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 Apr 3, 2013@ShadowDog007
It still doesn't seem to work. I spawned about 20 or so zombies and none of them were babies or had potion effects. My world config is set to:
and my abilities.yml is set to
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Posted Apr 3, 2013Will we ever obtain an option for naming items for Item_Hand and Drops?
More importantly can we get color code support for Names and names for items? Because using & Color codes break the config and resets it back to default.
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Posted Apr 3, 2013@donsavage1
Your problem there is your using the wrong setting.
Change AbilitySets in worlds config to ApplySets
Your AbilitySet also seems to be wrong. Change it to this
AbilitySets do not allow chances. And it should simply be a list of AbilitySets does not have to be associated with a mobtype. But if you wanted it to be, you would add
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Posted Apr 3, 2013Did I do something wrong with my config? I'm trying to get an abilityset named BabyZombie to be used 3/10 times and normal zombies the rest of the time, but it seems only the normal zombies spawn. In the abilities file I have:
And in my world abilities I have:
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Posted Apr 2, 2013@OrgyMotherfucker
Find the height difference between the where the players stand, and the highest point the endermen can spawn at. Thats what you should set DespawnSearchHeight to. (In your world config)
363 is the maximum number of mobs allowed in the world. It is calculated to be the minimum of either your WorldMaximum or (ChunkCalculatedMaximum x <numLoadedChunks> / 256)
@OrgyMotherfucker
That's odd. I didn't change anything to do with EnabledWorlds? :S
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Posted Apr 2, 2013Also, in the previous version (b) I was able to disable the_end from being controlled by limiter by removing it from the config. in a, i was unable to, and again in c, i am unable to. It continues loading with them enabled. in b it worked fine, though
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Posted Apr 2, 2013@ShadowDog007
Alright, they're spawning now, but it's very slow.
My Monster count is 165/363 (not sure what the 363 is, by the way. Can't find it in your help info above)
Here's my limiter.yml for my end world:
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Posted Apr 2, 2013@donsavage1
You can not currently add potion effects to players from damage from another mob.
Will add that to my todo list :)
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Posted Apr 2, 2013@OrgyMotherfucker
Turned out that DespawnSearchHeight was fixed at the same value as FlyingMobAditionalBlockDepth
And DespawnSearchDistance was fixed at 72 Q_Q
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Posted Apr 2, 2013@OrgyMotherfucker
It seems my Player Finder was actually broken. The values were fixed Q_Q
Will upload a fixed version in a moment.
@OrgyMotherfucker There is a fixed version on my Jenkins server right now. v2.4c
Uploading it to BukkitDev soon
@donsavage1
Try this
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Posted Apr 2, 2013@ShadowDog007
WorldMaximum: Monsters: 5120 Animals: 0 Water_Animals: 0 Ambient: 64 Villager: 0 ChunkCalculatedMaximum: Monsters: 200 Animals: 0 Water_Animals: 0 Ambient: 6 Villager: 0 BreedingMaximumPerChunk: 15 NumAnimalsForFarm: 3 DespawnSearchDistance: 72 UndergroundSearchDistance: 70 DespawnSearchHeight: 70 GroundHeight: -1
BUT! I think I found the issue. It's stopping the endermen from spawning because the players are at the very bottom of it. They aren't on the same level. Can you perhaps add a variable for that so that I can still make sure these types of farms work? There are similar ones I'd like to work in the overworld (the tall, ugly box ones)
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Posted Apr 2, 2013How could I use death spawn to make a giant zombie spawn 10 or so normal zombies?
Also, how can you make a chance that the monster hitting a player will put a potion effect on the player? such as poison.
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Posted Apr 2, 2013@OrgyMotherfucker
Okay, what are your DespawnSearchDistanceand DespawnSearchHeight?
DespawnSearchDistance also includes height into the distance between players and mobs, so both this and DespawnSearchHeight should be at least as high as the height of the farm.
If you get the latest version of MobManager (v2.4b) then you can set these settings in the world config for the end to prevent it from skewing the results in other worlds.
Also will probably change DespawnSearchDistance to only account for horizontal distance. So that can be kept low, while still having a higher despawn height.
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Posted Apr 2, 2013@ShadowDog007
I tried increasing everything. Nothing worked. They would spawn in some flat places in the end, but refused to in the endermen farm.
Here's an example of an enderman farm: http://www.youtube.com/watch?v=eMbn3-_6so0
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Posted Apr 2, 2013@OrgyMotherfucker
Umm? I don't think I have seen an enderman farm.
Try increasing DespawnSearchDistance and DespawnSearchHeight so they can spawn further away from the players.
Unfortunately it seems those settings are broken (Inside of the world limiter.yml files) Just fixed them for v2.4b (Which I will upload here soon, but you can get it from my Jenkins server)
Another one you could try is increasing MinTicksLivedForDespawn so if endermen move away from players, then they still have some time to move back before being despawned.
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Posted Apr 2, 2013Tried this out last night. For the most part, I rather liked it. My servers growing fast, and many people are running ridiculously sized mob spawners and just letting mobs pile up.
Mob spawners are fine and all, but I wanted to use this to prevent the pileup. Unfortunately, it completely disabled some enderman farms in the end. I tried everything I knew of to get them to spawn. Some were spawning in the end, just not on that farm, and not nearly as many as there should have been.
If I added endermen to the disabled mob array, then of course they'd start spawning again.
I tried even setting the world maximum and chunk maximum to 25000 with no luck.
Please advise.
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Posted Mar 31, 2013@LG_Legacy
Not at the moment, I had planned to do that. Got tests coming up soon :(
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Posted Mar 31, 2013Is it possible to add an enchantment to an Item_Hand?
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Posted Mar 31, 2013@ShadowDog007
Having the ability to have a mob wear a head (Only Zombies and Skellies.) with either a chance or ration.
The option should allow mob heads, and/or player heads (As in, the actual name of the player so it shows up with their skin.) Useful for well known player skins!
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Posted Mar 31, 2013Could do.
Really busy with uni right now though. If you really want those features, could you post feature requests on GitHub (Separately)?
Just so I don't forget :)
Also, could you explain the heads thing in a bit more detail??