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 Jun 1, 2012Cold, an update which I guess will explain the problem. However I can't interpret the error message.
Ok, so when I define a specific region at a spot, mobs do not spawn. I get no error messages.
I then define the same region at another spot, mobs spawn.
Then I expand the region so that it includes the spot where the mobs did not spawn. Mobs spawn :)
However, I get this error message, but bear in mind that the mobs actually spawn as planned.
23:37:05 [WARNING] Task of 'Mobs' generated an exception java.lang.IllegalArgumentException: Cannot spawn an entity for org.bukkit.entity .Player at org.bukkit.craftbukkit.CraftWorld.spawn(CraftWorld.java:963) at org.bukkit.craftbukkit.CraftWorld.spawn(CraftWorld.java:782) at org.bukkit.craftbukkit.CraftWorld.spawnCreature(CraftWorld.java:335) at me.coldandtired.mobs.Main.spawn_mobs(Main.java:448) at me.coldandtired.mobs.Main.activate_autospawn(Main.java:330) at me.coldandtired.mobs.Main$1.run(Main.java:147) at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(C raftScheduler.java:126) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:533) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:459) at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
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Posted Jun 1, 2012Yeah, man. Forgot to mention that I reload the server every time I change the region.
Update: I managed to spawn the mobs at a different location, at a plains biome. When I changed back, they didn't spawn again. I have absolutely no idea as to why this is happening.
Cold, if you want, I can give you the server's IP address and show you.
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Posted Jun 1, 2012@timmin The plugin only really checks the regions when it starts, which means that changing a region without reloading will do odd things.
I'll look into some way of refreshing the list without using too many resources.
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Posted Jun 1, 2012Hey, you are still god, but I just want to let you know that not all regions actually work. This one region I have defined works smoothly, spawning max 6 mobs every 40 seconds. As soon as I redefine the region to another location, they suddenly stop spawning. Tried with both "above ground" and "below ground". The worldguard zones properties are exactly the same too. The regions are also in the same biome.
Sorry for bringing up yet another problem.. :) It's just that I think your plugin kicks ass and really want it to work perfect!
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Posted Jun 1, 2012@timmin No worries :)
Forgot to mention that bounties also support decimals now.
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Posted Jun 1, 2012Cold, you are my new god! :D
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Posted Jun 1, 2012So what exactly impedes Heroes and Mobs from playing nicely with each other? I planned on creating a Role Play survival server with them both running, and may still try it. I would just like to know how they step on each others' toes.
Secondly, do you ever see a future in which both plugins will cooperate like good kids? lol
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Posted Jun 1, 2012b17dev is up - direct link
Plugin changes
Setting this to yes will cause the mob to have a fire halo when spawned and when damaged (players must have particles turned on to see this)
This returns true if the new property is set
Same as world mob count and chunk mob count but requires at least one region to be placed in the box (separate regions with a comma)
Config app changes
Full changelog can be found here
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Posted Jun 1, 2012@timmin This is now added to b17dev.
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Posted May 31, 2012Cold, will you make it possible to spawn a maxnumber of mobs within a specified zone/area? Preferably a world guard zone? This would be totally awesome, and that function was the main reason I downloaded this plugin before I found out it is not possible :(. I think a lot people want this function :)
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Posted May 31, 2012@rahlzel Your pseudocode is right. This outcome is ignored except for the spawning event (because it only has the spawn section filled).
This means that the other events where conditions are checked (damage and death) don't waste resources checking conditions that don't affect them.
Most conditions can be used anywhere, so it's possible to also use the same condition to decide what a mob drops. I personally can't imagine anyone setting it up so that zombies should drop flowers if there are exactly 5 mooshrooms in the world when the zombie dies, but it's possible.
