‍♂️ TheMob ✦ Advanced Custom Mobs & Bosses icon

‍♂️ TheMob ✦ Advanced Custom Mobs & Bosses -----

Mob Framework | YAML | Boss Phases | Radar HUD | AutoSpawn | Player Stats | 1.21.10




This hotfix resolves multiple issues in the AutoSpawn system introduced during the v1.3 refactor and restores the intended arena-based hot/cold lifecycle.

❗ Affected Versions
  • v1.3.0
  • v1.3.1
Issues Fixed
1️⃣ AutoSpawns only triggered after /reload
Problem:
Auto-spawns (especially bosses) did not start on first server join and only spawned after a plugin reload.

Cause:
The hot-cycle initialization was missing a proper first-enter reset and spawn allowance.

Fix:

  • Hot-enter now correctly initializes a new spawn cycle

  • Immediate spawn is allowed on first hot phase

  • No reload required anymore
2️⃣ Incorrect World-Based Hot/Cold Detection
Problem:
Leaving an arena but staying in the same world did not trigger the cold phase, causing mobs to persist indefinitely.

Cause:
Hot/cold detection was based on world.getPlayers() instead of arena presence.

Fix:

  • Hot/cold logic is now arena-based

  • A spawn is hot only if at least one player is inside its arena radius

  • Supports multiple arenas in the same world correctly
3️⃣ 60s Cold Reset Not Triggering Reliably
Problem:
Mobs and bosses sometimes remained alive even after players left for more than 60 seconds.

Cause:
Cold timers were reset incorrectly or shared between spawns.

Fix:

  • Each spawn point now has its own cold timer

  • After 60 seconds of a completely empty arena:
    • All mobs and bosses are removed

    • Spawn cycle resets cleanly
  • Reset is guaranteed to run only once per cold phase
4️⃣ Boss AutoSpawns Not Respawning
Problem:
Bosses with maxSpawns: 1 did not respawn after arena reset.

Fix:

  • Bosses now fully participate in the same hot/cold lifecycle

  • After a cold reset and re-entry, bosses respawn correctly

  • Bosses are no longer blocked by stale spawn counters
5️⃣ Reload / Restart Safety
Fixes:

  • All TheMob entities are removed on:
    • Plugin reload

    • Server restart
  • Internal AutoSpawn state is fully cleared

  • Next hot phase always starts a fresh spawn cycle
✅ Current AutoSpawn Lifecycle (v1.3.1)


Player enters arena
→ HOT phase starts
→ Mobs spawn (1 per interval) until limit is reached

Player leaves arena
→ COLD phase starts
→ After 60s with no players:
- All mobs & bosses are removed
- Spawn cycle resets

Player re-enters arena
→ New HOT phase
→ Fresh spawn cycle begins
⚙️ No Configuration Changes Required
  • Existing auto-spawn configs remain valid

  • No YAML changes needed

  • Performance impact: none (chunk-based checks only)
Recommendation
All users running v1.3.0 or v1.3.1 are strongly advised to update to v1.3.2.

This hotfix restores the intended AutoSpawn behavior and prevents AFK exploits, stuck mobs, and inconsistent boss spawns.
----------, Dec 29, 2025

This hotfix resolves an issue introduced during the AutoSpawn refactor where only a single mob or a single spawn point would activate under certain conditions.

❗ Problem
AutoSpawns were incorrectly tied to per-spawn-point player proximity instead of the intended arena / world hot-cold lifecycle.

As a result:

  • Only the spawn point the player was standing near became active

  • Other configured auto-spawns in the same arena/world remained inactive

  • This made it appear as if only one mob was spawning, even though limits and intervals were configured correctly
This behavior was not intended and differed from the stable v1.3 AutoSpawn design.

