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 Jun 8, 2012@tappestry Two possibilities. Are you using autospawning for slimes? Or have you set a max lifetime for them?
Send me your data file and I'll have a look.
-
View User Profile
-
Send Message
Posted Jun 8, 2012@BEQOsNtDi6xRDGzqIAT7 It's on my list.
It's very easy to do quickly (spawning vanilla mobs or identical mobs) but difficult to do if the spawned mobs should have different stats to their 'parent'.
-
View User Profile
-
Send Message
Posted Jun 7, 2012heya cold, I am finally going to try this new config deally. I just attempted at configuring a slime in a certain region and wala they appear! simple! I only hope the rest of my config will be as easy...one thing I noticed, slimes don't stay spawned? they bounce around for a few secs and poof. Is this a bukkit related issue or is this something I need to configure?
-
View User Profile
-
Send Message
Posted Jun 7, 2012Somewhat of a reminder: What about the ability to set a chance for new mobs to spawn upon death? :)
(Ie, a 100% chance for a new creeper to spawn where the old one dies. CREEPERNATOR. He will not stop. Or for a 50% chance of 3 silverfish to pop out of the zombie you just killed.)
-
View User Profile
-
Send Message
Posted Jun 7, 2012@coldandtired
Yeah, true, it is very applicable for biomes :). I didn't remember that :P
About the update:
You truly are the man, man :D! Working like a beast now :D! You, sir, are truly awesome! Thank you!
-
View User Profile
-
Send Message
Posted Jun 7, 2012b19dev is up - direct link
Plugin changes
-
View User Profile
-
Send Message
Posted Jun 7, 2012@timmin The above/below ground was added for anyone who only uses biomes, as they go all the way from bedrock to max_height (or full-height regions).
Biomes are generally the safest way to autospawn as regions can suddenly stop working if someone digs the ground from under them or fills them in with blocks.
Regarding the video, I couldn't replicate it but I did find another bug concerning regions which might have been causing it. I'll be releasing an update soon.
-
View User Profile
-
Send Message
Posted Jun 7, 2012@coldandtired Hey man! I am no coder and I have no idea how the logic works with java :), but isn't it possible to only have a solid block with 2 air blocks above defined as a safe block within a region or range? Regardless of lighting level?
I suppose that's probably the 'either' option. I would suggest removing the options above and below ground, because it seems to somewhat confuse people. As I see it, people define region or range (3 dimensions) as to where they actually want to spawn mobs and really don't need the above or below ground option.
For me, the above and below ground options would only be relevant if I were to define a 2-dimensional (length and width) region or area.
Maybe I'm misunderstanding a bit here :)
EDIT: Also, the last video I posted: Is that a bug or is that the way the plugin-logic works?
-
View User Profile
-
Send Message
Posted Jun 7, 2012@r0wien Choose the mob you want to affect.
Then click the bomb icon in the bottom-left panel.
Then select 'projectile' in the drop-down box.
Then type 80 in the box and make sure the button says 'percentage' (not 'absolute').
-
View User Profile
-
Send Message
Posted Jun 7, 2012@timmin I hate the above ground section of the code. It's definitely the weakest part.
There's no nice Bukkit method for finding a safe place to spawn so I had to write my own.
My definition of a safe block is one that has two blocks of air above it. Above ground blocks need to have light from the sun of more than 14, and below ground 14 and below (I think).
I'm open to suggestions about what conditions to use for a safe block though. I think I'll have a look at the Notchcode and see how he does it.
Also, nice videos - they're very helpful :)
-
View User Profile
-
Send Message
Posted Jun 7, 2012@r0wien Reload has been removed because CraftBukkit doesn't handle reloading very well
Relevant to Mobs, once a listener has been registered it's impossible to unregister it.
So if you create a config with a sheep, all the sheep's events get listened for (being sheared, being dyed, etc.) If you then remove the sheep from the config and then reload (using the mobs command rather than the /reload command) you will still have all the sheep events being listened for.
This leads to at the very least wasted resources as the checks still need to be done, but more likely errors in the console.
-
View User Profile
-
Send Message
Posted Jun 7, 2012@dBi1K Odd. I distinctly remember putting that back, but it seems you're right. I'll look into it now.
-
View User Profile
-
Send Message
Posted Jun 7, 2012@WEB11 1. That version is never claimed to work with 1.2.5.
2. That's not really much better than before as it's sunlight that makes the difference, so outside below ground is still 'inside'.
-
View User Profile
-
Send Message
Posted Jun 6, 2012Some feedback.
Took me the whole night to figured out those two things. After that I got it to work.
-
View User Profile
-
Send Message
Posted Jun 6, 2012Can someone explain me how to reduce projectile damage? I'd like to reduce it by 20% but I don't get how this range thing works o_O
@Entei1234 Ok, thx for the answer :)
-
View User Profile
-
Send Message
Posted Jun 5, 2012coldandtired, I've noticed that now with Dev17 (and now 18) that when selecting drops, the item drop down menu is empty. Not sure if its me or not. Can you check this out?
-
View User Profile
-
Send Message
Posted Jun 5, 2012@timmin
I found that if they are in a region that is underground, and you have above ground enabled, they will spawn at the highest level of each coord inside the region even if that happens to be the floor of the region, so I would assume below ground would work the opposite of this.
-
View User Profile
-
Send Message
Posted Jun 5, 2012Cold, I figured out the region problems! Check video below:
http://youtu.be/IN_1uoLT_34
-
View User Profile
-
Send Message
Posted Jun 5, 2012Nice, cold! Working a whole lot better now :D!
EDIT: The paragraph below is for regions :)
However, there seems to be a problem with the "above ground/below ground/either". I have no problems with spawning mobs overground with "above ground" and "either", but spawning underground with "below ground" and "either" does not seem to work that well. I have been able to spawn some mobs at different locations underground with the option -either-, but I have not been able to make it work with -below ground-. I ensured to give the mobs enough space to spawn in too.
Anyways, the new version kicks ass, and I'll be able to spawn a lot of mob/boss regions now! Thanks a lot man!
-
View User Profile
-
Send Message
Posted Jun 5, 2012@r0wien He removed the command for now.