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The Mob

Mob Framework | YAML | Boss Phases | Radar HUD | AutoSpawn | Player Stats | 1.21.+

Автор: 3o3y877943обновлён 8 февр. 2026 г.
ПриключенияСнаряжениеМобы

Описание

TheMob is a high-performance custom mob and boss system for Paper / Spigot servers. It allows you to create powerful custom mobs and multi-phase bosses using simple YAML configuration files – no coding required. The plugin is designed for RPG servers, events, dungeons and PvE-focused gameplay, with a strong focus on performance and scalability.​

Tebex | Github | Gitbook | Patreon

✨ Key Features

YAML-Based Custom Mobs

Define mobs entirely via YAML
Including Custom Heads with Base64 String
Clean and predictable configuration structure
Custom stats, attributes and equipmen

Boss System with Phases

Spoiler

BossPhase

Multi-phase bosses based on HP percentage
Minion support
BossBar integration
Phase messages, effects and abilities

Radar & Navigation HUD

Player-specific BossBar HUD
Directional compass display
Detects nearby mobs within a radius
Priority-based threat detection

⏱ Auto-Spawn System

Spoiler

Autospawn

Designed for performance and fairness

Chunk-aware Hot / Cold Zone logic

Spawns activate only when players enter

Spawn cycles pause automatically when players leave

Hard spawn limits (no refill spawning)


Prevents:

    
    Endless spawning
    
    AFK farming
    
    Kill-speed exploits
    
    When players leave, the world rests.
    
    When they return, it feels alive again.

Player Stats GUI

In-game stats menu

No permissions required for basic access

Player-friendly by default

⚡ Performance-First Design

Event-driven logic (no global polling)

Optimized for high player counts

Radius-limited entity scans

No forced chunk loading

✅ Tested Scenarios (v1.5)

TheMob v1.5 has been tested under real server conditions with the following results:

✔ 20+ concurrent players

✔ 400+ active custom mobs

✔ Multiple bosses running simultaneously

✔ Stable TPS on Paper 1.21.10

✔ No forced chunk loading

✔ No spawn refill abuse or AFK farming

The system remains stable during:

Player joins & leaves

Boss phase transitions

Auto-spawn hot/cold state changes

/mob reload without server restart

Commands (v1.5)

Core Commands


/mob reload

/mob spawn <mob-id>
  
/mob killall

/stats


Auto-Spawn Management


/mob set autospawn <mob-id> <seconds> <maxSpawns>

/mob set randomradius <mob-id> <seconds> <maxSpawns> <minRadius> <maxRadius>

/mob set followplayer <player> <mob-id> <seconds> <maxSpawns> <onetime/endless> <minDistance> <maxDistance> <message>

/mob set randomworld <mob-id> <seconds> <maxSpawns> <onetime/endless> <message-timer> <message>


Deleting Spawns


/mob del autospawn <mob-id>

/mob del randomradius <mob-id>

/mob del followplayer <player> <mob-id>

/mob del randomworld <world> <mob-id>


Listing & Utilities


/mob list autospawn

/mob list all

/mob toggle hud


Legacy Alias (still supported)


/mob autospawn <mob-id> <seconds> <maxSpawns>

Permissions (v1.5)

Permission Description


themob.spawn Manually spawn custom mobs

themob.spawn.set Create, delete and manage auto-spawns

themob.killall Remove all custom mobs instantly

themob.reload Reload TheMob without server restart

themob.stats Open the player stats GUI (optional/future use)

✔ Permissions are cleanly separated

✔ Safe for admin / moderator delegation

✔ No permission required for basic player features (Stats GUI, HUD toggle)

Example Configuration

mob-id: zombie_boss
type: ZOMBIE

stats:
  health: 500
  damage: 12

phases:  # This will count the mob as a Boss
  phase_2:
   at-health: 50
   effects:
     - INCREASE_DAMAGE

Documentation Full documentation available here Includes:

Installation guide

Mob & boss configuration

Radar system

Commands & permissions

Best practices

⚙️ Requirements

Paper / Spigot 1.21.10

Java 21 recommended

Use Cases

✔ RPG Servers

✔ Boss Events

✔ Dungeons

✔ Hardcore / Purge Servers

✔ Custom PvE Content

Support & Feedback

This plugin is actively developed.

