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 24, 2013Hey again,
My users are reporting that Chickens and Sheep are not being spawned when mated or when eggs are broken. Cows seem to be fine, pigs were not tested. My settings allow for 1000 animals in World and in Chunk. Animal cleanup is set to false. I have not touched any other settings. I can continue to research the issue myself, but let me know if you have any ideas.
Thanks!
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Posted Jun 23, 2013@perfect007
Hey, thanks for letting me know, I will see If I can't stop that from happening :)
Edit: Oh yeah, that actually makes sense. I have a flag in birth/death spawns which is set when bonus mobs are being spawned, and unset afterwards. That prevents you form recursively spawning mobs. That error must have caused it to not be able to 'unset' the flag, hence no more bonus mobs :(
@joserobjr
Yes, just don't use the 'Name' Ability. It will have a fit if you do. Let me know if you have any other issues while using it.
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Posted Jun 23, 2013@perfect007
FIXED!
Bomberman had his MobType set to ZoomBoomSet. Should have been creeper. When he spawned, it threw that error I posted earlier. Once that error is thrown, no additional mobs will spawn on birth/death.
So totally my fault. If you want you can add a check to make sure the Birth/Death MobTypes are valid.
Thanks!
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Posted Jun 23, 2013Can I use the latest version for minecraft 1.4.7?
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Posted Jun 23, 2013@ShadowDog007
On the Test Server I just use MM. It was as fresh as possible, I just downloaded the Craftbukkit Jar, ran it, then added MM.
After that I took the exact files I put in the Pastebin and loaded them into MM. The issue occurs about 5 mins after the server starts.
Is there any flag that is possibly being set to disallow new birth/death spawns from MM that isn't being unset? I haven't looked at all the source code, mainly because I'm lazy, but that's what I would guess is happening. I also would bet it has something to do with the limits I put on in Limiter.yml in the world file.
Thanks!
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Posted Jun 23, 2013@McPixel
What perfect007 said :)
@perfect007
I'm not really sure what to say. Your configs worked as they should for me D:
That error you got should only happen when your trying to spawn mobs without applying a MobType, but it should provide an error before it sets the up. (If I remember correctly.)
I have no idea what could cause it to 'stop' working after a period of time. On your test server are you using the same plugins? Or just MobManager by itself?
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Posted Jun 23, 2013@McPixel
Yes, you can specify every piece of armor the Mobs wear, the enchantments on them, the potions the monster has active and the weapon they carry along with what they drop. All of these can be done statically or using probabilities. Is that what you meant?
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Posted Jun 22, 2013Can i spawn mob(custom ability,custom armor & weapon) naturaly using this plugin ?
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Posted Jun 22, 2013@ShadowDog007
Hi Shadow,
I have been employing you testing suggestion of using pspawnset since a few days ago. It's a good technique.
I've performed extensive testing and here are my results:
Steps:
1. Created new Bukkit 1.5.2 server on my local machine
2. Loaded only Mob Manager Plugin
3. Configured with exact files that I put in Pastebin except the Bounty.yml (Seemed unneeded)
4. Manually spawned DryBonesSet (Automatically respawns itself each time it dies)
Results: DryBones would respawn many times in a row at first. I then traveled a short distance and tried again. DryBones no longer would respawn itself on death. I did see something in the logs:
http://pastebin.com/fzxd5MYW
Before that I was testing on my real server (Harder to do with players on it) and I must have tried re-configuring every option. My only conclusion is that when a cap is hit, no mobs are further allowed to spawn.
I can re-create the issue each time by restarting the server. Upon each restart the DryBones will respawn on death. I don't have to even log into the server for it to quit working. If I let the server run for about 5 mins before logging in, the DryBones will not respawn on death. Once it quits working, nothing but a restart ever fixes it.
Let me know if that helps.
EDIT: Formatting.
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Posted Jun 22, 2013@perfect007
Try manually spawning mobs with AbilitySets which have birth/death spawns?
