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
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Posted Nov 16, 2012@Malikk65
I am talking in more of an administration standpoint. Like you have regions that are for sale regions for people to store their animals. The region you are selling has the protection built in and when ownership is transfered, so is the protection. Basically it would work just like any other worldguard flag.
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Posted Nov 16, 2012@gustebeast
Well, the good thing about the Shield flag system, is that you could set multiple players to be able to capture in a region, which would take more commands.
And yeah, it would obviously check if you were the owner before it let you protect an area, that is either overlapping a region or entirely in a region.
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Posted Nov 16, 2012@Malikk65
Not that command heavy. Just /mobc protect <region>
Key part btw, it needs to be that the owner/member of the worldguard region has access, but no one else does. The protection shouldnt be based on who types the command but rather on who owns the region.
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Posted Nov 16, 2012@mspaulding86
Any suggestions as to how it should be implemented? I've been asking for awhile and no ones said anything.
I can either keep the sign system, but make it apply to a region if you name it after the region (and its in the region) OR I can go the command-heavy flag setting route, which would give you more flexibility but would be a lot less user friendly/confusing.
Ooh :) Maybe a combination of the two where you've got to use the sign, but then clicking on the sign starts up a text based menu that would be easy to use, rather than normal commands.
What do you (or anyone) think?
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Posted Nov 16, 2012I can't wait to use this. Just waiting on Shield to offer Grief Prevention support :)
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Posted Nov 15, 2012@anotherfahlman
Thanks : )
A little positive feedback goes a long way.
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Posted Nov 15, 2012@jomlthailand
I started off with these basic java tutorials. You should watch and understand numbers 1-49 before you really start messing with Bukkit at all.
http://thenewboston.org/list.php?cat=31
Once you've got the concepts in those down, the BukkitWiki has some good tutorials.
http://wiki.bukkit.org/Plugin_Tutorial
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Posted Nov 15, 2012Plese Help Me You can create the plugin But i amn't create plugin Please Upyoutube to how to create plugin Me Plesae
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Posted Nov 14, 2012The new features a great. This is the best Mob-catching plugin available. Thanks for keeping it updated and adding features.
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Posted Nov 14, 2012@kamuzai8
You don't have to open the jar, I was just saying if you were incapable of following links directly on the plugins bukkitDev page you could have found them in the jar as well.
And if I've set them up that way because I wanted the plugin to work right out of the box for most servers. Permissions are easily changed, don't come complaining to me that my plugin doesn't work if you haven't taken 2 seconds to look at the help pages.
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Posted Nov 14, 2012@Malikk65
Well then maybe you should inform people about opening up the .jar to edit the plugin.yml permission nodes. Or perhaps have the nodes normally false like every other plugin out there.
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Posted Nov 14, 2012Thanks for the update!
Everyone loves this plugin. :)
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Posted Nov 14, 2012@kamuzai8
Why do so many people have issues with this?
When you look on the permission nodes page or in the plugin.yml you can see that all the catch nodes are set to true. This means that they default to true unless you override them. In order to remove these permissions you have to assign a negative node.
This is not that complicated...
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Posted Nov 14, 2012The permission nodes do not work. Default users can still catch mobs both peaceful/hostile even without any permissions added. What is wrong?
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Posted Nov 10, 2012@Malikk65
oh right
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Posted Nov 10, 2012@h0us3cat
You're probably an OP, which has permission to override the config settings and only check your permissions.
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Posted Nov 10, 2012MobsEnabled:
Skeleton: false
But still can capture skeletons.
Sure that other false mobs can be captured too.
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Posted Nov 10, 2012@Malikk65
ok making a ticket now
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Posted Nov 10, 2012@Malikk65
Well I can do the command myself on the server and it worked. So I call it good. Malikk thank you for the proper command. Also great plugin.
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Posted Nov 9, 2012@bigdaveberg
Updating, I'm pretty sure, will fix your problem entirely.