✅ Fix
The AutoSpawn system has been restored to the v1.3 Hot / Cold lifecycle model:

  • WORLD = ARENA

  • A world becomes HOT when at least one player is present

  • A world becomes COLD when empty for a configurable time

  • All AutoSpawns in that world activate together

  • Each spawn point:
    • Spawns 1 mob per interval

    • Respects maxSpawns

    • Does not refill during the same cycle
  • Full reset only occurs after the world turns cold and hot again
This guarantees:

  • Predictable wave-based spawning

  • No AFK farming

  • No partial or inconsistent spawn activation
Technical Changes
  • Removed per-spawn-point player proximity dependency

  • Restored arena-wide (world-wide) hot/cold state handling

  • Simplified AutoSpawn lifecycle to match v1.3 design

  • Ensured command API compatibility (/mob autospawn, /mob list autospawn, /mob del autospawn)

  • No configuration changes required
Compatibility
  • Fully compatible with existing AutoSpawn configurations

  • No data migration needed

  • Safe to update on running servers
Notes
This hotfix does not reintroduce refill-based spawning or AFK exploits.
The system remains intentionally strict and event-focused.

Future updates may introduce optional activation modes (WORLD vs CHUNK) for different server types.
----------, Dec 29, 2025

This update is a feature-focused release that significantly deepens the boss system introduced in earlier versions.

v1.3 is all about making boss phases meaningful, readable and controllable, both for players and server administrators.

Goal

Make boss phases feel like real gameplay stages, not just health checkpoints.
Each phase now has:

A clear lifecycle
Predictable enter / leave behavior
Isolated logic and cleanup
Stronger visual and mechanical identity

Core Improvements
Boss Phase Lifecycle

Boss phases now have a well-defined lifecycle:
Phase enter logic
Phase leave logic
Clean transitions between phases
Proper cleanup on boss death
Bugfix for double drops

This eliminates many edge cases from earlier versions where effects, world changes or visuals could persist longer than intended.

Phase Enter / Leave Hooks

Each phase now supports dedicated hooks:

on-enter
on-leave (internally handled)

Used for:

Sounds
Titles & subtitles
Particles
World effects
Temporary mechanics

➡️ Result:
Phases feel announced, intentional and cinematic.

⚔️ Phase-Specific Actions (Controlled)

Phase actions (e.g. summon-minions) are now:

Phase-bound
Executed only once per phase (when intended)
Fully isolated from other phases

Example:

Minions spawn once in Phase 3
Use cooldown as lifetime
Auto-despawn handled safely
No unintended re-spawns

➡️ No infinite loops
➡️ No action bleed between phases

World Effects – Safe & Reversible

Boss phases can apply world-level effects (weather / time), but now with full safety:
World state is snapshotted once
Snapshot is restored on:

Boss death
Phase exit
Forced cleanup
No permanent world damage

✔ Weather is guaranteed to return
✔ Time is restored correctly
✔ No stuck thunderstorms anymore

Cleanup & Safety Improvements

Boss death now performs full cleanup:

BossBars
Floating visuals (crowns / heads)
Phase effects
World state
Centralized cleanup logic
No leftover ArmorStands
No orphaned BossBars

YAML & Configuration Improvements
Cleaner Phase Structure

Phase YAML is now:

Easier to read
Easier to maintain
Clearly separated by responsibility:
buffs
effects
actions
physics
world

No breaking changes – existing configs remain valid.

✨ Visual & Scale Enhancements
Crown / Visual System

Floating crowns and visuals are now:

Fully separated from spawn logic
Properly cleaned up on death
Stable across reloads

Entity Scale

Entity scaling is now fully supported and stable
Scale changes persist correctly per boss
No visual glitches on phase transitions

Internal Architecture Improvements

Clear separation between:

Phase logic
Actions
World effects
Visuals
Reduced coupling between systems
Better long-session stability
Reload-safe lifecycle handling

⚠️ Notes & Compatibility

✅ Fully backward compatible with v1.2.x
✅ Safe update for existing worlds
✅ No config migration required

❌ No per-region or per-player weather (still per-world by design)
❌ No new boss types added (genuine system upgrade)

Summary

v1.3 turns the boss system from “working” into “designed”.

Bosses now:

Feel staged
Feel readable
Clean up after themselves
Respect the server world

This version lays the final foundation for future boss content without increasing technical debt.
----------, Dec 29, 2025

This hotfix focuses on stability, configuration consistency and long-session behavior, based on real server usage and early community feedback after the v1.2 release.

No gameplay balance changes.
No new mechanics.
Just fixes, cleanup and polish.

