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 Sep 8, 2013@ShadowDog007
but my bad math shouldn't stop the silverfish from spawning on "Zombie" death 50% of the time right?
If I change my code accordingly to make them spawn 100% by removing the chance for "NONE", they WILL spawn 100%. As my code is now I get 0% spawn rate from "Zombies" on death
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Posted Sep 8, 2013Dropped to 6.7 when using the plugin. :D Hope that can help to find the problem. Never looked at the timings, so I try to learn to understand the results.
http://aikar.co/timings.php?url=6079137
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Posted Sep 8, 2013@trackhed
That looks fine to me. Just one thing, Chances of 9 and 1 would give you 90% for '9'. 10 and 1 gives you a 10/11 chance for the 'Zombie' set to be chosen.
@PitPanda1
Could you provide timings? MM is one of the lowest users of CPU time out of all the plugins on my friends servers, which both have 100 players.
No way it would drop your TPS to 9.4. Must be another plugin conflicting.
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Posted Sep 8, 2013The server TPS are decreasing when I use this plugin? 2 Users Online at different spots TPS 9.4 any suggestions what happens? I want to use this plugin on a 120 slot server.
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Posted Sep 8, 2013@DJMadMax Here is the code I have been testing it with. I can't seem to get any silverfish to spawn when I kill the specific zombie type, which spawns 90% of the time.
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Posted Sep 8, 2013@trackhed
Would you let me have a look at your script? Maybe we can work it out.
Cya, DJMadMax
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Posted Sep 8, 2013@2ECFIGHTING2
First you have to define the position of the type of armor you want to have. That would be HELMET CHESTPLATE LEGGINGS BOOTS
The next step is to give the armor a valid armor type. There are only five valid types of armor in Minecraft (on which MobManager relies). LEATHER CHAIN GOLD IRON DIAMOND
There's no way to let mobs wear a - lets say - glass-block as a helmet with MobManager.
Infact there is another bukkit plugin where you can manage loot from mobs and chests and so on and afair it's possible with it to do exactly what you asked for - giving mobs a block as a helmet.
If that's what you're looking for, you're good to go. Unfortunately i forgot the name of that plugin.
Cya, DJMadMax
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Posted Sep 8, 2013I'm having trouble getting more than one chance in a chance list to work for BirthSpawn/DeathSpawn
When I use a single chance, it works perfectly (every time of course) but when I add any more than one chance to the list it seems to disable the feature completely.
Does anyone have any advice or knowledge on this before I submit a bug ticket?
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Posted Sep 7, 2013For armor can they have Blocks on their heads?
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Posted Sep 7, 2013@2ECFIGHTING2
Thats possible already.
Valid values are 0 to 255 (typical RGB-scheme). Therefore you have 16.777.216 possible colours to chose from.
It will even be dropped in it's predefined colour.
Cya, DJMadMax
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Posted Sep 6, 2013Can you make it so If a Zombie is wearing leather armour you can configure it so its colored?
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Posted Sep 6, 2013@Tritek
Not possible. Ask the heroes dev to allow disabling of his health/damage system.
@DJMadMax
Held items currently only support specifying id. You can't add enchantments to them yet.
@mcbirdland
What?
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Posted Sep 5, 2013I do not. I want to sample.drop item diamondsword Title Excalibur and Lore good
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Posted Sep 3, 2013@ShadowDog007
Can you help me with mobs holding enchanted weapons? Enchanted armour just works fine because it uses the same syntax as it does for the dropped (enchanted) armour-items. With weapons (swords and bows) this doesnt seem to be the case :(
I tried (for example) the following:
Unfortunately it doesnt work. As soon as i alter the lines with dashes and more spaces from the left, i get the usual "wrong syntax" errors in my offline-server-cmd-window
Maybe you have the correct syntax for me?
Thanks in advance (as always :) )
Cya, DJMadMax
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Posted Sep 2, 2013Can you add Heroes damage and health support?
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Posted Sep 1, 2013@AielloBros
Have a look at this: http://pastebin.com/vVJ0eeMa
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Posted Sep 1, 2013How do I set for an example, all Zombies to drop Rose Red dye named &dHeart with lore
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Posted Aug 30, 2013@w0sh1m3
No, but that version should have it.
MobManager/worlds/<worldname>/limiter.yml
You should see this at the bottom: http://gyazo.com/160c044752b841b8fe2c0291bfe6500f
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Posted Aug 30, 2013@ShadowDog007
Hello there,
Thank you for your prompt reply. Unfortunately, my limiter.yml file does not have ChunkCalculatedMaximum. I'm using MobManager v2.6d for CB 1.5.2-R1.0.
Is there another way?
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Posted Aug 30, 2013@w0sh1m3
Go to your worlds limiter file. You should see ENDERMAN somewhere in there. Leave maximums alone, but play with the ChunkCalculatedMaximum until you have the density of endermen you want.
Very hard to just make it 50%. Will take a bit of trial/error.