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 25, 2012@tappestry You can do this:
I don't know where blazes spawn naturally (I really should play Minecraft again one day) so world_limit: 1 might be too small, in which case use the limit: 1 inside the where_to_spawn block to make sure that region only has one blaze.
Damage and health will be adjustable in the next big version (which I'm doing at the moment).
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Posted Jan 25, 2012@Hoot215 Unfortunately not. There's no easy way to tell how big a world is (as they are potentially almost endless) so use a big range to cover the whole world.
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Posted Jan 25, 2012<<reply 510049="">>
Quick question: Can I use -1 as a range value (for everywhere)?
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Posted Jan 25, 2012@Cold
Hey you know what that worked really well for me thanks for the quick reply.
I'm trying to do one more thing and I don't know if it is possible. Maybe you can help with it? Can I change the spawner, and spawns so that only one blaze spawns from the spawner in say world2. maybe using the same conditions? This way in world1 they spawn normally but in world2 I can control the spawn to 1 and sort of make a boss area. I know that this doesn't support damage/health but if I can get them down to 1 per spawner cycle at least I can give the bosses some nice loot. I'm going to look at Heroes because they have a damage.yml that might be configurable per world as well. See ya later ! :) Thanks for all the help this week btw.
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Posted Jan 25, 2012<<reply 510000="">>
Excellent, thanks.
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Posted Jan 25, 2012@tappestry When there is a condition block with only an outcome, it works as the default if all the other blocks are false.
If your third world is the same outcome as your first world, you could combine them into one, so you would have one block with world_names: [ShadowofDarkness], with the outcome with diamonds, and one block with world_names: [worldname1, worldname3] with the outcome with gold.
Change the names of the worlds to fit, of course.
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Posted Jan 25, 2012@coldandtired
So just instead of another - name:, do another outcome, but as a list in conditions with no world specified preceding it right?
Ill give it a go :)
Oh and the blaze rod thing, might be because I didn't have 'nothing' in the box. I had it just blank/empty. So say I had more than 2 worlds it would be something like:
deaths_list:
- names: [blaze]
conditions:
- world_names: [ShadowofDarkness]
outcome:
drop_chances:
- percent: 20
replace_drops: yes
drops:
- names: [diamond]
- percent: 80
replace_drops: yes
drops:
- names: [nothing]
- world_names: [ShadowofDarkness3]
outcome:
drop_chances:
- percent: 20
replace_drops: yes
drops:
- names: [gold]
- percent: 80
replace_drops: yes
drops:
- names: [nothing]
- outcome:
drop_chances:
- percent: 20
replace_drops: yes
drops:
- names: [gold]
- percent: 80
replace_drops: yes
drops:
- names: [nothing]
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Posted Jan 25, 2012@Hoot215
You will have to change the world, range and quantities to match whatever you need.
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Posted Jan 25, 2012@tappestry Something like this should do it:
Hard to see if the indentation is okay here so check it. before using it.
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Posted Jan 25, 2012@Nuinethir config:
spawner:
spawns:
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Posted Jan 25, 2012HEY COLD! :)
Where should world_names go to have blaze drop gold here, but drop diamond in next world? I got the syntax right but its dropping the same in both worlds. here is kinda what I got, I clipped it. oh and even tho I have it set up replace drops 20% and 80% it still occational drops those damn blaze rods. cheaters!
deaths_list:
- names: [blaze]
conditions:
- outcome:
drop_chances:
- percent: 20
......................................
- names: [blaze]
conditions:
- world_names: [ShadowofDarkness]
- outcome:
drop_chances:
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Posted Jan 25, 2012<reply 509480="">
Think you could maybe help me with my example I posted lower down please? :)
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Posted Jan 25, 2012Plugin users, keep it civil please. This is a complex, versatile plugin that could definitely do with more extensive documentation, but directing entitled snark at the author doesn't help anyone.
I would suggest a compromise: Collect together existing example configs from the comments to a single tutorial page, with a brief explanation of each desired result. The basic structure of the yml files isn't clear from the tutorial pages, and examples help people understand the scope of the plugin and figure out ways to solve their own issues, while teaching people valid config structure. Fishing this stuff raw out of the limited comments system here is understandably frustrating and will only get more irritating as the post count increases.
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Posted Jan 25, 2012@coldandtired
Infinite? That response was like I asked God how to reassemble amino acids in DNA to create the legendary chimera. Let's try this dance again.
Please humor me by holding my hand and showing me how it's done.
1. Create a spawner.yml configuration that spawns mobs worldwide - INCLUDING powered creepers, angry wolves, and other value-specific mobs - without throwing errors to the console.
2. Create a spawns.yml configuration that dictates when each of these mobs should spawn, including:
3. Create a config.yml configuration to dictate that spawns have a chance to spawn every 30 seconds, and despawn after no player is within a 50-block proximity (like vanilla). Quoting Minecraft Wiki: Similarly, slimes will despawn after some time if no player is within 32 meters, and despawn instantly if no player is within 128 meters.
Prove me the idiot and I will accept such a title.
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Posted Jan 25, 2012@GarretSidzaka Did you actually change what I told you to, or just post an unhelpful snippet of the console?
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Posted Jan 25, 2012@Nuinethir I'm not really sure you understand what the configs do. What template would you like to see in an infinitely customisable system? What effect would a template that blocked pigs have, except causing people to complain that pigs stopped spawning after installing?
There's no way any template would be enough, which is why the (admittedly sparse) examples are there.
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Posted Jan 25, 2012@Nuinethir
yes this guy is correct! this plugin is worse to configure than Heroes! And that is a terrible insult BTW
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Posted Jan 25, 2012@coldandtired:
Not trying to be rude, but if you don't help people with their configs and constantly point to your pages with vague configuration because your documentation is inadequate, it makes people not want to use it. This is the only plugin I have installed so far that dropped 4 empty YML config files in a folder without even so much as a template to serve as a guide. You need to step up here. Until then, I will have to wait until something better comes along.
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Posted Jan 24, 2012Can someone tell me how I could make slimes spawn more often with this plugin please? I can't seem to figure that out.
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Posted Jan 24, 20122012-01-24 15:52:19 [WARNING] Task of 'Mobs' generated an exception java.lang.NullPointerException at me.coldandtired.mobs.Loc.get_location(Loc.java:56) at me.coldandtired.mobs.Mob_spawner.spawn_mobs(Mob_spawner.java:67) at me.coldandtired.mobs.Mob_spawner.run(Mob_spawner.java:81) at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:502) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:434) at net.minecraft.server.ThreadServerApplication.run(SourceFile:465)