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Frequently Asked Questions

Penal Buffalo edited this page Feb 5, 2024 · 60 revisions
This page was last updated for LevelledMobs 3.15.0 b824

Note that any approximated line numbers may become outdated as we update the configuration files.

I have no idea how to get started!?

See answer

Do not worry! We know that LevelledMobs can at first glance be daunting to take on. The wiki is highly detailed, and the files are populated with many presets and examples in order to help demonstrate how to use the system. But if even that is too much, start here:


Have you successfully installed LevelledMobs, and is it running on your server without error?

Oftentimes a first and regularly overlooked step is to ensure that when you started your server that LevelledMobs encountered no issues during that process. Some plugins and server environments, while rare, will simply not work with LevelledMobs and you would be shown large walls of text in your console screaming about a particular issue. Sometimes that only happens once at the first attempted start, sometimes it's obvious and it spams your console with repeated instance after instance. If this is the case, it is best to test this plugin in a testing environment where you can isolate which plugin or issue is causing the breakdown. If you have already begun editing your configuration files, and you have made a mistake in the formatting of the file, then LevelledMobs will report the issue when it attempts to load those files during startup or any subsequent reload of the plugin. If LevelledMobs cannot read a file in it's entirety, then it cannot function properly, and will likely result in a broken experience. YAML is the language used for most plugins, and it is very unforgiving of mistakes; even those as simple as a missing or extra space. We recommend running your file through a free online YAML-Checker which will help identify any issues in your file.


No errors? Great! Now: Understanding the Rules file.

If you have just installed the plugin and have no errors in the console during startup or while running, then LevelledMobs should be ready to go out-of-the-box. There is a general description of each system provided here, but a more detailed description can be found below. To understand how the Rules file works, I will explain how the default settings are set and selected. Firstly, the Rules file is broken into three distinct sections: presets:, default-rule:, and custom-rules:. The presets: section includes a wide variety of different systems separated into presets given their own names. For example, the presets that are used in a default configuration are named allowed_worlds, weighted_random_Levelling, average_challenge, and nametag_using_numbers. You'll notice many others which are preconfigured and ready to use should you want to switch between them.

Below the presets: section sits the default-rule:. Here is where you tell LevelledMobs the core set of levelled entities and the conditions under which they will level. As I said a moment before, in the default configuration we use the presets: called allowed_worlds, weighted_random_Levelling, average_challenge, and nametag_using_numbers. You can see that those are enabled alongside a list of other disabled presets:

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

The first preset, default_worlds (older configs used allowed_worlds), sets the conditions for what worlds that LevelledMobs will apply. If you refer to the preset of the same name, you can see that we allow LevelledMobs in all worlds by default but that can be changed.

  default_worlds:
    name: 'Default Worlds'
    conditions:
      worlds:
        allowed-list: ['*']
        #excluded-list: [ 'world_the_end' ]

The second preset, nametag_using_numbers, controls a majority of the nametag related settings. This system has a similar preset called nametag_using_indicators which functions essentially the same, but uses a secondary system to add distinction to the ability. Either way, you can choose to edit it to your liking.

  nametag_using_numbers:
    #   This controls the nametag, where the health is displayed using %entity-health-rounded%
    name: 'Nametag - Health Numerical'
    apply-settings:
      nametag: '&8&lΰΌΊ %tiered%Lvl %mob-lvl%&8 | &f%displayname%&8 | &f%entity-health-rounded%&8/&f%entity-max-health-rounded% %tiered%%heart_symbol% &8&lΰΌ»'

The third preset, average_challenge, refers to one of four playtested _challenge options which you can easily switch between, or choose to edit the default, or create one that is entirely your own (we recommend copy/pasting another _challenge preset and changing the name of the preset to something unique like epic_challenge). The average_challenge was tested on a vanilla Minecraft server under Normal difficulty, and meant to produce entities that feel like the vanilla Hard difficulty; the basic_challenge is an easier version, while advanced_challenge and extreme_challenge are meant to test even the toughest of players in full enchanted vanilla armors.

None of these take into account any customization added to your own server with regards to player abilities (things like McMMO, AureliumSkills, etc. which boost a players damage output or health, or provides non-vanilla enchantments or abilities), so you will want to take that into account when adjusting the difficulty.

