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 13, 2013@DJMadMax
Can't do that yet. What you can do is set EquipmentDropChance to 0.0 and setup a chance to drop the item the mob is holding via dropsets. That's assuming you only give them one item.
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Posted Aug 12, 2013Meanwhile i've found out that it works just fine, when it's declared "global", for the whole mobclass:
MobAbilities: ZOMBIE: EquipmentDropChance: 1.0 ApplySets: - Chance: 1 SetName: Zombie_child - Chance: 1 SetName: Zombie_weak - Chance: 1 SetName: Zombie_normal
The problem is, in that case, the EquipmentDropChance is set for ALL the sets. But what, if i want to have different EquipDropChances per set?
By now i couldn't figure out, how to do that :(
Ah yes, in case there is any kind of curiosity, of course i would provide my configs for everyone (when it's done :D)
Cya, DJMadMax
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Posted Aug 12, 2013@ShadowDog007: I tried a bit with the EquipmentDropChance but i couldnt get it to work til now :(
Here's just a simple test-config file, would you mind, telling me, where and how exactly i have to use the EquipmentDropChance?
----As you can see, for the example, i used two possible items held in hand. Maybe you can even show me, how to differ the chance to drop for both of those items by using the EquipmentDropChance.
Thank you very very much in advance!
Cya, DJMadMax
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Posted Aug 12, 2013@ShadowDog007 "Sorry, refresh my memory?" https://github.com/ShadowDog007/MobManager/issues/9
"Nothing MM can do with that." oh ok, I thought "GoalPanic" were anything for the running/fast Zombies since 1.6
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Posted Aug 12, 2013@DJMadMax
Yeah, EquipmentDropChance is an old config value which used to control drop chances for everything. Since then I added separate chances for armour, but never got around to changing it for held items.
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Posted Aug 12, 2013Hi ShadowDog007, thanks for the quick reply!
Oh man, "Drops", "DropChance", "EquipmentDropChance" Quite confisung :) I found that entry in your abilities.yml before but thought it's a simple mistake and you meant "DropChance" with it, because it referrs directly to it.
Will test that, thank you very much! :)
Cya, DJMadMax (already created 8 different zombie classes and got almost killed by a "Zombie-God" :D )
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Posted Aug 11, 2013@DJMadMax
Not sure if this is still in the current version... But EquipmentDropChance effects the chance for items held in a mobs hand to drop. Set to 1.0 for 100%
Default should be 0.15 or 15%
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Posted Aug 11, 2013Okay, there's another problem i'm a little helpless about. Sorry, but it might be quite possible to read a few more questions from me about this plugin throughout the following week or so :D
When i create a zombieclass with, lets say, three differend types of held items in hand, is there a way to make the zombie drop this specific item in case he holds it upon spawning? Or do i have to create a new class "just" for that particular zombie with that one item i want him to drop?
The itemlist is fine but that way a zombie could spawn without - lets say - an iron shovel in his hand and still drops it from the droplist or vice versa, he spawns with the iron shovel and doesnt drop it when slain.
So, is there a way of letting the mob drop his "item_hand" with a 100% chance without creating an exclusive class just for that case?
Thanks very much!
Cya, DJMadMax
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Posted Aug 11, 2013Hello ShadowDog007,
right now i am working on a config file for a total mob conversion.
My question is: Is there any possibility to "reduce" monster's damage? A negative multiplier (like "DamageMulti: -2.0" doesnt seem to work at all :( ).
Thanks in advance for your help!
EDIT: Uh, i'm such an idiot Multi to "0.x" and it works as a divisor... should've paid more attention to school back then :D Works perfectly well now, made a new class of zombie childs that arent very damage-intensive but annoy you with their immense speed and numbers. Great plugin, just great, man!
Cya, DJMadMax
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Posted Aug 9, 2013@AgentTripleC
Check config.yml for all the valid mob types.
For zombie pigmen it is PIG_ZOMBIE
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Posted Aug 9, 2013How do you get Zomebie Pigmen in the abilities config? I tried everything. ZOMBIE-PIGMEN PIGZOMBIE ZOMBIEPIG What is the correct name to use for the abilities config?
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Posted Aug 9, 2013@CreepahMC
You could set mob limits to 0, and remove SPAWNER from the list of enabled spawn reasons.
@TheNicklander
Donate button at the top right of this page. Will get to your ticket, just been very busy with uni lately.
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Posted Aug 9, 2013Hello,
Can you please check out my ticket (github). Thanks !
And btw. is there a way to donate for you ?
Great plugin, keep it up !
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Posted Aug 8, 2013ShadowDog007,
Hi I am using a plugin called Mineral Manager and it starts with the same commands as this plugin. /mm
Is there around that? Will they conflict?
Thanks,
Azekial07
Edit:
It works! MineralManager went to /mineralmanager instead of /mm.
Great plugin Btw
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Posted Aug 8, 2013Hello, im making an RPG server and I only want mobs to spawn from spawners in world 'world'. They spawn naturally still. How do I make it where in world 'world' spawners can only spawn mobs?
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Posted Aug 7, 2013@Jobsti2
Sorry, refresh my memory?
That commit was just including a new Minecraft class. Nothing MM can do with that.
@devman45
Its not?¿? What's wrong?
@DerekZil
Yep, you can use birth spawns or death spawns to have normal mobs spawn around zombie pigmen, wither skeletons or blazes.
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Posted Aug 5, 2013Is there a way I can put Nether monsters in the real world?
By the way this is honestly the best Mob handling plugin I've ever seen. <3
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Posted Aug 4, 2013Why it's incompatible with PlotMe??
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Posted Aug 4, 2013"Implement Leash API."
Beta is out, yeah, time for a MM update, my Leash and Nametag Request ;-)
What is "PathfinderGoalPanic" since #2826, anything interesting for MM?
"Panic goal" could be interesting for Abilitys, like Panic-Time for Zombies!
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Posted Aug 4, 2013@Dolfur
Do you have 'IgnoreCreativePlayers' enabled? And were you in creative when this was happening?
@sumusikoo
You not using MobManager drops are you? Anything you don't want to spawn should be in the disabled list.
Not sure why they wouldn't drop unless you were using MM drops and setting it to clear them.