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 21, 2013@Wedhro
Not sure about the time/weather just yet, but I can do per biome settings
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Posted Feb 21, 2013@ShadowDog007
An easy way to do it could be that instead of assigning abilities by mob type, you use mob type as an ability and assign it to custom mobs, then you specify under which condition that custom mob can spawn; for example:
This way you have zombies spawning in swamps with +10 health, zombie spawning underground doing double damage and vanilla zombies spawning everywhere else.
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Posted Feb 21, 2013@Wedhro
Challenge Accepted!!
I will slowly get to adding new features. Those are some interesting ideas. I should be able to do all of them. The biggest problem will be making the config for it easy to understand. lol.
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Posted Feb 21, 2013You know what this nice plugin needs to really shine? Change mob's settings by biome, height, weather and time of the day.
This would allow to do things like only spawn skeletons in deserts, do not spawn cows and sheep in jungles, make all creepers powered during thunderstorms, don't spawn endermen when it's raining, turn all spiders spawned underground into cave spiders, make zombies immune to sun damage but very slow at day and so on...
Man, this would make 90% of mob plugins obsolete ;)
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Posted Feb 20, 2013@ShadowDog007
It.....Got rejected? D: (Because of /mm version)
Small change to my description required. Re-uploaded. Hopefully it gets approved this time...
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Posted Feb 20, 2013New build has been uploaded!!
MobManager v2.2a brings...
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Posted Feb 20, 2013@Mortalsinn
Yes, you can configure it to limit spawns from all types of spawn reasons (Natural, spawners, spawn eggs, breeding or even from plugins). All valid spawn reasons are listed here
@Tehkiah
Currently, no, I can do that for the next version though :)
@wez1981
Sorry not yet, I will do that for the next version :)
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Posted Feb 20, 2013Any exceptions for epicboss or excluding regions?
My epic bosses despawn :(
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Posted Feb 20, 2013Messing around with this plugin for the first time, it seems awesome! I'm just wondering if there's some way to configure the strength of a potion effect that a mob spawns with?
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Posted Feb 20, 2013Does this work with mob spawners too or just naturally spawning mobs? We have a bit of an issue with Grinders on our server, it's gotten a bit out of control and I was looking for a way to control them a bit
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Posted Feb 20, 2013New build has been released!!
MobManager v2.2 brings new commands which allow you to spawn mobs, and also a split of both the limiter and abilities components of MobManager. You can now enable/disable each component seperately :)
Also with v2.2 you can make Creepers become Charged upon spawning! And Make Wolves spawn Angry!
Keep an eye out for the build as you wait for it to be approved :)
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Posted Feb 19, 2013@sicariusdracus
Sorry, MobManager only listens for mob spawns and prevents or allows them. MobManager does not currently spawn mobs itself.
Also you can only disable mobs globally right now, not per world.
Assuming you used a world generator to generate your world, your best option is probably to get it to put mobspawners all over the place. (And if you use MobManager, disable all the mobs you don't want in any worlds, like Cows..)
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Posted Feb 19, 2013Haven's seen it specifically mentioned...
I want to use this to modify the mobs that spawn in each area (like Monster Apoc does, but dear lord I hate that plugin). I know I'm supposed to put them in <world>.yml, but I haven't been able to find how to do that.
I have a normal world which is built like a nether world, and would like only pigmen, ghasts, witherskeletons, and wolves to spawn there.
And an End world which I want witherskeletons, endermen, a pair of ender dragons, zombies, and spiders.
Can you help?
pigmen, not
pigment-
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Posted Feb 17, 2013@CommodoreAlpha
Don't worry about the questions, I am not bothered.
EnderDragons can be customized with MobAbilities.
I will look into changing it for different sizes of magma cubes. Also in the next version I will support both skeletons and wither skeletons separately.
At the moment potions are always potency level 0, and effectively last forever (3.49 Years) I will try allowing customizing these values for the next version of MobManager (However I don't see why you would want potion effects to only last a little while)
Default armour and weapons is already supported. With armour you can do this with DEFUALT instead of NONE or a type of armour. This is in the header at the top of the config.yml file. (Might want to read it before you ask another question eh? :P)
Weapons can be left alone by using a value of -1 as the item id.
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Posted Feb 17, 2013@ShadowDog007
For the enderdragon, I was talking about MobAbilities, not chunk limiting. (I doubt some operator will spawn a million enderdragons. Maybe.) And I know that magma cubes and slimes are entirely different mobs, I was just referring to the fact that they come in many sizes, and that each size multiplies their base stats (armour, hp, and strength) by a certain amount based on the size.
