♂️ TheMob ✦ Advanced Custom Mobs & Bosses
1.8.4Mob Framework | YAML | Boss Phases | Radar HUD | AutoSpawn | Player Stats | 1.21+
1.8.4latestTheMob v1.8.4 Boss Behaviors, Spawn Tools & Placeholder UpdateFeb 8, 2026 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 <mob_key> · Example: /mob spawner 1 Code (Text): spawn-eggs: boss-zombie: zombie_boss_template baby-chicken: chicken_baby baby-pig: pig_baby pig: pig_lvl_1 skeleton: skeleton_normal spider: spider_normal warden: warden_normal zombie: zombie_mob_template 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.
1.8.3TheMob v1.8.3_Beta – Phase Init, Behavior Expansion & Baby PrepFeb 1, 2026 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 Code (Text): 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 Beta & 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.
1.8.1TheMob v1.8.1 – Hotfix (Stability & UX Fixes)Jan 15, 2026 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 fixedDisplay 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
1.8TheMob v1.8 – Combat, Config & ControlJan 15, 2026 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. Code (Text): 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. Code (Text): 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 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. Version Status BETA – System Expansion
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.
1.7.2TheMob v1.7.2 – Hotfix UpdateJan 11, 2026 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.
1.7.1TheMob v1.7.1 – Hotfix (Metrics Accuracy)Jan 10, 2026 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 standardsCompatibility · 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
1.7⚙️ TheMob v1.7 – Automation, Scaling & System TransparencyJan 9, 2026 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
1.6TheMob V1.6 - Minnions, World effects and Mob AIJan 6, 2026 TheMob v1.6 – Minions, Summons & Lifecycle Safety This update is a stability-driven system expansion focused on controlled boss-driven mob spawning and 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 crashesBoss 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 interaction without 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.
1.5TheMob v1.5 – Combat Engine & Advanced Spawn ControlJan 4, 2026 This update is a system-expansion release that introduces a new player stat foundation and a fully reworked, command-driven spawn control layer. v1.5 builds on the stability of v1.4 and expands TheMob from a fixed arena system into a dynamic, controllable world-spawn framework. It turns spawning from “static and location-bound” into “intentional, player-aware and state-driven.” Goal Create a unified system where: · Combat is fully stat-driven · Spawning is intentional and controlled · Player movement influences gameplay · All systems remain predictable and exploit-safe At the same time: · Maintain v1.4 stability guarantees · Prevent spawn abuse and duplication · Keep performance constant under load Core Improvements Advanced Spawn Control via /mob set A new command-driven spawn control system was introduced. Spawns can now be created, modified and managed at runtime without editing YAML files. /mob set autospawn – Fixed Point Spawning Creates a fixed-location auto-spawn bound to the execution point. Features: · Interval-based spawning · Maximum active spawn limit · Hot / cold lifecycle support · Automatic cleanup on cold stateThis is the core, arena-style spawn system, now fully command-controlled. /mob set followplayer – Player-Bound Spawning Creates a spawn rule that follows a specific player. Features: · Player-bound spawn anchor · One-time or endless spawn modes · Minimum and maximum distance control · Spawn wave limits · Optional player notification messages Use cases: · Hunter-style encounters · Dynamic ambush events · Story-driven pursuit mechanics
Spawning now reacts to player movement, not static locations. /mob set randomradius – Radius-Based Spawning Creates random spawns around a fixed point. Features: · Configurable minimum and maximum radius · Interval-based spawning · Max active spawn control · Lifecycle-bound cleanup Use cases: · Open-world events · Dynamic encounter zones · Non-static farming areas
Prevents predictable farming patterns. /mob set randomworld – Global World Events Creates a world-wide random spawn event. Features: · Random position selection across the world · One-time or repeating spawn modes · Periodic location hint messages · Auto-stop on mob death · Full lifecycle cleanup Use cases: · World bosses · Global hunt events · Server-wide announcements
Enables true world events without custom scripting. /mob list all – Spawn Overview Lists all active spawn rules: · Spawn type · Target mob · State (hot / cold) · Active mob count
Administrators always know what is running and why. Spawn Lifecycle & Safety Improvements All new spawn types inherit the v1.4 lifecycle guarantees: · State-driven hot / cold logic · Delayed cleanup timers · UUID-based spawn tracking · Boss lock integration · Reload-safe handling This ensures:
No duplicate spawns
No orphaned mobs
No lingering world events Combat System Foundation (unchanged from previous section, summarized here) · Centralized player stat cache · Attribute-based stat application · Config-driven RPG stats menu · Tier-based progression system · Item stat and lore pipeline · Combat validated under high mob density
Combat and spawning now operate on the same lifecycle philosophy. Internal Architecture Improvements · Unified spawn abstraction across all spawn modes · Reduced command-to-system coupling · Defensive handling for partial failures · Prepared hooks for: · Spawn conditions (time, weather, biome) · Event-based modifiers · Difficulty scaling
Notes & Compatibility
Fully compatible with v1.4
Safe update for existing arenas and worlds
No migration required
All previous auto-spawns continue to work
No spawn rebalance yet
No permission overhaul (planned for v1.6) Summary v1.5 is where TheMob becomes dynamic. Combat is stat-driven. Spawning is intentional. Players influence the world. This release transforms TheMob from an arena system into a living PvE framework.
