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 Mar 1, 2014@MagisterXero
Not sure how well that works on 1.7.2. I've not heard from anyone to say that it works.
Hopefully it does, cause that would be awesome :)
@tkx
Will have to wait for MCPC to update 1.6.4 to include the patch which allows it to (maybe) work.
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Posted Mar 1, 2014I'm hoping to increase mob counts for custom mobs from mods as well. Any chance this will work on 1.6.4 for the next update?
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Posted Feb 28, 2014@ShadowDog007:
I know Blood said that he has already done the change for MCPC 1.7.2 branch, but he also mentioned he would be applying the changes to 1.6.4 as well. I'll ask and get some information about it and see when that change may happen.
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Posted Feb 27, 2014@MagisterXero
Never got around to it.
@MagisterXero
If they are doing that it would be awesome :)
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Posted Feb 26, 2014Also, I just spoke with one of the MCPC+ devs.
Apparently he is going to add an update to MCPC+ to make it easier for Bukkit plugins to get access to EntityTypes, including custom ones from mods. Maybe this would be something that could help you with the custom mobs?
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Posted Feb 26, 2014@ShadowDog007:
Were you able to come up with anything about that? I read that you were going to try something about the custom mobs. Any luck?
EditIf this helps any at all, "MobTypes" are being added like this, "TwilightForest.Penguin" in the valid entity list that your plugin generates. But when using /mm spawn TwilightForest.Penguin 1 <world> <x> <y> <z>, the period errors out the command This is where the problem seems to be happening.
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Posted Feb 24, 2014@collller
v3.0.3 Fixed the issue, should be approved soon :)
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Posted Feb 24, 2014@collller
Found the problem, will upload a fix now. Thanks for pointing out the issue :)
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Posted Feb 23, 2014great plugin
but i have a question
If I set
UNKNOWN:
MinReward: -10.0
MaxReward: -15.0
in bounty.yml,
when i kill other player,
there s a msg [Fined 11.18 for killing a player]
then i lost all my money, not $11.18 (essentials)
help
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Posted Feb 22, 2014@Wbfw
Not much can be done about that :(
Regen just doesn't work on those mobs. Some potions don't affect all mobs the same way. e.g. Zombies are damaged by instant-health potions.
I could add a regen ability though =3
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Posted Feb 22, 2014If I set [ Effects: - REGENERATION:'Number(0, 1 , 2, 3)' - JUMP:1 - SPEED:2] in ability.yml, regeneration potion effect doesn't apply to zombie. skeleton, wither_skeleton, pigzombie too! but server not showing error message. Other mobs are applied well. please fix it :) [zombie, pigzombie, skeleton, wtiher_skeleton]
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Posted Feb 22, 2014@josephrooks
Last I checked, there wasn't a way for me to check if a location was within a structure. So no, wither skeletons will spawn anywhere in the nether.
The best thing you can do is add a restriction that they must spawn on a nether brick. Which means that if a player made a building of their own out of nether brick (Also in the nether) then wither skeletons could also spawn on that building.
@wyndkin
No worries.
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Posted Feb 22, 2014@ShadowDog007
Thank you for that! I know you didn't have too.
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Posted Feb 21, 2014If I use the defaults in this plugin, will it cause Wither Skeletons to spawn anywhere in the nether, or will they still only spawn in Nether Fortresses?
I don't see any lines for controlling whether a mob is limited to a structure (Nether Fortress in this case) or not.
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Posted Feb 20, 2014@wyndkin
You could use the WG setting block-plugin-spawning. In fact it should be defaulted =3
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Posted Feb 20, 2014I am really enjoying this plugin, however it doesn't seem to respect WorldGuard region "deny-spawn" flags, can you add it in? I'm seeing mobs spawn in places I don't want them too.
For instance: I have a dark area, that is supposed to look like a rogues hideout, I have my WorldGuard flags setup so nothing is allowed to spawn there but MobManager ignores WG and I keep getting monsters up in there.
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Posted Feb 20, 2014@wiedzmin137
Planning on leveled mobs. Just thought of the best way to do it :)
MythicMobs support can probably be brought in too.
@MagisterXero
Yeah, didn't think so :( I have no idea how they manage to inject those extra types into bukkit, but they must not set up something correctly so I can't identify their type :(
I don't think there is anything I can do. I have an idea of something that might work. Will try it today.
@My_Name_Was_Stolen
In bukkit.yml:
Its not possible atm.
@Sordrin
No, thats only for commands though?
@Stormofblood
Yes that should work, but you need to also have the EnabledSpawnReasons which the mobs are spawning with.
I don't think my spawner component checks that though.
@diannetea
No there isn't. That would abilities would have to change a bit (code wise) to be able to support something like that.
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Posted Feb 20, 2014Another question, is there a way to define different things for different spawn reasons? So for example I could set mobs/loot/etc to be different for spawner spawns vs egg spawns vs natural spawns?
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Posted Feb 19, 2014In order to stop the spawning of specific mobs - for example horses, wolfs, and enderman, am i correct in that the following needs to be placed in the global limiter.yml like this?
DisabledMobs:
- HORSE
- WOLF
- ENDERMAN
They are still spawning.. :(
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Posted Feb 19, 2014Any way to disable spawner notifications? Example:"~ Spawned 1 zombies".