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 Mar 1, 2012@silencemurder1
I'm actually in the middle of recording a demo for 2.2, which would cover everything from Sign protection, to mob data, to egg specific ID numbers. I'm waiting for some API changes from bukkit before i can really get that going tho. I'll keep that link tho, maybe for a different page. Thanks for the support :)
EDIT: Its called MobCatcher, not Capture, lol.
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Posted Mar 1, 2012@NoahIvaldi
I cant say I've ever personally heard of or seen any persistent mobs despawn like that.
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Posted Mar 1, 2012@Malikk65
Yup! I don't write comments unless there's a purpose to them.
1) Ah, okay.
2) Oh, good. Good to know. Thanks. ^_^
3) That's okay. Add whatever customizability that would be practical; I do like versatility, but I know that there are limits. I wonder ow the Heroes plugin handles so many different costs. Have you asked them about a way to shorten up the code for it, or is it just that Heroes is far from lightweight?
4) Haha, all right, then. If some servers want that for some crazy reason, I guess that it's up to them.
5) Ah, got it. Savvy.
6) Okay, that's what I thought. Sweet.
7) Okay, that's fair. Slightly disappointing, but nothing hat I can blame you for, that is.
8) Oh, thank God.
Yeah, I know that, but I mean that there is/was a bug that made a fault in that. By the bug that I speak of, passives are still marked as persistent, but spontaneous, mass despawns would occur, anyway. I remember trying to start a ranch on this one server. I didn't bother with pigs, since food is already too common, but my first chicken disappeared before I could get a second. Every time that I would breed my cows to get a third, then kill a parent off to get free meat and leather, I'd leave and come back to 0 cows. Oi, the sheep! I had to replace so many... The pink ones wouldn't even last a few minutes, and I lost some cyan sheep. I went out to go moderate stuff, came back, used wheat luring to organize my animals, and watched a baby, red sheep disappear in front of my face. I turned to look at the rest of my ranch, and everyone was gone. I was pissed. -_- This occurred on a server that was running... 1.0.1 or 1.0, I think, or thereabouts. I think that it was one version before 1.1, but I could be wrong. Anyway, I know that passives are *supposed* to be persistent, but I was wondering what the status was on this bug that was making them otherwise. Clearly, you didn't know about it until now. Oh, well.
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Posted Mar 1, 2012Made a video of this plugin. You may use it here if you want to; http://www.youtube.com/watch?v=5vX5KLR9M8Q&list=UUTUuP-1y4QoKGmCgocrxVbA&index=1&feature=plcp
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Posted Feb 28, 2012@cyfkiyor
With v2.1, I'm unable to find any issue with sign creation. Does the plugin send any messages or say sign creation failed? or does it just not do anything?
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Posted Feb 28, 2012@NoahIvaldi
um, wow thats a lot of stuff. One at a time :)
1) Thats just a world of mine (where I'm shooting my demo video) that happened to be there when I copied the config over for the example.
2) The ItemName field is purely cosmetic, just to remind you what youve set it to. You don't actually have to change them. That used to be in the header of the config, but I took it out. Ill add that to the Config help page.
3)Mutliple capture items is definitely possible, lol, I'll add that to my long term todo list. Sounds like a good idea. Im not sure changing the costs would be possible (or rather it would be a HUGE pain in the ass). Basically, I have an entire class devoted to handling my variables (theres a variable for basically every fields in the config, plus some) and its already pushing 500 lines of code. Adding chance to different capture items would be tricky mathematically, since theres already a chance set for each mob, but theoretically possible. And multiple types of item costs would easily double or triple my variable count, so thats probably not going to happen. Sorry.
4) yes, that would give you a free item on spawn, and not take one on capture. There were so many ways that people wanted that set up that I just left it completely up to you in the config. That particular setup happens to not make a lot of sense, lol.
5) When set to true, chicken egg spawns behave normally. When set to false, they will never spawn. I'm working on a way to make it so chickens will never spawn if you hit another mob, but they will if you hit a block. This is the solution for now, however.
6) The direct capture item and the projectile fields are completely separate. You could have a gold sword for you capture item and set all the projectiles to true and they would all work.
7) Like I said before, theres already a crap load of variables in this plugin, and while it would be possible for actual multiworld config, I think the amount of work I would have to put in would not nearly amount to the number of people that this would benefit. I hadn't really expected anyone to customize it to that extent. Another main issue, is that if you wanted it in a separate file, bukkits built in methods no longer work, and I'm learning new methods and writing new files via normal java methods. Theres really just a WHOLE lot that would have to go into making that work.
8 ) Yeah, this is already in the works. I realize that its a huge flaw, but is already fixed for the next version.
And about despawning animals: Since, i think, 1.8 (maybe), all of the passive mobs have been persistent. So, Cows, sheep, pigs, etc. shouldn't despawn at all. They're saved to the chunk, and reloaded when that chunk loads again.
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Posted Feb 28, 2012To begin, this seems like a great plugin. I love the economic aspect of ranching that this adds.
There are a few bones of contention, though. Hopefully, these can be fixed once you update for 1.2-R5.
1) In the config, under PluginEnabled, one entry is "Video." What is this?
2) Why are both the item's name and data value necessary to fill in? Would it not be better to simply use the ID?
3) Could we delegate multiple capture items, perhaps with different chances/costs? Similarly, is a multi-item cost feasible? For instance, someone may want to spend lapis lazuli, redstone, and some dye(s), since few people have much use for those otherwise.
4) If UsedOnCaptue is set to "false" and "ReturnOnSpawn" is set to "true," would this allow item duplication, or does it figure itself out?
5) Does the "MissedEggsSpawnChickens" entry mess with the 1/8 chance? Normally, an egg that is thrown has a 1/8 chance of spawning a chicken. With this entry set to "true," does that make them behave normally, and does setting it to "false" totally disable chicken spawns via normal eggs?
