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!
-
View User Profile
-
Send Message
Posted May 30, 2012for some reason when I use this world guard doesn't work as in people are able to pvp in a no pvp zone only when i have this plugin installed.
Also I cant seem to stop people from dyeing there sheep. and is it possible to make it so sheep will only drop a certain color of wool. I kinda want it to be set up so the colors that sheep drop change with the animals age.
-
View User Profile
-
Send Message
Posted May 29, 2012@mikesaidhello
Yes it has multiworld support. (And regions within worlds)
-
View User Profile
-
Send Message
Posted May 29, 2012Multiworld? :O
-
View User Profile
-
Send Message
Posted May 29, 2012Could you explain how autospawning works in worldguard regions? I can't seem to figure it out.
Thanks, qwerty
-
View User Profile
-
Send Message
Posted May 29, 2012Quick update (b16dev) - direct link
Plugin changes
Config app changes
Each non-yes/no condition now has a box next to it which toggles between 'normal' and 'reversed'.
This means that spawn_types = NATURAL will return true for natural spawns if the button says normal, but will return true for all types except natural if the button says reversed.
-
View User Profile
-
Send Message
Posted May 29, 2012@coldandtired
Yep they are not murdered.(no loot.) They just vanish before my eyes. Very odd. Thank you for your time.
-
View User Profile
-
Send Message
Posted May 29, 2012@jbandhisguitar The mobs just disappear, not are killed (i.e. drop loot), but vanish before your eyes?
That sounds like a problem with the reload behaviour thing. I'll have a look.
-
View User Profile
-
Send Message
Posted May 29, 2012@rahlzel Okay, redirected the tutorial (the config app still leads there so I'll leave the message up until the next version).
I also added that line to the MediaWiki file but I can't really see any difference. Either it doesn't like Opera or something went wrong :)
-
View User Profile
-
Send Message
Posted May 29, 2012@coldandtired
Cool!
If I remember right, the newest versions of Mediawiki also come with a built-in WikiEditor that make things a little nicer:
Just modify this in your LocalSettings.php:
If the Wiki crashes and gives you an error, you may need to install it.
One last thing - I have the tutorial on the Wiki now looking exactly like the tutorial on your Wordpress page. I strongly recommend removing all trace of the Wordpress version, as having two tutorials on two separate pages will be confusing to users, especially if the Wiki version changes over time and the Wordpress version remains static. It will also encourage users to make changes to it when they see that it's a Wiki.
-
View User Profile
-
Send Message
Posted May 29, 2012@coldandtired
You're right i did have it backwards. Thank you for the patience and responses.That fixed that problem. Hopefully not causing you a headache with all the questions. That did cause a new minor problem though that anytime the mobs come into contact with a light source to high for them to spawn in and the timer happens to tick to "spawn" that type of mob. The already spawned mob is deleted. So when the sun is up(or they go into a torch area at night) all the mobs get checked for light source and the timer slowly deletes them from the server. :S
Data file: http://www.sendspace.com/file/mcspu1
-
View User Profile
-
Send Message
Posted May 29, 2012@thealmightypsycho Yes. Just add a player count limit and an all mobs world count limit, and block spawning for that outcome.
-
View User Profile
-
Send Message
Posted May 29, 2012is there anyway to do something like 1 to 5 on current world, world mob limit 15. 6 to 10, world limit 30. etc
-
View User Profile
-
Send Message
Posted May 29, 2012@thealmightypsycho It's still there but it's inside the world mob count condition now.
-
View User Profile
-
Send Message
Posted May 29, 2012@jbandhisguitar Sounds like you might have it backwards. You don't allow mobs to spawn below 4, but rather block them from spawning above 3. So change the condition to that and make sure the no-entry sign is lit.
-
View User Profile
-
Send Message
Posted May 29, 2012@rahlzel Okay, changed that setting. Let me know if there are any others that need changing (I looked at the docs but my eyes just glazed over).
Looking good already!
-
View User Profile
-
Send Message
Posted May 29, 2012@nhoclesnar You'd have to check for config conflicts. Setting those options to true would give Mobs a chance to have the final say, but it also depends on how the other plugin is written (and en element of chance).
-
View User Profile
-
Send Message
Posted May 29, 2012@LucidLethargy The chance question has been answered but I'll just add that the main reason I did it this way was to allow multiple results with the same chance, yet allowing some form of control.
Iron sword could be chance = 1, iron boots chance = 2, which would guarantee that they never both drop at the same time. Alternatively, make them both chance = 1 and they will always drop together.
By making it sword chance = 70 to 76 and boots chance = 73 to 79, it means there's a 3% chance of sword, 3% chance of boots, and 3% chance of both dropping.
This carries on for experience and money as well, so chance = 1 exp will always be given at the same time as the weapons above (i.e. the dice is only rolled once per mob).
For the dragon, you can already do this with worlds and chunks, but regions is one of the conditions on my to-do list (as it needs a non-normall window in the config app).
Regarding iron golems, what do they attack usually? I've never used them :(
-
View User Profile
-
Send Message
Posted May 28, 2012are you going to add per world player count again? I had a setup where the world mob limit was based off the amount of players on.
-
View User Profile
-
Send Message
Posted May 28, 2012I can't seem to figure out how to only get mobs to spawn when the light is below 4. I set the "light level" condition to "below 4". But they still seem to just spawn regardless of 4 and higher(daytime). I had them setup to only spawn at night using time conditions. But i want them to also be able to spawn in caves when it isn't night time. So i figured light level would be the better option.
Anyone have an idea?
-
View User Profile
-
Send Message
Posted May 28, 2012@coldandtired
Already started. We can't upload images though.
Go to your root mediawiki folder, open LocalSettings.php, and make sure it looks like this:
...and we'll be able to. Thanks!
EDIT: I suppose a reason is in order. I was going to pull over the images from the original tutorial and use those as a reference.