Mob Spawn Control
Mob Spawn Control allows you to take control of the XP grinders (experience grinders, mob farms) on your server. Our server had a problem with XP grinders bringing the server to its knees. I created this plugin to limit the number of monsters (mobs) that could pop out of a given spawner. Once the spawner is maxed it will prevent further monster spawns until a monster is killed. Once the monster is killed it is decremented from the list. Basically the plugin keeps track of active/alive monsters attached to a spawner.
Feature List
- Limit monsters spawned from a single spawner
- Report on top spawners currently on the server
- Assigns spawner to a player in the report
- Teleport to a given spawner for investigation
- In-game debugging option
- In-game enable/disable option
- In-game stat reset
- In-game configuration reload
Why Should I use MSC?
There are many different plugins that handle mob spawners. I've reviewed each of them and they all have their advantages. Rather than tell you "MSC is the best" I will give you a break-down of the problem each plugin resolves. I fully support the other plugins in the community which is why I've linked them below. You decide which is best for your scenario.
My thoughts on other Mob Spawner control plugins can be found HERE.
Commands
All commands can be accessed by typing /msc or /mobspawncontrol followed by the following subcommands:
- HELP = shows the help menu
- STATS = shows the current spawner stats
- TP = teleports to a given spawner in the stats report
- RESETSTATS = reset all current stats on the server
- DEBUG = enabled debugging mode in the console (Lots of spam here!)
- RELOAD = reload the config from disk
- TOGGLE = toggles the plugin on and off in real time
Permissions
- msc.*: Gives access to all MobSpawnControl features
- msc.command: Allows player access to MSC commands
- msc.stats: Allows players access to STATS command
- msc.tp: Allows players access to TP command
- msc.resetstats: Allows players access to RESETSTATS command
- msc.debug: Enables MSC debugging
- msc.reload: Reloads config from disk
- msc.toggle: Toggles the plugin on and off in real time
Config Options
- spawnsAllowed:
- reportSize:
- pluginEnable:
- debug:
- oneTimeUse:
- warnThreshold:
- alertThreshold:
- spawnerRadiusX:
- spawnerRadiusY:
- spawnerRadiusZ:
- playerDistance:
Detailed config descriptions can be found HERE.
Source
Source can be found HERE.
Thanks for this plugin, its still working on 1.4.7 :)
This plugin is hard to break across CB versions, so it should not need an update (not yet).
It would be nice if someone were to take over this plugin, If you look at the author's (Last login Sep 05, 2012 ) it is doubtful that he will update it.
When will this plugins be updated.
I just did a quick test with a skeleton spawner, and it seemed to log, count, and limit the mobs normally. MSC 2.4.4, CB 2571
Someone needs to update this
Please update i don't think it's working with 1.4.6
This plugin is gold. Works fine on the new Spigot Bukkit Dev builds.
I suppose with new mobs plugin will need to be updated to 1.4.2 :)
This seems great in concept, havn't tested it yet however.
The only thing I would do differently is kill mobs from spawners after they have lived for a certain time, would clear out mobs out of spawners eventually as well as causing wandering mobs from the spawner to be removed as well.
I trust your judgement however, so feel free to ignore my suggestion :)
@joannou1
All my tests show it working. If you are seeing errors please enable debugging and link a pastebin through the bug submission form.
An easier way is to double check your users by using the /msc TP command. If user A says his spawner is broken, use /msc STATS to see if he/she is on the list. If he/she is on the list, use /msc TP to check out their spawner. I've found that some people are unaware of how mob spawners actually work. If they don't carry their mobs away from the spawner they stop spawning and they think its a problem with the plugin.
@XxTRAINEExX
I don't know... Some people are reporting no mobs spawning, and some are saying TONS of mobs are spawning...
Can you look into this? Using latest version.
Verified MSC 2.4.3.1 and above are working with CB 1.3.1. Enjoy!
@Mayhem777
I will check tonight :)
1.3.1? :3
@ShakyTom
That sounds easy enough. Let me see if I can get this in for you.
Although this won't prevent the issue I outlined below if both spawners are the same type :) A better solution will be if bukkit releases a method that returns the monster object for each spawn event. That would be pretty sweet :)
@XxTRAINEExX
Yeah that makes sense :)
Is there any way you could check the types of spawners so that a zombie spawning will always add to the value of the zombie spawner and never to the skeleton one?
@ShakyTom
Yes it will. However... When a mob spawns from a spawner there is no way to identify which spawner it came from. I run a localized search around that monster to find the spawner it came from. If two spawners are within 5 blocks of each other you may get odd results. (ie. one monster will count towards the wrong spawner) This doesn't occur in normal random generated spawners but it's worth mentioning since some servers allow players to place mob spawners. If they place them within 5 blocks of each other they will most likely be short changed on the allowed spawns. Make sense?
This looks exactly like the plugin was looking for!
How does it handle mob spawners of different types next to each other? For example a zombie and a skeleton.
Will it allow 40 skeleton and 40 zombies to spawn?
IMPORTANT
If you are upgrading from an older version you will need to manually change your search radius in your config file. I corrected the default config in the new JAR but it doesnt overwrite your existing config options. So you can either wipe out your config file and let the JAR recreate it or manually set the following items:
spawnerRadiusX: 4
spawnerRadiusY: 2
spawnerRadiusZ: 4