MobCatcher
MobCatcher
Capture mobs and get eggs legitimately:
Version: 3.18
This project has moved over to SpigotMC!
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MobCatcher allows players to capture mobs and get the corresponding spawn eggs. This is useful for trading and transporting mobs from player to player or even across worlds. As well as having a configurable capture item, MobCatcher also boasts configurable mob types and item costs per capture, bringing a new economic value to mob types both peaceful and hostile. MobCatcher is able to store and recall mob specific data saved to specific spawn eggs. This means things like capturing and spawning colored sheep, baby animals, and tamed wolves is possible! This is done via a separate .dat file which saves data for each mob and removes it when that mob is spawned.Try it out on your server today!
This plugin collects basic usage information for mcstats.org. You may opt out in the generated pluginMetrics config file.
Features
- Capturing configurable mob types
- Saves mob data to specific spawn eggs (color, age, tamed, etc.)
- Spout custom spawn eggs
- Spout textures via automatic dropbox download. May be disabled in config file
- Respects Towny regions
- Getting spawn eggs without creative mode
- Makes spawn eggs throwable
- Configurable capture item, including projectiles
- Configurable costs for every mob type
- Sign-based mob protection
- Vault Economy support!
- Percent Chance for captures
- Eggs are used up after spawning a mob
- Dispensers can shoot spawn eggs at higher speeds
- Doesn't interfere with players in Creative Mode
Help Pages
Permissions Nodes
Config File Help
Sign-Based Protection Help
Bukkit Forums
Usage
All you have to do is hold an egg (configurable) and left click on the mob you wish to capture. Its really that easy.
/mobc - Displays all command usage
/mobc item - Displays Capture item setting
/mobc clean - Removes data from a spawn egg itemstack.
/mobc projectiles - Displays current projectile settings
/mobc settings [mob type] - Displays settings
/mobc worlds - Displays which worlds MobCatcher is enabled in
/mobc area - displays how many Protection Signs the player is within the radius of
/mobc resetsigndata - Deletes all saved sign data
For help with the config file and permissions nodes, see the corresponding pages here.
Changelog
Version 3.18
- Updated for 1.7.10-R0.1 #3105
- Fixed bug: MustBeKilled now working properly
- Fixed bug: Mob drops are now properly cancelled for killed captures
- Fixed bug: Mobs captured with MustBeKilled now spawn back with full health
Version 3.17
- Updated for 1.7.9-R0.1 #3078
Version 3.16
- Updated for 1.7.5-R0.1 Dev #3039
For earlier changes, see Files Page
MobCatcher will NOT work if you are not using the version of CB it was intended for. Due to the Bukkit "safeguard' system, MobCatcher will break every version change. Do NOT post tickets or comments about ClassNotFoundExceptions or infinite spawning glitches as these are caused by you using the wrong version.
Before posting a bug, check your server console for a giant red error message.
Top Supporters
TheFarmerNL
Minevival.com
xxTreePuncherxx
MC.PUNCHCRAFT.US
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Posted Aug 9, 2012could you add a permission that says yes or no if someone can use any of the features of this plugin. that would be really useful, because I can't seem to disable all features with the current permissions.
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Posted Aug 9, 2012@netherfoam
There were some weird villager bugs with 1.3.1 that I fixed with a work around that might be messing up the data... I'll mess with it, but likely we're just waiting for a CB update and then I'll put it back the way I had it before.
About stackability, I've had this thought too, and I'm not sure how I feel about it. First off, It would be a complete rewrite of my entire id number system, lol. Right now each egg has a unique id, I would have to switch to a system where, for example, a white sheep is always a certain ID and then set differently enchanted items to not stack (which i think is possible, im just not sure). The issue tho, is there's still data to be lost. While i could get the major things, mob type and color, you would still lose its health, age, etc. Anything that doesn't have a simple "true or false" kind of value.
If you're still going to making trade offs, I don't see the point of changing it from the current system.
