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 Feb 9, 2014Hello. thank you to teach me for books instructions!. I have used ability my server. But skeleton setting overrides skeleton_wither setting in default world(Not _nether or the_end). I think it's trivial bug.
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Posted Feb 8, 2014MM v3.0.2 has been uploaded.
Changes:
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Posted Feb 8, 2014Horses fix is done, just need to test a few more things and then will upload it.
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Posted Feb 8, 2014@tomori_peti
@thequestingbeast
If you have the despawn flag set for a mob in MythicMobs it should not be despawned by MobManager.
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Posted Feb 8, 2014@tomori_peti
Sure, will be releasing an update soon.
@Rashaka
Yes. My server has been down for a while. My header image was on there too :(
@diannetea
Yeah, its a bit backwards, you have to enable animal spawning in bukkit, and then disable all other mobs from spawning.
Will fix the issues with horses in the next update (Just testing it now)
@thequestingbeast
If MythicBoss spawns its bosses and sets them as persistent then MobManager should ignore them. Will check it out and see if that does happen or not.
@MagisterXero
I would avoid loading plugins with a plugin loaded if possible =3
Not sure how that error could occur =3
Timezones might be a problem for IRC :P Feel free to PM me. Although I check comments here more often.
I haven't actually done anything to add support for mcpc+ so not really sure if its possible.
Is it just the additional mobs or all mobs your having issues with?
@Wbfw
Try writing a book in game. Hold it in your hand and type /mm saveitem. Then check the file items.yml and copy/paste the item config into abilities.yml
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Posted Feb 7, 2014Hey.. It's bug? I write - Chance: 50 Replace: true Drops: - type: WRITTEN_BOOK meta:
: ItemMeta
meta-type: BOOK author: Test title: test;; pages: - '...? test;' damage: 0 damage-max: 0 amount: 1 amount-max: 2 And Server load MobManager plugin - ability.yml well(Not error!). but, Mob's drop item(Written book) is empty. please fix it. :)
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Posted Feb 7, 2014ShadowDog007, quick question about limiter and other things.
First and foremost, I'm getting this error when loading the plugin: http://pastebin.com/BPPrUkdU
MM still runs, but I am unsure exactly what the item out of the array bounds is.
Second, I am running MCPC+, and I have additional mod-added mobs in my game. MM pulls those entityTypes into the game, but I am having trouble with modifying their abilities via the configs for abilities and spawning. If I post some basic information here, would you be able to assist me in getting them to work? I have an IRC channel setup for my server I can PM you, if you are willing.
I love MM but I am just having these minor difficulties of being unable to do what I wanted to! xD
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Posted Feb 7, 2014@tomori_peti
I second this. I haven't tested it yet, but I am afraid that the boss mobs will despawn when players aren't around. How does everyone else deal with this and can you add some support for MythicMobs (let them be ignored.)
Also I would love to see a way to add Nether Mobs to naturally spawning/spawning in certain areas.
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Posted Feb 6, 2014Is there a way to disable just the horse spawning, I want to reinstall this, but I can't have white horses running rampant on my server :(
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Posted Feb 6, 2014Is the link to dev builds currently broken?
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Posted Feb 4, 2014Could you change EpicBoss support and swap to MythicBoss, till Epicboss no longer developed. (Neither the Gold one).
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Posted Feb 3, 2014@XA_Lany
Yeah it is a known issue. Checking for safe locations is fairly CPU intensive. And the spawner component was a pretty big update.
I 'might' be able to add a special checker for spiders/horses/ghasts which could fix that.
@McPixel
No sorry.
@Wbfw
Yeah I was thinking about adding some bizarre new abilities. I think that would fit under the category of 'slightly' bizarre :P
@RAGEmond
I will get my friend to remind me on the weekend that I need to do that.
Sorry for the delay, just been really busy with work.
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Posted Feb 2, 2014@ShadowDog007
Hey mate, just wanted to know if your doing any progress in regard to the world guard flag: deny-spawn?
It's really annonying having mobs running around in places where there shouldnt be.
We're doing events and if a creeper appears thats really annoying etc.
We're using the method with the 2 layer region atm but you cannot remove the chance of a mobspawn by 100%.
Thanks in advance
RAGEmond
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Posted Feb 2, 2014If you add skeleton arrow-explosion use setting to mob-ability, i think your plugin will be more perfect plugin in extreme or RPG server. What do you think this? :)
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Posted Jan 31, 2014@ShadowDog007
is that possible to make chicken or pig or snowman attack us ?
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Posted Jan 30, 2014Hey, if got a problem/question regarding the Spawner component and Spiders.
The issue is that spiders, being wider than normal mobs, apparently only vertically search for the afforded space, so it often happens that they spawn halfway horizontally in a block and immedially suffocate.
Is there a fix/configuration possibillity that im unaware of or is this an item on the to do list?
Thx Lany
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Posted Jan 29, 2014@ValeraSTK
1) Your region should have a massive priority/chance (Whatever I called it) This will mean when a mob tries to spawn in a location, that region is always chosen (Not definite but if its high enough the chance something else will spawn is minimal)
2) Above should fix this too.
3) You need to have a biome whitelist for those mobs and just place them in the region with the others. So the biome you want them to spawn in should be listed and BiomeWhitelist should be true so that those mobs will only spawn the listed biomes .
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Posted Jan 29, 2014Your plugin is awesome, but its a little bit tricky, to understand how to manage it.
Can I ask for some help with configuration? So far, I can deal with Abilities and Limiter component.
But Spawner component its more complicated.
So, what I try to achive. I have a world. In this world I need:
1) regions, where ONLY mobs from certain AbilitiesSet can spawn (Set1, Set2)
2) other sets, wich can spawn everywhere in world, except regions from p.1 (set3,set4)
3) sets (Set5,Set6) , wich can spawn in certain biome, as addition to p.2, but never in p1.
Can you help me with that? Thank you!
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Posted Jan 27, 2014@Sordrin
Are you using /mm reload? Try restarting your server instead?
@TheNicklander
That should be possible. Might confuse people if they try set it higher though =3
@aklp4
Do one of the following - In the global limiter.yml add each animal to the ignored mobs list. or - In each world limiter.yml set the animal limits to something very high. Keep chunk calculated max under 1000ish. Too high and the number gets parsed as a negative :P
@ValeraSTK
Thats the bounty component?
Are you using /mm reload? I think there may be some issues with using it.
The Baby/Villager rates are perhaps a tad misleading. Its the chance to set a zombie to that type. Otherwise it is left as normal.
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Posted Jan 25, 2014Hi! I have some troubles with Spawner component.
can you please look at this?
http://pastebin.com/R9uNYrmT
and one more thing:
Can I some how disable BabyZombies? BabyRate: 0.0 doesnt help. Also, with VillagerRate: 0.0, there are still VillagersZombie. And every time when I set SunProofRate: to 1.0, it drops back to 0.0
P.S. sorry for my english