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1.2.1
Compatibility
Changes
🛠 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.
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:8hhaeY0e:z53ShArv"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:8hhaeY0e:z53ShArv"
}