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Posted Aug 8, 2012I havnt checked it yet (havent had a chance to, but other admins have said it) but apparently all of our villagers are spawning as farmer villagers now when you use mob eggs. (We have stackable enabled). Could you check this? (:
Also... Is it possible to stack mob eggs if theyre the same? (Eg, white sheep stack with white sheep, but black sheep do not stack with white sheep) - Just a thought.
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Posted Aug 8, 2012@owned645
You can change it in the config, at the cost of losing mob data.
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Posted Aug 8, 2012it'd be nice if you could adjust the stackableness of the eggs in complex config.
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Posted Aug 7, 2012WHne i set permission via GroupManager not just that group can catch mobs but all can! Why?
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Posted Aug 6, 2012@netherfoam
I just went ahead an uploaded it, if I have to make a couple small updates then w/e. I prefer not to do it that way, but it's a big enough issue I should release
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Posted Aug 6, 2012@Malikk65
Any chance of an unoffical/dropbox/mediafire link then?
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Posted Aug 6, 2012@Malikk65
I'm not gonna release just yet cuz im sure that's not the only issue, lol
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Posted Aug 6, 2012@netherfoam
This is actually a bug on bukkit's part, not mine, but I've put in a work around until it's fixed. Shouldn't effect any cases except for villagers with SpawnReason.SpawnerEgg, which I normally cancel, but the SpawnReason is returning incorrectly.
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Posted Aug 6, 2012@netherfoam
That is really strange... Confirmed and work in progress.
Thanks
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Posted Aug 5, 2012@Malikk65
Villager Eggs seem to spawn two villagers for me. No errors. Config: http://pastebin.com/5pczEEHz. Bukkit 2292, MobCatcher v.2.18
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Posted Aug 5, 2012Ahh i understand now :). Looking forward to it
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Posted Aug 5, 2012@netherfoam
No, I would only have positive nodes, but I would have them all default to true, rather than false, for the main capture permissions at least.
As a plugin user (before I started developing) it always frusterated me when you downloaded a plugin and it needing half an hour of configuring before it would do ANYTHING. I've made sure since day one that MobCatcher works for everyone right from the first download and then you can make changes as you see fit.
So yes, Ill be making all of the nodes positive, but i intend to have them default to basically how its setup now.
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Posted Aug 5, 2012@Malikk65
So you intend to keep the negative nodes, and add positive ones too?
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Posted Aug 4, 2012@netherfoam
I literally have just been tacking more permissions on top of this terrible layout since day one... lol. It's been needing a complete rewrite for awhile.
To give you a straight answer, yes, this is the next thing I intend to do. To actually set it up with parent and child nodes that make sense, lol.
I do, however, fully intend to keep the defaults as they are.
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Posted Aug 4, 2012Maybe it's been suggested before, but would you be as kind to us as to rework your permission nodes so they're positive rather than negative? I know it's a lot of work, but I think it would simplify things hugely, e.g. instead, use:
Instead of (Example, pex) I have to use:
Which is confusing and makes it difficult to set up inheritance ranks in permissions plugins if I say 'Default group can't capture mobs' and then give someone two ranks 'VIP' and 'Elite', where VIP can catch mobs, but elite can't because it inherits Default rank. This means, if their Elite group takes precedence over their VIP group, even though they *have* permission to capture mobs in the VIP group, the permission plugin checks the Default group first (Because elite inherits default) and finds they're not allowed to.
This is the worst part of the plugin, but it's a brilliant plugin, and this would help make our lives much easier.
Thanks :)
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Posted Aug 2, 2012Getting an error in the console with the new update. Will post it in a new ticket.
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Posted Aug 1, 2012@cooldudef40
it requires a spout client, i think. I'm not exactly sure what would happen for non-spout clients. Likely, you'll get flint that doesnt do anything for you if you capture a mob that needs a custom egg. So, every mob but snow Golems, Iron Golems, the enderdragon, tame wolves, and cats should still work perfectly fine.
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Posted Aug 1, 2012For the new Spout Update, does it require spoutcraft clients to use? or does it function normally without spoutcraft, as long as there is spout on the server?