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 Aug 17, 2013@tabalougas
Maybe i may just answer that: As far as i can tell by the first looks, you have some several formatting issues.
For example, "MobType: Zombie" belongs to the MobAbilities section, not to the AbilitySets.
Also you have to be VERY careful with formatting each and every single line of code itself!
I recommend using the right editor for working with YAML file format. I for myself am using Notepad plus plus, but there may be better ones out there (especially for people who may be new to coding/scripting).
For testing plugins (especially this one) i recommend you set up a LOCAL multiplayer server just for yourself. Install bukkit as usual and let the server (under windows for example) run with the command.com like this:
java -Xmx1024M -jar C:\mc_server\craftbukkit.jar -o false PAUSE
Now you have a command window and you can see (and check) every single fault that's been caused by a plugin (or whatever).
For example, what happens, when i "/mm reload" my mm-settings:
As you can see, everything is loaded properly.
Now with your abilities.yml (but without the bounty.yml as i am using that and you probably are not)
There are several problems and the command tells you exactly, in which line of your the problems are.
I recommend, coding every single line (or type of lines - like droplists or equipment sets) for itself and then testing it first before adding a bunch of new stuff.
@ShadowDog007: Is there maybe a forum for discussions and Q&A for this plugin? Might be easier for you (and everyone else :D ) than this comment system. Ah yeah, i almost forgot: MinDurability and MaxDurability just works fine! THANK YOU SO MUCH! :)
Cya, DJMadMax
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Posted Aug 17, 2013http://pastebin.com/LDY9fVBH Where is my wrong ? When i do /mm abilitysets , it says nothing !
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Posted Aug 16, 2013ShadowDog007,
How does one go about using the Bounty system and using it for money drops?
Thanks,
Aze
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Posted Aug 16, 2013@DJMadMax
Sorry, I just checked my source code.
The nodes are MINDURABILITY and MAXDURABILITY. Case does not matter.
@CreepahMC
You can add very spawn reason to EnabledSpawnReasons except for SPAWNER and then you can set your mob limits to 0. That way everything but SPAWNER mobs will be limited.
@lcruel
It is not possible to spawn mobs added by mods. Nor is it possible to add abilities to them individually. (You can set abilities to everything though using the UNKNOWN mob type)
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Posted Aug 16, 2013@ShadowDog008
I run a Twilight Forest on my server, i am trying to spawn the mobs of modpack. But so far i am failing. I ran the /mm mobtypes and i do see them there. However if i run for example /mm spawn TwilightForest.Minotaur 1 it says 'invalid arguments...'
Regards, LCruel
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Posted Aug 16, 2013I can't seem to make it where only spawners spawn mobs in a world and no other way. Any tips? I made my limits all to 0 and removed spawner from the list of reasons.
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Posted Aug 16, 2013@ShadowDog007
It still drops only the oak sapling (which is ID 6:0 in minecraft). No matter what numbers i type for MinDamage and MaxDamage, it just doesnt affect the type of sapling to drop :( MinDamage: 0 and MaxDamage: 0 would have made sense for an oak sapling, 1 for a birch sapling, 2 for a spruce sapling and 3 for a jungle sapling since minecraft uses 6:0 to 6:3 for those.
Any other idea left? It would be great, if i could use the different mob-eggs and mob-heads as rare drops :(
Cya, DJMadMax
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Posted Aug 16, 2013@tabalougas
You can only use normal mob names.
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Posted Aug 16, 2013well i have to add my custom mobs with custom names to the IgnoredMobs list or with mob names like : ZOMBIES SKLETON ETC ?
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Posted Aug 15, 2013@DJMadMax
Try this.
It should be in the config header?
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Posted Aug 15, 2013@ShadowDog007: Sorry, but i just can't get it to work :( Where do i have to put the "damage"?
Can you make a little example please?
Since ID: 6 stands for "Sapling", it will always drop the first available sapling (oak, ID:6 value 0). How do you make the sapling change value with "damage"? I tried "Damage: 2" and "- Damage: 2", even without the spaces, but nothing worked.
I would really appreciate your help! Thank you a thousand times in advance.
Cya, DJMadMax
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Posted Aug 15, 2013@tabalougas
Yes, you can use DeathSpawns to do that.
@DJMadMax
You can set damage to change the types of items.
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Posted Aug 15, 2013@tabalougas: I'm not quite sure wether MobManager can do that.
@ShadowDog007: What i meant is for example ID: 6 which is used by saplings. Unfortunately, all four types of saplings sare the same ID. Minecraft itself handles that with ID-values. If the ID 6 has the value "0", it represents an oak-sapling. ID 6 and Value 1 for example stands for a birch sapling.
