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 Aug 5, 2012Is this plugin compatible with TerrainControl?
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Posted Aug 4, 2012Does this include support for spawns based on in-game days/moon phases/etc yet?
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Posted Aug 3, 2012@coldandtired
Hey sir, I was wondering if it was possible to use the spawn mob conditions to also choose a texture from a texture pack for texture packs that use random mobs.(mcpatcher supports it). I've been reskinning mobs myself to have iron gear on and i think it'd be a lot of fun to be able to have a set skeleton spawn that uses that texture only and set the settings to have more health and have a low chance of dropping iron gear.
Possibly a fun idea to utilize the "get server texture pack" stuff they are adding?
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Posted Aug 3, 2012@coldandtired
The torch thing would have to be an ingame option.
Since you can identify monster "groups" via ID, being able to "flag" a block (something like worldedits wand) and tell it to place a Redstone Torch there when a monster with ID X got killed would be freaking awesome. (If you could hook into VariableTriggers to run a Trigger when a certain ID dies that would be amazing as well).
As for group distribution, I wasn't suggesting checking who all dealt damage, rather just check around a radius. If you want to take the time to track the damage though, go for it.
I'm really torn right now because Mo'Creatures doesn't support Multiverse, and Multiverse Adventures sounds awesome. I wish I could get Mo'Creatures, Multiverse Adventures, Variable Triggers, and this plugin to co-exist. It would give server admins the ultimate in dungeon creation technology :/. I'm trying to get the attention of some of the developers to make this happen but one person with an entry level income can only do so much.
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Posted Aug 3, 2012@Sinistralis777 Some good ideas there, and most are easy to do.
You're right about the ghast - I'll get that fixed.
Arrows/fireballs/lightning/potions on death is pretty easy, and I'll try to include it. Doing the same at x% HP is a new one, though, and I like the sound of that (it's also easy).
Didn't quite understand the torch thing, can you elaborate?
Monster level, spaced out lightning, drops/exp directly to the player are all easy and good ideas.
Groupshare is much harder as it would require keeping track of who damaged the mob (and possibly when), as opposed to just the final kill. Still doable though.
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Posted Aug 2, 2012@coldandtired
If that is the case, then Ghast needs a damage field in your Silverlight app as there currently is not one.
Other ideas: # Arrows on Death (not sure how you would want to code the propulsion. Could extend this to fire arrows as well. I'm at work right now but I decided since I know Java I am going to look int plugin development. Will start messing with it this weekend I think.)
Being able to do the arrows/fireball/potion/lightning/explosion/whatever on certain events would be immensely useful and cool. (Intervals, Mob Damage, Mob Health %, etc. Would be ideal as well if it were possible to vary the damage based on the mobs damage. Would be cool to be able to add potion effects with these as well.)
For a finale, being able to allow user's to flag a block to place/remove a redstone torch (and allowing them to label this so the config can reference it) would open up a plethora of options for bosses/events. (Could have 3 options. Place, Remove, Toggle (Would place for a configurable amount of seconds and then remove)
Being able to space things out in intervals would be awesome too. (For the lightning example, have it do 3 strikes over 1.5 seconds for example).
Having more contol over drops as well. Examples:
Comparing a monster level (that we set) to the Player Level to increase/decrease drop chance of certain items/cash/exp.
Giving cash/exp instantly (rather than dropping it on the ground) to prevent abuse from lower level players giving high level players more experience. (You could make this better by allowing us to set a groupbonus modifier to exp (3 people kill a mob. Groupshare is at 10%, so since theres 3 people groupbonus would be 20% since its a party of +2. Each person gets 33% of the 20% boosted exp. This same formula could be applied to cash, and could be used to give each player their own loot)
With spout up and coming and the inevitable advent of custom items, getting a system like the one above would make this a shoe-in for a MUST have mod for many, many servers. Especially RPGs.
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Posted Aug 2, 2012@Sinistralis777 Fireball damage is controlled by the damage property of the firing mob (ghast, for example).
Good suggestions for the rest. I'm already adding a way for mobs to spawn other mobs when they die, but something like you say could also be possible.
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Posted Aug 2, 2012@coldandtired
Alright. I am greatly looking forward to Mo'Creatures support!
Few other questions now that I have had time to ponder. Is there a way to edit fireball damage? Is there a way to simulate mobs throwing potions at a position (preferably a combination of a range and a random), and would you be able to implement events such as # lightning strikes on death (throwing splash potions here would also be interesting).
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Posted Aug 2, 2012@Sinistralis777 You don't need to manually edit it; just type the id and/or data value in the boxes in the config app.
I like the idea about unique (or max number) mobs. I'll look into it.
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Posted Aug 2, 2012@bigr4232 Zombies are working fine, but the problem is that you've set chance to 20.
You need to read here to learn how to use it properly.
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Posted Aug 1, 2012not sure which you want but heres the server.cfg:
https://pastee.org/ygzc4
and heres the data.mob
https://pastee.org/6ard3
if you weren't looking for either of these files tell me and ill get something else
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Posted Aug 1, 2012@coldandtired
Yes, I actually have the item ID log from NEI sitting on my computer.
How do I go about implementing that? Just editing the config manually and replacing the loot ID?
And I meant unique as in only allowing a single monster from that condition set to spawn.
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Posted Aug 1, 2012@sk_2013 Yes it does. Use a player_permission permission and mobs killed by players with this permission will drop whatever you set it too.
Documentation here is also a bit lacking (in progress!)
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Posted Aug 1, 2012Does this support permissions?
I'm desperately trying to find a mod that will allow me to change mob drops based off of permissions group, but the only one I've found (Otherdrops/Otherblocks) is horribly organized and documented.
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Posted Aug 1, 2012@Sinistralis777 Tekkit items dropped is probably already supported - aren't they just numbers? Mo'Creatures support is on the way with the next config.
Making passive mobs hostile isn't supported (as it means messing with MC code). However, the new API looks like it might offer something like this in the future.
If you mean 1 type of mob (1 zombie, 1 skeleton, etc.) then that's already possible.
Mobs doesn't bypass anything unless specifically ordered to in the config. Anything not in the config is left vanilla, or left to other plugins.
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Posted Aug 1, 2012Is there a way to add Tekkit support to items dropped? Or mo'creatures support?
Also is there a way to make passive mobs be hostile?
What about making them Unique? (Only 1 instance can be on the map at a time)
Finally, Mo'Creatures let me completely eradicate a mobs chance to spawn naturally. Will this plugin bypass that?
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Posted Aug 1, 2012@bigr4232 Paste your config somewhere please.
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Posted Aug 1, 2012i set zombies to do more damage using the config generator but for some reason they only do 1.5 hearts of damage. i thought that maybe its using the difficulty set in server.cfg. help please
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Posted Aug 1, 2012@FaceFlip It's not possible to do this, but you can force mobs to spawn under whatever conditions you like.
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Posted Jul 31, 2012Is it possible to edit spawn rates and whether or not the hostile mobs should spawn in the sunlight?