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Details
Licensed MIT
Published 5 months ago
Updated last month
All versions
2.1.0
Release
MobTag 2.1.0last month 188
Compatibility
Minecraft: Java Edition
26.2
26.1.x
1.21.x
Platforms
Paper
Purpur
Spigot
Changes
Added:
- MiniMessage support for all tag and message formats, alongside the existing colour codes
- /mobtag toggle <mobs|players|damage> for toggling your own tags without opening the menu
- /mobtag admin debug showing active tag counts, update loop timing and hook status
- Player health tag toggle in the settings menu
- Option to hide tags on mobs that are at full health
- Option to hide tags a set number of seconds after a mob leaves combat
- Options to hide tags on invisible mobs and on vanished players
- Configurable list of metadata keys to skip, for NPC and pet plugins
- Configurable extra boss types, with Warden and Elder Guardian included by default
- Per entity type tag height offsets
- Timeout setting for how long DAMAGER mode remembers who hit a mob
- Line of sight requirement for LOOKING_AT mode, so walls now block targeting
- Repeated hits on the same mob now stack into one running damage total
- Per player limit on how many damage numbers can be on screen at once
- Option to attach armor stand tags directly to the mob for perfectly smooth movement
- Debug option that logs the full details when something goes wrong internally
- New placeholders: health percentage, health bar, and your own mob tag and damage indicator toggle states
- New mobtag.use base permission, granted to everyone by default
- Customizable messages for the toggle command
- Automatic cleanup of leftover tag armor stands after an unclean server shutdown
- Automatic config updating that adds new options while keeping your existing settings
- Anonymous usage statistics through bStats, which you can opt out of at any time
Fixed:
- Hex colours (&#RRGGBB) were stripped to broken characters and never rendered
- Damage numbers faded out, then flashed back to full brightness and faded again
- Anything riding a tagged mob visually fell off, including players on horses and chicken jockeys
- Tags detached and floated in place when a player re-entered a mob's range
- Bows, crossbows, tridents, snowballs and splash potions triggered no damage numbers at all
- Per player tag toggles were ignored entirely in ArmorStand mode
- In LOOKING_AT mode one player looking at a mob showed the tag to everyone
- LOOKING_AT mode created a tag for every mob on the server regardless of range
- Every mob a player ever hit stayed in memory for the lifetime of the server
- The ignore-players setting had no effect
- Health percentages showed a comma instead of a decimal point on some servers
- Mobs with zero maximum health displayed NaN
- Items could be dragged into the settings menu and lost
- Tab completion suggested sub-commands that did not match what was typed
- Reloading tried to re-register the PlaceholderAPI expansion each time
- Reloading and shutting down cancelled unrelated scheduled work
- Several config defaults did not match the values in the generated config file
- Tags appeared on spectators, and on your own head with player tags enabled
Improved:
- Rewrote the update loop to search outward from players instead of scanning every mob in every world, so cost now scales with nearby mobs rather than total server population
- LOOKING_AT mode now traces once per player per tick instead of once per player per mob
- Health bars are pre-rendered on load, removing all bar building work from the update loop
- Tag text is built once per mob unless placeholders actually differ between viewers
- All damage numbers now run on a single shared timer instead of one timer each
- Tag preference saving is now batched and moved off the main server thread
- Peaceful mob detection now uses mob behaviour, so new and modded animals work automatically
- Boss detection no longer relies on a hardcoded list
- Damage numbers now appear on the mob's surface facing you instead of inside its model
- Tags no longer cover a mob's own custom name, which is kept on a second line
- Update checker now uses connection timeouts and compares versions numerically
- Bedrock detection no longer re-resolves the Floodgate API on every tag render
- Settings menu is identified reliably and no longer depends on its title text
- Internal errors are now logged when debug is on instead of being silently discarded
- Rewrote the config file comments and fixed several typos
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:rMa2WU2A:QtQ6NEjQ"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:rMa2WU2A:QtQ6NEjQ"
}

