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Frequently Asked Questions
This page was last updated for LevelledMobs 3.8.2 b721.
Note that any approximated line numbers may become outdated as we update the configuration files.
See answer
Around line 180 in rules.yml
, you should see the allowed_worlds
preset:
allowed_worlds:
# This controls the allowed worlds to apply levels too.
name: 'Excluded Worldlist'
conditions:
worlds:
# allowed-list: ['*']
excluded-list: [ 'world_the_end' ]
If you want to use a allowed-list/whitelist, i.e., only worlds X, Y and Z are allowed to have levelled mobs, then use the following:
allowed-list: [ 'X', 'Y', 'Z' ]
# excluded-list: [ 'world_the_end' ]
Make sure excluded-list
line has the comment symbol (#
) so it is disabled.
If you want to use a excluded-list/blacklist, i.e., all worlds except X, Y and Z are allowed to have levelled mobs, then use the following:
# allowed-list: ['my_world']
excluded-list: [ 'X', 'Y', 'Z' ]
Make sure allowed-list
line starts with the YAML comment symbol (#
) so it is disabled.
See answer
Note: This information does not pertain to LevelledMobs v3.5 or older, which requires ProtocolLib for 1.16-1.18 (and does not run on 1.19+). Keep your plugins and server software up-to-date!
- Running a MC 1.16, 1.17, or non-Paper-based 1.18 server? Make sure you install ProtocolLib in addition to LevelledMobs.
- Make sure there are no errors in your console, perhaps you have configured
rules.yml
incorrectly. - Otherwise, labels should be displaying - if this is not the case, please contact support.
See answer
-
Weighted Random Levelling (default)
- Levels are a random number, but you can make certain level ranges more common than others.
- By default, lower levels are more common than higher levels.
- Comes with easy, normal, and hard mode presets.
-
Random Levelling
- Levels are a random number, each level has an equal chance of occurring.
-
Spawn-Distance Levelling
- Levels are based upon mobs' distance from their world's spawnpoint.
-
Y-Coord Levelling
- When mobs spawn, their level is based upon their current Y coordinate.
-
Blended Levelling
- Combines Spawn-Distance Levelling and Y-Coord Levelling together.
-
Player Levelling
- A special levelling system which allows you to use any player statistic from thousands of plugins (any PlaceholderAPI placeholder!) and make mobs levelled based upon that.
- For example, you can make mobs have higher levels for players that have more EXP or money. All up to you!
- We have an answer a few questions below this one where we explain in detail how you can use Player Levelling on your server.
- ... and more to come!
See answer
Note: We have documented enabling the Player Levelling system for a separate question below, in case you were looking to enable that instead.
Find this area at the start of the default-rules section (your file may look slightly different):
default-rule:
use-preset:
- allowed_worlds
- nametag_using_numbers
#- nametag_using_indicator
#- basic_challenge
- average_challenge
#- advanced_challenge
#- extreme_challenge
- weighted_random_Levelling
#- spawn_Levelling
#- lvl-mod_spawn-blended
#- ycoord_Levelling
#- random_Levelling
#- lvl-mod_player-variable
#- lvl-mod_apply-variance
Comment out the levelling system you don't want to use, and uncomment the one you want to use.
Make sure you have one (1) nametag preset enabled, and one (1) challenge preset enabled, and one (1) levelling strategy enabled for this default rule.
Afterwards, run /lm reload
or restart your server, so that your changes apply.
Note that existing mobs will not have their levels changed. You can run /lm rules force_all
to force a rules evaluation for all entities in all worlds, taking any changes that have been made into account. You may alternatively choose to run /lm kill all * /nodrops
in order to kill all levelled entities in all worlds without causing them to make any drops as well, allowing new ones to spawn into the world naturally.
See answer
No, LevelledMobs does not change any spawn mechanics. LevelledMobs only 'levels up' mobs that spawn. It doesn't spawn more mobs in, and it doesn't stop mobs from spawning. Zero spawning mechanics are altered. We are highly reluctant to change this behavior with LevelledMobs, as we don't like to introduce any obscure behaviours. :)
If you are having issues regarding mob spawning, configure your server software and/or anti-lag plugin.