Feedback, bug reports and feature suggestions are welcome.

Final Notes

TheMob is built for server owners who want:

Powerful custom mobs without coding

Boss fights with real mechanics

Strong performance

Clean administration

If you value control, performance and scalability, this plugin is for you.

Thanks for the first 100 downloads! ❤️

If you test this plugin on a live server, I’d love to hear feedback or suggestions.

Галерея

Navigation HUDStats MenuTemplate SwordNormal Zombie

Последние версии

Все версии →
release

The Mob 1.8.4

1.8.4
8 февр. 2026 г.321Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11paper, spigot
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TheMob v1.8.4 – Boss Behaviors, Spawn Tools & Placeholder Update This update expands TheMob’s core gameplay systems with fully integrated boss behaviors, spawn egg & spawner tooling, and improved placeholder & messaging support. No power creep. No balance changes. System expansion & usability update. 🧠 Boss Behaviors (NEW) Bosses now support phase-bound AI behaviors, fully integrated into the boss lifecycle. What’s new Boss behaviors are now directly bound to boss phases Behaviors initialize on spawn and update on phase transitions Behavior logic is tick-driven and lifecycle-safe Supported behaviors Aggressive Controlled target acquisition Cleaner movement & combat flow Passive Idle roaming behavior Non-hostile positioning Flee Smarter disengage logic Improved escape & recovery behavior Result Bosses now feel intentional, readable, and tactical, instead of reactive or chaotic. 🥚 Spawn Eggs & Spawner Integration (NEW) TheMob now includes first-class spawn tools for admins and creators. New commands /mob egg <mob_key> Example: /mob egg zombie /mob spawner <amount> Example: /mob spawner 1 Features Spawn eggs are fully configurable via spawneggs.yml Custom messages are read directly from spawneggs.yml Spawned mobs fully respect: mob configs boss phases behaviors stats & visuals Result Custom mobs can now be spawned cleanly, consistently, and safely via items and spawners. 💬 Spawn Egg Messages (NEW) Spawn egg feedback is now config-driven. What changed All player-facing messages are loaded from spawneggs.yml Supports placeholders and color codes Fully customizable per spawn egg Result Better UX, better feedback, no hardcoded messages. 🔧 Placeholder System Update The placeholder system has been extended and cleaned up. Improvements More consistent placeholder resolution across: boss phases spawn eggs commands Improved safety when placeholders resolve without a player Better formatting consistency Result Placeholders are now more reliable and easier to use across all systems. ⚙️ Internal Improvements Cleaner separation between: spawn logic phase lifecycle behavior runtime Safer boss lifecycle handling Improved reload & shutdown stability Reduced edge cases caused by delayed initialization ⚠ Notes No balance changes No config migrations required Existing mobs remain fully compatible Spawn eggs and spawners are optional tools ✅ Compatibility Paper / Spigot 1.21+ Fully compatible with existing TheMob mob configurations Safe for Beta and production environments Final Note v1.8.4 focuses on control and extensibility: Bosses that behave with intent Spawn tools that empower creators Systems that scale cleanly into future updates This release sets a strong foundation for v1.9+, where advanced behaviors, progression systems, and deeper combat intelligence will continue to evolve.
beta

