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 Dec 29, 2013@Ejex92
what do you want ? make giant ? or huge slime ?
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Posted Dec 29, 2013Hi there!
There is a possibility for changes custom mobs size?
I mean, I want to create mobs like trolls or big bosses.
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Posted Dec 29, 2013@ShadowDog007
wow thanks for the fast reply :D
ill try that tonight. and anyway can i make GlobalRegion in world config ?
not using POINT_CIRCLE or POINT_SQUARE
you said there are four types of regions
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Posted Dec 28, 2013@RAGEmond
Yeah, I could probably do that.
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Posted Dec 28, 2013@McPixel
MinBlockRange: 1 MaxBlockRange: 2
Note that these settings only apply when the player is inside of the region.
The mob can only spawn if the player is inside of or near that region (Which looks to be pretty small)
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Posted Dec 28, 2013@ShadowDog007
here my spawner config ^_^ dunno how to make mob spawn beside player not far away from player :(
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Posted Dec 28, 2013@ShadowDog007
would it be possible to implement that the spawner regards to the world guard "mob-spawning flag" to the next update? cause I'm using a flagged region for the city (mob - spawning: deny) but it still spawns there.
we dont need any mobs in the city, only outside.
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Posted Dec 28, 2013@RAGEmond
The point is just X/Z coordinates of a block. Then the radius is the number of blocks away from that point in which the region covers.
The priorities work the same as chances.
With 10/20, you have a 2 / 3 chance of selecting the city region. Which would reduce the number of mobs there.
What you want to do though is have that chance to be ridiculously high.
Another option (although slightly inefficient) you can use world guard regions to disable mob spawning from plugins.
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Posted Dec 28, 2013@ShadowDog007
thanks for the fast reply. there is a MobType: Zombie
but I think solved that prob. But now I have anotherone:
I got a city and around theres a forest.
In the city I don't want to have mobs spawned but in the forest.
I thought this would be possible by setting the priority of the spawner to 10 and the mob-spawning: deny flag of the city region to 20 so it wont spawn any mobs.
How can I prevent spawning mobs in the city but let them spawn outside of it?
Also when I define a POINT_SQUARE, which point is meant?
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Posted Dec 28, 2013@RAGEmond
mob-spawning: deny should not affect MM-Spawner.
Its more likely your spawner.yml is incorrect. What you have posted does not include a mob type. Check the default config
You need to add MobType: ZOMBIE under SpawnChance: 1
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Posted Dec 28, 2013Hello everyone I got some problems:
Ingame I got a region defined by multiverse-core lets say its "test" but it doesnt spawn any zombies:
Also does the flag "mob-spawning: deny" has any effect on the spawner from MM?
Thanks in advance!
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Posted Dec 28, 2013@Chriszh
That is odd. Has it worked before?
Does replace: true work for other mobs?
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Posted Dec 28, 2013I spend a few hours trying to disable the vanilla drops from IronGolems, nothing seems to work.
Did the code change or something for IronGolems?
heres my config http://pastebin.com/gCsJrhLq
I dont want IronGolems to drop IronIngots.
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Posted Dec 28, 2013@Azekial07
That will be because your world limits have been hit. If you want mobs from spawners to spawn regardless of the limit, remove SPAWNER from EnabledSpawnReasons in your global limiter.yml
If you are using the spawner component, then you might want to disable vanilla spawning. Its totally up to you, but if MM's spawner works fine for you I think it makes sense to.
@Jobsti2
I will see what I can do about adding support for changing attributes.
@McPixel
Can you PM me and send me your current spawner configs ?
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Posted Dec 28, 2013Hey ShadowDog007,
Got a few question for ya, first off I've noticed ever since I installed the plugin Mob spawners don't work, is this due to the plugin completely cutting them off or the conditions in which a mob has to meet to spawn? Also, should I turn off vanilla minecraft spawning (changing the tick rates to 0)?
I'm using all aspect of the plugin and understand most of it well. Fantastic plugin btw, I've already created orc, ogres, trolls, goblins and much more.
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Posted Dec 28, 2013Heyho,
yep, "generic.followRange" would be awsome, also "zombie.spawnReinforcements"
Since 1.6.4, I think a "minimum-spawn-distance" for Zombies, especially Reinforcements would make really sense!
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Posted Dec 24, 2013@ShadowDog007
Helooo me need little help :(
Me still dont know how this is work :(
how to make mobs to spawn beside the player and spawn/200ticks using Spawner.yml ?
im just try it but doesnt work, even night :( , if im far away its spawn
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Posted Dec 24, 2013@CommodoreAlpha
No its not possible (Just checked docs for entity classes). Would have to use reflection to achieve it.
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Posted Dec 24, 2013@ShadowDog007
Alright, I understand. But why would adding the ability to edit those attributes break the plugin on every update? Doesn't the Bukkit API cover editing mob attributes? (Correct me if I'm wrong though.)
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Posted Dec 24, 2013@CommodoreAlpha
HealthBonus adds health to the base. So it does more or less the same thing.
Adding those would mean MobManager would not work after an update of Minecraft.