Mobs
Anyone who has been active on the main forums in the last few days must surely have already heard the news.
I'm not going to comment on why and how, but the short version is that Bukkit is almost certainly not getting passed this.
Consequently, the future of BukkitDev is very uncertain. Even if the legal matters were resolved tomorrow there isn't really anybody left to deal with file submissions anyway. There's no indication about how long the site will stay up and what will happen to the files.
Anyway, while I will continue updating and developing my plugins you will need to look for updates somewhere else, namely the wiki. I will be updating this wiki in the next few days to facilitate better communication (forums, email, etc.) and adding any documentation that's missing. I will also, of course, be looking into porting the plugins over to whichever API emerges from the ashes!
If you're penniless or like Mobs but not that much I'm also partial to TF2 items. Send any you don't want my way! STEAM id: coldntired
If you don't know what TF2 is, then start playing! It's free and fun!
Anyway, while I will continue updating and developing my plugins you will need to look for updates somewhere else, namely the wiki. I will be updating this wiki in the next few days to facilitate better communication (forums, email, etc.) and adding any documentation that's missing. I will also, of course, be looking into porting the plugins over to whichever API emerges from the ashes!
Introduction
Mobs gives you the ability to control almost every aspect of the mobs on your server, and a few other things on top. The concept is simple - as your server is running, things are constantly happening. Players are mining, mobs are spawning, the sun is going down, it's starting to rain, etc. Behind the scenes, CraftBukkit is sending messages to all interested plugins about these events. Player John broke a block of stone in world at location 55, 23, 137; A sheep died in world at location 209, 77, 22, etc. There are dozens of events, and thousands of these messages are sent every minute. Most plugins listen for a few of these messages and act upon them. Mob-blocking plugins, for example, listen for new mobs spawning somwehere, and then look at the config to decide whether to allow or block the mob from spawning. Chat filtering plugins listen for the player is chatting messages and block/edit them according to the config. Mobs listens for most (eventually all) of the mob-related messages, and a few extra ones, and gives you the option to block, allow, or alter the effect of the event. However, it goes beyond that in that it allows you to use the event to perform one or more actions. So, while you may not want to interfere with creepers spawning, you can use this event to change the weather, set the time, drop an item somewhere, give someone some experience points, or as many of the dozens of possible actions that you want. Additionally, it's possible to use conditions to filter the events you act upon. Want to give creepers a 1 in 1000 chance of taking out half your house when it explodes? Not a problem (except for the house).Config.yml
checkfornewerversion - set to yes to allow the plugin to contact this site and see if there is a newer version available. Note that it onlys checks, and doesn't download anything. generatetemplates - set to yes to have the plugin create empty config files for every possible event. Alternatively, simply look up the names on the tutorial and create only the files you want. worldstoignore - a list of worlds in which the plugin will be effectively disabled, ignoring all events in those worlds. allow_debug - set to yes to enable other plugins to access the event API (for logging, debugging, etc.)Commands
There is one only command in the plugin, which is /reload_mobs, or /rm. The reloads the config without reloading the plugin itself. Users need the mobs.canreloadconfig permission, or to be an op.Update checking
If you like, you can set the plugin to check for any newer versions that get released. To do this use the checkfornewer_version option in the config file. This only works for release builds so you won't be bothered by any beta or dev builds. Note that no update will be downloaded even with this set.Tutorial
Start the tutorial here to read up on how the plugin works The tutorial for the old config can be downloaded from here for offline viewing.Updates
Updates for all my plugins will be announced via Twitter, which you can find here.Dependencies
Mobs has another plugin as a dependency called Extra Events. Read more about it here. Make sure you install Extra Events as well otherwise you will get errors on startup!Donate
Mobs takes a lot of time to maintain, so if your server is enriched by it and you have some spare donations please consider sharing!
If you're penniless or like Mobs but not that much I'm also partial to TF2 items. Send any you don't want my way! STEAM id: coldntired
If you don't know what TF2 is, then start playing! It's free and fun!
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Posted May 16, 2012<<reply 708385="">>
The data value getting affixed is just a typo, and already sorted for the next version. Generally, nothing that you see written in the config app is the value being passed to the plugin, but rather the 'prettier' version that's nicer to humans (e.g. Pig zombie instead of pig_zombie).
