapproved file :)
Warning: This build has not yet been approved by bukkitdev staff, use at your own risk
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Posted Feb 10, 2013@xclucky
SEE EDIT
If RemovedTamedAnimals is false, then when my despawner runs, it does not despawn animals which have been tamed by a player. So there is no way a players dogs/cats can be removed.
If it is true, MobManager will despawn these animals as soon as they are left alone.
Edit: (v2.0 and below) Seems I have made a typo. I will fix that for the next version. Thanks for pointing it out :)
Edit: I really should not try and help people while I am tired. Logic goes out the window. Q_Q
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Posted Feb 9, 2013This part here in the config doesn't make much sense:
If the config option says "Remove Tamed Animals" I would think that true would mean that animals are removed from the game? Is that bit in the config wrong or right? If it is right, I would like to recommend making that true by default in the configuration options.
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Posted Feb 9, 2013@TommehRRR
It shall be done!
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Posted Feb 9, 2013How about controlling the minimum and maximum Y for a certain mob?
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Posted Feb 6, 2013@Jobsti2
@1st It should be in quotes if you are adding or editing a value, just to be safe. But it will remove them after starting your server or reloading MobManager if they are not required.
Its similar to the layers, where some will need it, others wont. Not sure why it does that.
@2nd Thats how minecraft works. When a player is teleported away from an area, and no other players are there, the chunks are unloaded. Mobs are saved in the unloaded chunks and removed, then replaced when the chunks are loaded again. They won't be active or consume any resources in this state.
Its not really a problem, but I will implement a despawner to remove the mobs anyway.
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Posted Feb 6, 2013Great Update, yeah, thanks!
Info:
I have to set the values for Bonuses in quotes,
if not, values will be deleted.
2nd Info:
Sometimes, mobs will not be removed If a player teleports (/home and /spawn),
we're using HomespawnPlus.
I checked this with /mm count and dynmap-mobs.
I also checked this by gamemode 1 and flying to the Chunks where the mob are in,
I can see the mobs a short time, and then they will be removed correctly.