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 Jun 13, 2014Been a long time but starting up a new 1.7.2 Minecraft Server. This is a mod I used to use back with Minecraft 1.4.7.
I see from the config file that Mo' Creatures and Biomes o' Plenty have been incorporated into this mod, Awesome!. It took a while but I added all the creatures from Mo'Creatures and Biomes into the abilities.yml. I actually used my old listing of the creatures back when I used to use this mod with Minecraft 1.4.7. I "think" all the ability lines are the same. Please take a good look and see if I missed anything or do you see any issues or missing/outdated lines.
http://pastebin.com/yi58BS5u
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Posted Jun 13, 2014@pepper82
Add HORSE to disabled mobs list and remove SPAWNER_EGG from EnabledSpawnReasons
@PhillyCheezsteak
Should be able to do that. Will check on it later today.
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Posted Jun 13, 2014Can you please add all of the ocelot colors/types, sheep colors including jeb_ if possible, and all of the villager types like priest and blacksmith to the Valid SubEntityTypes in the config please? This way say if I pawn a Yellow Sheep, that sheep can have different attributes from the other sheep colors.
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Posted Jun 13, 2014How can I disable natural spawning of horses but enable horses to spawn using spawn-eggs?
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Posted Jun 12, 2014@Jobsti2
Not sure =3
@DJMadMax
You would require another plugin which did that and set item so the plugin would recognise it.
@Jobsti2
I've been really busy with uni :'( In the middle of exams right now.
@JEtheGreat
Not without other plugins.
@Sordrin
If you didn't change your config it shouldn't be happening. Are you getting any errors in console?
@safwat1995
There is a timeout on mobs. After X seconds they don't count towards your limit. Raise the limit or set it to -1 or 0. It should be something like PlayerMobTimeout or cooldown
@safwat1995
Already does 'A'. I don't want to do B though. Getting light data is slow, and I can't do it in a separate thread =3
@therennon
Glad you like it :)
@DoloStar
You can 'kind of' do that. You have to set item lore manually though. Might be a bit troublesome.
@Byamarro
Thanks :)
I had similar problems on my server. Silly minecraft spawning hundreds of zombies at the bottom of the world when I'm sitting afk on the surface :P
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Posted Jun 8, 2014Great plugin!
When I was alone ins erver and I used before command /killall all I was killing over 2000 entities.
Now it's no more than 50 :D
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Posted Jun 5, 2014It is the best I've seen,I need one idea... Can you update it Then can drop or equip RPGitems? It can do - Chance: 1 Replace: true Drops: - type: RPGitems ID: 0 amount: -1 amount-max: 1 @ShadowDog007
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Posted Jun 2, 2014Wear one year using this plugin. It is the best I've seen. 0 issues 0 lag WORKS PERFECTLY
You really did a great job, I appreciate heart. In much can I donate money, he deserves it.
thanks
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Posted Jun 1, 2014The current way farm animals are despawned is a bit confusing. I have a far easier suggestion, make animals despawn if: A - They are far from the player ( A configurable distance) B - The light level where they are is too low.
That's because 99.999% of farms have torches :) This will despawn wild animals every night, but keeps the farm animals.
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Posted May 31, 2014The Spawner's MaxPlayerMobs is being exceeded. I can tell by using worldedit's "/butcher" command and it's killing 30 mobs, while my MaxPlayerMobs is 15.
What could be causing this? I disabled Bukkit's built in spawner (server.properties spawn-monsters and spawn-animals are false)
I am using spawner + limiter. Could they be interfering with each other?
Only 1 player is logged in to the server.
Oh, the limiter despawns the mobs at radius 40, that's before they leave the player's MaxBlockRange (set at 48)
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Posted May 26, 2014I just updated to 1.7.9, and all of the sudden mobs are spawning with potion effects and armor/weapons that they should not have, and are not configured in abilities. Any idea of what may have caused them to start randomly spawning with additional items? And it is happening quite frequently too.
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Posted May 25, 2014Is there a way to make mobs apply potion effects to players on hit?
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Posted May 25, 2014@ShadowDog007
What's about my (very) old request for Mobs on a leach?
Mobs on a leach shoudln't desawn, equal if tamed/feeded or not.
Thanks!
