BurningMobs
Burning Mobs
This is an updated version of the original BurningMobs plugin by MCSpazzy. It allows you to set whether hostile mobs burn in sunlight, on a per-species basis.
Currently affected mobs
- Zombies
- Skeletons
- Creepers
- Spiders
- Endermen
Modify the entries in the configuration file to set which mobs should burn and which shouldn't.
Permissions
The only permission available at the moment is burningmobs.* This grants access to the burnmobs command.
Updates
Most Bukkit updates will not affect this plugin's actions, so the most recent BurningMobs update should function on Bukkit versions later than the one it was built for. However, if an issue does occur, let me know and I will update ASAP.
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Posted Apr 19, 2014still works in 162 and 164
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Posted Jan 21, 2014Needs an update. I would like witches to burn now too. Not only are they more common now, it just makes sense :P "I'm melting!"
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Posted Dec 2, 2013please at least update it so it says what new version it works on like 1.6.4 and maybe 1.7.2.
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Posted Aug 8, 2013Could I kindly ask that you add Ghasts, Blazes, Wither Skeletons to be affected? I'm running a world where this would be useful because players have to survive during the night, but sadly can't get rid of them during the day because they are flying everywhere and sunlight is a good way to deal with this.
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Posted Jul 28, 2013works with 1.6.2 will you ever have a recommened build for 1.6.x though?
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Posted May 29, 2013@darkaln
Multi-world would be lovely :)
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Posted May 7, 2013Still Works in 1.5.2 :)
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Posted Apr 22, 2013Can you add multiworld support to this plugin?
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Posted Mar 29, 2013@Meindratheal
If I set a custom time (so other than 23750 - 12750) it won't stay when I do a "/reload".
I have a gate that opens on lightsensors (it opens in the morning, and just before monster-spawn it closes). but as it is right now, the monster burn to late! so the gate is open and they can rush in! how can I (or you) fix this?
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Posted Feb 7, 2013Still works~ :) 1.4.7-R1.0
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Posted Sep 22, 2012@Meindratheal
that is EXACTLY what i was hoping for:):):):):) this plugin works great! Since all the night mobs just stay alive in the day instead of a plugin that allowed spawning during the day and then the numbers could go haywire.
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Posted Aug 23, 2012So per-world enabling/disabling of the plugin? Sure, I should be able to manage that.
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Posted Aug 18, 2012I really like this plugin, It's just what i needed. (I use it for make mobs NOT burn in sunlight :)) The only thing what i really need before useing this plugin all the time is that these options are only active at Some worlds. So there is a new line in Config with World: Survival. Because it conflicts with some other worlds where sunlight MUST burn mobs.
Hopely u can add this to your plugin and release it soon :) Thank already, iZanax
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Posted Aug 9, 2012OK, new release up. Burn times changed based on observation, and also made configurable. Part of the problem with setting a burn time is that there is slight random variation. For example, if two zombies are standing somewhere, one may set on fire while the other is affected, for a short while.
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Posted Aug 1, 2012@Meindratheal
I don't get it... now the creepers are burning way before dawn.
Pretty sure I got the numbers correct...
Also, still burning at the beginning of night, too.
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Posted Jul 30, 2012OK, new version uploaded. The burn times should now be correct, and the burn task now runs on the main server thread. This does mean it may be slightly slower, but it is also safer.
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Posted Jul 23, 2012Aah. that'll be why. 13800 ticks is 19:42 in normal 24-hour time, a kinda arbitrary number :P I just guessed based with what I could see.
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Posted Jul 22, 2012@Meindratheal
I'm sure I looked at it and worked out it wasn't very far off tick-wise.
Night (mob spawning) should start at 13800 ticks, you have it set to check between 0 and 14000 ticks don't you? (if I understand it correctly on Line 60 of the listener).
So does that mean that things are spawning and then you're checking for burning 10 seconds too long?
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Posted Jul 17, 2012Some people seem to be having trouble with mobs burning/not burning at the wrong times. This could just be a numeric error, I'm not exactly sure at what times the normal mobs start/stop burning. so I just estimated.
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Posted Jul 16, 2012Hanfox just brought the source to my attention. What is the problems you are having trouble fixing?