The Mob 1.8.3_Beta

1.8.3_Beta
1 февр. 2026 г.28Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11paper, spigot
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TheMob v1.8.3_Beta – Phase Init, Behavior Expansion & Baby Prep This update focuses on combat lifecycle correctness, AI behavior depth, and forward compatibility for upcoming Minecraft features. Important: 🗑️ Delete boss_template.yml before updating (Old templates are incompatible with the new phase lifecycle and will be regenerated.) No power creep. No balance shifts. Foundation & systems update only. 🔁 Phase Trigger on Spawn (Critical Fix) Boss phases are now initialized immediately after spawn, instead of waiting for the first damage event. What changed Previously: ❌ Initial boss phase logic only triggered after receiving damage ❌ Phase effects, buffs, and UI were delayed ❌ BossBars appeared “inactive” until first hit Now: ✅ Boss phase lifecycle initializes shortly after spawn ✅ Phase logic applies even with zero incoming damage ✅ BossBars, buffs, abilities, and world effects are active immediately Result Predictable, deterministic boss behavior from the very first tick of combat. 🧠 AI Behavior Expansion Major internal improvements to mob behavior logic. New & Improved Behaviors Passive Behavior Natural idle movement Non-hostile positioning Improved awareness handling Aggressive Behavior Cleaner target acquisition Reduced jitter during combat More readable attack flow FLEE Behavior (Expanded) Improved disengage logic Smarter retreat paths Better recovery after escape Reduced AI “panic loops” Result Mobs feel intentional, readable, and tactical instead of chaotic or suicidal. 👶 Baby Mob Integration – System Preparation This version introduces full internal support for baby mobs, preparing TheMob for Mojang’s upcoming baby-mob overhaul. New Config Support ``` mob-id: chicken_baby base-type: CHICKEN baby: true name: "&bChicken Baby" display-health: false ``` What’s included Proper Ageable handling (API-safe) Baby state applied at spawn Growth locking support Fully compatible with: stats behaviors drops visuals combat logic ⚠️ Note: This update focuses on infrastructure, not balance. Baby-specific scaling and behavior tuning will come later. Result TheMob is now future-ready for Minecraft’s new baby mob models, sounds, and mechanics. ⚙️ Internal Stability Improvements Hardened boss lifecycle tracking Safer phase state initialization Improved separation between: spawn logic combat logic phase transitions Reduced edge cases caused by delayed events Result: More deterministic runtime behavior and fewer hidden edge-case bugs. ⚠ Notes Boss template reset required (boss_template.yml) No gameplay balance changes No config migrations (except template reset) Existing mobs remain compatible Baby mobs are optional and opt-in ✅ Compatibility Paper / Spigot 1.21+ Fully compatible with existing TheMob mob configs Safe for Alpha & production test environments Final Note v1.8.3_Beta is about tightening the core: Phases that start when they should AI that behaves with intent Systems ready for upcoming Minecraft features This update lays the groundwork for v1.9+, where baby mobs, advanced behaviors, and deeper combat intelligence will fully come alive.
alpha