I feel like I'm asking too many questions (and thus rushing you), but for the mob abilities section, is there a configurable timer (from 0 to permanent) and potency of the potion effect?
Also, for ArmourSets and StartingItem, there should be an option for "normal". What normal would do is spawn the mob according to vanilla standards, meaning that the armour they spawn with and weapon is completely up to vanilla standards.
This is because I saw a problem while configuring skeletons, that most of the normal ones naturally had a bow. I wanted a few skeletons to spawn with, say, an iron sword. That was nice and all, but since this means both wither and nonwither variants, all skeletons will spawn mostly with a bow, and occasionally an iron sword.
Let me give a much more nitpicky example of why the "normal" option should be added to "ArmourSets" and "StartingItem", even if you did support mob subtypes. I assume that when you say ArmourSet, it will mean the mob spawns with the full set of that armour, no matter what, and always without enchantments. So if I made it so that zombies had a 1/10 chance of full leather armour, and a 9/10 chance of no armour, I'm effectively overriding the vanilla spawning behaviour of a chance to spawn a zombie with random pieces of armour on, and the possibility that some of them are enchanted.
Yet another reason for putting in the "normal" option would be that we just like the vanilla spawning behaviour to do most of the work of what equipment skeletons/zombies spawn with, while we occasionally force them to spawn with, say, full diamond equipment. The reason I am suggesting putting in this "normal" option is because I'm assuming "none" forces the mob to not have anything.
Oh, and once again, thank you for this fine-tuned plugin, and also for putting up with my constant barrage of questions. This is probably the last text wall I'll make, since I've now thought of everything. :D
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Posted Feb 17, 2013@CommodoreAlpha
Actually thought of an awesome way to add support for all mobs :D
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Posted Feb 16, 2013@CommodoreAlpha
MobAbilities are supported for every LivingEntity listed here
As for the limiter I did not bother with EnderDragons because first of all, there is really ever one of them (In vanilla minecraft), also, they are not categorized with other Mobs (By minecraft itself)
At the moment I do not support sub-types, the reason for this is because I use bukkits entity list to determine if a mob is given abilities or when checking if a mob is allowed to spawn (With the limiter) If I were to use my own method I could get around this, but by using bukkits own entity list, as they add more entities, I don't have to update my plugin to support them :) With the exception of sub-types. It also means I have no control over what is in the entity list. (Now considering forking bukkit and trying to get away with making WitherSkeletons and Skeletons totally different entities)
I will however look into including support for sub-types for a future build.
If you look at Bukkits entity list it includes both varieties of slime as seperate entity types.
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Posted Feb 16, 2013I've another question now. Will this have support for mob subtypes? I kind of want it so that I can configure Wither Skeletons and normal Skeletons differently. Other examples of subtypes include, but are not limited to: Slimes/MagmaCubes in various sizes, Zombie Villagers, and Tamed Wolves. I also noticed enderdragon isn't on your mob list - is it because you forgot to put it in there, or because the plugin doesn't support it?
And for slimes/magma cubes, it'd make more sense if the health bonus scaled with size.
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Posted Feb 14, 2013@CommodoreAlpha
Glad you understand it now :) That explanation would have been in the config file, but the header is long enough as it is :P
Setting different damages for each different type of attack may be a bit too hard.
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Posted Feb 14, 2013Ah, thanks. This is a much better explanation. :)
Also, at the time of writing, I didn't mean to say that your plugin didn't have fine control, but rather, seemed like it didn't. In short, I was confused about how exactly to configure the plugin.
Now, as for setting a mob's damage. When I said specifically setting a mob's damage, I meant "base" damage. So for example, I can set a zombie's base to, say, one heart. A diamond sword would normally add on 4.5 hearts of damage. So, if I (without armour) got hit by a plain zombie with a plain diamond sword, I should take 5.5 hearts of damage.
Another example would be blazes. They can deal damage in two (technically three) ways: contact, the fireball projectile, and the firetick damage that occurs afterwards. Having a damage multiplier wouldn't work well if I wanted to configure all three aspects. I may want blaze contact damage to be an instant kill, the fireball itself to deal only 2.5 hearts of damage, and the fire to last 3 seconds. Hell, I might even want the fireball to violently explode like a ghast's (let's not get too excited though).
Do keep the "total damage" multiplier though, as it could be useful for more generic, easier configuration.