1.4.1TheMob v1.4 – Player Feedback & Arena ControlDec 31, 2025 This update is a stability- and clarity-focused release that refines how players, arenas and the server world interact with TheMob. v1.4 is all about predictable arena behavior, clean lifecycle handling and reliable cleanup, even across teleports, world changes and long idle times. It turns TheMob from “works in most cases” into “behaves correctly in all cases.” Goal Make arenas and auto-spawn systems: Fully state-driven World-safe Reload-safe Resistant to AFK exploits, teleport abuse and edge cases At the same time: Improve player feedback Reduce UI noise Ensure nothing lingers longer than intended Core Improvements Arena Hot / Cold State System Arenas now operate on a true state model: Hot → at least one player inside the arena Cold → no players inside Cold Timer → delayed cleanup after players leave Key characteristics: Cold timers start only after a real hot state Short leave / re-enter cycles do not reset arenas AFK standing or teleport abuse no longer causes duplication No instant despawn on brief exitsArenas now behave fairly, predictably and exploit-safe.
Cold Timer Logic (60s by design) When the last player leaves an active arena: A single cold timer starts After expiration: Arena resets All auto-spawned mobs are removed Boss locks are released Spawn counters are reset This guarantees:
No stuck bosses
No endless farming
No duplicate spawns after return Hybrid Arena Cleanup (Fail-Safe) Arena cleanup is now multi-layered and defensive: UUID-based cleanup (tracked spawns) Fallback world scan using AUTO_SPAWN_ID Forced boss lock release State reset (spawn counters, timers, hot flags)
Even in edge cases (reloads, crashes, missed events), no mobs are left behind. Cross-World & Portal Safety Portals and world changes are now handled implicitly through arena state logic: Leaving the arena world marks the arena as cold Cleanup occurs after the cold timer expires No special portal hooks required No accidental despawns during short teleports
World transitions are safe, predictable and abuse-resistant. Boss Lock & Spawn Safety Boss spawning is now fully protected by: Centralized boss locks per arena Guaranteed lock release on: Boss death Arena cleanup Forced reset This prevents:
Duplicate bosses
Overlapping boss fights
Reload-related spawn issues Death & Drop Safety Mob and boss deaths now guarantee: Single-execution drop handling No duplicate loot No double death commands Proper cleanup of: BossBars Floating visuals Phase effects Drops are now idempotent and exploit-safe. Player Feedback & HUD Stability Clean HUD Lifecycle HUD elements now: Activate only when relevant Deactivate cleanly on leave / death Respect arena state Never stack or duplicate BossBars and navigation HUDs no longer linger across: World changes Arena exits Boss deaths Visual Cleanup All visuals are now fully lifecycle-bound: Floating crowns ArmorStand heads BossBars Phase visuals
No leftover ArmorStands
No ghost BossBars
Reload-safe visuals Internal Architecture Improvements Significant internal refactors were made to support long-running servers: Clear separation between: Arena state Spawning Boss locking Cleanup logic Reduced cross-system coupling Defensive programming against partial failures Long-session stability improvements Weather option in Boss Phase for fake player weather
Notes & Compatibility
Fully backward compatible with v1.3.2
Safe update for existing worlds
No config migration required
No gameplay rebalance required
No new mobs or bosses added
No new UI elements added (stability release by design)
1.4Hotfix v1.4.1Dec 31, 2025 · Fixed infinite mob spawning in arenas · Raid caps now apply correctly · Arenas no longer reset on short exits or lag ticks · Reset only occurs after full cold timeout · Improved raid & wave stability1.3.2Hotfix v1.3.2 – AutoSpawn Hot / Cold Logic FixDec 29, 2025 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
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
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
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
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
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.
1.3.1Hotfix v1.3.1 – AutoSpawn Hot / Cold Logic FixDec 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.
1.3TheMob v1.3 – Boss Phase DepthDec 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 mechanicsResult: 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.
1.2.1TheMob v1.2.1 – Stability & Configuration HotfixDec 27, 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 lifecycleResult: 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 · .SpoilerTarget">Spoiler: Scale 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 · .SpoilerTarget">Spoiler: boss_template 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 .SpoilerTarget">Spoiler: config.yml 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.
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.
1.2⚡ TheMob v1.2 – Performance Optimization UpdateDec 26, 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 runtimeResult: 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.
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.
1.1TheMob v1.1 – Stability & Performance UpdateDec 24, 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
Notes · No configuration changes required · Fully backward compatible with v1.0 · Safe update for all existing servers
1.0Dec 22, 2025
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