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 Nov 19, 2013@waflija
Probably just a bug. It shouldn't be too hard to find type names though? And it will make your config easier to read when you go back to it.
Will check it out when I have free time.
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Posted Nov 17, 2013If I use
- Position: HAND
CustomItem:
type: 326
DropChance: 1
it does not work, but
- Position: HAND
CustomItem:
type: WATER_BUCKET
DropChance: 1
works. - Is this a bug or is my config wrong?
Same with DropSets and just "drops". Item names work, but the ID for the same item doesn't.
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Posted Nov 17, 2013@snakemansos
If you have other drops set in MobManager those will drop as well. But other than that, it shouldn't effect MythicDrops. Best way to find out is to test it ;)
If it doesn't work I will see if theres a way to get around it.
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Posted Nov 16, 2013@ShadowDog007
But this not affect the rest of mobs or plugins? if i put CUSTOM
Another mobs can spawn with Mythic Drops equipment?
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Posted Nov 15, 2013@snakemansos
Correct.
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Posted Nov 14, 2013@ShadowDog007
No because i have mythic drops plugin and moremobtypes. if i put CUSTOM then can spawn with these gears right?
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Posted Nov 14, 2013@snakemansos
Do you have the CUSTOM Spawn Reason listed under EnabledSpawnReasons ?
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Posted Nov 14, 2013Hey i got a problem with abilitysets for giants. I have Giants Plugin. And never spawn with Abilitysets. I customize dropset and can't dropped anything. Pleas help me. Its a bug?
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Posted Nov 13, 2013@Tritek
Do you mean the drop chance of items held by mobs¿?
If so, you can do that.
There are examples in the abilities.yml config header.
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Posted Nov 13, 2013Can you add modify Looting drop chance?
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Posted Nov 13, 2013@ShadowDog007
Great news!!! Congratz :)
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Posted Nov 12, 2013FINALLY! Got time this week to work on an update!
v3.0 has been uploaded!! And brings a new spawner component =D!
Hopefully it will be approved soon :)
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Posted Nov 5, 2013@poiNt3D
Perhaps, but that would require playing around with NMS code which I don't want to do =3
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Posted Nov 5, 2013Could you add an ability that changes tracking range (followRange)?
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Posted Nov 4, 2013@NemesisMate
Yep, that will do the trick.
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Posted Nov 2, 2013@ShadowDog007
So doing:
is enough to having my mobs protected from MobManager?, does this give any other protection? (If is not this the way to use it, how then?).
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Posted Oct 31, 2013I'm sorry, I figured this out. I misunderstood how Minecraft / Bukkit works. You probably already know this. The majority of non-hostiles are generated with the map, and do not despawn when a chunk is unloaded, they are saved in it. Because they are saved in unloaded chunks, most plugins won't kill them off with a /kill command, and after-the-fact rules about spawning don't have an effect since these are already spawned.
After getting the exact same problem with four different spawn-control plugins, I finally realized this. Luckily I use TerrainControl to generate my map, and my server isn't live yet, so I was able to re-generate with no sheep, so MobManager was working perfectly.
Sorry and thanks!
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Posted Oct 30, 2013@ShadowDog007
Alright, that makes sense. Thanks for the response :)
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Posted Oct 30, 2013@Tehkiah
MobManager checks mob types using enums. All non-vanilla mobs are put under the category of UNKNOWN. You can customise mobs using that, but only all of them, or none of them.
Not sure if it is possible to check a mobs actual type. If it is, it woul require using NMS code, which is a pain in the ass to maintain.
Otherwise it would require a version of MCPC+ which adds those extra mobs to bukkits enums.
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Posted Oct 30, 2013This is probably a weird request but here goes.
I'm trying to use MobManager with MCPC+. If you're unfamiliar, it's basically Craftbukkit that loads both Forge mods and bukkit plugins. The good news is that MM seems to work perfectly fine with MCPC+ in almost every respect. Much to my surprise, it even hooks entity names from MCPC+'s database, which makes it seem like I can adjust HP and damage on custom mobs like from Mo Creatures (which is something I'd love to be able to do). Unfortunately, MCPC+ uses names in a format that seems to be incompatible with MM's config files. Example: a Mo Creatures wild horse is listed as MoCreatures.Wildhorse. The period in the middle seems to throw everything off and causes the configs to wipe or rearrange the heirarchy of the file, making a new entry for MoCreatures: and a subset of Wildhorse: four spaces in underneath it.
Is there anything that can be done about this on your end or should I try to bring this up with the MCPC+ guys and see if they can change how entities are hooked? Do you think this will even work if it gets worked out or is your plugin just not designed for this sort of thing?