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 Apr 20, 2013@avabo There have been a couple of users who couldn't see the webpage due to it being blocked in their location.
I have no idea why (and not much experience in that area) so I added another site with the same data here.
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Posted Apr 20, 2013@CosmicVoyager I changed the website with the big update. While there aren't as many examples there is still a lot of information there (and purty pictures!)
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Posted Apr 20, 2013Some bugs
http://pastebin.com/dRudmNYU
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Posted Apr 20, 2013@CosmicVoyager @avabo
There are two versions under the heading Tutorial located above.
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Posted Apr 20, 2013Hello, i'm a new user of this plugin and am trying to learn my way through, but I can never access the tutorial page. Is there another way or am I doing something wrong? Or is the page simply down?
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Posted Apr 20, 2013Greetings,
I have not been here in a few months. What ahppened to the documentation website? It green and black and structered very differently. And didn't it have a oot more information? What happened to all the examples?
Thanks
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Posted Apr 17, 2013@vantec1304 Yes it is. You can filter spawns based on co-ordinates, regions, ground type, distance from spawn, etc. Or any combination of these.
You can limit the types of mob to an area by filtering (easy) or force spawning (more complicated).
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Posted Apr 17, 2013Hey I was wondering if it is possible to disable mob spawning in my world but allow them to spawn in certain spots. I am trying to make a RPG style server and I do not wish for mobs to spawn in every single spot. Just in dungeons and questing areas. Also is it possible to make these areas only spawn a certain type of mob?
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Posted Apr 13, 2013@coldandtired
Sorry Cold it was my own error, I removed everything and what not, put it back in and it's working just fine thanks man.
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Posted Apr 13, 2013@cobsad I can't replicate this, and I'm pretty sure there's nothing in there that would delete the config.
Did you get any errors in the console?
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Posted Apr 13, 2013Hey cold, so I set the new config file to not create new templates, then proceeded to delete all of the events I wasn't using, however upon reload they were all re-made and now the config file is gone :(
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Posted Apr 11, 2013@coldandtired
Thanks for the info, I ended up using the if_y="above 64" condition to control unwanted underground shenanigans :)
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Posted Apr 11, 2013@cobsad Charged creepers are exactly the same as normal creepers (in the API). The only difference is they have powered=true, rather than false for normal creepers.
You can use the if_powered condition to filter them.
Each block in Minecraft has a light value from 0 (completely dark) to 15 (fully lit). This value is calculated from the light coming from the sun/moon and light coming from nearby torches, glowstones, etc.
if_sky_light_level takes into account only the light from the sun/moon, so inside a cave this will be 0 or very low. This means that you could distinguish between underground and above ground. In testing I found that the entrance to caves would be around 7-10 because they still get some light from the sun/moon.
There is also if_block_light_level which deals with the other kind of light, and if_light_level which deals with the total light.
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Posted Apr 10, 2013You are the man, I really appreciate all the help you've given me!
Are charged creepers supported?
Also the lightning_effect bug seems to be gone now. (MC 1.4.7) It was still appearing to cause fire in 1.2.5
Could you fill me in on the if_sky_light_level condition? Could I use that to prevent certain mobs such as ender_dragons and ghasts from spawning underground?
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Posted Apr 10, 2013@cobsad I've fixed the dies error with b3 - http://dev.bukkit.org/server-mods/mobs/files/127-1-5-1-b3/
There's a setting in the config file which will stop the text files being created automatically.
As for your config, it should look like this:
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Posted Apr 10, 2013Also, how do I add another to the spawns event? Sorry, I should probably know this by now :P
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Posted Apr 10, 2013YAY! It worked thanks @coldandtired!
One more issue now though, whenever I use the /killall command, errors go crazy and say that it couldn't pass entity death event to Mobs. So I simply renamed the "dies.txt" to "#dies.txt" and that worked until I reloaded the plugin and it remade the "dies.txt" and so the errors return, any way to overcome this now?
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Posted Apr 9, 2013@cobsad This should be fixed with b2 (http://dev.bukkit.org/server-mods/mobs/files/126-1-5-1-b2/)
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Posted Apr 7, 2013I actually pasted this in directly just to see if it would work and it gives nothing but errors, perhaps because I'm using this on a tekkit server? (Minecraft 1.2.5)
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Posted Apr 7, 2013@cobsad
That would do it. Move the percent condition to action a2 if you don't want any pigs and only sometimes golems.