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
-
View User Profile
-
Send Message
Posted Sep 13, 2013Unfortunately i have to re-code most of my 15.000 lines i've already done because most of the stuff relates to items and since you changed a lot at handling items, i have to do it all over :(
Since that's not enough, you totally overcomplicated the code! Again, much things that work for (for example) an armour position on a mob, dont work on its item held in hand and vice versa.
I dont get the "meta" stuff, why did you have to do that so complicated? You almost tripled the code for things that arent different to the code from MM 2.7 :(
Ah yeah, i can manage to have mobs held enchanted items in their hands (and let them drop those). Unfortunately (just like i said before), the same code just DOESNT work for armour... wtf! :( This once was so easy and now i'm back at the total beginning.
EDIT: Sorry, i know i shouldnt complain so much because you still do a lot of work to your plugin and it still delivers! But i dont understand, why you explain things on your item formatting page, that just dont work (and they didnt in 2.7 also). What i mean is the "item damage" when it really comes to how much the dropped item should be damaged.
Guess what: The damage i set doesnt make any difference to "0" or to "500" or whatever :(
EDIT2: Oh man... it's getting worse and worse the more i try to get through this new syntax. I cant get ANY drops (that are not equipped to the mob) at all. Your examples from the abilities.yml dont work at all.
This here for example... just doesnt work. Whats way worse than the fact that its not working is, that it's not even prompted in the console anymore! Now i can just take lucky guesses on what's wrong in the config. What's kinda strange is the fact that in your generated abilities.yml, the MobAbilities has a default "Drops: []" but in your description of the same file (just like i copied above) you say something about "DropSet" with the subcategory "Drops"... this isnt understandable at all :(
Ah yes and i cant get the drops to work neither in MobAbilities as a "DropSet", nor in "AbilitySets" as the Drops with the chancelist as i was used to from 2.7 :(
Sorry again for all the complains but i'm really disappointed at the moment since i put over 4 weeks of coding to my old config and i would really appreciate to have all my old stuff working on the MM 2.8 (and maybe above) because of the new features and hopefully because of future minecraft/bukkit compatibility.
EDIT3: (call me mr. edit'alot :D) Okay, i managed to get my first drop. Who would've thought, that i have to put the stuff you clearly stated under "MobAbilities" under "AbilitySets" to get it to work.. what a relief! LOL :) The other complains are still important to me ;)
Cya, DJMadMax
-
View User Profile
-
Send Message
Posted Sep 12, 2013Wow nice, can't wait for this feature =)
-
View User Profile
-
Send Message
Posted Sep 12, 2013@DJMadMax
No, just using a different format. CraftBukkit manages the formatting which means when they add new things I don't have to update MobManager :)
You might want to read this though :) http://en.wikipedia.org/wiki/YAML#References
Edit: Also, I am writing up formatting here
Working on it now. Will update it after I do each part :)
-
View User Profile
-
Send Message
Posted Sep 12, 2013@ShadowDog007
Ah, okay... i already checked that with the item_hand, like that a lot! Also the possibility of giving mobs enchanted armour AND Item_hand, thats great!
DropSets, okay.. have to check on that one! Hopefully it means, that i can have different dropsets and choose between them for each mobtype/abilityset, that would be great. Therefore i wouldnt have to "repeat" the whole droplist for each "zombietype" over and over as i do it right now.
Cya, DJMadMax
-
View User Profile
-
Send Message
Posted Sep 12, 2013@DJMadMax
ArmourSet has changed to EquipmentSet and has been merged with Item_Hand.
Old formatting for enchants titles/lore won't work anymore.
There are examples of the new format in the new config header. They are fairly basic, will be posting detailed examples soon.
Drops is also changed to DropSet, and uses the same item format as EquipmentSet with a few additional nodes for customising amount dropped, and random durability/data.
http://dev.bukkit.org/bukkit-plugins/mobmanager/pages/configuration/abilities-yml/
@PitPanda1
Yep, the spawner component will allow you to do that :)
-
View User Profile
-
Send Message
Posted Sep 12, 2013Hey, mob spawning bound to WG regions. :D I want to have many spots in my world with different mobs with lvls (rpg srv). Don't know if make sense - maybe AbilitySets sets too (active when in defined region(s)).
-
View User Profile
-
Send Message
Posted Sep 12, 2013@ShadowDog007
Hey, great that you're still maintaining your awesome plugin! :) Is there an example file on what exactly changed to the handling of item abilities between the last and the current version of MM?
Hope it's not too different since i've added over 15.000 lines of code to my current config (and still a long way to go ahead of me ).
Cya, DJMadMax
-
View User Profile
-
Send Message
Posted Sep 11, 2013@PitPanda1
What do you want to be WG region based?
I will be creating a spawning component in the next few days which will allow you to have different mobs spawn in different regions. Will probably have world regions, WG regions and regions which are simply a radius around a set point.