The full pseudocode would be like this:
mob spawns -> loop through all outcomes with a spawn section -> if all the conditions for an outcome are met, block the spawn.
mob gets damaged -> loop through all outcomes with a damages section -> if all the conditions for an outcome are met, apply the damage value.
mob dies -> loop through all outcomes with a drops section -> if all the conditions for an outcome are met, change the mob's drops/exp/money/death messages.
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Posted May 31, 2012I think it's this part that's the most confusing to people:
What this means is that if you setup an outcome which blocks spawning under certain conditions, this outcome will be completely ignored except for the mob spawning event.
This makes me think, 'Then why should I use an outcome if it's just being ignored?'
When I have conditions set up like this:
... I read this pseudo-code as, "when the 'World mob count' of Mushroom cows = 5, do not spawn any more." In practice, however, it is ignored, as stated by the tutorial. Mooshrooms continue to spawn after the 5th one.
Could you explain what the pseudo-code actually is in the above case, and perhaps show me a condition that is correct?
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Posted May 31, 2012@timmin Here is an example.
You can open this in the config editor but to use it with the plugin you'll need to rename it to data (or re-save it like that).
Create a world called 'world'.
Create a WorldGuard region called 'example' (remember it must have height as well).
Reload Mobs (or the server).
This config will spawn a mooshroom somewhere in that region (above ground) every 60 seconds. Use /sm to spawn the mob instantly.
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Posted May 30, 2012@rahlzel I already had those settings. Hereis the file (minus password-y stuff). It looks fine to me, and causes no errors, but doesn't seem to work. It's MediaWiki 1.18.1.
Also, here is a config that spawns mooshrooms every minute, somewhere between 2 and 5 blocks away from every player in the world called 'world'.
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Posted May 30, 2012@coldandtired
Hmm. In the past I've installed WikiEditor manually since it wasn't always part of Mediawiki by default. The way to turn it "on" is through My Preferences > Editing > Enable enhanced editing toolbar, but even with that enabled for me it still doesn't work. The Preferences page is a little jacked, too. It's all one page instead of separated into tabs at the top. Maybe that's new with 18.1.
You could try adding these lines below the require_once. This will force it to be default for all users (which isn't a bad idea):
Do you like how the Wiki looks so far? It could be taken further with an image of several mob's faces for each "section", like a Zombie face for Download, and an Enderman face for Repository, etc. It would fit the theme.
EDIT: If I may, I only respectfully request one thing: an example data.mobs that works, so I can reverse engineer it and learn how to use the config generator once and for all. Something simple - one that spawns Mooshrooms near the player every few seconds. That's it. I can't even get that far with it.
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Posted May 30, 2012Hi cold
Could you please upload a world with working mobs? Possibly worldguard regions too? I've tried making this plugin work for some days now, but I really can't get it it to work :(. I've tried with different regions, different worlds, different xyz's, changing spawn rate etc, but no luck :(. (one time it kinda worked, but I could not figure out what actually made it work)
When I do the manual override it says that the mobs have spawned, but no one is actually showing up. I've tried to butcher in a radius of 100 to see if they somehow spawned underground, but they didn't.
I would really like to see what a functioning mobs.data looks like :) and possibly a world.
It would be very appreciated if you or maybe someone else on this forum could post this :)
PS! I use craftbukkit-1.2.5-R3.0 and mobs 1.2.5 b16dev. The only other plugins I use are permissionsbukkit, worldguard and worldedit.
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Posted May 30, 2012@ThatJarebearGuy At the moment, no. In the future, possibly, although it would need lots of backend changes.
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Posted May 30, 2012@qwertyhgfdsaqwertyhgfdsa When you use a WorldGuard region as a location, a random block will be chosen from the region to spawn the mob (whereupon it will be checked for any other conditions before being allowed to spawn).
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Posted May 30, 2012@FiddyCraft The sheep dying is a Bukkit bug. I've put in a ticket so hopefully it gets fixed soon.
What is PvP in this case? Players damaging other players?
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Posted May 30, 2012Now, will this support Mo Creatures or other plugins that add mobs?