The Mob 1.8.3_Alpha

1.8.3_Alpha
21 янв. 2026 г.37Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10paper, spigot
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This update is a focused stability and behavior refinement hotfix. Delete boss_template.yml No new mobs. No power creep. Instead, v1.8.3_Alpha fixes critical early issues found in v1.8.2 and introduces the first experimental FLEE behavior layer. 🛠 What was fixed ❤️ Health Display & BossBar Stability Fixed multiple long-standing issues where: ❌ Display-health stopped updating correctly ❌ BossBar & health display disappeared after long fights ❌ Health values desynced during long boss phases Now: Real-time synchronized updates BossBar persistence during: long combat sessions multi-phase bosses reload-safe transitions Automatic re-sync when edge cases occur Result: Reliable visual health feedback even in extended boss encounters. 🧭 Phase Movement Bug – "Moonwalk Fix" Fixed an issue where mobs (especially bosses) could: slide sideways appear to "moonwalk" drift unnaturally during high-intensity phases (observed especially in chaotic / desperation phases) Now: Corrected velocity application Stabilized movement vectors during: forced AI overrides phase-driven ability spam Eliminated sideways drift artifacts Result: Natural, readable movement even under extreme combat logic. 🩺 Long-Fight Visual Cleanup Bug Fixed a rare but critical issue where after very long fights: ❌ BossBar disappeared ❌ Health display vanished ❌ UI elements stopped updating Root cause: Edge-case lifecycle cleanup triggered too aggressively during long runtimes. Now: Corrected cleanup triggers Hardened lifecycle tracking Added automatic recovery logic Result: Boss fights remain visually stable for unlimited durations. 🆕 New: Experimental FLEE Behavior (Alpha) Introduced the first version of health-based flee logic. 🧠 Behavior Overview When certain health thresholds are reached, mobs can now: attempt disengage reposition strategically escape pressure zones break direct combat loops ✨ Features Health-percentage based triggers Smooth disengage pathing Smart target loss handling Fully AI-driven (no teleport abuse) ⚠ Status: Experimental (Alpha) Enabled internally only Still being tuned Will be expanded in v1.9+ Goal: Create mobs that survive longer, reposition smarter, and feel tactical instead of suicidal. ⚙️ Stability Improvements Additional safeguards in: AI tick loops boss phase transitions HUD lifecycle handling Improved fail-safes for: stalled visuals stuck UI updates Hardened runtime cleanup safety Result: Higher uptime reliability & smoother long-session gameplay. ⚠ Notes No gameplay balance changes No config changes No breaking changes Safe update from v1.8.2 Existing mobs & bosses continue to work unchanged ✅ Compatibility Paper / Spigot 1.20+ Fully compatible with all existing TheMob configs Safe for production testing environments Final Note v1.8.3_Alpha is about polishing the foundations: Stable visuals Predictable AI Smarter combat flow This hotfix pushes TheMob one step closer to true next-gen mob intelligence.
release

The Mob 1.8.2

1.8.2
17 янв. 2026 г.38Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10paper, spigot
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🔧 TheMob v1.8.2 – AI Navigation, Stability & System Hardening This update is a system-level refinement release. No new mobs. No power creep. Instead, v1.8.2 focuses on AI intelligence, pathfinding reliability, and long-term server stability. 🧠 New: Smart AI Pathfinding (Experimental) A brand-new SmartRepath AI system has been introduced to solve one of Minecraft’s biggest problems: mobs getting stuck. ✨ What’s new Automatic stuck detection Monitors real movement progress over time Detects blocked or looping navigation Multi-stage recovery logic Soft obstacle clearing (leaves, logs, vines, wooden blocks) Safe teleport fallback near target Soft repath using internal pathfinder hooks Visual feedback Subtle particle effects during AI recovery actions 🔒 Safety & Rules Fully respects mobGriefing No hard block breaking (iron, stone, protected blocks) No world damage when disabled Designed to behave like “smart vanilla AI”, not cheats 🧪 Status: Experimental Enabled internally for controlled mobs. Will expand in v1.9. 🤖 New: Modular Mob AI Controller Introduced a new internal AI layer: MobAIService MobAIController MobAIProfile Capabilities State-driven behavior: IDLE ENGAGE FLEE REGROUP Intelligent target switching Graceful disengage logic Health-based flee mechanics Tick-rate controlled per mob (performance friendly) This lays the groundwork for future advanced behaviors (formations, roles, tactics). 🧱 Boss & Arena System Fixes ✅ Arena Radius (Chunk-Based) New config option: arena: radius-chunks: 3 Unified arena definition for: Boss titles World effects Visual cleanup AI & behavior logic ✅ Phase Visuals & World Effects Phase titles are now shown only to players inside the arena World effects are strictly arena-local Removed global world ticks and broadcasts 🧟 AutoSpawnManager – Critical Stability Fixes Fixed ❌ Plugin chunk ticket leaks ❌ Chunks staying loaded after reloads / crashes Improved Guaranteed chunk ticket release on: arena leave unregister killAll plugin disable Safer random-world spawn probing with try/finally Result: Long-uptime safe, no hidden memory or chunk leaks. ⚙️ Performance Improvements Removed unnecessary world-wide entity scans Boss logic now scales with active bosses, not world size Faster admin killAll execution Reduced scheduler overhead in AI & behavior ticks 🧹 Lifecycle & Reload Safety Unified shutdown logic All systems now cleanly stop on: /reload plugin disable crash recovery Extra cleanup for: HUD elements visuals AI controllers boss locks 🧠 Internal Cleanup & Refactors Restored and stabilized internal APIs after refactors Clear separation of: Boss phases Behavior logic AI navigation Reduced cross-system coupling ⚠️ Notes No gameplay balance changes No config breakage Existing mobs & bosses continue to work unchanged AI Pathfinding is opt-in internally and will expand gradually ✅ Compatibility Paper / Spigot 1.20+ Fully compatible with existing TheMob configs Safe to update from v1.8.1 🧠 Final Note v1.8.2 is not about flash. It’s about trust: smarter mobs, predictable behavior, and servers that stay healthy for weeks.
release

