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 Nov 4, 2012Just wondering, is there a command to spawn a specific mob? Couldn't find one anywhere.
If so I'll be using MoreMaterials to make a load of Spout-based mob eggs for extra mobs, so if anyone wants a copy of the SMP just pm me.
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Posted Nov 4, 2012@rbnzdave You need to use pig_zombie in the affected_mobs attribute.
The config app will come back soonish. I've pretty much finished the layout of it already but need to do the details.
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Posted Nov 4, 2012also, the nifty looking config editor you had with the icons, is that still on the books or was it abandoned ? We're running a hc server which changes rather drastically each month and having an easy way of modding the mobs would be very handy.
Hint hint.
Dave.
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Posted Nov 4, 2012great fun playing with it,m just having troubles getting it to work as needed.
have tried with zombie, zombie-pigman,pig-man. no dice.
wanted it to drop blaze rod on death from a mob. had it working on skellie spawns, which made no challenge. need zombie piggy death.
Please help, i'm fairly sure the only thing wrong is what i'm calling the mobs.
thanks.
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Posted Nov 4, 2012Beta13 is up (link on the other page).
Changes
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Posted Nov 4, 2012@Xikage I was busy doing the docs on the other site (nearly finished!) but I've knocked out a quick update anyway.
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Posted Nov 4, 2012@Flenix1
# is for commenting YAML. XML uses <!-- comment -->Currently friendly mobs do not attack but they can be made to damage/lightning strike nearby players.
Projectiles should take the properties from their launchers. I know I tested it with ghasts but it should work for blazes.
Regarding damage, first the new attack power is calculated (if present) and then the new damage value. So if damage value is absolute it will override the attack, but if it's relative it will be calculated from the new attack rather than the vanilla attack.
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Posted Nov 3, 2012@Flenix1
I add comments with
Just replace the text
Spawning mobs in biomes is easy just use the condition - <biome>Desert</biome> or <world>world_nether</world>
As for damage with projectiles i have not gotten this to work. I have attempted with Skeletons but got not change. Possible might not be done yet
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Posted Nov 3, 2012Any possibility of an update this weekend? Really itching to play with this more, but need more conditions and stuff! Just waiting for the lunar phase condition again... :D
Everything seems to be working great so far though.
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Posted Nov 3, 2012Does anyone know how to add comments in on this? Is it just the usual # or is there something special to do?
Barely started my configs and its already getting messy, I want to keep it a little organized!
EDIT: Also, can someone point me towards spawning configs? I want to make things like "Desert Blaze" which can spawn in deserts of non-nether worlds, and other stuff like that... I also need to know how to make friendly mobs hostile (for evil chickens and the likes)
EDIT 2:
OK, if I set the damage of a Blaze, will that set the damage of the fireball it throws?
And if so, if I change the damage a player receives from a fireball, which will it choose?
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Posted Nov 3, 2012@coldandtired
Thank you works perfectly! You are an awesome developer.
Keep up the great work, I love the plugin!
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Posted Nov 3, 2012It will be awesome when this is updated to support 1.4 mobs.
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Posted Nov 3, 2012@coldandtired
Awesome, and I just add that ratio thing to balance the rarity?
Thanks! :)
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Posted Nov 3, 2012@confuz3d From what I remember it needs to look like this
See here for a chunk_mob example.
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Posted Nov 2, 2012Can I use data values with the drop_item action? if yes, how would I type it in the config? I tried
which doesnt seem to work.
Edit: Also, can you give me an example for the chunk_mob_count condition, I couldn't find any informations on this one.
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Posted Nov 2, 2012@Beatkidz There used to be one but it seems to have got lost somewhere. It's an easy fix.
The ratio system can have as many values as you want. The plugin scans all the possibilities and calculates the total amount when it loads, so every time you add more ratios the others get automatically more unlikely.
Your first area will probably not do anything. When using two values, the first one is the beginning and the second one is the length. So 15:10 is from 15 to 25.
Nice pics - I really must play Minecraft one day :)
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Posted Nov 2, 2012Idea: I want to make mobs only spawn outside above ground. Would it be possible to make a condition that checked for blocks between the mob and the sky?
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Posted Nov 2, 2012Having some problems with Skinning Wolves. I can set all other attributes but skins will not show for this mob. Didn't do much testing but didn't have much luck with golem (not sure if i got the "name" right i think its Iron_Golem or Golem.
Also Ratio's. I'v come to a point where i'm making drop tables. what if i want a diamond to drop 1% of the time, Food 10% of the time, and a few other random items.. possible up to 20 items (or more) per mob in the drop table. Is this possible with the ratio system?
Also Areas. I want mobs to only spawn above ground. so i tried this
I would like to use Areas for other things. I'm also trying to make mobs not spawn with-in 25 blocks of the player.
Thanks again - Some screen shots of a few things i have done https://dl.dropbox.com/u/55766389/Screens/2012-10-31_16.40.10.png https://dl.dropbox.com/u/55766389/Screens/2012-10-31_16.47.07.png https://dl.dropbox.com/u/55766389/Screens/2012-10-31_17.49.39.png https://dl.dropbox.com/u/55766389/Screens/2012-10-31_19.38.41.png https://dl.dropbox.com/u/55766389/Screens/2012-10-31_14.10.28.png
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Posted Nov 2, 2012@Flenix1 It depends whether the values are mixed or not. If you want (for example) 3 colours and 3 levels (I'll use title as the example property), and each colour can have any level it's like this
This would create an equal chance of getting all 9 combinations. Of course, each of those value elements can have a ratio attribute to weight it.
If you wanted colour1 to only have title1 and title2, and colour2 to have only title2 and title3, etc. you can do it with extra action groups or if conditions are used extra outcomes.
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Posted Nov 2, 2012@coldandtired
Awesome, thanks! as you answered it I'll just give the texture to everyone:
http://s13.postimage.org/icq9d51o3/blackcreeper.png
A slightly more complex system: What if I wanted it to choose between a type of creeper (Normal, Red, Black, Blue), then after selecting one, it chose a "level" of that creeper (so slight variants of each)?