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 21, 2013Update: Server restarts no longer make the On Death/On Birth monsters spawn correctly. Sadface. My players are slaughtering my would-be difficult monsters.
Also, I notice that ZOMBIE_VILLAGER is not a valid Entity Type. I hate it when they despawn but I don't really want to just allow all Zombies to be ignored by the Despawner.
Is it possible to make them a Valid Entity or would that be out of the question?
Thanks!
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Posted Jun 20, 2013@ShadowDog007
Global Abilities.yml http://pastebin.com/6uVuk6nj
Global Bounties.yml http://pastebin.com/WgQgNUvC
Global Config.yml http://pastebin.com/aS46TnfR
Global Limiter.yml http://pastebin.com/qgz9mmB6
World Limiter.yml http://pastebin.com/RkpqNsBZ
Thanks again!
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Posted Jun 20, 2013@perfect007
Hi, I will look into the problems later today. Could you upload your configs to pastebin or something?
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Posted Jun 20, 2013Hi again,
Having a blast with the plugin, but I still have things that don't work how I expect:
1. Birth/Death spawns don't always happen even when I don't limit them. If I restart the server, they always happen for a short time, then stop.
2. As noted below, the Baby 1.0 doesn't work on Zombies.
3. Giving an AbilitySet a negative multiplier in the Bounty.yml doesn't remove exp from the player for killing it.
4. Durability 20 doesn't seem to do anything to the item I put it on (A sword drop)
5. Certain items cannot be dropped such as a specific Skull. I used ID: 387, Data: 2. I get "No such Item ID -1 for ZOMBIE" in the logs.
Thanks for the wonderful plugin!
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Posted Jun 20, 2013@ownage_50
No.
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Posted Jun 20, 2013Is there any way to spawn human/player mobs??
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Posted Jun 19, 2013@perfect007
Never mind, got it!:
Just add the Chance: 1 first!
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Posted Jun 19, 2013Hi Shadow,
I've been trying for hours and cannot make DeathSpawn work. I have
LimitBonusSpawns = false
Deathspawn:
- MobType: ZOMBIE
- AbilitySet: LegioniteSet
- Count: 10
When I kill it, nothing spawns. It's the only thing in your file that has no example associated with it. Can you write me out a working example?
Thanks! Love everything else so far.
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Posted Jun 13, 2013@Victor_Psycho
That's an issue with how Minecraft handles angry wolves unfortunately. The only upside to having them angry is that players can't tame them. If they hit any wolf nearby to them, they would get aggro. No other way that can happen though.
Just fixed the issue with bonus spawns.
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Posted Jun 13, 2013@ShadowDog007
Ah sorry I thought there was a second person helping you, dang that means you're very busy. Still I appreciate your work on this.
I uploaded the new development build and most of the previously mentioned issues are fixed, however I'm still noticing a problem with wolves. Previously I said:
(line 476) The_Great_Wolf does not spawn hostile despite “angryrate” being set to 1.0.
The wolf does spawn using the hostile texture, however will not attack a player. Also all the "pack_wolf" that spawn when the great wolf does (and when it dies) do not use the hostile texture nor are they hostile even through their angryrate is 1.0.
Mobmanager/abilities.yml http://pastebin.com/U6REgP5N
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Posted Jun 13, 2013@Victor_Psycho
'You guys' ? :P
Damn it. I swear I thought of that before. Fixed the problems with rates it in latest dev build.
About the 'Item_Hand' ability. That does not currently support enchantments. I've been meaning to do it, but been short on time. (Exams coming up D:)
The next best thing you can do is have it normal with a 0% drop chance and have a chance to drop an enchanted bow.
I might take a look at changing it over to support enchantments tomorrow.
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Posted Jun 13, 2013Thank you,
You guys have been very responsive, which is definitely appreciated. I tested everything on my local machine and it works fine, however when I loaded it on my server and spawned in the AbilitySet mobs, they all had problems.
(line 14) Psychotic_Overlord is not supercharged despite “chargedrate” being set to 1.0.
(line 106) Apple_Jack is not a baby zombie despite “babyrate” being set to 1.0.
(line 211) Doom’s bow does not have enchantments on it.
(line 476) The_Great_Wolf does not spawn hostile despite “angryrate” being set to 1.0.
