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 8, 2012The configuration tool kills this for me, so I will not be using it. I cant stand having to use that, upload the file to a remote server, test it, repeat. I must prefer to edit raw files via SSH. Bad idea to require it.
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Posted Aug 8, 2012I downloaded this plugin in the hopes of simply spawning mobs. When I opened MineCraft after installing the plugin, none of the commands worked. I checked the log and it was disabled due to a missing data file.
I looked up the tutorial on your wiki only to find I needed to setup an entire log file just to get the plugin working. There was no information whatsoever about what to do if you only wanted to spawn mobs.
I am appalled that one has to go through so much trouble to even get the plugin enabled. At the very least you should have a default data file.
Unfortunately I cannot recommend this plugin and I advise those looking for a good mob-spawning plugin to look elsewhere.
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Posted Aug 8, 2012I am curious about how the plugin runs now with auto spawns and such. Before with auto spawns, you could set up lots of different conditions for the auto spawn to go off. Now it seems like you just set up the basic stuff for the auto spawn (#, times to spawn) and then use a separate spawning conditional to deny spawns when they aren't at the time you want. I am kind of wondering how this interaction works though. Does the autospawn always spawn everything now, then the conditional cancels all the events? Or are they merged somehow so the thing is never spawned to begin with? Before it seemed like they never spawned to begin with, but I could be wrong.
I am just concerned about what kind of performance implications this might have. I'm using the 1.3.1 build now and it seems like as soon as I add a couple auto-spawns, the server performance just gets completely destroyed. that could be completely unrelated to everything else I just said, just speculating. IDK
In any case the plugin seems to be taking a great direction, I just hope performance issues can be smoothed out. =( My server freezes for a few seconds and the console is spammed with can't keep up errors every time an auto-spawn goes off at the moment.
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Posted Aug 8, 20121.3.1 b1 is up - direct link
Plugin changes
Reverted back to custom storage instead of a database. New code, though, so might be better than before
Added damage property to Ender dragons
Added a new condition - lunar phases. There are 8 phases (0 - 7) and each day is the next phase.
Updated to Bukkit 1.3.1-R1
Config app changes
The relevant buttons for the above changes
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Posted Aug 8, 2012i noticed im getting a lot more lag with this plugin than i did in 1.2.5. I removed every plugin except this one and gave the server a ton of RAM but it still lagged. Any suggestions?
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Posted Aug 8, 2012@Spiritwind51 I'm removing the database part at the moment so it should be ready soon (probably tonight).
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Posted Aug 7, 2012Thanks for the mobs plugin, it is absoultley excellent. for anyone who is using it and cant get their mobs to spawn make sure, the file IS CALLED "data.mobs"
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Posted Aug 7, 2012Any idea when the Database problems with the Enderdragon might be fixed?
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Posted Aug 7, 2012@Cecelo126 1, As written below, it's only possible by messing directly with MC code, which I'm not willing to do with an official API being written. Early signs indicate that the API might give more control to plugins so this might well be easy in the future.
2, Currently, the effect is only on the mob when it spawns.
3, That message is normal, and isn't a warning. It shouldn't have any effect on the server at all.
Regarding skills, it's something that's been asked before, and is connected to a few other requests. The main issue is that they all require extra timers to be running on the server, and until I'm confident I can do it without causing performance issues I'm reluctant to do too much in that direction. I would like to though,
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Posted Aug 7, 2012@Xikage I heard that Bukkit 1.3 was very buggy and was causing problems for early adopters. The plugin shouldn't have too much of an impact unless you're spawning or killing many mobs at the same time.
I've never actually seen an ender dragon in the game so I didn't know they had melee attacks. I'll add the option.
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Posted Aug 7, 2012@Cecelo126
"1) Is it possible to make passive mobs, like sheeps, cows, chickens, pigs, villagers, etc... to attack players? It would be very cool!!!"
It is, but he'd have to work directly into the Minecraft Code, which can be quite troublesome.
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Posted Aug 6, 2012So I finally updated and set up Mobs using the new silverlight app (which is pretty nice btw, very intuitive once you get the hang of it) using the latest dev build you posted. I set up most mobs to just have different health values, and created a few autospawns such as blazes in deserts, slimes in swamps, etc. Only basic stuff. While running the mod though, our server incurred a massive performance loss and was throwing a lot of can't keep up errors.
We're running a 1.3 dev build atm and I also realize it's a dev build too, but I just figured I'd mention it.
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Posted Aug 6, 2012What about adding some skills for making boss monsters?
In MobArena you can do that: (See at Boss waves)!
Ah! MobArena also adds a new mob: Exploding sheep
And...other 2 question:
1) Is it possible to make passive mobs, like sheeps, cows, chickens, pigs, villagers, etc... to attack players? It would be very cool!!!
2) In the potion effects menu, if I set a negative one, like blindness or confusion, will the mob get that effect or the player it hits?
Another thing... please continue reading... XD
Starting my server appears a strange warning, everything work like usual after that, but after a bit the server crashes...
Here is the problem: http://pastebin.com/5p9KM6ZJ
Thanks for reading,
Cecio ;)
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Posted Aug 6, 2012Could you add a way to modify the melee damage Ender Dragons do? Thanks, keep up the awesome work. :)
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Posted Aug 6, 2012@Sinistralis777 I've decided to add a lot of extra actions to the mob events that Mobs uses, so I will include creating a torch, flicking a switch, etc. Basically as many as I can think of and are possible in game.
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Posted Aug 6, 2012@jbandhisguitar It's something I'm interested in but is on hold at the moment.
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Posted Aug 6, 2012@Xikage This hasn't been added yet. I haven't forgotten about it but I've been working hard updating the config app recently.
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Posted Aug 6, 2012@tappestry That's one thing less I have to do then \o/ :)
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Posted Aug 6, 2012@Cecelo126 Yes. Just use the name of the custom biome in the box.
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Posted Aug 5, 2012One of the few plugins with no errors on 1.3 dev. builds of bukkit. Thanks cold :)