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 25, 2012Seems like a really cool plugin, however I can't get it to work :/. I have gone through the tutorial and I have in my eyes made everything right. I used worldguard to create a region called test2 in the world "world". Mobs are however not spawning :(. Could someone possibly take a look at my data.mobs? It's located in my plugins/mobs as of now.
Download link: http://www.sendspace.com/file/55e4r6
The plugins I currently use now is: Worldguard, Worldedit, PermissionsBukkit and Mobs 1.2.5 b12dev
If you need any further information, let me know.
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Posted May 25, 2012Hello!
I'm just starting out with this app and am trying to figure out how to create variations of mobs. For example, "regular" zombies still exist, but in one world or region zombies spawn with different stats and drops.
I've read through the tutorial page, but can't figure out how to make this happen. I seem to only be able to make changes that affect all zombies everywhere.
Am I just missing something obvious? (Or maybe misunderstanding the intention of the plugin.)
Thanks for your time!
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Posted May 25, 2012@CS_Hague It goes in the plugins\Mobs\ folder. Running the plugin once should create that folder if it doesn't exist.
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Posted May 24, 2012This may be a silly question but where do I put the new config for the dev version that I've created with the app?
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Posted May 22, 2012Very important thread in the forum - please read!
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Posted May 21, 2012@coldandtired
Ah. Alright then, gotta adjust that. :)
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Posted May 21, 2012<<reply 717531="">>
That's by design. You need to add the condition to filter them out.
The autospawn section just deals with times and locations, and any mobs it spawns are passed to the rest of the plugin to determine stats, whether it can spawn, drops, etc.
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Posted May 21, 2012@coldandtired
What i mean is: I log on. The timer is set to spawn 10 zombies every 10 minutes around players.
I stand in a field that is fully lit with torches. Suddenly zombies. All around me. Despite there being no place for them to spawn at, since everything is lit up.
Do i have to set a spawn condition for light levels to regulate that? (ie, don't spawn if light level above 5.)
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Posted May 21, 2012<<reply 717031="">>
I actually changed the image a few days ago in the dev version :)
What do you mean about light levels? What's getting ignored?
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Posted May 21, 2012@coldandtired
In that case i suggest changing the cake icon with a crossed out cake icon, to indicate that "No birthdays are had around here". :)
(Now to test out b13...)
Edit: tested it and it looks like the Citizens fix works. :) (But on the downside, Mobs-spawned creatures again ignore light levels.)
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Posted May 21, 2012<<reply 716417="">>
1 - Yes. There are no negative conditions yet.
2 - All icons are greyed out when inactive, meaning that that section will be vanilla. The tooltip describes exactly what the current state is.
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Posted May 20, 2012Couple of quick questions/thoughts while playing with the Silverlight app:
1) Is the best way to limit naturally spawning mobs to certain biomes adding all the biomes you don't want them to spawn in to conditions and then saying "Don't spawn" with the cake? Even if you just want them in one biome?
2) The cake is extremely confusing. The icon doesn't seem to relate to the operation, and the operation itself seems to be inverted with greyed out meaning yes and lit up meaning no. If I hadn't used that feature in the raw configs already I'd have no idea what it was trying to say.
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Posted May 20, 20121.2.5 b13dev is up - direct link
App changes
Full changelog can be found here
This version is slightly more dev than normal due to the persistence. At the moment the mobs are only saved when the server stops.
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Posted May 20, 2012@BEQOsNtDi6xRDGzqIAT7 I've found what's causing it and will fix it later tonight.
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Posted May 20, 2012@coldandtired
Yah, Citizens 2 (beta) to be exact.
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Posted May 20, 2012@BEQOsNtDi6xRDGzqIAT7 From the earlier comment re: damage.
Point 2 (more damage for certain armour) - this was possible in the old version of Mobs and will be again soon. It's still missing the wearing condition which hasn't been added to the config app yet (because I have to make new windows for the complicated conditions). Also possible will be different attack damage based on what the attacker has in his hand, backpack, or is him/herself wearing.
Point 4 (and point 1 of the new comment :) ) - This sort of thing will happen while the plugin is still in beta. I still need to make slight changes to the protocol that I'm using. The effect on the server depends on what I changed and what sections the config is using. As a general rule, when a new version of the app comes out, either recreate the config or try loading it and checking everything is as before and then save it again.
Haven't had a chance to look at the NPC thing yet - was it Citizens?
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Posted May 20, 2012@coldandtired
Quick update: Number 4 now seems to have been resolved by resaving the config wih the newest editor version. Fancy that. :o
(But NPC are still considered players for the mod, apparently. It keeps spawning stuff near them.)
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Posted May 20, 2012@PachirisuxD Sometimes something odd happens with the comments. I get around four emails a month telling me of a new comment which doesn't seem to be here. I had thought that the user changed his/her mind and deleted it but maybe it's more systemic than that?
This plugin does tell mobs where they can spawn without modifying anything else. Everything the admin doesn't specifically change is left as vanilla (or for another plugin to do)
Heroes integration is something I would like to incorporate but it's probably difficult and time-consuming so it's on the back burner for now.
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Posted May 19, 2012@PachirisuxD
From what I understand the plugins modify the same things in terms of mobs. Therefore they do not get along.
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Posted May 19, 2012@Cybermaxke
???