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 28, 2012@LucidLethargy
It's a d100. So the total range is 1 to 100.
But you could totally say "below 999999" (100%, since it will always be below that). The plugin don't care. You just can't hand out tickets with a number outside the total range.
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Posted May 28, 2012@BEQOsNtDi6xRDGzqIAT7
Thanks for that information BEQ, it helps a lot with what I am doing and you just saved me a ton of time!
Additional question for the author and/or onlookers: Is it possible to make Iron Golems angry by default just like wolves? I've noticed so far there is no setting for it, perhaps one can be planned somewhere down the line?
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Posted May 28, 2012@LucidLethargy
No, "100" will not be a 100% chance. Instead it works like a lottery system. The mob that pulls the ticket with the number 100 on it gets the loot. You want "above 0", which is a 100% chance. ("below 51" is a 50% chance, same as "25 to 74".)
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Posted May 28, 2012From reading the tutorial, I know that I can make mobs at night stronger than during the day. But I wonder if I can change the the spawn chance of mobs. For example, I want wolves to be rarer than zombies, and villagers to be rarer than wolves. Is this possible with Mobs? Also, will this affect Likeaboss in any way if I change the Damage, Burning, and Spawning to true?
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Posted May 28, 2012Thank you for this plugin, I just got my island of dragons working finally!
One question for any time you may have a moment to help with an answer: Is it possible to make a condition for the spawn (not the death event)? Specifically I would like to make it so a new dragon will not spawn when an existing dragon is within my worldguard region they are spawning from.
I have four regions, so it would be idea to check a few regions for inhabitants before the spawn event. I feel like this must be possible and that I must be missing something!
Edit: another quick question - is "100" for a "chance" value for drops equal to 100%? I can't seem to get the dragons to drop absolutely anything with that set up...
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Posted May 28, 2012Okay, there is now a Mobs wiki located here.
If anyone's feeling helpful and creative feel free to add to it. Anything I wrote in the tutorial can be freely (ab)used, along with anything else on the website.
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Posted May 28, 2012@rahlzel I considered it when I started the website but didn't think anyone would want to add anything, or that they'd get annoyed when I changed something :)
However, if you think it could be useful I'll set it up.
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Posted May 28, 2012@Raegenhere @Chemical_Datas @jbandhisguitar I disconnected it because I was working on the replacement. I'll add it back but hopefully this week will see the last of the betas and the last missing conditions done.
I felt I had forgotten some little thing somewhere :)
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Posted May 28, 2012I strongly believe that this should be this, so your community can help you maintain it and allow you freedom to work on the plugin itself.
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Posted May 28, 2012I like your new ui for the condition. Its looks good!
Seems for the item slection under the drops menu isnt working. Its showing up blank.
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Posted May 28, 2012@Raegenhere
It's not working for me either. One of the small expected bugs i am guessing. But typing the item ID still works fine. The interval removal is amazing. Beforehand mobs were only spawning when the interval ticked. Now they kind of work on their own schedule.
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Posted May 28, 2012nice update :)
is just me, or isn't the item selection dropdown not working anymore?
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Posted May 28, 2012b15dev is up - [direct link](http://dev.bukkit.org/media/files/595/608/Mobs.jar)
Fixed the error posted by BEQOsNtDi6xRDGzqIAT7 below.
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Posted May 28, 2012@rahlzel The bottom outcome says it - I knew I typed it somewhere :)
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Posted May 28, 2012@BEQOsNtDi6xRDGzqIAT7 It means one of the afore-mentioned potential mistakes happened :)
Check_interval has now been removed as each autospawn has its own timer.
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Posted May 28, 2012Say... i can't help but notice that i can't find the overall check interval in the config (b14). Is that intended or did you just hide it very well? ;)
Potentially unrelated:
I have no idea what that means. >_>
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Posted May 28, 2012@coldandtired It has always said "click to block spawning" on that one's tooltip, btw :)
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Posted May 28, 2012@LucidLethargy It's changed to a blocked sign now. So lit means blocked, grey (disabled) means allowed.
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Posted May 28, 2012@Toemik The cake thing was just an image I liked :) I have no design skills at all (as can be seen) so I wanted to have all images from one pack. The cake made me think birthday == spawn, but it's already been removed.
The app should be working now. Seems it didn't upload properly before.
The whole oddity with the spawning was down to databinding and the default outcome. The logical thing would indeed having it be lit for spawning and off for blocked spawning, but this would involve creating the default outcome object for every mob, and then deleting it before every save, in order not to confuse the plugin. (It has always said "click to block spawning" on that one's tooltip, btw :) )
Instead, I chose the lesser evil and made the rule that lit == non-vanilla, which works for all the sections.
The three sections work in any combination, and only one of them is needed as minimum, so having a page-style layout wouldn't really work.
The beauty of the way it's written (MVVM) is that the view is detached from the data, so it's very easy to move stuff around without destroying existing configs. Currently it's still a bit too undecided to start worrying about colours and layout but it's definitely on the list.
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Posted May 28, 2012@coldandtired
That sounds like it's EXACTLY what's going on - thank you for that explanation! For the record, I really do appreciate the interface you have constructed. It's nowhere near the easiest thing to set up, but considering how powerful and complex this plugin is I find the interface quite helpful.
The only alternative I can think of would be a blank config and a long list of things to add to it - but the fact the current config has many areas with drop downs makes it infinitely more valuable than that method. If the raw config simply had all the values, well I think you can edit it that way anyway, but it's a nightmare to look at and deal with.
I must admit the cake is confusing though, I'm not entirely sure what that does since highlighting it makes the mouse-over read "the mob won't spawn", but I want to say it will spawn if it's highlighted, right?
Update: I switched the setting to 30 seconds, rather than 300 and my server crashes regularly on 1.2.5-R3 : /