See answer
From approximately lines 327 to 399 in rules.yml
, you should see a section called level-plugins
. This section has a list of supported plugins which are set to false
by default. When you change any of these to true
, newly spawned mobs from the respective plugin(s) are now considered for levelling by LevelledMobs.
For compatibility reasons, we recommend leaving all of these disabled.
See answer
See the Compatibilities Wiki page.
See answer
See the Compatibilities Wiki page.
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The formula for each attribute value is:
newValue = defaultValue + ((defaultValue x configValue) x ((entityLevel - 1) / (maxLevel - 1)))
This formula will be simplified in the upcoming LevelledMobs 4.
See answer
Nope! We take performance seriously – for the few performance issues that have ever been reported and validated, all were promptly solved. We've worked with contributors to improve memory management, and run code asynchronously wherever useful.
See answer
LM v3.8 renamed "Player Levelling" to "Player Level Modifier".
PLM is an add-on levelling system, which modifies the level of an entity based on a variable provided by the nearest player. It requires an actual levelling strategy to be enabled alongside this to function properly (for example, Weighted Random or Spawn-Distance Levelling), so that mobs have a baseline level until they are associated with a certain player. The default variable used for PLM is the exp level of the player, though any placeholder from PlaceholderAPI (PAPI) can be used, such as AureliumSkills, mcMMO, EcoSkills, and so on.
Below is the default preset used for Player Levelling, located in rules.yml
.
lvl-mod_player-variable:
# This Strategy Preset controls the player-variable based level modification system.
name: 'LVLling Modifier - Player Variable AVERAGE CHALLENGE'
strategies:
player-levelling:
match-level: true
use-player-max-level: false
decrease-level: true
recheck-players: false
preserve-entity: 10s
player-level-scale: 1.0
level-cap: 30
tiers:
1-15: 1-10
16-30: 11-20
31-45: 21-25
variable: '%level%'
If you are going to use any other variable
, you will want to set match-level
and use-player-max-level
to false
, as they will override the variable
settings. Refer to the
wiki for Player Levelling
regarding the various settings and their descriptions.
When you change the variable, you will need to understand what range of possible values that variable can produce. Your variable might only provide numbers as high as 50-100, or as high as 100,000 or more. If you're unsure of the value, you can use /papi parse me <placeholder>
, replacing <placeholder>
with the variable of your choosing. Once you understand the range of your variable
, then you can adjust the possible tiers
, which determine the potential levels that an entity will be adjusted to when near a player, based on the possible values of the variable
. The values on the left side of tiers
represent the potential values of the variable
, while the values on the right side of tiers
represent the potential level that LevelledMobs will adjust the entity to.
By default, LevelledMobs includes this preset within your rules.yml
file in a disabled state. To enable this feature, you can locate the below section and enable the - lvl-mod_player-variable
preset by removing the #
before the line (uncommenting it).
default-rule:
use-preset:
- allowed_worlds
- nametag_using_numbers
#- nametag_using_indicator
#- basic_challenge
- average_challenge
#- advanced_challenge
#- extreme_challenge
- weighted_random_Levelling
#- spawn_Levelling
#- lvl-mod_spawn-blended
#- ycoord_Levelling
#- random_Levelling
- lvl-mod_player-variable
#- lvl-mod_apply-variance
See answer
Note: There are several pre-made translations available in the Official Translations and Unofficial Translations Wiki pages, which are ready to go! There might be a translation for the language you want to translate the mob names to, and the translations for your language might have entity names bundled too which you can simply copy and paste into the
entity-name-override
section (see below for info on that).
See the entity-name-override
section in rules.yml
. This is at line 396
of the default rules.yml
file, as of writing this answer.
Note: The translation process has been significantly simplified in the upcoming LevelledMobs 4. :)
See answer
By default, LevelledMobs will multiply the item and experience orb drops on levelled mobs, where higher level mobs will drop more of them. You can customise the drops using our Custom Drops system.
See answer
Here is a short explanation for laymen:
When mobs spawn on your server, LevelledMobs checks if they should be levelled. If they pass this inspection, then LevelledMobs will generate and assign a number to the mob (their 'level'). This level determines various qualities about the mob, such as the increase in strength and speed for higher level mobs. You can customise LevelledMobs to great extents, such as by adding your own custom drops for levelled mobs, and so much more!
