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 24, 2012@gustebeast
Update to v3.1
@czestha
By revive, you mean spawn? And if so, no. Make a ticket, there are some work arounds for Bukkit bugs I have in place for villagers and depending on your CB version I may need to make another release to get that fixed.
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Posted Nov 23, 2012Hi,
I have a problem with villagers. Whenever revive the villager, he disappears. It is the intention?
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Posted Nov 23, 2012Is there any way to disable the selection messages for spawn eggs? Like when I select a silverfish egg in my hand it says "Mob: Silverfish". Im sure some users may find this helpful, but for me its just annoying.
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Posted Nov 22, 2012@Dalek5961
Catch permissions default to true. Have a look at the help page.
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Posted Nov 22, 2012For some reason users without the permission can still use mob catcher >.>
any suggestion?
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Posted Nov 21, 2012@mspaulding86
I'll be using Shield to handle all of the protection plugins at once, which means everything I do has to be applied the same way regardless of the plugin that the server is using. I think the signs are the best way to handle this because there won't be a bunch of commands for people to need to know.
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Posted Nov 20, 2012@Malikk65
For WorldGuard,
If you could just hook it into WorldGuard/WorldEdit so you could set a flag like:
/region flag <regionname> MobCatcher deny
But since I mostly use GriefPrevention,
could you make it so that any claim is automatically protected? I think using signs to mark chunks would be a bit cumbersome, plus you'd have signs everywhere. If you haven't used GriefPrevention before, basically you make a "claim" with a golden shovel by selecting the two corners you want and everything in between becomes protected. If you could somehow hook into that and make it so it blocks your plugin inside of those areas... I think GriefPrevention even offers an API. Yeah, here is the public API documentation for GriefPrevention http://dev.bukkit.org/server-mods/grief-prevention/pages/public-api-documentation/
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Posted Nov 20, 2012@huntershenep
If you're sure it isn't user error, make a ticket, lol.
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Posted Nov 20, 2012Hello, Great job on the plugin! It seems the IronGolem permission isn't working?
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Posted Nov 19, 2012@kamuzai8
Are you asking me about mobspawnereggchangers permissions? because I have nothing to do with that at all.
There's nothing weird about the eggs, if that's what you're asking. They have id numbers stored in their NBT tags which corresponds to a data file which i save. There's nothing that another plugin would handle differently. A mobcatcher spawn egg is still a spawn egg.
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Posted Nov 19, 2012Should this work with mobspawnereggchanger? I have towny and mobspawnereggchanger, but default users even with permissions fail to change the mob spawner.
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Posted Nov 18, 2012@arzumata
That's probably my fault. There's a bukkit bug causing multiple villagers to be spawned when you spawn them manually, The 'extra' one always spawns with the incorrect spawn reason, so when I'm listening to cancel it's spawn there's no way for me to distinguish whether it's an extra villager caused by that bug or if it's any other villager with the same spawn reason, and I guess world generation falls under that catagory. There's really not anything I can do about this until Bukkit comes up with a fix.
I'll take another look at it and double check that my work around is still necessary, but that's really all I can do now.
@anotherfahlman
There's nothing I can do about this either. If another plugin is getting my mobs and changing them that's out of my control. All mobs spawned by MobCatcher should have a spawn reason of custom, so if they were to stop changing mobs with that spawn reason this should be fixed.
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Posted Nov 18, 2012@anotherfahlman
Nope. I especially tested MobCatcher without any spawning plugins.
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Posted Nov 18, 2012@arzumata
What other plugins do you use? Any that control mob spawning?
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Posted Nov 18, 2012@anotherfahlman
After posting I performed a quick test. I disabled ShireSheep and spawned four sheep I had captured previously using MobCatcher. They all spawned correctly. Is there a way for MobCatcher to work around this, or will ShireSheep have to implement a fix? Is a fix even possible? I'd guess you're using the typical method to spawn sheep, which happens to be the same method bukkit uses and ShireSheep intercepts so it can color sheep at spawn.
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Posted Nov 18, 2012Is it me or villagers dont spawn in natural village after world generation? Without plugins, they naturally appear, but with plugins enabled, all villages are deserted. craftbukkit-1.4.5-R0.1-20121117.214113-9.jar
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Posted Nov 18, 2012Sheep are spawning the wrong color. See this video for an example.
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Posted Nov 17, 2012@gustebeast
Okay, thanks for the input. I think I know how I'll do this.
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Posted Nov 17, 2012@Malikk65
Like some sort of storage that says 'region=true/false', for example: plot231=true. This would protect plot231 from people using catch eggs UNLESS they are the owner/member of that region. The second they are removed from the region, they cannot catch eggs there anymore. You would add a region to the storage system with /mobc protect <region>
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Posted Nov 16, 2012@gustebeast
I don't use worldGuard, so I'm gonna ask for a little clarification.
You're saying that rather than save flag directly to a player's name, it's saving things to the owner? When the owner changes, the flag now recognizes the new owner and not the old one?
I'm not exactly sure how I would do that, but I would need to get it to work alongside direct player name specification.