The Mob 1.8.1

1.8.1
15 янв. 2026 г.19Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10paper, spigot
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🔧 TheMob v1.8.1 – Hotfix (Stability & UX Fixes) This hotfix focuses on combat clarity, spawn safety and message control. No new systems were added – only targeted fixes to improve gameplay reliability and visual consistency. 🧱 What was fixed ❤️ Display Health (Nametag) Fixed an issue where display-health did not update correctly on mob name tags Health values now: update reliably in real time correctly reflect custom max health stay in sync with boss bars and internal stats ☠ Player Death Messages (Custom Mobs) Vanilla player death messages caused by custom mobs are now fully suppressed Added support for optional custom death messages via config Prevents duplicated or misleading vanilla messages Config-controlled and fully optional 📍 Mob Spawn Position Safety Fixed an issue where mobs spawned inside blocks or partially underground Spawn logic now: applies a safe Y-offset snaps mobs to valid ground ensures sufficient headroom for large entities This prevents: suffocation damage falling through blocks visual glitches on spawn 🚧 In Development (Not part of this hotfix) 🧠 Pathfinding Improvements Larger mobs may still occasionally get stuck in complex terrain A smarter repath & navigation system is currently under development No regressions introduced by this hotfix As always thanks for using TheMob ❤️
release

The Mob 1.8

1.8
15 янв. 2026 г.22Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10paper, spigot
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### 🔧 TheMob v1.8 – Combat, Config & Control This release expands TheMob’s core systems with advanced combat configuration, admin-only feedback controls and full global config transparency, building directly on top of the v1.7 automation & scaling foundation. No gameplay rebalance. No forced behavior. Only more control, safety and clarity for server owners. ⚔️ Advanced Combat Configuration (NEW) Combat behavior is now globally configurable and admin-controlled. ``` combat: damage-indicator: enabled: false show-to: - op - admin ``` ✔ Floating damage indicators are now fully optional ✔ Visible only to admins / operators by default ✔ No PvP clutter, no immersion break for players ➡️ Ideal for debugging, balancing and boss tuning ➡️ Zero gameplay impact for normal players 🧠 Automation Feedback Control (NEW) Spawn protection feedback is now configurable. ``` automation: feedback: show-to-players: false ``` ✔ TPS warnings ✔ Budget blocks ✔ Cooldown blocks ➡️ Shown only to admins by default ➡️ Players never see internal system messages This keeps gameplay clean while admins stay fully informed. 📖 Full Global Config Documentation (LIVE) The entire config.yml is now fully documented on GitBook. ✔ Every section explained ✔ Safe defaults clarified ✔ Performance & scaling behavior documented ✔ Network-ready explanations 👉 [Documentation](https://3o3y.gitbook.io/the-mob/basics/config.yml) 🛠 Internal Stability Improvements Several under-the-hood improvements were included: ✔ Safer phase combat modifier handling ✔ Improved lifecycle cleanup for bosses & minions ✔ Defensive checks against invalid stat keys ✔ No forced despawns – ever These changes improve long-session stability and reduce edge-case risks. ✔ Safe for live servers ✔ No performance regressions ✔ Fully backward compatible ✔ No required config migration ⚠️ Some systems are intentionally admin-only for now → Player-facing options will unlock later in v1.9 / v2.0 📌 Notes Protection systems only block spawns, never delete mobs All config values are optional – missing sections fall back safely Designed for long-running servers & large networks Thanks to everyone testing, reporting and pushing TheMob forward ❤️ More combat and UI polish coming next.
release