There is a small issue with the drops that's being done right now but your main problem is with the 100 chance. This means you only have a 1% chance of that item dropping. Keep trying and you'll see it but it could be a while. See here for a longer explanation.
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Posted May 15, 2012Oh yeah! Nice one dude. I have already found a temporary solution using another plugins called Otherdrops which appears to work with Mobs. But it is bugged and the player_gets_hurt animation (screen wobble) happens every single time a custom drop happens. Roll on tomorow/today!
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Posted May 15, 2012@crowbars82
The most recent thread in the mobs forum (Problem with new config generator) discusses custom drops and some configuration issues I had. You should read it as it's somewhat relevant to the issues your seeing.
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Posted May 15, 2012@woodendinosaur: Just realised you asked about pigs. Not Pigzombies. Lol. Ignore most of that post. xD
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Posted May 15, 2012@woodendinosaur: Yes you can make them angry!
I clicked the Cog-button next to the Pigzombie and I have set the 'How to merge properties' box on the far right to 'Section'.
Then clicked on the lower Heart-button (not the Conditions Heart-button) and set 'Safe?' to 'No' and 'Angry?' to 'Yes'.
I am finding this config generator to be quite tricky but slowly getting the hang of it. I am only using Autogenerated mobs for my world.
But like yourself I am having massive problems setting my own custom drops. I have tried using the properties in the lower Skull-button, the properties in a Conditions Skull-button and also setting the 'When to check conditions for drops' to 'Spawn', 'Death' and 'Both' but so far I still also only get default drops from mobs.
I think we may have to set up another condition for each mob, but I am not sure at this stage...
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Posted May 15, 2012@crowbars82
You can make pigs aggressive?!
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Posted May 15, 2012Hi. Just actually worked out how the conditions section works. My zombies are spawn 1 zombies per second, the main option 'check interval' is 1 second. The conditions are for autospawned mobs only, if World mob count = above 50 then CAKE BUTTON (mob won't spawn)
Now to work on angry pigs/villagers/any passive mob that can be a NEW enemy.
I think I've also just realised the potential of this plugin. Mind = blown.
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Posted May 15, 2012The new config generator took a while to get used to but it is fun to use.
It would be brilliant if you could copy an autospawn setup or condition setup from one mob to paste onto another though.
I am using Mobs for a dungeon crawler environment and even with spawn-monsters=false in the server.properties I can still generate mobs which is very cool, as I only have to set up the autospawns I want.
I have a problem with one thing so far... and that is setting any type of maximum cap on how many mobs I want to be alive at once. There is a 'world mob count' in the conditions setup, but it appears to have no effect at all. Do I need to set up another condition for this to work?
Thanks for an awesome plugin!
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Posted May 15, 2012So, I've been looking for a simple plugin that would spawn some passive mobs in a certain area and seem somewhat vanilla. What I mean by this is that ever since mob persistence was added, the spawn area is completely and always wiped of animals. I run a pvp/grief vanilla gameplay server where starvation literally kills you (hard). What I wanted was to have passive animals spawn in, say a 2000x2000 area around 0 0, so that newcomers could have a chance at surviving on this not so new map.
I created a thing for cows and sheep so that I could spawn some in loaded chunks in said specified area, but only when I wanted to (via command). When I did, however, the server just hung for 10 minutes.... Not exactly what I was expecting.
coldandtired, can you tell me how I should go about setting it up in the way I described without crashing the server? :S For now, I have the plugin disabled.
Exact features, old school default passive mob spawning from pre-1.8 beta in an area 1000 blocks out from 0 0. Nothing more or less.
Thanks!
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Posted May 15, 2012Using the b10dev. I am now getting the triggered mobs listed on console that I have altered (YAY!) but I must not be setting up the drops correctly because they are still only the default drops. Also, when using the configurator, lets say you select an item for the new drop. If you select a stick as the drop (item id 280) the drop info says 2800x1,100 no enchantments. It is appending the damage value to the end of the item without a colon separator. I don't know if this is the reason it is not working for me or if this is just a typo in the interface?
EDIT: I tried the drop as a blocktype with a proper damage value 98:1 just for kicks and it appeared correctly in the interface, but still no drop other than natural drops. I must be doing something incorrectly.