Each of the _challenge presets are arranged the same: establishing the maxLevel:, establishing the multipliers:, and then giving details for other systems like tiered-coloring: which adjusts the %tiered% placeholder within the nametag_using_numbers or nametag_using_indicators, or the health-indicator: settings regarding the number of 'indicators' and their value in health points. There are two means of adjusting the difficulty: if you want to keep the actual challenge the same, but want to change the difference between the levels to be easier or harder, you would simply adjust the maxLevel: without adjusting the multipliers:; this would spread or shrink the multiplier over a different level range, from one to the current maxLevel:. If you want to adjust the actual difficulty of the entities, you need only adjust the multipliers: first to determine how difficult your entities will be; once you are satisfied, then you can adjust the maxLevel: to spread or shrink that difference over the level range.

As of LM 3.9, you can use the original arrangement for multipliers, which sets the 'percent increase at max level' for the multiplier (for example, max-health: 5.0 would be a 500% increase when at max level); or you can choose to use the STACKED option, which simply adds a value to each multiplier at each level increase (for example, max-health: ['5.0', 'STACKED'] would mean at each level starting with Level 1 to the maxLevel:, 5.0 will be added to the health of the entity).

With tiered-coloring:, you can set the color of the %tiered% placeholder used in the nametag systems. Refer to the wiki for how to use this system.

  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: 0.75
        item-drop: 3.0
        xp-drop: 5.0
        #       Special Multipliers (0.0 Min - 1.0 Max)
        armor-bonus: 0.2
        armor-toughness: 0.15
        ##   optional: use the stacked multiplier instead
        # max-health: [ '4.25', 'STACKED' ]

      tiered-coloring:
        1-5: '&#22E76B' #Green
        6-10: '&#528CFF' #Blue
        11-15: '&#FFCD56' #Yellow
        16-20: '&#F2003D' #Red
        21-25: '&#B447FF' #Purple
        default: '&#FFFFFF' #White
      health-indicator:
        scale: 4
        max: 5
        merge: true

At this point we have told LevelledMobs where it can level entities, and the we told it what the level range was and how difficult the entities will be. Now we need to tell it how to assign these levels to the entities. With the fourth preset called weighted_random_Levelling, we tell LevelledMobs that it should select a level to apply to entities by making the highest level the least likely, and the lowest level the most likely. The other options and how to use them are detailed further in the wiki.

  weighted_random_Levelling:
    # This Strategy Preset controls Weighted Random Bias.
    name: 'LVLling Strategy - Weighted Random'
    strategies:
      weighted-random: true

You can disable one preset and exchange it for another preset of the same type (for example, you could disable weighted_random_Levelling and replace it with spawn_Levelling to use the spawn distance to determine levels).

There are also special presets which start with lvl-mod_ which represent various addon systems that adjust the level of an entity AFTER it has been assigned by a Levelling strategy. For example, lvl-mod_player-variable refers to a system which adjusts the level of an entity based on a variable produced by the nearest player; lvl-mod_apply-variance adds a random plus or minus to a level; lvl-mod_spawn-blended adds a height metric to the spawn_Levelling preset should it also be enabled.


Wow that's a huge text wall!

And that was just describing much of the Presets section! But don't worry, if you've made it this far, you're more than 85% of the way to the finish line! All that remains are the various conditions and settings which did not necessarily fit within a preset under the default-rule:, all of which are described in detail in their respective wiki sections for Conditions, Strategies, and Apply-Settings. While you do not have to use the presets:; you could simply include all of the pertinent conditions and levelling strategies line by line in the default-rule:; we find that using the presets make things significantly easier to manage; especially if you intend to further customize the plugin within the Custom Rules.


Custom Rules - There's a rule for that!

This section consists of exceptions or adjustments to the default-rule:. If you took our original default config and removed all of the custom rules, the plugin would still function but would have no exceptions to levelling for passive entities (or a handful of other individual ones like villagers, wandering traders, or all 'baby' entities), would not provide a custom levelling strategy for the Nether world which uses the height of the world rather than the default-rule: of a weighted random, would not provide entity-specific adjustments like removing the movement-speed: and max-health: multiplier: from endermen to protect player farms and from a swarm of endermen moving too fast (amongst other edits), and finally zombie pigmen would not be nerfed in order to protect players from an unfair swarm. Each of these custom rules are playtested and believed to be in the best interest of your server; but we obviously do not know every situation and leave the choices up to you!