6) For the other projectiles, do we have to set them as the capture item, as well? If I set, say, snowballs to "true," but I want regular eggs to be used to capture mobs, too, can I just leave the code as-is, but change snowballs to "true," or am I SOL?
7) Would it be feasible to allow different capture items/costs on a per-mob/per-world basis, rather than just hostiles and passives?
Example: Joe doesn't want just anyone to capture ghasts with the toss of an egg. He does offer a challenge, though: If you can land the killing blow with a stick, a ghast egg is yours. For most mobs, the config shows the usual capture item (Perhaps we could have a default capture item config, then entries for each mob that allow them to override the default, if you follow.), but ghasts have UsedOnCapture and ReturnOnSpawn set to "false" with the item name/ID set to sticks. The ghast's costs are set to 0, and MustBeKilled is set to "true." When someone uses an egg, the normal stuff happens. When someone beats a ghast like a boss, they get a spawn egg that they normally can't get.
Example2: Jack doesn't want many people to capture mobs, but wishes to reward a few who go the extra mile. World1 has lots of forests, taigas, and a snow biome nearby to the spawn. There is a mushroom biome very far to the N and a small desert biome far to the S. There's a shop where people can buy glass, so most people don't have much of a demand for the desert. The capture item for this world is cactus green. In World2, there is little water. The capture item is an ink sac. Only one Nether portal is allowed in World3. Its capture item is aghast tear or blaze rod/powder. World4 is normal, but its nearest stronghold is WAY the heck out there. Cracked stone brick, mossy stone brick, end stone, or a dragon egg is necessary. The dragon egg is not spent when used, while the others are. Finally, World5 seems to have everything within reasonable reach, but its capture item is a huge mushroom block, and it costs four bowls of mushroom soup per capture.
8) For the PlayerSet function of SignProtection, I don't see anything that sets a maximum radius. This means that PlayerSet is almost totally worthless, if one person could set an area that's over 9,000. Could you add a capability to set the maximum allowable radius?
9) I forgot whatever else I was gonna' say about the plugin, so that's all for now. ^_^
Also, I realize that this isn't the place to ask about it, but I'm not sure where I should: Bukkit had a problem that caused a lot of passive mobs to spontaneously despawn long before their normal despawn times. This made ranching totaly impossible. Your plugin would help to alleviate this by allowing us to preserve our livestock in eggs and only bring them out when we want to shear/milk them, though keeping a chicken farm would still be a no-go... I was wondering if anyone knows whether or not the spontaneous despawning bug was fixed. If it's fixed, this is still a handy plugin, but we have reason to celebrate. If not, this plugin is essential to any rancher.
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Posted Feb 27, 2012It works, but the sign doesn't work...
I just follow the 1st line mobcatcher and 2nd line areaname and 3rd, 4th blank.
It not sync my name and radius, radius player set false and I use * permission to test.
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Posted Feb 27, 2012@S4h4rk
Hey thanks, I really appreciate the support.
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Posted Feb 27, 2012This plugin is awesome! Thank you.
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Posted Feb 27, 2012@s3ank1ng
Yeah, I had an issue exporting because I had already begun work on the next version, it should be fixed as soon as my files approved. I'll be the first one to say v2.0 wasn't a great release, I rushed to get it out a little bit. v2.1 will be stable and have a much better config.
Whats your issue with the instructions?
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Posted Feb 27, 2012@cyfkiyor
Wow, this is being really gay. I'd already had some work done on the next version when I released v2.0, and apparently, its pulled some files from the new one, because thats v2.1's config... this is frustrating.
EDIT: Its actually working fine for me, downloaded straight from bukkitdev. Make sure you delete your config file from the buggy first attempt release, and reload it
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Posted Feb 26, 2012@Malikk65
Now it is no error, but it doesn't work anymore...
My config is http://pastebin.com/EmeWNiy6
I cannot catcher any mob, no error like i haven't use this plugin...
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Posted Feb 25, 2012@cyfkiyor
Still not sure what the problem was. Recompiled and it should be fixed now. Uploaded and *sigh* waiting for approval...
For now, its on the normal bukkit forums page. http://forums.bukkit.org/threads/fun-mobcatcher-v2-0-capture-mobs-and-get-eggs-legitimately-1-1-r4.57638/
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Posted Feb 25, 2012@cyfkiyor
looking into it
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Posted Feb 25, 2012have the same error as below
Could not load 'plugins/MobCatcher_2.0.jar' in folder 'plugins': Invalid plugin: Jar does not contain plugin.yml
i chick the jar contain the plugin.yml so can you check everything right?
also cannot create a new config file if i delete the old one.
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Posted Feb 25, 2012im kind of new to using bukkit plugins and currently im only using worledit. When i put the .jar file into the plugins folder and start the server it says could not load 'plugins\mobcatcher2.0.jar in folder 'plugins' Any idea why this could be? the server is the latest recommended build btw
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Posted Feb 25, 2012@anotherfahlman
not yet. It would be easy to implement, im just not sure how i want to handle the problem. I could delete it on death, but theres other ways to loose the eggs as well. Maybe they get their eggs picked back up after they die, so we dont want the data deleted. Idk. Its not perfect yet. Its a proof of concept really.
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Posted Feb 25, 2012I like the new features of 2.0. Thanks for including the option of complex configuration. Is there a way to automatically clear the .dat file upon death?
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Posted Feb 24, 2012@Ricowan
Its waiting to be approved. You can get it on the normal bukkit forums tho. http://forums.bukkit.org/threads/fun-mobcatcher-v2-0-capture-mobs-and-get-eggs-legitimately-1-1-r4.57638/