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 13, 2012@deadeye128 You're using the old plugin version. Only the dev builds support the new config at the moment.
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Posted Jun 13, 2012@nhoclesnar What Malarionbwr wrote is right.
For 1, you could also set up a blocking outcome with the spawn reason condition. I.e. all mobs affected, spawn_reason = NATURAL, spawning blocked. The other way is better though (and I didn't even think of it :) )
For 2, Minecraft itself uses powers/levels up to 4 I believe. I have no idea what the maximum is though.
For 4, it's usually better to have conditions in the form 'above x' rather than just x. The reason is that if there are already more than x (mobs, for example) when the plugin loads the just x condition will fail but the above x one will succeed.
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Posted Jun 13, 2012@timmin I see what that is - I'll do something about it now.
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Posted Jun 13, 2012@r0wien
Thanks for the suggestion. Unfortunately MA is incompatible with one of my other plugins, and I like Mobs better because it is more stable and much more customizable. The config building software is really nice also. I hope Mobs will have less bugs (if there are any) and more customizations in the future.
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Posted Jun 13, 2012@nhoclesnar
http://dev.bukkit.org/server-mods/monster-apocalypse/ Maybe that's what you're looking for :)
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Posted Jun 12, 2012@Malarionbwr
I got it to work. The potion speed potion effect works fine on Giants. I set it to 1000 and they were so fast that it seem like they were teleporting like Endermen lol. However, it doesn't seem to work on Zombies. I increased the power to 1000 but zombies were as slow as ever. This plugin is very interesting :D I will do some more testings tomorrow.
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Posted Jun 12, 2012@Malarionbwr
Thank you again. I will try it out :)
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Posted Jun 12, 2012@nhoclesnar, though I do not know about making them break certain blocks, but to make them fast give them a level 30 speed potion. When my giant spawns have them, they are scary fast, and a lot of fun to fight.
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Posted Jun 12, 2012@Malarionbwr
Thanks, that was very helpful :)
I have one more question. Is there a way to change the mobs' speed and make mobs break certain blocks? I really want to make zombies to run faster if they see a player, and destroy the wall to get to the player. I hope this is possible.
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Posted Jun 12, 2012I came across a really weird bug or maybe it's my configuration file. But I need to have 2 blocks in order to damage a zombie and to be able to kill it.
If I stick to it (1cm away) I could hit him for ever and he'll never die.
Here's my config file. the issue is in an ignored world. https://dl.dropbox.com/u/19467222/data.mobs
Using 1.2.5 b20dev and CB 1.2.5-R4.0
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Posted Jun 12, 2012I have been reading the wiki over and over trying to figure out the mobs config generator and I think I am making some progress, however I can't seem to figure out how to test it. Once I get through editing all of the mob properties in there, I save it as the data.mobs file and put it in the plugins/Mobs folder. However this does nothing at all. When I load up my server all it says is (no mobs found in the config - stopping) and then the plugin stops right there. I can't figure out how to get the plugin to use the data.mobs file.
Thanks!
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Posted Jun 11, 2012Hi nhoclesnar, I am no expert but I think I might be able to help with those questions:
1: You have to make a new outcome for only naturally spawned mobs, and then block spawns on that outcome
2: The power of the effect is the level of the potion. I do not know what the max limit is but I set my giants to a random speed between 3 and 99.... and after some teleporting giants I turned it down to 30 max.
3: I believe damage properties are referencing damage incoming to the mob you are spawning. You can set custom amounts if you want your mob to be particularly tough to particular damage (or the opposite).
4: That is in the conditions section under world. Set an outcome for if there are X numbers of mobs in the world, and then select to block spawn.
I hope this helped! (and I hope the information is accurate >.>)
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Posted Jun 11, 2012Four quick questions:
If you need my config file, just say it and I will do so. I appreciate any help.
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Posted Jun 11, 2012Hi cold!
Just want to let you know of an error. Autospawn is set to 5 mobs per 15 minutes.Location: World, desert, all regions, all loaded chunks. I've been changing between "all over" and "near players" and between "all chunks" and "only loaded chunks". Sometimes it gives me an error, and sometimes suddenly this happens. This time it also gave me an internal error, but that's the first time :)
The error message:
21:45:44 [SEVERE] null org.bukkit.command.CommandException: Unhandled exception executing command 'sm' in plugin Mobs v1.2.5 b20dev at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:16 6) at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:4 79) at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler. java:821) at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:781)
at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:764) at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:34) at net.minecraft.server.NetworkManager.b(NetworkManager.java:229) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:113) at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:7 8 ) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:567) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:459) at net.minecraft.server.ThreadServerApplication.run(SourceFile:492) Caused by: java.util.ConcurrentModificationException at java.util.AbstractList$Itr.checkForComodification(Unknown Source) at java.util.AbstractList$Itr.next(Unknown Source) at me.coldandtired.mobs.Main.spawn_mobs(Main.java:463) at me.coldandtired.mobs.Main.activate_autospawn(Main.java:330) at me.coldandtired.mobs.Main.onCommand(Main.java:728) at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40) ... 12 more
EDIT: Same thing happened with craftbukkit-1.2.5-R4.0 too
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Posted Jun 11, 2012@coldandtired
Thank you for the explanation!
What exactly will this cow do? When will the cow drop the gold block?
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Posted Jun 10, 2012@coldandtired
I went ahead and set up some autospawn events to test this. I'm getting the same results either way.
Malarionbwr: Thanks for the suggestion. However, I already use section 4 to modify the default properties for just about every mob in minecraft. In this case I want to manually spawn a boss mob that has different drops then the configured default without changing the normal spawns.
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Posted Jun 10, 2012@dBi1K That's odd. There shouldn't be any difference between manually spawned and autospawned mobs. Manually spawning just jumps the timer (if there is one).
I'll add it to tomorrow's list :)
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Posted Jun 10, 2012@Malarionbwr It's very possible. I didn't know how long the official time was so I made it a number that felt about right. I'll shorten it a bit or probably make it an option.
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Posted Jun 10, 2012dBi1K I was having a similar issue and was able to get around it by using the bottom section (labelled 4 here http://coldandtired.binhoster.com/wiki/index.php/File:Mcg_main.png). After I put the drops and exp in the bottom everything worked great!
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Posted Jun 10, 2012Hey coldandtired, Thanks for fixing the drop down menu for selecting item drops. It's a whole lot easier than looking up the data. Anyway, I'm having a problem with the manual auto spawn events.
The death action sections of the outcomes don't seem to work with a manually spawned mob. No matter what I set for drop checking or fall-through, I always get the default drop (vanilla or what is set in the config default).
It looks to be using other sections of the outcome properly because I can confirm things like HP, Damage and Boss effects (I really like the boss mob effect btw!!). I just cant get it to use the death action section.
I tested this with wolves and Blazes.