/mm pspawnset CemeteryReaperSet 1 perfect007
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Posted Jun 22, 2013@ShadowDog007
I will try the MinDurability thing. I'm super bummed that I can't get the Spawns to work. I've put a few hours into figuring it out and will continue to work on it. The worst part is how it will work occasionally right after the server starts, then never again.
Let me know if you think of anything. I really appreciate all the help you have been giving!
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Posted Jun 22, 2013@perfect007
Birth/Death spawns worked fine for me when I tried them with your config?
I am not sure about using 'Data' It seems that Minecraft actually stores 'Block Data' in Durability Q_Q
Data is only for directional blocks.
Try MinDurability: 2
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Posted Jun 22, 2013@ShadowDog007
Hi Shadow,
I've tested your changes. I can confirm Babyrate works properly now, I am trying out the VillagerRate but have not played long enough to see the results. Your advice on the ID/Data for items worked perfectly. The negative Bounty also works.
Did you ever fix the Birth/death spawn? My monsters are still not spawning new monsters on Birth/Death. As previously stated, I told the Limiter not to count Birth/Death monsters but they quit working shortly after the server goes online (They work for a short time). I'm thinking that possibly a limit is hit and never reset.
Thanks!
Edit: Tried the ProtectFromDespawn on the Mobs in question and that didn't work either. I cannot figure out what stops them from spawning...
Edit 2: The ID/Data value change stopped the errors, however it did not seem to actually work. Take the following example:
-Chance: 1
Replace: true
Drops:
- ID: 397
Data: 2
This spawns a Head of the Skeleton type. I would expect this to be a head of the Zombie type.
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Posted Jun 22, 2013@o0Julia0o
What Jobsti2 said should work.
ProtectFromDespawner should only work for AbilitySets
@Jobsti2
Thanks for helping out :)
@Jobsti2
That didn't work because you forgot to add Chance: 1
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Posted Jun 22, 2013Update: Got it! Hell yeah ;)
In the global sets:
Per World-cfg:
Works flawless
@Julia: Go to the global or per world limiter.yml and set: IgnoredMobs: - CHICKEN - COW - PIG ....
Or set EnableAnimalDespawning: false
DaysTillFarmAnimalCleanup: 12.0 >- This means, you have to feed your farm-animals every 12 (not ingame) days to protect them from the despawner.
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Posted Jun 22, 2013what does this mean: "DaysTillFarmAnimalCleanup"
i wan´t not, that chickens, pigs, cows, sheeps are killed through the plugin. So if anybody has a farm... this mobs should stay. And my pigs f.e. are killed by the mod sometimes :(
how do i make it?
I have tried do set it for pigs in the mobmanager/abilitis.yml:
http://pastebin.com/70mKJbxK (look at the end of the file)
is that correct?
thx
Julia :)
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Posted Jun 22, 2013@ShadowDog007 thanks, I'll test it.
Format correctly? Because no example in the config.
But so, a Giant will spawn with every zombie?! Edit: Tested this, no Giants spawning?!
Can I add "chance", "drops" etc. to the BirthSpawn: ?
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Posted Jun 22, 2013@perfect007
Done, I have not tested VillagerRate though, let me know how it goes :)
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Posted Jun 22, 2013@perfect007
1, 2, 3) Found the issue with that. Will upload a fixed dev build soon.
4) You need to use MinDurability not Durability.
5) That warning is due to an error in your config
The - Data: 3 should not have the - there (It is seen as a separate item, which has no ID set)
@perfect007
The entity types are determined by the CraftBukkit Team, but I will add VillagerRate for you.
@Jobsti2
You can spawn them, not directly though. Best way to do it is to have a BirthSpawn so when a zombie spawns, you can have a giant spawn nearby. Not sure about 'GiantRate' since zombies and giants are totally different entities.
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Posted Jun 21, 2013Heyho,
plugin works great so far, great updates and features now. But a question: Is it possible to spawn Giants with MM? (because the giant plugin is outdated). If yes, how?
If not, a feature-Request: Add "giantrate" to the global AbilitySets for zombies" ;)
Much thanks