Fixes & Improvements
Navigation HUD / BossBar
  • Fixed an issue where the Navigation HUD bossbar could disappear in certain config combinations
  • Improved internal handling when:
    • navigation-hud.enabled = false
  • BossBar now remains stable and predictable across reloads and server restarts
  • Clear separation between:
    • Direction display (N / E / S / W)
    • Radar logic
    • BossBar lifecycle
➡️ Result:
More reliable HUD behavior, especially on servers with custom HUD setups or frequent reloads.

AutoSpawn Logic
  • Increased AutoSpawn inactivity reset delay from 60 seconds to 5 minutes
  • Prevents bosses or mobs from despawning too aggressively during:
    • AFK moments
    • Creative-mode observation
    • Arena preparation phases
➡️ Result:
A more natural survival feeling while still fully preventing AFK farming.

Extra:

  • Scale improvements
  • Code (Text):

    stats:
      health:
        max: 20                    # Max health (10 hearts)
        current: 20                # Spawn health
      movement-speed: 0.23         # Vanilla = ~0.23
      attack-damage: 0             # 0 = harmless (good for events / early game)
      scale: 0.8                   # Entity size multiplier (1.0 = default size)
     
  • Crown / visual polish across bosses
  • Code (Text):
    name: "&2&lZombie King"
    display-health: true            # Show health bar / health display
    visual:                         # Get him a new Crown
      helmet:
        # What should float above the boss
        #
        # Supported values:
        # - PLAYER_HEAD        → Custom textured head (crown, skull, etc.)
        # - ANY Minecraft item or block
        #
        # Examples:
        # - GOLDEN_CARROT
        # - NETHER_STAR
        # - DIAMOND_BLOCK
        # - WITHER_SKELETON_SKULL
        #
        type: PLAYER_HEAD
        # Base64 texture (ONLY for PLAYER_HEAD)
        # Leave empty or remove if using an item or block
        #
        texture: "eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvOTFiMGE1YmJjNjk3YzBjNDJhNmNmMWI5YzRjNDQzNWIwNzMyMmZjZTViYjI3ZDgyYjY5MzA4NDNlNWFiN2EwOSJ9fX0="
     

Internal Cleanup
  • Refactored visual handling:
    • Boss spawning logic is now cleanly separated from floating visuals
    • Crowns / floating items are handled exclusively by the visual system
  • Reduced internal coupling between spawn, visuals and boss logic
  • Minor safety checks added for edge cases during reloads
Community Feedback Acknowledged
“Really cool plugin!
I was wondering if you could add more settings, e.g. disabling the directions bossbar and more spawn options.”


✅ This feedback has been noted and directly influences upcoming work.

Current status:

  • Direction HUD can already be fully disabled
  • Colors of Radar can be changed
  • More granular spawn configuration is planned
Code (Text):
  # -------------------------------------------------------
  # Navigation HUD / Direction Bossbar
  # -------------------------------------------------------
  #
  # Client-side HUD showing player facing direction
  # and nearby mob activity via a BossBar.
  #
  navigation-hud:

    enabled: true
    # true  → HUD enabled
    # false → completely disabled (zero overhead)

    update-interval-ticks: 5
    # How often the HUD updates
    # 1 tick  = ultra smooth, higher CPU
    # 5 ticks = recommended (default)
    # 10+     = very low impact

    hide-in-combat: false
    # true  → hide HUD while player is fighting
    # false → always visible

    hide-when-idle: false
    # true  → hide HUD if no mobs are detected
    # false → always show

    hide-in-creative: false
    hide-in-spectator: true

  # -------------------------------------------------------
  # Mob Radar
  # -------------------------------------------------------

  # Controls how nearby mobs are detected
  # for the Navigation HUD.
    colors:
      plugin-mob: PURPLE
      aggressive-mob: RED
      neutral-mob: YELLOW
      passive-mob: GREEN
      empty: WHITE

  mob-radar:
    scan-radius: 20
    # Radius in blocks to search for mobs

    scan-chunks:
      horizontal: 1
      vertical: 1
    # Chunk scan radius (±chunks)

    priority:
      plugin-mobs: 1
      aggressive: 2
      neutral: 3
      passive: 4

    ignore:
      bats: true
      villagers: true
      named-mobs: false
What’s Next
v1.3 – Boss Phase Depth (Planned)
Goal:
Make boss phases truly meaningful and readable for players.