The Mob 1.7.2

1.7.2
11 янв. 2026 г.23Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10paper, spigot
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🔧 TheMob v1.7.2 – Hotfix Update This hotfix focuses on stability, rendering fixes and foundational feature unlocks requested by the community. No new gameplay systems – only important fixes and integrations. 🧱 NBT & Base64 Item Support (Partial) Custom items can now be equipped on mobs using: ✔ Raw NBT strings ✔ Base64-encoded items ✔ Custom heads via texture strings ✔ Enchantments & metadata ⚠️ Note: This is a foundation release. Advanced NBT validation & tooling will be expanded in v1.8+. 🧩 PlaceholderAPI & MiniMessage Integration Text rendering across the plugin now supports: ✔ PlaceholderAPI (optional dependency) ✔ MiniMessage formatting ✔ Dynamic values (mob name, phase, distance, player, etc.) Used in: BossBars Phase titles HUD elements Future event & ability messages 🧭 Navigation HUD Reload Fix Fixed a critical reload issue: ❌ Duplicate HUD boss bars after /mob reload ❌ Orphaned bossbars persisting across reloads ✔ All HUD bars are now: Properly cleaned up on reload Safely removed on disable Re-initialized cleanly after restart This fixes: Reload crashes Ghost HUD bars ConcurrentModificationExceptions 🧪 Version Status 🟡 STABLE HOTFIX ✔ Safe for live servers ✔ No performance regression ✔ Fully backward compatible ✔ No config changes required Thanks to everyone reporting issues and testing edge cases. v1.7.2 prepares the ground for v1.8’s equipment, visuals and ability architecture. 🚀
release

The Mob 1.7

1.7.1
10 янв. 2026 г.23Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10paper, spigot
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🔧 TheMob v1.7.1 – Hotfix (Metrics Accuracy) This hotfix addresses an issue with bStats SingleLineCharts reporting inconsistent values under certain conditions. 🛠 What was fixed Corrected metrics sampling timing to avoid temporary zero or spike values Ensured bStats values are reported only after full system initialization Prevented inaccurate data points during: server startup reloads short-lived transitional states 📊 Impact bStats charts now reflect stable, long-running system values No change to gameplay, mobs, bosses or performance Metrics remain fully anonymous and optional 🔒 Privacy & Safety No additional data collected No IPs, player names or server identifiers Fully compliant with bStats standards ✅ Compatibility Fully compatible with TheMob v1.7 No config changes required Safe to update on running servers Recommended for all servers running v1.7. As always, thanks for using TheMob ❤️
release

