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 Jul 2, 2013@WASasquatch
Can I see an example of what you have done?
Your syntax must be wrong.
I know how to use YML. And the examples should be mostly correct.
That syntax is fine. And how it should be.
EDIT: Just went through all my examples. They are all correct.
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Posted Jul 2, 2013Keeps resetting abilities.yml and removing A LOT of hard work. Three times, and it takes over a half hour to add all the item drops, zombie effects, screamers, bloaters, clickers (last of us survival server) that I just don't know if I want to bother now... So discouraged. Server permissions are just fine, even on windows it resets. And you need to simply add default settings to show the EXACT spacing of each element! Cause you have so many sub-menus and not the best use of YML standards. And your examples commented out do not use correct spacing, nor does your examples in your documentation here! where arrays like:
- chance:
bonus:
should be
array:
- chance:
- bonus:
And if you don't believe me, remove commenting from your in-file examples. then past your documentation examples. Two separate syntax's...
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Posted Jul 2, 2013@TekOrgigin
Yeah, I don't think so. Not unless I made a connector for it. Or the creator of FactionMobs did it themself.
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Posted Jul 2, 2013I doubt it but would this work with a plugin such as FactionMobs?
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Posted Jul 1, 2013@perfect007
The latest Dev Build of MobManager now supports coloured leather armour :D
Edit: v2.6e_DEV1-b52 is the one you want.
Unless you want to use this on CraftBukkit 1.6.1 Then get v2.7-b53
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Posted Jul 1, 2013@ShadowDog007
Thanks so much! Helmets work fine for me.
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Posted Jul 1, 2013@ryvix
Err, not letting players kill mobs is a bit harsh. But the bounty component has a heap of settings to keep players from exploiting things like spawners.
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Posted Jun 30, 2013Does this plugin have any ability to limit the number of mobs a player can kill within a set amount of time? If not I think that would be a great idea. Sort of like how the Anti-X-Ray plugin works but for mobs instead.
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Posted Jun 30, 2013@der_Kernschatten
Okay, when EnableAnimalTracking is true, MobManager starts tracking all the animals which players have been fed, or newly bred.
When EnableAnimalDespawning is true it then uses this list, and protects any animals inside of the tracked animals.
Animals are only then despawned if a player does not feed them often enough. (You set that with the setting DaysTillFarmAnimalCleanup)
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Posted Jun 30, 2013Greetings!
So I picked up this plugin because I find that mob spawning is flawed particularly with farm animals not being allowed to despawn and this bug: https://mojang.atlassian.net/browse/MC-2025
With that combination while in a predominantly mountainous biome, I'd find farm animals inside caves permanently alive affecting spawning on the surface. When I've butchered all, I've noticed a nice revival of mobs on the surface. Then, slowly, that fades away.
Now I've enabled this plugin to maybe help with this.
I've set EnableAnimalDespawning: true
Currently EnableAnimalTracking is true. Do I need to set it to false if everyone has fed their animals on the server?
I ask because I'm really not seeing any naturally spawned animals anywhere.
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Posted Jun 29, 2013@perfect007
I believe I told you to look at that before :P
I will try get a new build out tomorrow. Working on a framework atm for bukkit plugins to make my life a bit easier. :P
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Posted Jun 29, 2013@ShadowDog007
Awesome! I check this board most days so just let me know when it's done and I will upload the newest build.
Also the reason chickens wouldn't spawn was MaximumBreedingPerChunk. It seems to override any other settings.
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Posted Jun 29, 2013@ventular
Okay, all my chances have to be whole numbers. Here is an example of how they work.
So the chance of 'FireDamage' being selected is 5 out of (5 + 7 + 3), so a 5/15 chance. Because of this, your chances need to be whole numbers, they also don't need to add to 100.
To get a 7% chance, you will either, need to set the chance to 7, and have an empty drop set which has a chance of 93 (7+93 = 100)
Or, you can reduce 'MinCount' below 0. When a mob dies, MobManager picks a random number between Min and Max count. If the number it chooses is 0 or below, then the item is not dropped.
For a 1% chance, you can do this.
There are 100 different numbers between 98 and 1 (Including 0) so a 1 in 100 chance that the number 1 will be chosen. This method is a bit harder to understand and also get specific chances, so I recommend you use the previous one.
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Posted Jun 29, 2013Hey shadow i have a small noob question about the drops. I tried to use Drops: - Chance: 0.07 Replace: true Drops: - ID: 264 MinCount: 1 MaxCount: 1
but only with chance 1 or higher it will be works but i want to have a dropchance with 0.07% i hope this question is not too nooby ^^
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Posted Jun 29, 2013@monstercat101
Kinda? I will look into weather or not I can do it with a single setting, but for now you have to give the zombie/skeleton a helmet (Pretty sure that works)
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Posted Jun 28, 2013Is it possible to have zombies completely unaffected by the day?
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Posted Jun 27, 2013@perfect007
Yes, that is possible. I have meaning to do that for a while. One last exam tomorrow!¡!
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Posted Jun 27, 2013@BrightDanny
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Posted Jun 27, 2013Hi Shadow,
Hope exams are going well. Just back with another feature request:
Under the ArmourSet allow me to adjust the color of Leather Armour. Why? So I can make a zombie in a Tuxedo. Let me know if that's possible.
Everything else is working great. My favorite mod along with MCMMO.
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Posted Jun 27, 2013@ShadowDog007
It's great that it is possible!
But how do I get it to work? :)