-thank you again :)
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Posted May 15, 2012b10dev is up - direct link
Plugin changes
This method treats all mobs as if they had just spawned when the plugin started.
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Posted May 15, 2012<<reply 706739="">>
Anything highlighted means that it is different from vanilla. In this case of spawning, this means that the mob is blocked from spawning when the button is lit up (check the tooltip for confirmation).
If the cake is lit up on one of the outcomes from the list, it means that spawning will be blocked if the conditions are met. This way you can selectively block the mobs.
The toggles in the settings window are a way to try and allow the admin to give Mobs the final say when it comes to mob-related behaviour. It's not foolproof as there is no way to make one plugin take priority over another so the best way is always to disable that functionality in the other plugins if possible.
Drops can be set for each outcome. I don't think I've got that far in the tutorial yet but the window in the config app is pretty simple.
That looks like a typo on the help page - it should be plugins\Mobs. That's the folder the plugin creates.
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Posted May 15, 2012<<reply 706892="">>
That's an easy fix, I'll do it now.
I'll also look into the Citizens thing.
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Posted May 15, 2012<<reply 707347="">>
<<reply 707699="">>
<<reply 707880="">>
That's right. The plugin doesn't generate any config at all (although I think it generates the empty folder - I'll check).
You need to make a file with the config app, name it data.mobs (it will default to that) and save it in the plugins\mobs\ folder.
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Posted May 15, 2012@FurmigaHumana
Me too, but I just assumed it was normal given the mob config generator drop in file and since it was my first experience with the plugin.
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Posted May 14, 2012@FurmigaHumana
same issue
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Posted May 14, 2012Mey config file isnt being generated '-' v1.2.5 b9dev + CB 1.2.5 R1.0
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Posted May 14, 2012So, uhm... i tried b8, and this is what i got:
[SCHWERWIEGEND] Error occurred while enabling Mobs v1.2.5 b8dev (Is it up to date?)
java.lang.NoClassDefFoundError: net/milkbowl/vault/economy/Economy
at me.coldandtired.mobs.Main.setup_economy(Main.java:215)
at me.coldandtired.mobs.Main.load_xml_config(Main.java:65)
at me.coldandtired.mobs.Main.onEnable(Main.java:246)
at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:215)
at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:336)
at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:386)
at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:262)
at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:244)
at net.minecraft.server.MinecraftServer.t(MinecraftServer.java:375)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:362)
at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:191)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:426)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
Caused by: java.lang.ClassNotFoundException: net.milkbowl.vault.economy.Economy
at java.net.URLClassLoader$1.run(URLClassLoader.java:366)
at java.net.URLClassLoader$1.run(URLClassLoader.java:355)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:354)
at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:41)
at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:29)
at java.lang.ClassLoader.loadClass(ClassLoader.java:423)
at java.lang.ClassLoader.loadClass(ClassLoader.java:356)
... 13 more
The config: http://mc.wildwestscifi.net/data.mobs (We don't have a economy plugin, nor Vault.)
Edit: Also, there is a certain chance that Mobs considers the NPCs created by Citizens 2 as players and spawns stuff near them instead of near actual players. :|
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Posted May 14, 2012Could you please add an example walkthrough for altering spawn behavior of a particular mob as well as autospawning? I am having a hard time understanding how to do this. I realize that is probably a tall order, but thank you for your help so far. Now for my list of questions. :)
- Does having the Birthday cake icon actively highlighted mean it will spawn or it wont?
- Additionally does it just mean that a "custom" version of that mob will or will not spawn, OR does it mean that no mobs of that type will spawn at all?
- In the global settings there are toggleable yes/no selections for properties. Worldguard shares some of these properties. Does this overrule worldguards settings?
- How do I customize the drops? For instance, negate the natural drops and add custom drops.
- Is the folder you place the mobs.data file into case-sensitive? On the help page it states "plugins/mobs", but just curious if it expects this as such.
I will continue to read and try figuring some of this out. Thanks again!
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Posted May 14, 2012Can you pls add "chunk mob count" condition similar to world mob count? Also as a feature request - add a mob propetry smth like "mob lifetime", which despawns mob after a defined period of time.