- Native Minecraft Version:
- Tested Minecraft Versions:
- Source Code:
- Languages Supported:
- All with entity-translations.ymlSupercharge your servers' performance, without breaking grinders.
Many people (rightly so) advise against using mob stackers because of their impact on gameplay for a minuscule performance gain. StackMob offers the flexibility your server needs so you can target the worst lag offenders, without ruining the fun for everyone else.Features:
(also looking for someone to make a video on the new version of stackmob since the others are really old at this point)
- Ability to blacklist certain spawn reasons, entity types or worlds to prevent stacking
- Hidable nametag - nametag only appears when the player is in close proximity.
- Support for all entity traits (sheep colours, age, love mode etc)
- Ability to disable stacks from targeting players.
- Multiple death methods - different ways to decrease entity stack size. Chose from single die, all entities die, random amount die or an amount dependent on damage caused get removed.
- Multiplication of drops, experience points and player stats on stack death.
- 'Wait to stack' feature. Allows a brief period of time after initial spawn before stacking is enabled. This means that mob grinders do not get broken as entities don't merge in mid-air.
- Support for plugins such as MythicMobs, Citizens, McMMO and WorldGuard (a custom 'entity-stacking' flag to be used in regions)
- Most configuration options can be customised for specific entity types.
Code (YAML):# StackMob 5.0 Configuration file - by antiPerson and contributors.
# Most options can be customised for specific entity types, for details about this, see the end of this file.
# Asterisk meaning:
# (*) This option cannot be overridden in the 'custom' section at the end of this file.
# (**) The following option requires the use of Paper (https://papermc.io) because the API needed is not in Spigot.
# The maximum size that a stack can have.
# How often entities should be checked for stacking (in ticks. 20 ticks = 1 second) (*)
# The area around an entity for which applicable stacks should be found.
# Format: [(x cord),(y cord),(z cord)]
# Only begin to stack entities when this amount of entities are nearby.
# Names of worlds where there should be no stacking
# Types of entity which should not stack
# If the entity's spawns reason is listed below, do not stack.
# The formatting of the name tag which is shown when the stack size is above the threshold.
# %type% - the entity's type
# %size% - the size of the stack
format: '&a%type% &d(%size%)'
# Whether the display tag can only be seen when the player targets the entity.
# ALWAYS - The tag will always be visible as long as the entity is loaded.
# HOVER - The tag will only be visible when the player hovers their crosshair on the entity.
# NEARBY - The tag will only be visible when the player is in range of the entity. (more resource intensive)
# Options for when 'NEARBY' is used above. (*)
# The range from which the tag should be visible.
# Format: [(x cord),(y cord),(z cord)]
# How often (in ticks) the tag visibility status of an entity should be updated. (20 ticks = 1 second)
# Don't show the tag if the stack size of this entity if it is equal to or below the value specified.
# Whether entity specific traits (eg. profession, colour) should be segregated (*)
# Prevent stacked mobs from targeting players.
# Similar to no-ai, but allows for movement of entities.
# If the entity's type is listed below, do not disable targeting.
# If the entity's spawns reason is listed below, do not disable targeting (**)
# What should be done when these entity actions occur. (*)
# When an entity is feed its food.
# MULTIPLY - spawn as many baby entities possible providing there is enough food fed.
# SPLIT - slice off an entity to that it can be bred normally.
# When an entity is dyed.
# MULTIPLY - dye as many entities possible providing there is enough dye.
# SPLIT - slice off an entity to that it can be dyed normally.
# When an entity is sheared.
# MULTIPLY - shear as many entities possible providing the shears have enough durability.
# SPLIT - slice off an entity to that it can be sheared normally.
# Chicken eggs and turtle scutes.
# How entities should die
# Death options:
# SINGLE - Only one entity dies.
# ALL - Every entity dies.
# STEP - A random amount dies.
# STEP_DAMAGE - An amount that depends on the damage done dies.
# The priority 1 is highest and 4 is lowest.
# If the killed entity is blacklisted, either by type or death reasons, by the highest priority method,
# then it will attempt to use the next highest priority death method.
# Multiply entity drops on entity death.
# If each mob should only drop one of the items in the list.
# Items that should not be dropped.
# Death reasons that should not mean that drops are multiplied.
# Types of entity for which drops should not be dropped for.
# Multiply entity experience on entity death.
# The bounds that should be used for the random multiplier.
# Types of entity for which exp should not be dropped for.
# If specific entities should have a waiting time before their first stack.
# Designed for monster grinders etc.
# For (x) times the stack task fires after spawn, don't stack this entity.
# Entity types that this should work for.
# Spawn reasons that this should work for.
# Enable/disable integration with other plugins. (*)
# Allows the custom 'entity-stacking' flag to be used in worldguard regions.
# Prevent citizens npcs from stacking.
# Prevent stacked entities from giving mcmmo experience.
## Some options can be modified for specific entity types. An example is shown below. Remove comments to see this in action.
## Options and sections with a (*) in the comment preceding cannot be overridden.
# # The entity type
# # The option to override. This should be the same as it appears above.
# max-size: 30
# # Entities can also inherit options from other entities, using the 'clone' option preceded by the entity type to clone.
# clone: CREEPER
# # The cloned custom options can still be overridden.
# max-size: 5
If you don't want that your server sends data to bStats you can disable it by setting enabled to false in the bStats config file. The config can be found in the /plugins/bStats/config.yml file. bStats has nearly no effect on your server's performance and the sent data is completely anonymous so please consider twice if you really want to disable it.
Seeing that lot's of servers are using their plugin can keep plugin authors motivated and some of the data can also be used to improve their plugins.
Do you like this plugin? Please leave a review below - it helps a lot. Found a bug or have a suggestion? Post it on the Issue Tracker
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StackMob - Enhance your servers performance without the sacrifice 5.3.7
Enhance your server performance by 'stacking' or 'merging' entities, without breaking grinders.