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 Aug 29, 2013Hello there,
I would like to limit the spawn rate of endermans in the end and reduce the number of endermans available in an area by 50%.
How can I config this to work?
Warm Regards
Gavan
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Posted Aug 28, 2013@ShadowDog007
Ok, right then.
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Posted Aug 27, 2013@NemesisMate
That is untrue. Mobs are just made persistent. So when the chunk is unloaded, the mob is saved with the chunk so it it still there when the chunk is loaded again.
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Posted Aug 27, 2013@ShadowDog007
I mean the new "Name tag" item of Minecraft. I read that if a mob is tagged with it the chunk where the mob is is always loaded.
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Posted Aug 26, 2013@NemesisMate
I don't understand what your trying to say.
MobManager does not keep entities alive, just despawns them, or doesn't. It won't keep chunks loaded.
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Posted Aug 24, 2013Are you adding mob "tags" control on your plugin?. If I'm right mobs tagged make chunks stay loaded even if no player is in it, is there a way to get this plugin unload that chunk without loosing that mob?, or maybe despawning the mob so the chunk is unloaded automatically and respawning that mob when the chunk is reloaded?.
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Posted Aug 24, 2013@ShadowDog007 If you have any time to figure out how to do that, that would be just great!
In the mean time i'm maintaining the drops as i did before.
Cya, DJMadMax
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Posted Aug 24, 2013@DJMadMax
I forget how to do it, but you can point a node to another one (i.e. use another node at this location)
That should work, otherwise you will have to just have your drops 3 times =3
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Posted Aug 24, 2013@ShadowDog007
I came upon a little problem i cannot solve by myself. Is there a way to have a global droplist for different ApplySets (but still for only one mobtype).
For example: "Weak Zombie" "Normal Zombie" "Strong Zombie"
All are of the same mobtype (ZOMBIE). Still i have to give all of the three the "full" droplist (so it triples the lines in the code). I tried (like described in your config header) to make a global droplist under "MobAbilities:" but it's just being ignored, nothing will drop :(
This will do absolutely nothing :(
This example otherwise would do just fine.
But as you can see, if i just want to apply the same drops for the whole family of the mobtype "ZOMBIE", it's way too much code, espexially when you plan to add loads of enchanted equipment.
Thanks in advance, as always :)
Cya, DJMadMax
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Posted Aug 23, 2013@NemesisMate
You can regenerate chunks with worldedit?
Then if you want to keep the contents you can copy->regen->paste.
@BoyDerAmBlockChillt
There are examples in the config header :3?
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Posted Aug 22, 2013@BoyDerAmBlockChillt
Infact, all the "green stuff", ShadowDog007 wrote, should be more than enough to get started with the plugin.
Sure, i asked him a tons of questions, but it helped me to advance very far and deep into the plugin's mechanics.
But still: All you need to start with, is explained in the abilities.yml (if you just want to alter or add some abilities to the standard mobs).
If you really can't see through the easiest things (for example: creating a skeleton with 50% of its original damage or a zombie with 15 more hearts than originally), you should really think about, if scripting and coding is the right thing for you... i dont say that to be mean, i just want to warn you that, even if you know what you're doing, it's a sh*tload of work! I've been working on my MM settings now for at least 30 hours and i still have a looooooooooong way to go, until i'm at least a bit satisfied.
But if you wish, here's my config: http://pastebin.com/XjMhs1Qf
Cya, DJMadMax
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Posted Aug 22, 2013Srsly is there any sample config? I don't understand anything.. I just need a finished config to look at to understand..
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Posted Aug 22, 2013I know it has nothing to be with your plugin but I would like if you know how to make horses appear on 1.5.2 worlds. Is there, maybe, a way to regenerate som selected chunks so they become "1.6.2 chunks"?.
I would like to make horses appear without deleting the world.
Thanks for any help.
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Posted Aug 21, 2013@CreepahMC
Pretty sure you can add lore, but MM does not hook into any other plugins other than Vault and EpicBossReloaded.
I could add more hooks when I have time :3
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Posted Aug 21, 2013@DJMadMax
Wow thanks for the help. I managed the drops so that it drops every 1/3 of kills.
@ShadowDog007 Is it possible where mobs drop items with lores say from the 'Lores' plugin. I'm wanting mobs to drop emeralds that have lore on it. Could this also be integrated with RPG items as most plugins are?
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Posted Aug 20, 2013@NemesisMate
Just try "Mo' Creatures" - that's the mod, the horses of official 1.6.1 came from!
Cya, DJMadMax
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Posted Aug 20, 2013On my server, zombies drop emeralds, but pretty much almost all zombies drop emeralds. My drop chance is set too 1 and when I make it a decimal it doesn't work. How can I make the drop rate alot smaller?
Also, is it possible to make it where when you run a certain distance from say, a spawner, the mobs return to that area where they spawned?
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Posted Aug 18, 2013@tabalougas
The line only indicates the "beginning" of a problem. Like i told you before, i recommend you clean out the abilities.yml! Copy yours to a safe place (as you may have noticed, it's not wisely to edit the yml-files directly in the plugins-folder, because the plugin overwrites the hole file when it finds errors).
Okay: Step 1: Make your own offline bukkit server with a dosprompt Check!
Step 2: Install MobManager Check!
Step 3: Copy all your needed yml-files to a "safe" place, where you can edit them as you wish.
Step 4: Edit the yml-files line by line and TEST them line by line! That means, you edit a line into your "safe" yml-file and copy-paste that file to your plugin-directory and test it. If no errors occur, enter the next line and so on, and so on.
Only, i repeat: ONLY after you understand how badass this yml-sh*t is to script, only after that you're able to add more and more lines "at once" without running into errors.
Believe me, i searched for errors that occured only because there was a space too much (or too less :D) or there was a "-" in front of a class or ability where it shouldnt have been but otherwise (it's not always the same formatting for MobAbilities and AbilitySets! Notice that!) you'll end up in big trouble without even being able to find out what's wrong.
Here's what i (also) told you before: "MobType: Zombie" belongs to the MobAbilities section, not to the AbilitySets.
That's one big error in your script.
It's easier if you start out from point blank, believe me! Dont "overdo" it, add one ability by another and dont fiddle around with too much at the beginning. It's hard work and takes a lot of time but in the end it'l pay out as you get more and more practice with it.
Cya, DJMadMax
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Posted Aug 17, 2013@DJMadMax
so where is my wrong . i can see only the line .
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Posted Aug 17, 2013@Azekial07
You use the bounty.yml (enable it in the config.yml first) to drop "Money", item(s) of your choice or extra experience.
Check these lines:
I assume you'll have to use Vault to be able to use "ingame money", as it's just what the bounty.yml tells us.
Alternatively you could use the item system and use emeralds as a currency (just an idea).
Cya, DJMadMax