Have a look here for example: http://www.minecraftwiki.net/wiki/Item_ids#Saplings
Mob-heads (ID: 144) also work with different values, and so do the spawn-eggs.
To be honest, it's the spawn-eggs, that make me a little bit sad :( Would've been great to use them as a rare drop as mobloot.
The item-ID for spawneggs is 383 but to specify, which spanegg exactly should appear, you have to give the ID the right value.
Don't you see any way to - lets say - have an egg for a blaze or a skeleton? That would be just awesome...
Cya, DJMadMax
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Posted Aug 15, 2013Is there any way when a mob killed to respawn in the same place ?
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Posted Aug 14, 2013@DJMadMax
What do you mean ID-Values?
You can just enable 'UseNormalAbilities' (Or something like that.)
@Lekmerison
DJMadMax is correct. Just add HORSE to the IgnoredMobs list and they won't be despawned.
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Posted Aug 14, 2013I dont think that it's possible to control that per playerconnection (per ip) because the server is the only "local" ressource, so everything that is set, is set for all players playing on the server.
About the despawning-problem: Go to your config.yml and check, EnableLimiter is set to true (EnableLimiter: true). This should be set by default. Now go to your limiter.yml and check for "IgnoredMobs".
Here's an example i am using right now:
This prevents the listed mobtypes from despawning. It also prevents the mobs from being count to the global moblimit. In that case, you can have the typical maximum of hostile mobs per chunk while still having a big farm with chicken, cows and so on without affecting each other.
May ShadowDog007 correct me, if i'm wrong about something :)
Cya, DJMadMax
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Posted Aug 14, 2013Hi, I'm an Admin of a french server, and I use your plugin :) (sorry for the bad english) So, people makes complaint about horses. They want a horse which not despawn.
It is possible to do that ? A horse (or more) per IP for exemple or per pseudo in game.
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Posted Aug 14, 2013Yeah, i got that with the min- and maxcount for several IDs, and i'm already using it, works absolutely great :)
What a pity there's no way to use the ID's values right now. Maybe that's on your agenda too? :)
I'm a bit sad though you changed the way, the AbilitySets and the MobAbilities work "together" since version 2.4 of MobManager. On 2.2, they both worked "together" but now, when an AbilitySet is used, MobAbilities are overwritten, which makes it impossible to use a "global" item-droplist for a mobtype, when AbilitySets for the specified mobtype exists.
Now, when i define a big droplist for zombies with (lets say 50 items), i have to put that itemlist on every single AbilitySet (eg. zombie_weak, zombie_normal, zombie_strong). It would be great, if i still could use a "global" droplist just for zombies and still having "additional" drops per AbilitySet, which would just stack onto the global mobtype-droplist.
Unfortunately since 2.4 that doesnt seem to be possible anymore :( Man, my abilities.yml will have up to 20.000 lines of code when i'm done. I hope, minecraft's subsystem, as well as your plugin, will be able to handle that :)
Cya, DJMadMax
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Posted Aug 13, 2013@DJMadMax
Set damage not data. When I added that, I didn't realise data was actually for something else. Its used to store state information for things like doors/chests/signs and other stuff that is placed on the ground.
Just as a sidenote. If you set a negative or 0 drop count. Because it picks a random count between your min and max if it picked a value of anything less than or equal to 0 for the drop count, nothing is dropped.
That is one way you can increase the rarity of drops.
Otherwise you can just use the normal chances for drop sets and have a drop set which drops nothing.
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Posted Aug 13, 2013Okay, that's what i thought, but its not that bad at all (anyways, maybe you'd think about that for a next release? ).
There's another question i came across: What about items with different data?
You say something about "DATA:" in your abilities.yml, but i cant figure out how to get it to work.
For example, the saplings all share the ID: 6, but are subcategorized in "6:0, 6:1, 6:2, 6:3" for the four available sapling-types.
I tried to control that with "ID: 6:2" for example, but that doesnt work at all (messing ub the item ID itself).
...doesnt work either.
Is there a way (and how?!), to use the item's different values with your Plugin?
That would be great (for example, for the mobheads as a collectible with very rare dropchance, for example).
As you can see, i (at least i try to ;) ) am getting very deep into your plugin (by now "only" the abilities and a little bit the limiter and bounty) but as far as i can tell by now, it definitely is the BEST MobManager (for all their stats and variations) by far! And i tried a lot of them.
Even though you startet this plugin just as a limiter, you enhanced it absolutely superb!
I'm not sure but if possible, i would offer you my help with coding (in case i get it ;) ).
Thanks in advance,
Cya, DJMadMax