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 4, 2013@Meph7447 You can't make mock-up enchantment books with bukkit/essentials. And enchantment books have no IDs, so your best bet is to drop enchanted items.
You can't enchant with a enchanted item of two different items types in crafting unless it is a real enchantment book which doesn't have a ID.
You can enchant books if you have safe-enchanting to false in Essentials config, but you still can't use it to enchant a sword or armor.
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Posted Jul 4, 2013First off I'd like to say great mod. It definitely adds a rpg feel of having different kind of mobs roaming around!
Now I seem to be having issues with drops. I'm trying to have my mobs drop enchanted books with an enchantment on them. It drops the enchanted book minus the enchantments. Heres my current drop section:
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Posted Jul 4, 2013@ShadowDog007
Seems to be default no limit config.
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Posted Jul 4, 2013@WASasquatch
Yes it is.
Check MobManager/worlds/<worldname>/limiter.yml
Settings for editing limits are in there.
You might want to change the limits for Bukkit.yml. They define max animals inside one chunk.
If they are too high, you can end up having a lot of mobs stacked in small areas, leaving some areas with little to no mobs at all.
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Posted Jul 4, 2013@ShadowDog007
72/41 is this build into MobManager? animal limits are 100 in bukkit.yml
Used "/mm butcher animal" removed all 72. Still won't let me spawn anything, only the preset zombies like clickers and bloaters. Do I have to define all the animals I want spawning?
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Posted Jul 4, 2013@WASasquatch
That looks fine, MAGMACUBE is invalid, you should use MAGMA_CUBE.
Otherwise, you must have hit your animal limits. Check /mm count (Specifically at the numbers after A)
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Posted Jul 4, 2013@ShadowDog007
They aren't spawning at all, via naturally or eggs. I can't even spawn a cow.. did a muck something up? Not even "/mm spawn COW 2 thelastofusrevamp 719 78 437" is working.
Also when you add MAGMACUBE to disabled it gets removed, is that suppose to happen?
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Posted Jul 4, 2013@WASasquatch
They are not spawning? Or they are despawning??
Horses are supposed to be rare, and I think they only spawn in plains.
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Posted Jul 4, 2013@ShadowDog007
UNKNOWN doesn't seem to let them spawn either.
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Posted Jul 4, 2013@BiPolah
I know what the issue is now. Bukkit does not create proper entities for Horses yet.
For now you could try adding UNKNOWN to the ignored mobs list.
@CommodoreAlpha
Because floating point is so much better. Before, If you wanted to make mobs do half damage. Most of the time, they would end up doing no damage at all. Which makes them useless. By making HP + Damage floating point numbers, you can damage by 0.0001 hearts instead of just 0.
My Damage Multipliers are just that more accurate now :)
It does not really matter what Bukkit decides to do, because from a plugins point of view they see the same thing, regardless of how bukkit implements it.
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Posted Jul 3, 2013@ShadowDog007
Do you think Bukkit will change its API concerning entity health to utilise NBT tags instead? (This is just a question of speculation.) Maybe then it could be easier, but what do I know? Anyhow, I'm not sure why Mojang decided to go from reading hp as an integer to reading it as a floating number.
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Posted Jul 3, 2013Adding horses to the ignored mob list appears to be ineffective, they still get despawned. Foals appear to be ignored, but untamed, tamed, named and leashed horses are all removed.
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Posted Jul 3, 2013@CommodoreAlpha
There is currently no API for horses :( Bukkit throws errors when I try to spawn them. And theres no way to tell what type they are at the moment.
Bukkit provides an API for editing health, so Minecraft adding NBT Tags doesn't make it easier for me. Hopefully thoguh Bukkit will add an API to easily edit speed :)
@Aya1379
:o?
@Jobsti2
Okay, I will look into that, for now you can just add them to the ignored list.
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Posted Jul 3, 2013Huhu @ShadowDog007
the Horses doesn't work yet.
They're despawning, also if tamed, also if tamed and on a Lead.
If an untamed/un-fed animal is on a lead-fence, it despawns an the lead,
is is still on the fence.
Only Baby-Horses and my mule with the nametag, saddle and chest doesn't despawn ;)
(Other animals with a nametag are despawnng!)
Think the Bukkit-API isn't ready, or?
Request:
Option to protect animals which are on a lead, doesn't matter if not tamed, or not fed.
Option to proctect animals with a saddle.
Option to protect animals with a nametag
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Posted Jul 3, 2013horses?
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Posted Jul 3, 2013Since horses have a health range rather than one set amount of health (like every other entity), would it be possible to adjust this range in addition to the "HealthBonus" option that you have? I'm also wondering how horse subtypes will work in the Bukkit API (and subsequently this plugin) due to the many possible horse blends.
(You could even add health ranges to all mobs, but that would be pushing it.)
Also, if you haven't read the changelog on the Minecraft Wiki recently, I've good news. :)
Judging from this, it should be much easier to mess with mobs' attributes in the future, in that instead of using "DamageMulti" and "BonusHealth", you could alter mobs more directly by changing the base damage, base speed, base attack, etc. Although, I don't think you should drop "DamageMulti" and "BonusHealth", since they could still be useful to have around.
And there's a list of the currently editable attributes on this page.
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Posted Jul 2, 2013@WASasquatch
Haha, no worries. I know it is fairly difficult to understand how it works. But that format made it very easy for me to make new Abilities and edit current ones.
Correct. If your chances under one ability added to 100, then Chance of 1 would be 1%.
The only way which you can sun proof mobs with MobManager (For now) is to give them a helmet. Not sure if other armour makes them sun proof too.
Ahh, I don't actually add that extra space. Bukkit's YAML configuration class does that.
I am not sure why the configs would reset. If they were invalid it just just prevent the component from loading. :S I will look into it when I have time.
@Jobsti2
Woot!!
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Posted Jul 2, 2013@ShadowDog007
Latest build works flawless with
2799, so far. Good job.-
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Posted Jul 2, 2013@ShadowDog007
Thanks so much on the quick reply. I was angry, I apologize about that. Just three times and I go and look at the file wondering why nothing looked different and it was back to default I was like :O
I think I got it working, though I was curious, if there is no other chance set, 1 is 100%? Correct? And there is not a way to sun-proof zombies yet is there?
And the problem with the examples is you add a space after every "#" when you should just add the "#" and nothing else at the beinning of the line, so that the syntax beyond it is correct.
Maybe you can dump broken configs to a "*.yml.broken" suffixed file then regen a default?
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Posted Jul 2, 2013@WASasquatch
Have a look at this config I fixed up for someone.
http://pastebin.com/KGqSVFqg
Edit: The config was broken. Fixed.