Focus:

  • Phase logic
  • Phase transitions
Planned Features:

  • Phase enter / leave hooks
  • Phase-specific action cooldowns
  • Phase transition effects (sound, title, particles)
  • Phase-based stat overrides
  • Cleaner and more readable phase YAML structure
⚠️ These features are NOT part of v1.2.1
They are intentionally scheduled for a dedicated feature release.

ℹ️ Notes & Compatibility
  • ✅ Fully backward compatible with v1.2
  • ✅ No configuration changes required
  • ✅ Safe update for existing worlds and AutoSpawn setups
  • ❌ No new content added in this hotfix
Summary
v1.2.1 is a quality-focused hotfix, designed to:

  • Improve long-session stability
  • Respect admin configuration intent
  • Prepare a clean foundation for v1.3
Less friction.
More control.
Same performance.
----------, Dec 27, 2025

This update focuses on runtime performance, smarter spawn behavior, and a more natural survival experience, with special attention to reducing unnecessary CPU usage in long-running worlds.

Performance Improvements

Introduced chunk-aware AutoSpawn logic using a hot / cold arena system
Spawn cycles automatically pause when no players are nearby
Significantly reduced per-tick calculations for spawn checks
Improved Navigation HUD stability and reduced unnecessary allocations
Eliminated repeated runtime attribute polling (attributes resolved on spawn)
Attributes are now resolved once on spawn
No repeated attribute lookups during runtime

➡️ Result:
Lower tick cost per mob and per player, especially noticeable in mob-heavy arenas and long-lived survival worlds.

Smart Spawn Logic



Distance-based spawn and logic throttling
Spawn cycles resume naturally when players return to an area
Spawn cycles safely reset after extended player absence

Hard spawn caps enforced per spawn point:
Maximum spawns per wave
Maximum spawned mobs per cycle
Limit-based logic (no refill spawning)

This fully prevents:
Endless spawning
AFK farming
Kill-speed exploits

➡️ These changes ensure mobs exist to challenge active players,
not to consume server resources while the world runs unattended.

‍ Design Insight

This system was inspired during actual Gameplay.
Not while coding or debugging, but while playing survival together with my son.

The design goal was simple:

When players pause, the world should breathe with them.
When they return, it should feel alive again.

New Content

Added 4 new non-boss mob templates:

Skeleton
Spider
Warden
Pig

All templates are fully compatible with the new AutoSpawn system
and automatically benefit from the improved performance logic.

ℹ️ Notes & Compatibility

✅ No configuration changes required
✅ Fully backward compatible with v1.1
✅ Safe update for existing worlds and spawn setups
Updated all existing YAML files with extended admin documentation

Important:
To view the updated comments and documentation:

Delete the old core .yml
Restart the server
Re-upload your customized config if needed

Summary

Version v1.2 delivers a leaner, smarter, and more server-friendly AutoSpawn system, designed for:

Survival worlds
Arenas & events
Long-running Servers

Less waste. More life. Better performance.
----------, Dec 26, 2025

This update focuses on stability improvements and performance optimizations based on post-release testing of v1.0.

General
  • Internal improvements based on feedback and live testing
  • Improved overall system stability
  • Better internal structure to support future updates
Bug Fixes
  • Fixed multiple issues discovered during live server testing
  • Fixed problems with mob name and health displays not updating correctly
  • Fixed ege cases where displays remained after mob death or despawn
  • Improved listener and lifecycle handling (spawn, damage, death)
⚡ Performance Improvements
  • Reduced unnecessary mob update operations
  • Optimized mob tracking logic to lower CPU usage
  • Improved efficiency of HUD and display updates
  • Overall reduced server load in mob-heavy scenarios
Name & Health Display Improvements
To improve performance and readability, mob displays are now range-limited:
  • Name + Health: visible within 7 blocks
  • Name only: visible within 14 blocks
  • Beyond 14 blocks: no display
Additional behavior:
  • Line-of-sight is respected
  • Displays automatically hide when conditions are not met
➡️ Result: cleaner visuals and significantly better performance in mob-dense areas

ℹ️ Notes
  • No configuration changes required
  • Fully backward compatible with v1.0
  • Safe update for all existing servers
----------, Dec 24, 2025

Resource Information
Author:
----------
Total Downloads: 50
First Release: Dec 22, 2025
Last Update: Dec 29, 2025
Category: ---------------
All-Time Rating:
1 ratings
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