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 23, 2012Beta18 is up.
Big update.
Biggest change is that all events are now separated into files with the same name as the event (spawns.txt, burns.txt, etc.).
Inside each file the root element must be 'event'
The settings element is now the standard Bukkit config.yml and looks like this
From the top
The areas element is now controlled by Extra Events. See that plugin's config file for an example.
Other changes
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Posted Nov 23, 2012@coldandtired: thank you. Could really need this. :)
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Posted Nov 22, 2012Beta17 is up
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Posted Nov 22, 2012@NyanCraftDe I could have sworn I had already added projectile stuff but it seems not. I will though.
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Posted Nov 22, 2012@Archonea I think I've fixed this now.
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Posted Nov 22, 2012Is there a way to perform an action when a mob is hit by an Enderpearl/Snowball or something?
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Posted Nov 21, 2012@Mr_Brownsheep Not yet. There is currently no API for that and I don't really want to mess around with NMS if I can avoid it.
I'm sure the Buttkit team will be adding it soon though.
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Posted Nov 21, 2012@Archonea I can't replicate this. When I test it it works as expected. Can you try by creating a small region and seeing if it works there?
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Posted Nov 20, 2012Can it be used to give equip to mobs? sword/armor? Can't figure out how
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Posted Nov 20, 2012I am having trouble with only triggering an action if a mob spawns in a specific area. This is my config: http://dev.bukkit.org/paste/6595/. From what I have been able to piece together, that should trigger the lever only if the mob spawns in the WG region test in world, but any pigs spawning in world set it off.
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Posted Nov 20, 2012Updated the config generator - http://coldandtired.binhoster.com/mobs/config-generator/#/Home
Looking pretty nice now and is generating empty configs okay.
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Posted Nov 18, 2012@michaelbolland It's coming back. The issue is that it takes so much longer to make changes to than just the basic config so while the config protocol isn't 100% finished I've been going slowly.
Some progress can be seen on its page here
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Posted Nov 17, 2012@michaelbolland
The web editor should be coming (I think a screeny was posted) but using the current config is working great. I really enjoy the new config and its pretty easy to use when you get the hang of it
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Posted Nov 15, 2012Hi, is the web editor updated for this yet? It's the only thing holding me back from upgrading
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Posted Nov 14, 2012@EpicTrance Pretty complete, as far as I know.
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Posted Nov 14, 2012multiworld support?
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Posted Nov 14, 2012@Beatkidz The config is read into memory and split up into sections at the beginning and then not used again so the size shouldn't have an effect on anything. To keep it clean I might change it so that each event uses its own file though.
Ratios have a bit more complexity to them.
In this example the chances are slightly different. The second value has a 75% chance of being used, and the first 25%. But as the first is a range, each of the numbers in that range really has an 8% chance.
Now each number has an equal chance of being used (25%).
TerrainControl support should be back soon, and persistence is the last bug thing I need to do. Not too hard but needs careful testing :)
Everything should stay the same when you log out and in as long as the server doesn't restart (reload is fine). The only exception is player data as I imagine that gets wiped when a player logs out. All the mob data is stored on the mob itself so the name, skin, etc. should stay.
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Posted Nov 13, 2012@coldandtired
Finally. I understand the ratios, This was perfect. You should copy that right into the docs for ratios. Now i can really make these worlds unique.
I know its early but what would it take to get some Terrain control support. Since most of my next server mechanics will revolve around custom skinned and multi level mobs in different biomes I would like to use it in the custom world generators i'm using. I have over 24 custom biomes and i have started working on mobs for most.
Also my config file is starting to get REALLY big. Do you see huge config files causing any problems?
And persistence. Will it be a killer? And will mobs keep there Skins, Name Tags if you log out and back in? + I love the on hour event
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Posted Nov 13, 2012@colefrick You do know you can't have a simple config and make it configurable at the same time?
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Posted Nov 13, 2012@Archonea Not yet. As far as I can tell, none of that stuff has made it into CraftBukkit yet.
1.4.4 is supposed to drop today so hopefully Mojang have finished messing with it for now and CraftBukkit can continue.