-
View User Profile
-
Send Message
Posted Sep 11, 2013I need it with WG region not world based. =) Do you plan to implement WG regions soon or anytime?
-
View User Profile
-
Send Message
Posted Sep 11, 2013@WmPowell
I finished the update, v2.8 can be found on my dev build server (See above)
Will post detailed item formatting info here tomorrow.
-
View User Profile
-
Send Message
Posted Sep 11, 2013@PitPanda1
You can if you really want, but I prefer to do everything myself :)
-
View User Profile
-
Send Message
Posted Sep 11, 2013Will delete all plugins except mobmanager, worldedit, servermonitor and multiverse, maybe there is an issue with another plugin.. otherwise I have no idea. I see there is the source code, so we are allowed to extend your code? Maybe I implement worldguard regions =)
-
View User Profile
-
Send Message
Posted Sep 11, 2013@WmPowell
Nah, I have been meaning to change that for months. And today I felt like coding :)
@PitPanda1
20 monsters in a chunk is nothing. Minecraft default to allowing 70 monsters in a single chunk.
Not sure what it could be other than minecraft itself. Try butchering monsters when the issue occurs.
-
View User Profile
-
Send Message
Posted Sep 11, 2013Hmm there are total of 88 entities in the world (only world loaded) and 44 living entities. Next to me are 20 of this entities (yea zombies) and then it starts to drop (atm 13 tps). Spigot is up to date. Maybe 20 monsters are to much in a chunk? Will try to decrease it. Thx for the answer.
-
View User Profile
-
Send Message
Posted Sep 11, 2013WOW thanks ShadowDog007. Talk about fast action, I didn't mean for you to start working on an update. Just had an idea about duplicating a weapon, for another plugin, as a possible drop. As far as the potion ,as I thought, I was doing something wrong. :) Thanks for the help, and thank you for the great plugin. BTW last night was the first time I died from a mob attack, thanks to your plugin: It was great, well not dying of course but having enough mobs who are tough enough to be that much of a challenge is.
-
View User Profile
-
Send Message
Posted Sep 11, 2013@trackhed
I just tested your config, I can't get them to spawn at all. I will check the code soon and fix it.
Just making some changes to armour/weapons/drops :)
-
View User Profile
-
Send Message
Posted Sep 10, 2013I have tested it in all types of conditions. I don't see what it would have to do with my problem, though.
I CAN get mobs to spawn on death if I use a single chance in the list, in which it spawns 100% of the time on death.
Once I add a second single chance to the list, in this case I'm using MobType: NONE to create a 50% chance of spawn, I get 0% spawns on death. There are no errors or indications that anything has been wrongly configured.
I have duplicated this behaviour on both my live server (which has multiple other plugins) and a local server which only has MobManager running (to check for plugin conflicts).
-
View User Profile
-
Send Message
Posted Sep 10, 2013@PitPanda1
Lag is from ticking entities (Specifically Zombies), which Minecraft does not MobManager.
You could have too many mobs active? Or try update to the latest version of Spigot/CraftBukkit.
If you remove MM the lag goes away??
@trackhed
Are you testing this out in the open? Because the spawns can fail if there is no safe place to spawn the mob.
@WmPowell
1) If you ignore a mob, they will be allowed to spawn regardless of mob limits. They should also never be despawned.
If you disable a mob, it will not be allowed to spawn.
Not sure if that answers your question?
2) ID requires a single number. In this case that is 373.
To specify the data value, you need to use damage. MinDamage: 8258 MaxDamage: 8258
I know its confusing, but that is how its named in craft bukkit. I didn't realise when I added data, its only actually used for storing the direction of a block. Doesn't do anything for items as far as I know.
@WmPowell
No it doesn't. I need to rework those to allow custom items. Might to that today :)
-
View User Profile
-
Send Message
Posted Sep 10, 2013Sorry one more little item I wanted to ask, does MM support Name and Lore keys for the armour, Item_Hand or Drops? I didn't see the keys in the documentation but I figured I would ask to see if it is possible.
-
View User Profile
-
Send Message
Posted Sep 10, 2013Great plugin, it has definitely removed lag from my server and now we have more mobs to fight than we know what to do with at times. ;) This especially heartening because we almost couldn’t find mobs when the server was first brought up. Two quick questions: First I run the Angry Wolf plugin, I know I can control anger with MM but I really like the Hell Hound options in Angry Wolf. So my question since I would still like MM to clean up the wolfs when needed do I ignore – wolf or do I disable - wolf? Of course if I sit down and figure out how to customize this in an Ability Set it would make this question mute and allow me to remove one more unnecessary plugin.
Question two which could be more complex; I am trying to get a mob to drop a specific Potion: Potion of Swiftness Extended. I’m trying to work out the ID and DV most sources give the ID of 373:8258. I was trying to follow the Data ID info you provided but my math doesn’t seem to add up. Could you provide a little more detail on ID and Data value and how to set this up. Thanks for any help and thank you for the plugin.