(line 534) Pack_Wolf does not spawn hostile despite “angryrate” being set to 1.0.
Any idea why these problems might exist? The key difference here might be that on my local server they spawned naturally and on the live server I used “/mm pspawnset”. Also I’m using version 2.6c.
Mobmanager/abilities.yml http://pastebin.com/U6REgP5N
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Posted Jun 12, 2013@kshepp
1) EquipmentDropChance is soon to be removed. I used it before I added the custom drop chances per piece of armour. It only has effect for Item_Hand.
If UseWorldSettings is true, the global settings for *MobAbilities are ignored, and the worlds settings are used instead.
2) Yes. Just like when you normally throw potions at zombies, some of them don't work. For example, poison does not effect zombies, neither does regeneration.
Also, I haven't tried it, but I don't think instant potions would work either.
@Victor_Psycho
Just uploaded v2.6c to bukkit.
You just need to set Reward: '' and Fine: '' and MobManager will not print any messages.
If you can't see that, its just two single quote marks, with nothing in between.
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Posted Jun 12, 2013Thanks for your work on this @ShadowDog007. Very slick. Using it to create fully equipped Zombie armies. We've been hiding spawners, but it might be time to experiment with VariableTriggers some.
One things a little confusing. Well, two things actually... :-) ...
1) How do the various drop chances stack up for a given piece of gear? For example, if I have an ArmorSet where the helmet has DropChance: 0.5, that ArmorSet is part of an AbilitySet with EquipmentDropChance: 0.5, and then I use that AbilitySet in a world's abilities file under a MobAbility entry with EquipmentDropChance: 0.5... do those all multiple together? Does the world's setting override the global setting? Any guidance would be appreciated.
2) Are there any known issues with PotionEffects and zombies? I've tried applying them both in an AbilitySet and in the MobAbilities section of the world's file and I'm not seeing any effect. I'll just keep poking around if it's known to work properly. (And I'm assuming it's just me :-)
Thanks again!
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Posted Jun 12, 2013@Victor_Psycho
Erm, not sure why that is. It should not save the file at all if an error occurs? Its more likely that things like PlayerMessages: false is totally invalid. Since PlayerMessages is supposed to be a configuration section, not a boolean value.
I will release an update soon which if you set Reward and Message to '' no message will be displayed.
@Drehverschluss
No. You can have a command block fire the command to spawn mobs around players periodically. With a delay set by a redstone clock. Of course that only works if the area you wish to have it in can not be edited by players.
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Posted Jun 12, 2013@ShadowDog007
Thats a bit horribel i think. So you mean i schould execute everytime a command when a mob spawn. I think this wouldnt be a good idea. But maby i find another solution. Was trying it with RegionOwn+PatsLoot+MobManager. May you can integrate into RegionOwn. Just an idea from my side :) If you cant do anyting about it i need to find anothert way.
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Posted Jun 12, 2013@ShadowDog007
Modified the file and its looking good, next question...
How can I disable the reward message? Leaving it blank generates errors, "PlayerMessages: false" generates errors too.
Also I've noticed with this plugin, anytime a configuration generates errors the ENTIRE file in question is reset to default. I've learned to use backup copies but this probably has seriously annoyed many people, lost about four hours of modifications myself because of it.
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Posted Jun 11, 2013@o0Julia0o
I would probably drop monsters to about 20ish, if you drop the other ones you may not find animals very often.
Other than that, you just need to play around with the settings in MobManager/worlds/<worldnamehere>/limiter.yml to get the right amount of mobs you want.
@Drehverschluss
No there isn't. You could try disabling the mob all together then using command blocks to spawn them on players periodically within that region??
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Posted Jun 11, 2013Hello very good plugin on the way. But have one question. Is it possible to let certain mobs spawn in just a defined region? MFG
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Posted Jun 11, 2013@ShadowDog007
S: 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.
ah o.k., thank you! But i will choose difficulty 2, because othervise you die, if you don´t eat enough. Wich limiter-settings would be good, to have some less mobs then the standard
"difficulty: 1". Because that´s i have now.. and i wan´t to take care of the server-performance a little more.
So i choose "difficulty: 2"... and wich limiter-settings...? In bukkit.yml i have the following settings:
spawn-limits:
monsters: 50
animals: 12
water-animals: 4
ambient: 13
thx
Julia :)