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 22, 2013@Deckerzmc Yes, although you have to force them to spawn yourself (via this plugin or any other plugin that can do it).
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Posted Feb 22, 2013Could you make a lite version on this plugin that only lets you pick the mobs to spawn, the health they have, their damage, there drops, and if they spawn another mob on death?
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Posted Feb 22, 2013Hi everyone, I've read that a large quantity of mob's plugin, I used before, have been stoped to be replaced by this one that I just discovered. I saw the description and go round the website three or four time. I wanted to know if someone had a link of a Youtube (or else) tutorial, because it looks more than very interesting, but, I don't get a single fuck about how to use it. :( Thank you in advance !
Cordially, a nooby.
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Posted Feb 22, 2013Does it allow mobs to spawn in the day?
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Posted Feb 21, 2013@coldandtired
Awesome. Thanks for the response. Looking forward to working with this :D
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Posted Feb 21, 2013@Jik4 Yes, it does (and much more).
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Posted Feb 21, 2013@NobMapster It's something that gets requested often so I have begun adding it. It's a little hacky but basically you use the near/approaches events to damage the player. Shooting fireballs isn't in there yet but explosions/lightning are.
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Posted Feb 20, 2013So I've been reading through the tutorial and I'm curious. Would it be possible to give mobs the abilities of other mobs? For example, make the Ender Dragon shoot fire balls like Ghasts?
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Posted Feb 20, 2013I've been considering this plugin and it all comes down to one thing. There is a plugin called ExtraFluffy ( ExtraFluffy ) that allows you to choose what a mob drops and the rarity of it. I would get it but it's outdated.
Can this plugin do the same. If not, can you work on letting it?
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Posted Feb 19, 2013Ahh i see, I will give it a test and get back to you, I appreciate the feedback I see what i missed.
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Posted Feb 19, 2013-
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Posted Feb 18, 2013Hello,
I have tried to practically disable mob spawners in all worlds whilst still allowing the mobs that spawn from spawners to drop EXP and Items, however I do not want naturally spawning mobs, command spawned mobs and mobs from eggs to be despawned.
I have tried using the following settings below, however It kills every single mob listed and not just the ones from spawners, can you please let me know what I did wrong with my configuration?
http://pastebin.com/UuXFBHHr
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Posted Feb 17, 2013@coldandtired
Hi again! I've set up my server.properties to disallow NPC spawning and animal spawning, but keeping monsters spawning. I've also installed Rei's Minimap and enabled that to work on SMP so I can see every mob that spawns around me on a minimap (VERY useful for testing this plugin... seriously!)
It appears that using these two configs together doesn't seem to work as desired. The spawns.txt prevents the natural spawning and that is good. I'm trying to make an adventure mode dungeon with layers of different mobs, so starting with a completely mobless world is ideal.
Also the repeating.txt does work, but only if I am NOT preventing natural mobs spawning in spawns.txt. It seems that I cannot prevent the spawning of natural mobs AND autospawn the new mobs at the same time.
I am guessing that the <cancel_event/> is still preventing the new named zombies from spawning for some reason, or I am not naming them correctly maybe... or my understanding of XML so far is just too abysmal?
I understand that the method used for preventing mobs spawning inside walls can be expensive, but would possibly work very well if I only had a few mobs alive at any one time. The idea is that as you progress down through the dungeons levels and new mobs spawn around the player, but die after a while to keep the amount of mobs around at any one time to a minimum to save on resources.
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Posted Feb 16, 2013@crowbars82 Those configs look okay - are they not working as expected?
I used to have a method to check for walls and stuff but it turned out to be quite expensive (because so many blocks had to be checked) so I removed it.
I think I'll add it back as an option though.
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Posted Feb 16, 2013@coldandtired
Citizens has an option to have NPCs load or not load chunks around them, although I'm not entirely convinced it works. At any rate I turned it off in order to test but who knows if it was actually doing it.
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Posted Feb 16, 2013@NicolePremier Biomes shouldn't matter unless you're using them in conditions.
Mobs is really meant to be reactionary, in that it changes mobs however they are spawned rather than controlling spawn rates for the world.
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Posted Feb 16, 2013@Xikage NPCs are players, so the chunks around them are loaded.
I'm still looking into a reliable way of differentiating NPCs from real players, but I've never used Citizens so don't know much about them.
Actually, writing that gives me an idea! Watch this space :)
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Posted Feb 16, 2013@aussie1579 Yes - you need the spawn_reason condition, or the not_spawn_reason one.
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Posted Feb 15, 2013Excuse my ignorance for not thoroughly reading through all of the event triggers, but would there be a way to deny mobs from spawning for mobs spawners but still allow them to spawn naturally?
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Posted Feb 15, 2013@coldandtired
I am letting a repeating outcome run for a while spawning mobs around people which ends up spawning mobs around a bunch of NPCs in chunks with no players. Then I turn the RO off and /butcher to kill all mobs in loaded chunks. I then go to the testing area to find thousands of mobs spawning as the chunks load. :(