See answer
Firstly, let's check which nametag type preset you are using.
Open up rules.yml
and scroll down to the use-presets
section for your default-rule
.
As of writing, this is approximately line 348
.
You should see a section that looks similar to this:
default-rule:
use-preset:
- allowed_worlds
- nametag_using_numbers
#- nametag_using_indicator
...
...
...
Now, the nametag preset you are using is either nametag_using_numbers
or nametag_using_indicator
,
whichever one is not commented out. By default, this is nametag_using_numbers
.
Now that you know which nametag preset you're using, scroll up to the area where such preset is configured.
As of writing, this is either line 310
(for nametag_using_indicator
), or line 328
(for nametag_using_numbers
).
You should see a section that looks similar to this:
nametag_using_indicator:
name: 'Nametag - Health Indicator'
apply-settings:
nametag: '&8&l༺ %tiered%Lvl %mob-lvl%&8 | &f%displayname%&8 | &f%entity-health-rounded% %tiered%%heart_symbol% &r%health-indicator% &8&l༻'
health-indicator:
...
...
...
merge: true
nametag_using_numbers:
name: 'Nametag - Health Numerical'
apply-settings:
nametag: '&8&l༺ %tiered%Lvl %mob-lvl%&8 | &f%displayname%&8 | &f%entity-health-rounded%&8/&f%entity-max-health-rounded% %tiered%%heart_symbol% &8&l༻'
Simply edit the value of the relevant nametag
option to customise the format. Then, run /lm reload
(or restart your server) to apply the changes.
See answer
Check out customdrops.yml
. That file is documented here.
See answer
We have prepared 4 different "challenges" for our users. Challenges are essentially a difficulty level that only affects levelled mobs, being completely independent from your server's difficulty (e.g. 'hard').
By default, the 'Average' challenge is used, which is intended to create levelled mobs as if Minecraft had a 'harder' difficulty. You can use the 'basic' challenge to create mobs that are easier to fight, or any of the two harder challenges ('advanced' and 'extreme'). You can even create your own or modify the ones we have created for you.
Around line 350
in the rules.yml
file, you can select which "challenge" preset you would like to use. It looks like this by default:
#- basic_challenge
- average_challenge
#- advanced_challenge
#- extreme_challenge
Changing the one you want to use is akin to selecting a different levelling system. Make sure you have one (1) challenge enabled (no more, no less) at
any given time. Disable the average challenge by adding a comment character (#
) to the start of its line, and uncomment (remove the #
character) the
line of the challenge you want to use instead. For example, if you wanted to use the basic challenge, it should look like this:
- basic_challenge
#- average_challenge
#- advanced_challenge
#- extreme_challenge
If you are not satisfied with the challenges we have prepared, we suggest duplicating an existing challenge preset, modifying it, and then enabling it in the default rule area (add a line just like the other challenges). For example, to add an 'Insane Challenge' which is harder than 'extreme':
-
From approx. lines
236
to267
is theextreme_challenge
preset. Duplicate that entire preset and rename the new, duplicate preset toinsane_challenge
. -
Edit the values to your liking. Multipliers follow a formula which we have documented in another answer on the FAQ Wiki page. Support may be available on our Discord for modifying these values. We recommend using a test server to experiment with values until you are fully satisfied with the outcome.
-
At approx. lines
311
to314
(in your default rule'suse-presets
section), add make sure all other challenges are commented out, and add theinsane_challenge
line (and make it enabled):
#- basic_challenge
#- average_challenge
#- advanced_challenge
#- extreme_challenge
- insane_challenge
-
Save the file.
-
Optional: run
/lm rules force_all
to make the new difficulty apply to existing levelled mobs on your server. This will re-level every loaded entity.
See answer
Note: We have chosen to not make mobs from spawners levelled by default to keep things balanced. We recommend you make spawner mobs not have drop bonuses. We also recommend that spawner mobs do not have their health changed if you wish to not break mob farms that rely on fall damage.
