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 11, 2013@Victor_Psycho
You have not set any base rewards. EXP rewards are based of those, not the exp which is dropped normally from the mobs.
So you need to set the min and max rewards for killing each mob you wish to have a bonus for.
Note that the extra exp is not dropped, it is simply added to the players current exp directly.
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Posted Jun 11, 2013Hello, After some more testing I seem to be stuck on how to get bounty experience to work. I have the master bounty file giving a 100% exp boost for all AbilitySet mobs and use world settings set to true in the individual worlds, yet no bonus experience is acquired. Any ideas?
/mobmanager/bounty.yml http://pastebin.com/mV5dCvGM
/worlds/world/bounty.yml http://pastebin.com/2uzKYkEU
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Posted Jun 10, 2013@o0Julia0o
J: ah o.k., but i have set "UseWorldSettings: false" to true.
In that case those settings will override the global settings in that world (i.e. the global settings will have 'almost' no effect)
J: Chance 1 will give all=100% zombies that? I thought before chances go from 0% up to 100%.
The chances work like this. If I give 2 chances for a zombie to get 5HP, and 4 chances for a zombie to get 10HP. There will be a 2 in (2 + 4) chance of any zombie getting 5HP, and a 4 in (2 + 4) chance of any zombie getting 10HP.
That way, if your lazy you can simply do Chance: 1, or if you want fine grained control you can have much much higher chances. It also means you don't have to make all the chances add up to 100. Which I find annoying. If its easier for you to think of it as 1 up to 100% then by all means, do that.
J: (i only changed something at the end of the file after the line: "MobAbilities: {}"
That is not done correctly. You should start out with what I pasted below, then it will generate the config nodes for you.
http://pastebin.com/ysKULbCF
About difficulty, I think its best to just put it on hard. You can reduce the number of mobs that spawn with the limiter if you think there are too many.
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Posted Jun 10, 2013@ShadowDog007
S: If you use the worlds abilities.yml (Which you don't have to) then it ignores the global abilities.yml in that world.
ah o.k., but i have set "UseWorldSettings: false" to true.
S: - Chance: 1
Bonus: 5
That would give all zombies an extra 5 hp
Chance 1 will give all=100% zombies that? I thought before chances go from 0% up to 100%.
S: The "{}" is only useful when you don't know the configuration nodes and you are writing a new config.
Uh - i don´t know writing a new config. So my global abilities file could work like this: http://pastebin.com/1Ef8hd1k
(i only changed something at the end of the file after the line: "MobAbilities: {}"
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My thoughts:
i am using in server.properties "difficulty=1", because i won´t have such a lot monsters. But on "difficulty=3" there are not only more monsters, they are harder to kill. And that i wan´t to have. So i make this: "difficulty=1", but i use your Mod to make them harder to kill. So i hope i safe CPU-Power of the Server, because he hasn´t to calculate so many monsters.
thx
Julia :)
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Posted Jun 9, 2013@o0Julia0o
Just some aye? :P
The global limiter.yml controls most of the limiter component by itself. The world limiter.yml is where you can set the actual mob limits for each mob group or each mob individually.
For Abilities it works a little different. If you change something in the global abilities.yml it effects all worlds. If you use the worlds abilities.yml (Which you don't have to) then it ignores the global abilities.yml in that world.
The default settings for the limiter should be fine to use. The only thing you might want to change is spawn-limits for each mob. You can find it in bukkit.yml (In the root directory of minecraft) And reduce the values. That will prevent heaps of mobs stacking up in one area.
Zombies have a slight bug as of 1.5. The less health they have, the more damage they do. Works the other way too, if you increase the amount of health they have, they can end up doing no damage at all. You can find each mobs normal health and damage on Minecraftwiki.net.
Also, HealthBonus gives the mob extra (or less hp if you use a negative number) health. So....
That would give all zombies an extra 5 hp (For a total of 25 health) (2 health is one heart)
The "{}" is only useful when you don't know the configuration nodes and you are writing a new config. After you start MobManager it should generate each config node then you can go from there.
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Posted Jun 9, 2013hi :) i have some questions...
When does which file has impact:
if the global limiter.yml and abilities.yml is changed, does it have effects on all worlds - or are the untouched world-ymls used?
and if the global limiter.yml and abilities.yml is changed, but the limiter.yml of the world1 is changed, but the abilities.yml of the world1 not.. which yml have effects on the world1?
epic boss:
what does the "epic boss recoded" do?
what are the defaul-values of mojang:
are the values in the yml-files the default-values of mojang(vanilla)? Or where do i find them?
Are there any good example-files for: server-saving-performance; power-server, standard-mojang-values?
Are the values in the files, after downloading & starting the plugin for the first time, standard-mojang-values or good powersaving values(The defaults for the limiter are pretty conservative... so i think a litte powersafing)?