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Posted May 24, 2014Just figured out how to use ItemAttributes (or Lore Attributes or any other lore-related attribute plugin) with MobManager. Man this kicks *ss, it just kicks *ss ^^
It's soooo much work but infact you're able to set up your very own completely controllabe RPG-server with just MobManager. Any additional plugins are nice to have but they definitely are no "must have".
Thanks again for everything, Michael aka ShadowDog007 :)
EDIT:
I tried to give a skeleton a weapon with poison-damage, unfortunately it doesnt apply because poison damage isnt any of the minecraft's standard enchantments.
Potion-effects seem to cannot be applied to items and when i apply the potion-effect to the abilityset of the skeleton it doesnt seem to do anything.
Any idea how i could:
a) modify a mob so it could poison me
b) modify a weapon so it could have a poisoning-effect to the enemies?
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Posted May 23, 2014@DJMadMax
Tracking is for new mobmanager Installations, or "old" animals.
@ShadowDog007
I tested the following:
"old" feeded animals from a farm (small farm 6 Mobs, breeding max: 30),
let the animals make love and babys. waited 5 minutes, no despawn.
Set gamemode to 1: no despawn.
Teleport to spawn an waiting 15 minutes, so chunks unloads (i think): no despawn.
Teleport to spawn -> Server Restart -> /home: No Baby Animals anymore, only the old feeded.
Edit:
Used Butcher -f 5000.
Same procedure: Now it works, no despawn...
wtf? ;-) (no Limits were reached)
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Posted May 23, 2014@TheNicklander
I thought I fixed that Q_Q Will check it again tomorrow.
@thequestingbeast
I don't think ignoring OP's would make much sense. Especially since I don't have a way to enable/disable it via a command.
For the spawner component? You can do that (I forget how though :P)
@DJMadMax
Yeah, you should be able to do that.
First off, are you sure that there are limits for levels of enchantments?? I didn't think there was.
ItemAttributes simply uses an items lore to add attributes to the item. If you set the lore in MM it should just work.
@kSheng8468
Open up spawner.yml and just lower the chance for witches? Its possible that I messed up the spawn requirements too. Check that the biome list only has the swamp biome listed and biomewhitelist = true.
@tailang
I can't read that. Please post your config on pastebin (Or similar)
@XkulokoX
Not 100% sure I understand your question... But I don't think it can.
You are asking if MM can spawn MythicMob mobs? Then no (very probably not)
@Jobsti2
Pretty sure that MM won't despawn mobs which are near players. Therefore if you are watching an animal, you will never see it disappear.
@DJMadMax
Thanks for replying to people while I have been busy :)
Btw, EnableAnimalDespawning: true overrides EnableAnimalTracking*. The only reason EnableAnimalTracking is there is to prevent new servers from losing all their farm animals.
You can start building a database of protected animals and then enable animal despawning.
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Posted May 23, 2014@Sordrin
PlayerMobCooldown: 20 Means that a mob does not count towards a players mob limit after 20 seconds (Its probably seconds, could be ticks)
@searonoko
You can use birth spawns from the abilities component to make more mobs spawn around vanilla spawned mobs?
@wowzersam
Just use '/mythicmobs'
@kSheng8468
Which one?
@ChengZi368
Thanks :)
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Posted May 23, 2014@Jobsti2: Thought about this setting?
Try setting it to
trueMaybe your mobmanager doesnt even know which animals are tamed and which not because it's not allowed to keep track over those.
PS: Found your server (the webpace) in google some days ago while i was looking up for something mobmanager-related :) greetings from germany! (kannst mir auch gern mal direkt Fragen zukommen lassen, vielleicht können wir uns gegenseitig bei manchen Dingen helfen).
Cya, Mäxl
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Posted May 22, 2014CB beta 1.7.9
MM v3.0.3
Settings:
Animals (Breeded oder feeded) will stay, even chunk is unloaded,
BUT they're removed after a Server-Restart?! Tested with animals below GroundHeight.
Any new settings in the last few updates?
Can't look in the protectedAnimals.dat, but the files updates.
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Posted May 22, 2014Hello, the server that I'm currently on is using MobManager to control mob spawning throughout the world. Is MobManager able to spawn and decide mobs using the MythicMobs plugin? The MythicMobs plugin has it's own spawning system but the MobManager system is more preferable.
Thanks :)
Kuloko