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 Jul 10, 2012@Spiritwind51
Dude, Chill. Start small. You cant get the customisability of this config gen with out using it. This makes it way easier then editing a config. I wished all my configs were like this. And please for the love of configs dont include me in your "us".
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Posted Jul 10, 2012Please, for the love of God don't force us to use the generator at the start! I spent an hour and a half on it and now I can't even get it to save, even though I've followed the tutorial to key!
Its not that I don't think you did a good job with it, its that I hate using generators, I'd much rather use a config file...
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Posted Jul 9, 2012Whenver I do /sm the server lagged out/crash.. no errors except read timed outs
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Posted Jul 9, 2012@michaelbolland I see what that is. I'll fix it now.
Fixed in b32.
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Posted Jul 9, 2012Thanks, i'll give that a go!
Here is a bug report for you with booting a sec ago:
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Posted Jul 9, 2012@michaelbolland Yes. Use autospawns with the near player setting.
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Posted Jul 9, 2012Is there a way to make the mobs spawn in waves near a player? I really want the night time to be significantly more dangerous than vanilla
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Posted Jul 9, 2012b31 is up - direct link
Plugin changes
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Posted Jul 9, 2012@michaelbolland That's some debug code. I've removed it for b31.
For reload-behaviour, you probably want Outcomes, which will use the same outcomes that were used last time (as long as outcome ids are set).
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Posted Jul 9, 2012also what does Plugin Behaviour do?
i'm looking for the option to not clear all animals etc
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Posted Jul 9, 2012How do you stop the console spam?
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Posted Jul 9, 2012@coldandtired: Thank you! And sorry for my stupidity. I misinterpreted the chance-system! :)
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Posted Jul 9, 2012@Nekarias Your items are set to drop with a chance of above 99. The only number above 99 is 100, so they only have a 1 in 100 chance of dropping.
I suggest temporarily changing the chance for a much more certain value (above 5, for example) to test if it's working.
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Posted Jul 9, 2012@coldandtired: Nothing. I edit zombies in a worldguard-region. So they should drop bread, money and exp. But when I kill them, i earn rottenflesh.
For money I use BoseEconomy + Vault.
Config: </mob_properties> <drops has_exp="true" has_bounties="true" has_items="true" has_messages="false" tooltip="Items set
Experiences set
Bounties set" item_tooltip="Items set" exp_tooltip="1 experiences set" bounties_tooltip="1 bounties set" messages_tooltip="Click to edit messages"> <items> <Item has_enchantments="false" message="297 x 1, above 99 chance (no enchantments)" quantity="1" name="297" chance="above 99" add_all_enchantments="true" data="0" replace="false" /> </items> <exps> <Exp amount="1 to 50" chance="70 to 100" message="1 to 50 (70 to 100 chance), add exp" replace="false" /> </exps> <bounties> <Bounty amount="1 to 100" chance="70 to 100" message="1 to 100 (70 to 100 chance), add bounty" replace="false" />
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Posted Jul 9, 2012@Nekarias Drops should be working fine, Heroes doesn't have any affect on drops, as far as I can remember.
What is happening/not happening?
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Posted Jul 9, 2012@coldandtired: First: Very, very nice plugin! But my problem is, that i have some trouble with drops. Damage and hp working fine. I use also Heroes are there any known bugs?
Sorry for my bad english! ;)
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Posted Jul 9, 2012@burntim69 Yes. Mobs will create another file called mobs_list when it's running but you can ignore that.
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Posted Jul 9, 2012ok so all thats needed in the empty folder is the config we make using the Mobs Silverlight thing?
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Posted Jul 8, 2012@burntim69 That's by design. I can't see the point of creating a completely empty file that will need to be loaded into the config app.
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Posted Jul 8, 2012@coldandtired
Yea I figured out how to put the mobs custom configs in there but for some reason I dont have the data.mobs file generating in the plugins folder when I install the mobs.jar and start up my server.