Make Mobs stronger:
i wan´t to save "serverpower" and decrease the number of mods, but make them stronger. How can i do it? I wan´t them behave like standard-mojang, but just make them stronger(more hitpoints, more damage, but don´t drop anything other then mojang "tells them", etc.).
is that a possible expample for a zombie? (do i have to write it in the "{}" ? ->
...so where do i find the default-mojang-values for all mob-types? How many health does a Zombie have normally(2 or 12000)?
thx
Julia :)
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Posted Jun 8, 2013@_Minitour_
:o
I *might* do that. But it would require a few changes... And I'm a bit short on time right now.
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Posted Jun 8, 2013add block support for helmets for example: I want to put a glass block on the head of my mobs on the space world :D and since it works with MC edit to equip mobs with blocks I don't see any problem with adding more options to the helmet type and not only the minecraft armour.
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Posted Jun 7, 2013@ShadowDog007
Outstanding! I'll do some more testing tonight, it's either finish my Master's this weekend or have some issues at work.
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Posted Jun 7, 2013@Victor_Psycho
Should be fixed now in v2.6c_dev. Thanks for pointing it out :)
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Posted Jun 7, 2013@Victor_Psycho
UseWorldSettings is only required if you wish to set different rewards for different worlds.
I will fix the issue soon. (The one thing I didn't test... haha.)
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Posted Jun 7, 2013Hey,
Going great so far but there appears to be an issue with the bounty portion. Within the world/bounty.yml file if I set "UseWorldsettings:" to true, it reverts back to false soon as I turn the server on. As a end result bonus experience doesn't occur.
I have it configured for EXP on the master bounty file. Any idea what I'm doing wrong?
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Posted Jun 6, 2013@Victor_Psycho
Errm, nothing Q_Q.
It is bugged in v2.6a (From v2.5 I believe) I fixed it in my latest dev build
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Posted Jun 6, 2013@ShadowDog007
Far as only special mobs being babies/charged, can you please tell me what I'm doing wrong?
The special mob names are "Psychotic_Overlord" and "Apple_Jack"
Entire ability file: http://pastebin.com/8XM4MKXb
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Posted Jun 5, 2013@Victor_Psycho
1) Give the mob a negative health bonus. It won't let it go below 1.
2) No.
3) Yes, you should be able to set the baby rate for the ability set to 1.0, so all zombies/pigzombies/animals which have that abilityset will be babies
4) Same as 3) but with 'ChargedRate'
5) Not yet, might do that on the weekend.
6) If you remove SPAWNER from EnabledSpawnReasons in the limiter, then they will be allowed to spawn regardless of limits. If you do the same in Abilities then mobs which spawn from Spawners will not have abilities applied.
7) You have to set EnableBounty to true in config.yml.
As of now, only the Limiter and Abilities are enabled by default. Bounty should be enabled manually.
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Posted Jun 5, 2013Great mod, still testing to see if it's exactly what I need but its very promising so far. I do have some more questions though:
1) Is it possible to LOWER the health of a mob beyond the default? If so how?
2) Is it possible to have an AbilitySet for a ZombiePigman that is hostile yet all other pigmen are not hostile? If so how?
3) Is it possible to have an AbilitySet for a Zombie that is a baby yet all other Zombies are normal? If so how?
4) Is it possible to have an AbilitySet for a Creeper that is supercharged yet all other creepers are normal? If so how?
5) Is it possible to have the zombies and such in dyed leather armor? If so how ?
Also can you elaborate on the 2.6 notes:
6) "Exploit prevention, stop your players from exploiting things like spawners to get heaps of rewards"? My understanding was just remove spawner from the EnabledSpawnReasons list to fix this, is there something else?
7) "New Bounty Component Give players rewards for killing mobs Rewards can be Money, Items or Experience Define reward ranges per mob" Are there notes somewhere on how to do this? (the config files are unchanged)
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Posted Jun 5, 2013@Lukethenuke
No the limiter can not currently do this. You could achieve this by disabling passive mob spawns altogether, then using command blocks which spawn mobs around players nearby with /mm pspawn cow 2
Of course that only works if your world is pre-built.
Another option is for me to add per biome limiting of mobs? Would that be helpful?
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Posted Jun 4, 2013Hey there, I was wondering if it was possible for your plugin to limit mob spawning to the point where I place a spawnpoint and they can only spawn there. I'll try to explain with an example: I make a few fields of wheat right near each other with lots of grass in the area and I only want passive mobs to spawn there instead of it being random and controlled by vanilla minecraft. For my server, only fields of wheat/carrots/potatoes will have passive mobs spawn there but nowhere else.
Hopefully the example is good enough.
Cheers.
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Posted Jun 3, 2013@Victor_Psycho
Just uploaded a fixed version v2.6b-b45 to my Dev Builds.
Will upload it to bukkitdev later today.
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Posted Jun 3, 2013@Victor_Psycho
Oops... My bad, forgot to allow for that. Will try fix it now before I go.