From here you can continue adding Custom Rules by establishing a set of conditions which you want to check for, and then establishing any settings or strategies it would have under those conditions. The wiki is full of possible conditions to choose from.


The End is Near: Custom Drops

You've finally made it to the end: our Custom Drops system allows you to set a wide variety of vanilla items alongside many 3rd party plugin items which are synced to our optional LM_ITEMS plugin. You can also use the NBT-API plugin to craft custom items internally by directly setting NBT data on the item.

There is far too much to explain in detail here, especially when there is an entire section of the wiki dedicated to it. But for those wanting a solid library of examples, look no further than the Sample Custom Drops page, which includes over three thousand lines of custom drops which are free to copy and modify to suite your needs. This helps to demonstrate the power and ability of these systems (the sample files use the Drop Table system within Custom Drops; it is recommended to implement these tables via the following method, as it gives you the combined strength of the Custom Drops modifiers/conditions, and the Custom Rules conditions).


Did you say 'Speak to a Human'?

After everything you're still confused or have a question? Don't hesitate to come to the Arcane Plugins discord. Follow the rules/readme there and you will find quick and efficient support who will, when they're available, respond to each and every question or concern!


How do I enable/disable LevelledMobs in certain worlds?

See answer

Around line 133 in rules.yml, you should see the default_worlds preset (older configs: allowed_worlds):

  default_worlds:
    name: 'Default Worlds'
    conditions:
      worlds:
        allowed-list: ['*']
        #excluded-list: [ 'world_the_end' ]

Whitelist

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.

Blacklist

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.

Why are LM's custom mob labels/nametags not being displayed?

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.

How to remove nametags from passive mobs

See answer

In rules.yml locate this rule:

  - enabled: true
    name: 'No Stat Change for Specific Entities'
    use-preset: vanilla_challenge, nametag_no_level
    conditions:
      entities:
        allowed-groups: [ 'all_passive_mobs' ]
        allowed-list: [ 'BABY_', 'WANDERING_TRADER', 'VILLAGER', 'ZOMBIE_VILLAGER', 'BAT' ]

Update it to:

  - enabled: true
    name: 'No Stat Change for Specific Entities'
    use-preset: vanilla_challenge
    conditions:
      entities:
        allowed-groups: [ 'all_passive_mobs' ]
        allowed-list: [ 'BABY_', 'WANDERING_TRADER', 'VILLAGER', 'ZOMBIE_VILLAGER', 'BAT' ]
    apply-settings:
      nametag: disabled
      nametag-visibility-method: DISABLED

Notice that we have removed the nametag_no_level preset and disabled nametags specifically for those entities.

While they are still technically levelled mobs, their level is one and their stats are unchanged from vanilla; effectively making them unlevelled.

We recommend leaving them considered as levelled by LevelledMobs, as it will allow you to modify their drops and apply other modifications to the entities if you so desire. If you truly want to return the passive mobs or other entities to an un-levelled state, then please check out this sample custom rule which does this.

After you've made the changes and saved the file, run /lm rules force_all to update all mobs to the new rules.

What levelling systems are available?

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!

How do I switch to another levelling system?

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.

In YAML (.yml) files - the ones used in just about every plugin configuration - commenting refers to making a particular line begin with the # (hashtag) character. When the plugin reads the file, it ignores these comment lines.

'Why comment the line?': This allows you to keep the line without removing it, so you can easily re-enable the levelling strategy later.

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: 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.

Note: Blended levelling requires Spawn-Distance Levelling to be enabled alongside it.

Does LM change mob spawning mechanics / spawn rates?

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.

How do I make mobs from plugin X levelled / not levelled?

Also: What is the level-plugins section?

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.

What server software is supported?

See answer

See the Compatibilities Wiki page.

What plugins is LM compatible/incompatible with?

See answer

See the Compatibilities Wiki page.

How are attribute values calculated? (Formula)

See answer

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.

Will LM make my server lag?

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.

How do I use the Player Level Modifier?

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%'

In order to use the tiers, you will need to set match-level and use-player-max-level to false, as they will ignore the tier section. 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

How do I translate the names of entities/mobs?