Approximately line 325
in rules.yml
, in the allowed-spawn-reasons
section, change:
conditions:
allowed-spawn-reasons:
excluded-list: [ 'SPAWNER' ]
to:
conditions:
allowed-spawn-reasons:
excluded-list: []
This will make all mobs from Monster Spawners have a level.
See answer
By default, the following mobs are not levelled:
- Passive Mobs
- Baby Mobs (baby zombies, etc)
- Ravagers, Ender Dragons, Withers, Wardens
- Villagers, Zombie Villagers, Wandering Traders
- Phantoms and Bats
Note: Mobs from spawners are also not levelled by default, we have answered how to change this in another answer on the FAQ Wiki page.
Around line 399
in rules.yml
, you should see something like this:
custom-rules:
- enabled: true
name: 'CR - NoLevel All Passive + EntityTypes'
use-preset: allowed_worlds
conditions:
entities:
allowed-groups: [ 'all_passive_mobs' ]
allowed-list: [ 'BABY_', 'ENDER_DRAGON', 'WITHER', 'VILLAGER', 'ZOMBIE_VILLAGER', 'WANDERING_TRADER', 'PHANTOM', 'BAT', 'RAVAGER', 'WARDEN' ]
apply-settings:
maxLevel: 0
To make passive mobs levelled, change:
allowed-groups: [ 'all_passive_mobs' ]
to:
allowed-groups: []
To make one of the non-levelled mob types levelled, simply remove
it from the allowed-list
line. For example, to make baby mobs
levelled, change:
allowed-list: [ 'BABY_', 'ENDER_DRAGON', 'WITHER', 'VILLAGER', 'ZOMBIE_VILLAGER', 'WANDERING_TRADER', 'PHANTOM', 'BAT', 'RAVAGER', 'WARDEN' ]
to:
allowed-list: [ 'ENDER_DRAGON', 'WITHER', 'VILLAGER', 'ZOMBIE_VILLAGER', 'WANDERING_TRADER', 'PHANTOM', 'BAT', 'RAVAGER', 'WARDEN' ]
How this area of rules.yml works by default, is that any mobs that pass the condition check (which checks their Entity Type e.g. WITHER_SKELETON
),
are set to 'Level 0', i.e., they have no level.
Look in your rules.yml for the following:
mob-customname-status: EITHER
The line number will vary depending on your rules version but should be around line 347. Update it to:
mob-customname-status: NOT_NAMETAGGED
Save your file then run command /lm rules force_all
See answer
Firstly, let's determine what Challenge preset you are using.
From approximately line 311
to 314
in rules.yml
, you should see something like this - you might have adjusted it, and that's fine:
#- basic_challenge
- average_challenge
#- advanced_challenge
#- extreme_challenge
Notice how in this example (default file) has the average_challenge
preset enabled. This preset is defined around line 212
in rules.yml
. If you
are not using the average challenge then you will need to modify a different preset instead, e.g. modify the basic_challenge
preset if you are using
the basic challenge.
For those using the average challenge, you should see something like this around line 175
:
average_challenge:
name: 'Average-Challenge Multipliers'
apply-settings:
minLevel: 1
maxLevel: 25
multipliers:
max-health: 5.0
movement-speed: 0.15
attack-damage: 2.25
ranged-attack-damage: 2.25
creeper-blast-damage: 0.7
#... continues ...
Change maxLevel
(in this case, currently 25
) to whichever value you like. We recommend using a reasonable value such as 50
, 100
, or 1000
, but
LM gives you the power to choose whichever value you want.
Once your edit is done, save the file. We highly recommend running /lm rules force_all
to relevel all mobs on your server so that they reflect the
new max level. It would be weird to have level 25s roaming around which seem to have the same strength as a level 100. :)
See answer
Use PenalBuffalo's LM Items addon plugin.
Please ask our staff on the ArcanePlugins Discord Server.
⚠️ Note: This wiki is out of date for any version of LevelledMobs 4 or higher.
Please refer to the new wiki for LevelledMobs 4 here. ⚠️
- 🚥 Compatibilities
- 🔌 Installation
- 👉 Commands
- 👩⚖️ Permissions
- 🙋♂️ Frequently Asked Questions
- 👀 LevelledMobs 4.0 Wiki