
The Mob
Mob Framework | YAML | Boss Phases | Radar HUD | AutoSpawn | Player Stats | 1.21.+
Список изменений
🛠 TheMob v1.2.1 – Stability & Configuration Hotfix
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
[SPOILER="Scale"]
[code]
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)
[/code]
[/SPOILER]
Crown / visual polish across bosses
[SPOILER="boss_template"]
[code]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="
[/code]
[/SPOILER]
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
[SPOILER="config.yml"] [code] # -------------------------------------------------------
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[/code]
[/SPOILER] 🧭 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.
