MobCatcher
MobCatcher
Capture mobs and get eggs legitimately:
Version: 3.18
This project has moved over to SpigotMC!
Thank you guys so much for all the downloads on BukkitDev. Head on over to SpigotMC to download the latest version of MobCatcher.
This page will no longer be updated.
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
-
View User Profile
-
Send Message
Posted Sep 23, 2012how do i disable mob spawning in creative world?
-
View User Profile
-
Send Message
Posted Sep 22, 2012thanks man, great plugin btw. definitely fills a need!
-
View User Profile
-
Send Message
Posted Sep 21, 2012@SmellyBudd
no, you're missing something in the permissions. OP, by default has free captures.
But also, yes, you can disable direct captures in the config, lol.
-
View User Profile
-
Send Message
Posted Sep 21, 2012Is there a way to disable catching a mob by striking it with the CaptureItem? i find on my server that if you hit the mob with the item in your hand instead of throwing it, the capture item isn't expended. making it possible to capture mob after mob with no consequence.
Am i missing something in the config?
-
View User Profile
-
Send Message
Posted Sep 20, 2012Well nice work on this plugin and I look forward to your future releases. First plugin I tried to write gave me too many compile errors so I just gave up :)
-
View User Profile
-
Send Message
Posted Sep 19, 2012@martian3333
Yes, they will be all positive nodes with parent/child inheritance.
It's so bad right now because this was my first plugin, lol. I didn't really have a grasp on permissions at the time, and it's a big thing to tackle, since it has to be changed for EVERY mob, which is why it hasn't been changed up to this point.
-
View User Profile
-
Send Message
Posted Sep 19, 2012I see below you say "this whole system is about to be redone". I'm sure you're probably going this route, but instead of the perms saying which mobs you can't catch, it should say which mobs you can catch. I want one group to be able to catch mobs but not the groups that it inherits perms from.
-
View User Profile
-
Send Message
Posted Sep 19, 2012@Sancaros
You can find all of the nodes here. Keep in mind, some of them default to true, and some to OP.
http://dev.bukkit.org/server-mods/mobcatcher/pages/permissions-nodes/
This whole system is about to be redone.
-
View User Profile
-
Send Message
Posted Sep 18, 2012I love this plugins ,but I want to aks a question,how to disable the allplayers perm,just special group can catch?
-
View User Profile
-
Send Message
Posted Sep 18, 2012Can anyone confirm that everything runs fine on the new versions of bukkit (1.3.2)?
Aside from the things already on the tickets page, of course
-
View User Profile
-
Send Message
Posted Sep 13, 2012@FurmigaHumana
I cant ignore cancelled because of a bug in bukkit causing all playerInteract events for right clicks on air to be automatically cancelled.
-
View User Profile
-
Send Message
Posted Sep 13, 2012This is more like a compatibility problem, but if other plugins cancel the event when the player interact with an egg in hand, this plugin will do his work with that nice effect of throwing the egg and the player stays with infinite eggs, maybe increase the event priority and return on cancelled should fix C: just saying...
-
View User Profile
-
Send Message
Posted Sep 13, 2012@diannetea
I'm not sure why people think it's my sole responsibility to fix every and all incompatibilities. If another plugin has a bug due to an item having an enchantment (which is I assume what the problem is), that's not my fault, nor is it within my capability to fix. If you are using a plugin that uses enchantments and one that doesn't support enchantments, you should EXPECT bugs.
Again, there's no way for me to keep up with all the incompatibilities and bugs in other plugins. The next version, however, will have a command to remove the data from a specific egg (remove the enchantment). I think that should be able to fix most issues with item econ plugins, etc.
If that's not good enough, disable data entirely or find a shop plugin that supports enchantments.
-
View User Profile
-
Send Message
Posted Sep 13, 2012I've currently disabled villagers due to shopkeeper incompatibility, but just wondering on the status of this.
Also the (pretty serious) all mob egg duplication bug
-
View User Profile
-
Send Message
Posted Sep 13, 2012shame on me. I just overlooked the fact that there's a permission to catch mobs for free. So thank you very much for the information that I apparently seem to need new eyeglasses ;)
Everything works fine for me now. thumbs up.
-
View User Profile
-
Send Message
Posted Sep 11, 2012@LordIntruder
There are OP permissions for free captures as well as some other things, feel free to negate them.
-
View User Profile
-
Send Message
Posted Sep 11, 2012Well, I can try whatever I want (original configuration, no other plugins and so on), but there's no minus in my pocket. Counts of eggs are the same, counts of redstone dust are the same.
-
View User Profile
-
Send Message
Posted Sep 4, 2012@Malikk65
Awesome. :) I look forward to testing it out. Thanks!
-
View User Profile
-
Send Message
Posted Sep 3, 2012@AcidicChip
I've never seen item ids formatted like that before, so I'm going to assume that they aren't bukkit ids, but ChestShop specific ids. If they choose to implement their own alpha-numeric code system, great for them, but plugins should not be expected to conform to said overcomplicated system.
With that said, I suppose adding a reset command is an acceptable solution ;)
-
View User Profile
-
Send Message
Posted Sep 3, 2012@Malikk65
A typical Ocelot MobEgg's ID is 383:98 ...
An Ocelot MobEgg caught with MobCatcher is 383:98-XX ..
XX seems to be an incremental value, and no two are the same eg: 383:98-aa 383:98-ab 383:98-ac
I believe no two are the same, because each animal/mob is infact unique (health, color, etc.)
A regular item, say an Iron Shovel's ID is 256 ... An Iron Shovel with Efficiency I is 256-a1, and it is always 256-a1 for an Iron Shovel with Efficiency I, while a MobCatcher Ocelot (or any other) Egg could be anything tailing the primary item ID.
Also, I am using /iteminfo to determine each item's full ID. I hope this explanation clears things up.
Additional Test Details
I just bred and captured 5 baby Mooshrooms, and the /iteminfo IDs I got for them is as follows...
383:96-kr
383:96-ks
383:96-kt
383:96-ku
383:96-kv