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 Jan 21, 2012-
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Posted Jan 21, 2012@tappestry Paste the contents of deaths.yml here.
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Posted Jan 21, 2012for the life of me I cant get this to work. im not smart!!! I only edit deaths and I copy and pasted everything but these blazes still only drop rods. Do I have to edit the config or can it just be deaths.yml that has info in it? I have a headache now >.<
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Posted Jan 21, 2012@dexyh1234 It's half possible. At the moment, the way it works is that you attempt to spawn mobs every x seconds/minutes/hours in areas of the map, and then filter which ones actually appear in the game based on the conditions you choose.
I want to add the ability to alter natural spawns as well though, to keep it a bit simpler and to avoid messing with areas and regions.
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Posted Jan 21, 2012Hi Coldandtired
I can't work out exactly how this plugin works. I'm trying make a custom autospawn system for my server. I want no creepers to spawn on my server. Furthermore I'd like to have about two types of mobs spawning on one biome. For instance an enderman and a zombie in the desert. Other mobs shouldn't spawn there. Is this possible with your plugin?
Example: Spider and Silverfish Spawn in Forests and on Plains. A player should be in a range of 30, before they'd spawn. I'd like the normal amount of mobs to spawn. So what normally would be the total amount of mobs now being only Spiders and Silverfish.
Thx in advance!
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Posted Jan 21, 2012@LanToaster It would be possible, but it might be very expensive for the server. Each mob would need to be kept in memory, along with which players have done which damage to it.
A possible workaround is only to check how much damage was done with the finishing blow (which is free as the code is mostly already there) and then have a normal condition for the percentage of damage done.
This wouldn't be able to give a player who did the first 90% of the damage anything, but it would be able to stop the player who only did the last 10% getting anything.
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Posted Jan 21, 2012@GarretSidzaka Not sure there are any prewritten configs :)
There might be a few examples in the comments, and there's a couple on in other pages (click the pages button near the top of this page).
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Posted Jan 20, 2012Do you think there could be a Feature or Way to Track if a Player made more than 50% Damage on the Mob?
Because there are MobTraps wich almost kill the Mob, and you only need a Finishing Blow. I would love it if i could control how many EP and Drops the Mob drop depening on how much damage a player dealt.
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Posted Jan 18, 2012seems to be working on all the dev builds. i will let you know as soon as i get an error with a dev build, boss.
also what about getting me one of those prewritten configs.
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Posted Jan 17, 2012@coldandtired
Thank you, its hard to find a updated mob loot changer that supports what i need XD
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Posted Jan 17, 2012@MasterRokon It's something I plan to look into. I have to admit, though, that I have no idea how to work with custom items.
I'll look into it.
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Posted Jan 17, 2012I'm sorry if you have been asked this before, but will this work with spout items, im using omega currency so i have physical money, though the way to craft the money involves gold and iron, which means mining, Here is the thing though i have a Role play server, so not everyone is going to be a miner for their town or party, so instead i need away of getting money into the town without miners being the sol economic providers, besides resources to buy. So i want my warriors/hunters to be able to go out and hunt down mobs and come back to drink some Ale and what not. The item ids for the two currencies are 1024 and 1025, I'm not sure if that will help answer my question, but thought i should add that non the less.
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Posted Jan 17, 2012@LanToaster I haven't tested it at all on the dev builds so keep using the last RB (1597) for now.
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Posted Jan 17, 2012Wich Bukkit build do you Recomend? The Last RB or a Newer one?
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Posted Jan 16, 2012@xcoldfyrex
That should do it (with all the rest filled in of course).
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Posted Jan 16, 2012@coldandtired
Thanks. How might I get the powered creepers, though?
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Posted Jan 16, 2012@xcoldfyrex Use either world_limit within the mobs_to_spawn block, or limit within the where_to_spawn block.
By the way, that light_levels line won't do anything in the spawner, you need to use it as a condition in the spawns file.
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Posted Jan 16, 2012Two questions. I Got the mobs to spawn as I wanted(almost) but need help.
My spawner.yml:
I'm looking to keep the world loaded with cave spiders. This works but eventually there are tens of thousands. Is there a way to cap the maximum mobs spawned using the plugin?
Also, it says you can spawn creepers, but I cannot figure out the string for that. Creeper_Powered does not seem to work
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Posted Jan 16, 2012Iam using CraftBukkit #1597(latest RB)
As I said, the Mobs seem to Spawn Right. (Doesnt Spawn outside the Deserts or Hell Biomes). But still throws out Errors, wich Buckit build do you Recomend?
I Hope the future Feature you spoke of right now can have a Chance to Replace a MonsterSpawn.
Like a 1/100 Chance to spawn a Giant instead of a Zombie. :)
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Posted Jan 16, 2012@Kane_Hart I don't think there's any way to natural increase the frequency of mob spawning.
What I'm adding soon is the ability to tweak the spawns rather than set up an automatic spawner like now. This would mean it would be possible to make all creepers spawn powered, or wolves angry, for example. Or simple spawn 2 mobs every time 1 should have spawned.