The Mob 1.7

1.7
9 янв. 2026 г.16Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10paper, spigot
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⚙️ TheMob v1.7 – Automation, Scaling & System Transparency (STABLE) TheMob v1.7 is now officially released. This update marks a core system milestone for TheMob and replaces the previous v1.7 Beta. v1.7 is not about adding more mobs. It is about making every spawn predictable, observable and safe under load — even on large, long-running servers. This release unifies Automation & Scaling with Monitoring & Diagnostics into a single, stable framework designed for production environments. 🎯 Design Goal Give server operators explicit, system-level control over spawning and performance: Load-aware Player-count aware World-aware Restart-safe Exploit-safe No silent spawn blocking. No guesswork under lag. Every decision is enforced by the system and visible to admins. 🧠 Core Focus in v1.7 Automation Dynamic scaling Transparency Admin diagnostics v1.7 is operator-first, not content-first. ⚙️ Automation & Scaling (v1.7 Core) 🌍 Global Spawn Budgets Hard, system-level limits for: Total mobs Bosses Minions Optional per-world caps Behavior Budgets block new spawns only No forced despawns No entity flicker Bosses and mobs are tracked independently Use case Large survival servers, networks, event worlds, long uptimes 📉 Auto-Spawn Throttling (TPS-Aware) Spawning adapts automatically to server performance. Throttle states NORMAL WARNING CRITICAL HARD_STOP Behavior Spawn intervals slow down as TPS drops HARD_STOP safely pauses spawning under critical load No manual admin intervention required Use case Peak hours, boss events, mass player activity 👥 Dynamic Scaling by Player Count Spawn intensity scales with online players. Behavior Prevents over-spawning on full servers Prevents empty worlds on low population Scaling is global and predictable Applied before spawn execution Use case Servers ranging from a handful of players to hundreds online ⏱ Cross-Restart Boss Cooldowns Boss spawns are now fully restart-safe. Behavior Cooldowns persist across server restarts Prevents restart abuse and boss farming Enforced at spawn-gate level Use case World bosses, rare encounters, scheduled events 📊 Monitoring & Diagnostics (Integrated) 🧪 Admin Diagnostics Commands New diagnostics commands provide live system insight: /mob diag /mob debug Live data includes TPS & MSPT Current throttle state Effective spawn interval Player-based scaling multiplier Alive mobs, bosses and minions Spawn attempts vs blocked spawns (budget / throttle / cooldown) No more “nothing is spawning” situations without answers. 📈 Live Spawn Statistics TheMob now tracks: Total spawn attempts Successful spawns Blocked spawns by reason Boss vs mob separation All values are live, system-driven and diagnosable in-game. 👑 Boss Performance Metrics Boss encounters are fully observable: Active boss tracking Cooldown state visibility Budget interaction Phase-based combat modifiers Boss fights can now scale without losing control or stability. 📡 System Transparency via bStats v1.7 introduces official bStats integration to provide high-level, anonymous system transparency. Collected data (anonymized) Number of servers using TheMob Player counts Minecraft versions Java versions Server software Custom metrics Defined mobs Active auto-spawns Core system usage over time No IPs. No player identities. No server names. This data helps guide future development and ensures TheMob evolves based on real-world usage, not assumptions. 📊 Live stats: https://bstats.org/plugin/bukkit/TheMob 🛡️ Lifecycle & Safety Guarantees All v1.7 systems share a unified lifecycle: Spawn budgets are always enforced Boss locks prevent duplicates Cooldowns persist across restarts /mob reload behaves like a full restart No ghost mobs No stuck BossBars No duplicate HUDs ⚙️ Performance Notes No per-tick world scans No NMS usage No forced despawns Bounded chunk interaction UUID-based entity tracking with fallback cleanup Designed for long-running servers ✅ Release Status v1.7 is a stable release. No config migration required Fully compatible with v1.6 setups Safe for production servers Battle-tested under real load
release

