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 17, 2012@ultimateowner56 Player is still mainly unconnected so it probably wouldn't work. I also remember there being a Bukkit bug regarding zombies and potions. Can you try with other mobs (jump potion is an easy one for testing)?
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Posted Jul 17, 2012@confuz3d I can't use the Heroes API for exp the proper way due to the different methods the two plugins use, so the exp is assigned directly.
I didn't know that the exp was split so I'll make it do that instead. Is it split equally between the party members?
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Posted Jul 17, 2012@Beatkidz All that code was changed in the dev version so it might be less laggy now.
Regarding drops, I'll change it so that mobs are removed when their timer runs out rather than killed.
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Posted Jul 16, 2012I simply cannot get the mobs to read a proper config
I would ipload the simplest configuration and I get this:
18:08:23 [INFO] [Mobs] Enabling Mobs v1.2.5 b33dev 18:08:24 [INFO] [Mobs]
---18:08:24 [INFO] [Mobs] Autospawning mobs 18:08:24 [INFO] [Mobs]---18:08:24 [INFO] [Mobs] Bad XML formatting somewhere in the config file! 18:08:24 [SEVERE] java.lang.NullPointerException 18:08:24 [SEVERE] at me.coldandtired.mobs.data.Autospawn_location.<init>(Autospawn_location.java:66) 18:08:24 [SEVERE] at me.coldandtired.mobs.data.Autospawn.<init>(Autospawn.java:45) 18:08:24 [SEVERE] at me.coldandtired.mobs.Main.load_xml_config(Main.java:141) 18:08:24 [SEVERE] at me.coldandtired.mobs.Main.onEnable(Main.java:486) 18:08:24 [SEVERE] at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:217) 18:08:24 [SEVERE] at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:337) 18:08:24 [SEVERE] at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:381) 18:08:24 [SEVERE] at net.skycraftmc.PluginManager.PluginManagerPlugin.onCommand(PluginManagerPlugin.java:168) 18:08:24 [SEVERE] at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40) 18:08:24 [SEVERE] at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166) 18:08:24 [SEVERE] at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:550) 18:08:24 [SEVERE] at org.bukkit.craftbukkit.CraftServer.dispatchServerCommand(CraftServer.java:546) 18:08:24 [SEVERE] at net.minecraft.server.MinecraftServer.b(MinecraftServer.java:620) 18:08:24 [SEVERE] at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:589) 18:08:24 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:464) 18:08:24 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:492) 18:08:24 [WARNING] [Mobs] There was no data file found! StoppingThe data file is there, its sitting there in the mobs folder
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Posted Jul 16, 2012what is the compatibility with Heroes? (I'm just going to keep asking 'till someone answers me)
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Posted Jul 16, 2012Any chance we'll ever see Spout support for using custom textures for our unique mobs? There's a mod here for Spout that allows mobs with random textures: http://forums.bukkit.org/threads/fun-spoutcreatures-b11-randommobs-for-spoutcraft-cb1709-spn670.44963/
But of course, then the mobs won't be functionally different. If only we could have the best of both worlds. Mobs that both look and behave differently.
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Posted Jul 16, 2012Hmmmm i have a little problem. I want to disable the annoying endermen, and when i click the "Block spawning" in the config generator, then save it as a data.mobs file and drag it into plugins/mobs folder. After that like usual i restart the server and stuff, but the endermen keep spawning! And i can't seem to be able to fix that.
P.S: My server is running Tekkit 3.0.4, which i believe is on Craftbukkit 1.2.5-R1.3.
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Posted Jul 15, 2012Umm, looks nice, but erm, your app is designed for Windows. And I'm running on Ubuntu (Linux). What can I do?
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Posted Jul 15, 2012Spawning in with potion effects is not working. Haven't tried on every mob but I tried on zombie and player.
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Posted Jul 15, 2012what is the compatibility with Heroes?
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Posted Jul 15, 2012@coldandtired
I solved my problem. I simply created an outcome for those mobs, and added a reversed region condition. then blocked spawing for it.
Everything seems to be working!
Edit:
I just realised, when using this plugin to give exp, it doesn't split the exp for party members as it would normally do. (Heroes latest stable build.) This isn't a big problem, but i think it can be fixed pretty easily. (Correct me if i'm wrong)
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Posted Jul 15, 2012@coldandtired
Yes i use max lifetime on every mob i spawn. and when they die from max life i need them to drop nothing.
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Posted Jul 15, 2012@guruflex You didn't save the config again with the temporary app.
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Posted Jul 15, 2012@confuz3d Just add a spawn_reason condition that blocks spawns with NATURAL. You can also block the others if you don't want spawners or mobs from other plugins to be allowed.
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Posted Jul 14, 2012I'v looked everywhere and didnt find an answer to my question.
Is it possible to disable all normal mobs spawning and only use unique mobs?
What i'm trying to do is setting up different leveling zones for my players, so i want to prevent mobs from randomly spawning everywhere, i want mobs to spawn only in the regions i assing them.
(My autospawns are working, all i need to know is how to disable naturally spawned mobs.)
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Posted Jul 14, 2012dev version still getting error but was able to get the old one to work here is the new error for dev update no hurry http://pastebin.com/Fp14CXnp thanks for the update to dev version nice work
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Posted Jul 14, 2012What is the compatibility with Heroes? Because that has edits on mob health and xp... Do I just have to set this one to the same values?
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Posted Jul 14, 2012I upped a dev version which fixes some things while likely breaking others. Keep your old config and plugin version somewhere safe if you want to try it out - direct link
If everything's running fine I would ignore this version until I can get it more stable.
I switched everything over to a database. Sadly, storing objects turned out to be more work than I expected so for now I had to disable setting the drops and damage properties when the mob spawns. They still work with the checking set to death and damage, respectively.
Because of these changes the app is also updated. Due to this being a dev release I created a temporary link here for the app that goes with this version.
Each mob in the config will need to have its settings checked. The reload_behaviour button has been split in two. Change them as desired and then save (save even if they look okay to start with).
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Posted Jul 14, 2012@Beatkidz Do you have any mobs with max_lifetime set?
Regarding old age, there's no way to check for it with Bukkit. You could try adding a mob_age condition, but probably easier is to use a killed_by_player one instead.
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Posted Jul 14, 2012I have been trying but i have found no way to make a mob drop nothing when it dies from old age. This is a huge problem leaving the ground covered with mob loot. Is there aything i can do about this?