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. :)

Does LevelledMobs make higher level mobs drop more/better items/XP?

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.

How does LevelledMobs work?

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!

How do I change the label/nametag format?

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&lΰΌΊ %tiered%Lvl %mob-lvl%&8 | &f%displayname%&8 | &f%entity-health-rounded% %tiered%%heart_symbol% &r%health-indicator% &8&lΰΌ»'
        health-indicator:
            ...
            ...
            ...
            merge: true

nametag_using_numbers:
    name: 'Nametag - Health Numerical'
    apply-settings:
        nametag: '&8&lΰΌΊ %tiered%Lvl %mob-lvl%&8 | &f%displayname%&8 | &f%entity-health-rounded%&8/&f%entity-max-health-rounded% %tiered%%heart_symbol% &8&lΰΌ»'

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.

How do I edit mob drops?

See answer

Check out customdrops.yml. That file is documented here.

How do I change the difficulty of levelled mobs?

Also: What are Challenges, and how can they be modified?

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':

  1. From approx. lines 236 to 267 is the extreme_challenge preset. Duplicate that entire preset and rename the new, duplicate preset to insane_challenge.

  2. 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.

  3. At approx. lines 311 to 314 (in your default rule's use-presets section), add make sure all other challenges are commented out, and add the insane_challenge line (and make it enabled):

#- basic_challenge
#- average_challenge
#- advanced_challenge
#- extreme_challenge
- insane_challenge
  1. Save the file.

  2. 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.

How do I make mobs from Monster Spawners not be levelled?

See answer

Note: Prior to LM 3.14.1, we did not level Spawner mobs by default. This was done to keep things balanced. We have now made it so that they are levelled by default, however have altered stats in order to reduce and prevent farm breakage.

You can modify the custom rule which handles the Spawner cube entities:

  - enabled: true
    name: 'Spawner Cube Entities'
    use-preset: basic_challenge
    conditions:
      allowed-spawn-reasons: ['SPAWNER']
    strategies:
      weighted-random: true
    apply-settings:
      maxLevel: 5
      multipliers:
        max-health: 0.0 #For Farms
      entity-name-override:
        all_entities: 'Spawner %displayname%'

If you'd prefer that Spawner cube entities did not have levels or nametags, you can disable this custom rule and then return the original allowed-spawn-reasons: condition to the default-rule: as demonstrated below:

  conditions:
    allowed-spawn-reasons:
        excluded-list: [ 'SPAWNER' ]

How do I exclude nametagged mobs from levelling?

See answer

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

How do I change the max level?

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. :)

How do I make custom drops from other plugins such as ExecutableItems, ItemsAdder and EcoItems?

See answer

Use PenalBuffalo's LM Items addon plugin.

How can I increase attributes (e.g. health) of mobs past 2048?

See answer

LevelledMobs does not limit this value, it's your server software.

In spigot.yml, increase the attribute max values:

  attribute:
    maxHealth:
      max: 2048.0
    movementSpeed:
      max: 2048.0
    attackDamage:
      max: 2048.0

Note that Minecraft's attribute system was not designed for insanely high values, be careful if you are going to raise the limits very high.

Does LevelledMobs apply levels to Players too?

See answer

No it does not. This plugin is designed to only level mob-like entities, and we have no intentions of adding a player component. There are many alternatives which are far more refined for Players such as AureliumSkills (Free) or McMMO (Paid).

MythicMob entities are not levelling/scaling properly?

See answer

Around MythicMobs version 5.2.6 there was a change made in the default configuration of the MythicMobs installation which enables by default the scaling/levelling of entities via their own mechanics that are entirely separate from LevelledMobs. LevelledMobs detects a fully created entity and then applies levels to that entity; if MythicMobs' has their scaling system active that will mean they will start with varied and increasing stats before LevelledMobs even has a chance to adjust them.

In order to reset entities to their vanilla stat values, you could disable the scaling system within MythicMobs to use LevelledMobs' levelling exclusively, or vice-versa (of course we recommend using ours over theirs but it's your choice!). To disable, locate the config.yml file in your MythicMobs' installation, and set the Enabled: under each respective worlds/scenarios to false to disable the scaling of MythicMobs for those scenarios. You can also adjust the Modifiers themselves to allow for some scaling controlled by MythicMobs.

MM Config.YML

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