The Mob 1.6

1.6
6 янв. 2026 г.32Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10paper, spigot
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### TheMob V1.6 - Minnions, World effects and Mob AI ### 🧟 TheMob v1.6 – Minions, Summons & Lifecycle Safety This update is a stability-driven system expansion focused on controlled boss-driven mob spawningand strict lifecycle enforcement. v1.6 does not increase raw difficulty.Instead, it ensures that boss encounters scale safely, predictably and without performance risk. Minions and summons are now treated as first-class lifecycle entities, not disposable side-effects. 🎯 Goal Expand boss encounters while guaranteeing: Controlled mob spawning Zero spawn abuse Clean arena resets Full compatibility with long-running servers At the same time: Preserve v1.5 spawn guarantees Prevent summon duplication Avoid TPS spikes under mass mob counts 🧠 Core Improvements Controlled Minion & Summon Framework Boss-related spawns are now explicitly managed: Minions are tracked per boss Summons are bound to encounter state Cleanup is guaranteed on boss death No “forgotten” mobs after reloads or crashes ➡️ Boss fights can scale without losing control. Phase-Aware Spawn Control Minions are no longer “fire and forget”. Each summon can be: Bound to a boss phase Limited in amount Automatically cleaned up on phase change Fully reset on arena re-entry after cold timeout ➡️ Boss fights gain structure instead of chaos. Anti-Spawn-Abuse Protection Multiple layers of protection were added: Hard spawn caps per encounter UUID-based summon tracking No respawn stacking on re-entry Hard reset only after verified cold state (60s) ➡️ No farming exploits➡️ No spawn amplification➡️ No accidental duplication Minion Lifetime Enforcement Summons can now be: Time-limited Phase-limited Encounter-limited Cleanup triggers: Boss death Arena hard-cold Manual kill-all Plugin restart ➡️ Zero orphaned entities. 🧹 Cleanup & Stability Improved minion cleanup on boss death Visual entities removed together with mobs Boss locks released deterministically Reload-safe behavior Summary v1.6 makes boss scaling safe. Bosses can summon.Minions can swarm.But the server stays in control. This release is about discipline, not spectacle. 🌍 TheMob v1.6 – World & Environment Interaction This update introduces carefully controlled world interactionwithout compromising server safety or long-term world integrity. v1.6 is about impact, not destruction. 🎯 Goal Allow bosses to influence the world while ensuring: Full reversibility Strict scope limitation Permission safety Zero permanent damage 🧠 Core Improvements Phase-Based World Control Boss phases can temporarily affect: Weather Time Ambient conditions All effects are: Phase-scoped Arena-scoped Automatically reverted ➡️ Boss fights feel powerful without world corruption. Region-Limited World Effects World changes are restricted to: Defined arena bounds Explicitly approved regions Temporary runtime layers Examples: Darkened sky inside arena Storm during enraged phase Local fog or ambience effects ➡️ No global griefing.➡️ No accidental server-wide changes. Automatic Rollback System All world changes are: Logged Reversible Auto-rolled back on boss death Cleaned on plugin disable / reload ➡️ Server owners never have to “fix the world”. Strict Permission & Safety Checks World control requires explicit permission Only allowed in configured arenas No silent overrides ➡️ Safe for public servers. Summary v1.6 gives bosses presence. The world reacts.Players feel it.And everything goes back to normal afterward. 🧠 TheMob v1.6 – AI & Behavior Enhancements This update focuses on intelligence, not strength. v1.6 improves how mobs behave —not how much damage they deal. 🎯 Goal Create smarter encounters by improving: Target selection Movement decisions Combat awareness Without: Increasing mob stats Breaking balance Killing performance 🧠 Core Improvements Advanced Targeting Logic Mobs gain: Smarter target switching Priority-based aggression Reduced random retargeting ➡️ Less randomness, more intention. Movement & Positioning Improvements AI movement is enhanced to: Avoid pointless pathing loops Respect encounter boundaries React better to player movement ➡️ Encounters feel deliberate, not buggy. Behavior Profiles (Foundation) AI behavior is now structured for: Role-based mobs (tank, support, hunter) Phase-specific behavior switches Future difficulty scaling ➡️ v1.8 lays the groundwork for advanced PvE logic. Performance Guarantees AI updates are rate-limited No per-tick heavy calculations Safe under 500–1000 mob stress scenarios Summary v1.6 makes mobs feel alive. Not stronger.Not unfair.Just smarter.