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 Mar 29, 2013Thanks, I really appreciate your efforts! Guess I'll just wait until the next update!
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Posted Mar 28, 2013@crash2323
Darnit, fixed it for next version :S
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Posted Mar 28, 2013@ShadowDog007
OK, I took out the Armor[ ] entry in each monster but I still get the same errors. One thing to note is if i cut out the whole UNKNOWN section, the plugin loads fine. So its something with the UNKNOWN. My Config:http://dev.bukkit.org/paste/7449/
Errors: 01:01:35 [SEVERE] Error occurred while enabling MobManager v2.4a (Is it up to date?) java.lang.NullPointerException at java.lang.Class.isAssignableFrom(Native Method) at com.forgenz.mobmanager.abilities.abilities.BabyAbility.isValid(Unknown Source) at com.forgenz.mobmanager.abilities.config.MobAbilityConfig.<init>(Unknown Source) at com.forgenz.mobmanager.abilities.config.WorldAbilityConfig.<init>(Unknown Source) at com.forgenz.mobmanager.abilities.config.AbilityConfig.<init>(Unknown Source) at com.forgenz.mobmanager.P.enableAbilities(Unknown Source) at com.forgenz.mobmanager.P.onEnable(Unknown Source) at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:217) at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:396) at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:381) at org.bukkit.craftbukkit.v1_4_R1.CraftServer.loadPlugin(CraftServer.java:291) at org.bukkit.craftbukkit.v1_4_R1.CraftServer.enablePlugins(CraftServer.java:273) at net.minecraft.server.MinecraftServer.j(MinecraftServer.java:602) at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:568) at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:447) at ho.c(DedicatedServer.java:203) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:724) at fy.run(ThreadMinecraftServer.java:16)
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Posted Mar 28, 2013@crash2323
v2.4a should work fine with MC 1.4.7 as long as you don't use the 'overhead name' option for ability sets. (It will spit out errors and mess with the abilities for the mob if you enable it)
The problem with your config is Armour: It is no longer a valid option, just remove it.
@LG_Legacy
Ahh, yes. I have changed it so any mob with an ability set will not have other abilities added to it. If you want a chance for them to have normal abilities added do this....
The inbuilt abilityset NONE just applies abilities normally. So 1/2 chance of having a mob spawn with the normal random abilities.
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Posted Mar 28, 2013There hasn't been any issues with ApplySets has there? Because when I set a chance rate, it replaces ALL of that mobtype with the AbilitySet.
Is this intentional?
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Posted Mar 28, 2013Will MobManager v2.4a work with Minecraft 1.4.7?
Nevermind, saw it in the readme, it will. I assume i have to delete my configs though... Will I have to delete my already setup abilities.yml or can I use that from the previos versions?
Also, I tried it and got errors. I am trying to use the mobabilities cut from my previous version and pasted into the newly created abilities.yml. Is this incorrect (scroll down to bottom for UNKNOWN category) http://dev.bukkit.org/paste/7448/
This is the error: 22:23:16 [SEVERE] Error occurred while enabling MobManager v2.4a (Is it up to date?) java.lang.NullPointerException at java.lang.Class.isAssignableFrom(Native Method) at com.forgenz.mobmanager.abilities.abilities.BabyAbility.isValid(Unknown Source) at com.forgenz.mobmanager.abilities.config.MobAbilityConfig.<init>(Unknown Source) at com.forgenz.mobmanager.abilities.config.WorldAbilityConfig.<init>(Unknown Source) at com.forgenz.mobmanager.abilities.config.AbilityConfig.<init>(Unknown Source) at com.forgenz.mobmanager.P.enableAbilities(Unknown Source) at com.forgenz.mobmanager.P.onEnable(Unknown Source) at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:217) at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:396) at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:381) at org.bukkit.craftbukkit.v1_4_R1.CraftServer.loadPlugin(CraftServer.java:291) at org.bukkit.craftbukkit.v1_4_R1.CraftServer.enablePlugins(CraftServer.java:273) at net.minecraft.server.MinecraftServer.j(MinecraftServer.java:602) at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:568) at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:447) at ho.c(DedicatedServer.java:203) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:724) at fy.run(ThreadMinecraftServer.java:16)
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Posted Mar 28, 2013@Malachi21
Eh, You can use it to make it seem like there are a lot more mobs. Depending on your world.
MobManager will remove mobs which try to spawn far below/above the player (And too far away) Which then allows for more mobs to spawn close to the player. Which can provide the illusion of lots of mobs.
If you look at this screen shot http://imgur.com/sMvByll There are 39 mobs in the whole world, and I counted 15, in one direction in front of me.
Normally those 39 mobs would be distributed throughout the whole of the chunk (Bedrock to surface) and the player would end up only seeing about 2-3 (With the same mob limit)
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Posted Mar 28, 2013Can I use this plugin to double the number of mobs on the server at once?
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Posted Mar 28, 2013@crash2323
v2.4a supports UNKNOWN as a mob type for abilities. Let me know if it works? :D I never got a chance to test it.
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Posted Mar 27, 2013@crash2323
I have heard of something like that, but I don't think it still works. I would be interested in making something that did that, but I haven't had much free time lately. :/
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Posted Mar 26, 2013Thanks. Just let me know when and where!
Since you are so helpful, have you ever written or know of a current plugin that forces players to log out with a count down instead of just clicking the disconnect button to escape danger? I would love to have players have to wait 5 seconds standing still before they could leave the server. I don't have pvp but I would imagine it would also be useful for those server types. Tried a plugin called bAntiLeave but it appears to be outdated and did not work for 1.4.7 nor has the forum been posted in for quite some time. Just curious since your mod helps keep some challenge in minecraft!
Thanks!
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Posted Mar 26, 2013@crash2323
Just uploaded it to bukkit :)
Should get it soon.
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Posted Mar 26, 2013Ahh! Now your just teasing me :)
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Posted Mar 26, 2013@crash2323
I finished it, but I am having issues with my jenkins server. :S So I can't provide a build which supports it just yet.
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Posted Mar 25, 2013Okay :) I will get that done sometime today :)
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Posted Mar 25, 2013OK, that's not so bad. If you are willing to take the time to add an Unknown, I will be glad to utilize it thank you!
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Posted Mar 24, 2013@crash2323
No, Damage is done with a multiplier. So you could make it so all of them do double damage. Or something, less insane.
Then health is added as a bonus, so every mob could have an extra 2 hp.
Probably don't want to change much else though.
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Posted Mar 24, 2013I really appreciate you taking the time to do that, it's really refreshing to see a developer so willing to help. One question though, that would mean all of Mo'Creatures would do the same damage and and have the same amount of hit points correct? I may not want to do that...
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Posted Mar 24, 2013@crash2323
One alternative is to use UNKNOWN as a mob type? But then that would control all of Mo's Creatures with one set. If that's fine with you I am happy to change my code to accept UNKNOWN as a valid mob type.
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Posted Mar 23, 2013Ahh well, thanks for looking!