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 Feb 15, 2013Hi Coldandtired,
Can i use Mobs to spawn all mobs of my server ? even if added new biomes ? If i can, how i do this? i already check the documentation, but don't find anything about spawn in biomes.
Thanks!
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Posted Feb 15, 2013Hi Coldandtired.
Hope you are well! It's been a little while now since I last looked at the progression of your ace plugin. The new generator is looking like it will definitely help to make sense of XML structuring, for those finding it tricky to wrap their head around (/me waves embarrassingly). I will very much miss the look of the old one though: https://dl.dropbox.com/u/23854992/mcg.html.
After foolishly setting my old pastebin submissions to expire, I was wondering if you, or anyone on here could help with starting my little project again.
All I wish to try at the moment is to prevent all natural spawns using this: http://pastebin.com/MacBj8TW, and have zombies called 'zombie:levelone' spawning around the player with this: http://pastebin.com/vW3xtnqD. I couldn't remember how to use 'natural' as a spawn_reason and couldn't see it documented as yet.
Finally, because this will be happening in an underground dungeon level, is there a way to help the zombie:levelone's spawn in the empty areas within the defined spawning radius, as they do get stuck in the walls a bit.
Thanks!
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Posted Feb 15, 2013@Xikage That might be a Bukkit bug then - it's definitely in there (https://github.com/coldandtired/Mobs/blob/master/src/me/coldandtired/mobs/elements/Action.java#L1186)
How are you confirming the chunks were unloaded?
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Posted Feb 15, 2013@coldandtired
Unfortunately after doing some testing I still seem to be having a ton of mobs being marked to spawn in unloaded chunks. It doesn't appear to be fixed. :(
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Posted Feb 15, 2013@Xikage It does now - http://dev.bukkit.org/server-mods/mobs/files/118-beta25/
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Posted Feb 14, 2013@coldandtired
Does Beta25 include the changes so Mobs won't spawn in unloaded chunks?
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Posted Feb 14, 2013@ultracasual I've spent the last couple of months (and 15000+ lines of code :( ) working on the config and I'm so happy with the new one.
It's simple enough to explain with one diagram yet even more extensible than the current one.
I've also used the time to clean up the code and add a lot more debugging/reporting options to see what's going on.
Progress-wise, the config is read properly and all old actions (and a couple more) are done. I've started on the conditions and the documentation so I'm tempted to put up an early version in the next few days.
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Posted Feb 14, 2013@coldandtired Both are fixes confirmed working, thanks cold :) This plugin is pretty darn confusing but no other plugin compares in its function. I think once your config generator is completed it'll be nice; and the new one looks much more sleek than the old one so far.
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Posted Feb 14, 2013@CommanderGizmo I'm creating a new site at the moment and I'll host it in a couple of different places so hopefully it won't be a problem for much longer.
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Posted Feb 14, 2013@diannetea I'll look into it. Can you give me an example of what you want to do?
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Posted Feb 14, 2013And done - http://dev.bukkit.org/server-mods/mobs/files/117-beta25/
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Posted Feb 14, 2013@ultracasual Confirmed. Looking at the code I see that value only gets applied to EnderDragons.
I'll fix it now.
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Posted Feb 14, 2013Hello <3 I'm trying to stop creepers from destroying blocks. Here is what I have that is not working:
cancel_event works but I want damage to players to occur still, thank you for reading.
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Posted Feb 12, 2013@coldandtired
That is the IP I get when I try to visit your site. Perhaps there is a mistake in the DNS records?
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Posted Feb 12, 2013@coldandtired
That's the thing, I do want yours to control the drops because Diablo Drops' drops are out of CONTROL, and it would be a nice thing for "boss" mobs to be able to drop
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Posted Feb 11, 2013@Prestiged_Chaz Make sure you're using the Beta and not the release, but apart from that it's normal.
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Posted Feb 11, 2013There was no error. It just was red instead of green when I did /pl and there was no config in the folder.
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Posted Feb 11, 2013@Prestiged_Chaz Paste the complete error somewhere for me to see.
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Posted Feb 11, 2013When I put MOBS into my plugins folder it makes an empty MOBS folder and the server says it has errors. Can you help?
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Posted Feb 10, 2013@diannetea There's not really any need to. If you want another plugin to handle drops then make sure the Mobs events (dies, for example) don't change the drops.