• 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:


  • 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 with 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


  • 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!


  • 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


  • 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.yml
To do
  • Add Protection component to MobManager (Protect the world from things like explosions or Endermen picking up blocks)
Note: The above are just ideas, not all of them may happen (If you particularly want one done let me know)
Note: Ordered by importance to me (Higher == More important) (Your needs are important to me :D)


  • /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
Note: the count command prints single letters to represent the different categories of mobs.
M = Monster, A = Animal, W = Water Animal (Squid), Am = Ambient Mob (Bats), V = Villagers


  • 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


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 true

MobManager utilises Hidendra's plugin metrics system, which means that the following information is collected and sent to
  • 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
All information is publicly available and can be viewed at

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 future
Feel free to join and have a look for yourself what MobManager does. Server has two worlds one with MobManager enabled, the other with it disabled. You are allowed to use /time to set the world to night, so monsters spawn on the surface. This server uses default settings for all configs.
Note: After joining, type /warp dev
Note: The test server only has the limiter component enabled

Please, if you have and questions or feature requests, do not hesitate to ask
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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  • Avatar of Kamaling Kamaling Apr 23, 2014 at 19:25 UTC - 0 likes

    @ShadowDog007 or anybody who knows about MobManager
    The AbilitySet-Multiplier for Skeleton in the bounty.yml seems also not to work.
    I have 3 different Skeleton AbilitieSets witch works fine in the abilitie.yml and give them 1.0, 1.5. and the third 2.0 to the Reward in the bounty.yml
    All entrys are in the global abilitie and bounty.
    As a self test if i edit the correct yml (the global bounty and abilitie), i did change the PlayerMessage just in the global one. And it works fine, i can see the edited reward message.
    So I don't know if MM just have a general Problem with Skeletons (see my post below about the Position: Hand and BOW), I did something wrong, or if MM have genarally bugs at all.

    Does someone have more experience about the BOW-problem and/or the bounty-multyplier?

    Last edited Apr 23, 2014 by Kamaling
  • Avatar of Sordrin Sordrin Apr 20, 2014 at 22:38 UTC - 0 likes

    Any way do disable the "~ Spawned 1 MobNames" message for spawners?

  • Avatar of xXBadeye xXBadeye Apr 18, 2014 at 18:02 UTC - 0 likes

    There are many bugs here, I haven't managed it to get the spawn component to work correctly. Monsters are spawning massivly around me, and they do not despawn, but because of the per player limit no other monsters are spawning. It is a shame but this is buging me :/


  • Avatar of Sordrin Sordrin Apr 18, 2014 at 16:55 UTC - 0 likes

    Any way to prevent mobs from spawning for certain groups? I have invisible non-creative staff who should not cause mob spawns.

  • Avatar of Kamaling Kamaling Apr 18, 2014 at 08:46 UTC - 0 likes

    hi ShadowDog007
    if i ad a sword to a zombie, he drops this sword. if i do it with a bow by a skeleton, the skeleton just drops a ordinary bow... why?
    here's the two abilitie configs first for the hand of a zombie:

            - Position: HAND
                type: DIAMOND_SWORD
                  ==: ItemMeta
                  meta-type: UNSPECIFIC
                    DAMAGE_UNDEAD: 3
              DropChance: 0.2

    ...and here the hand of a skeleton:

            - Position: HAND
                type: BOW
                  ==: ItemMeta
                  meta-type: UNSPECIFIC
                    ARROW_FIRE: 1
              DropChance: 0.2

    EDIT: I found out that the Bow-Drop maybe right, because my Bow Mobmanager-Abilitie does no effect. The Skeleton will have InGame just the ordinary Bow.
    BUT: Mobmanager doesen't see the Hand Abilitie "BOW" with the entries like above, as an error. Because MM dosen't change this entities after reload.
    REMEMBER: the Sword abilitie above is in the same global abilitie and works fine.

    Last edited Apr 19, 2014 by Kamaling: extended experiences about it
  • Avatar of McPixel McPixel Apr 14, 2014 at 03:51 UTC - 0 likes

    @ShadowDog007: Go

    i mean when i use TYPE: Villager , and they spawn but i set despawn range is 20 but they not despawn .

    and then i try type: wolf or pig_zombie , rate angry is 1 but when they spawn with red eyes but not attack me until i provoke them why ?

    Last edited Apr 16, 2014 by McPixel
  • Avatar of ShadowDog007 ShadowDog007 Apr 13, 2014 at 01:49 UTC - 0 likes

    @ridddle: Go

    MM doesn't clear mobs if they are close to a player. And I am pretty sure limits for animals are set to 0 for nether. Not sure if that would cause it to be unlimited or not.

  • Avatar of ridddle ridddle Apr 12, 2014 at 17:00 UTC - 0 likes

    Not using the spawner component, no. Chickens are spawning as pigmen jockeys. Monsters are culled by MM, chickens are not. Any idea why you cannot clear them after the monster is no longer needed?

  • Avatar of ShadowDog007 ShadowDog007 Apr 10, 2014 at 23:57 UTC - 0 likes

    @ridddle: Go

    You are using the spawner component? Double check there are limits for animals in the nether.

  • Avatar of ridddle ridddle Apr 09, 2014 at 22:04 UTC - 0 likes

    I’m getting crazy amounts of chickens in the Nether due to baby zombie jockeys being spawned (5% of all monsters and 5% of babies) and while MM culls pigmen, chickens are left behind. I’m literally seeing 20 chicken rise every 5 min in loaded chunks around me.


Date created
Dec 21, 2012
Last update
Feb 24, 2014
Development stage
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