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 29, 2012@MysticRealms So, it was Bukkit's fault! :)
Mob limiters are done differently in the new version. Basically, they are just conditions now so they can be used for more than just limiting. It also means they can affect all spawning mobs, or just the auto-spawning ones.
There are two new conditions - world_mob_count, and world_mob_class_count which can be used to limit (world_mob_count: [below 500]) and also things like world_mob_count: [250, 500, above 750] for more control over exactly what happens.
world_mob_class_count is the same but only counts the same type of mob as the condition is attached to.
The next update will have another two conditions which do the same but for a region, but as it's done in a completely different way it might work better than before.
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Posted Jan 28, 2012Heya cold,
Just an update: the insane amount of entity deaths errors went away for us after upgrading to latest CB.
I noticed you mentioned mob limiters are off in the latest version. I wanted to just note that even on the version we have, where presumably they should be working, the mob region limiters appear to be very finicky. For example, they appear to not work at all for wolfs or pigs and in some areas do not work for other mobs as well, despite ensuring the regions encompass the mobs inside. This causes huge masses of mobs that result in lag. It is strange though, because it appears to be working fine for some regions and not others.
So hopefully this will be fixed when you readd them back in, or if there is something I am not understanding about how they work, let me know.
As always, huge fan of your plugin and am happy to see the consistent updating. Will definitely donate when we can.
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Posted Jan 28, 2012@fuzyfeet Very likely. I want to get put back all the missing features from the old version first and then start on the requests from the comments.
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Posted Jan 28, 2012cold the documentation is awesome :)
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Posted Jan 28, 2012I'll be patching my server with this beta tonight in about an hour
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Posted Jan 28, 2012Any possibility of a spout option so if we make the uber-zombie we can skin it?
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Posted Jan 28, 20121.9 b1 is up - direct link
This is a complete rewrite of the code to make it mob-centric and allow more things to be done with mobs. It's very important you read the documentation as most things have changed (for the better!)
This is a beta release so a few things are not working yet. Mainly, the commands are not in there; it's not possible to spawn mobs when another mob dies at the moment; region limits are also disabled.
However, new things can now be done! The config has also been simplified and the documentation improved. There are also a couple of new conditions available.
Consequently, I would prefer if all new admins use only this new version as that's what I can help most with now.
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Posted Jan 28, 2012Hey, I'm having some trouble here. I'm op but I don't have permissions for anything, and all the config files are empty, can anyone help? Thanks in advance.
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Posted Jan 28, 2012we have isolated a crash to your plugin. the configs you gave me work well. however we kept getting sudden halts, with no errors. we spent 2 days and isolated it to mobs. we dont have a stack trace there was no error report. i will test this plugin again after update
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Posted Jan 28, 2012@Montpelier It should be biomes, not biome.
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Posted Jan 28, 2012Mystery of the Day:
I have this in my spawns.yml, with the spawns_type in the config set to block. Above it is a similar entry for hostile mobs, which stops them spawning naturally above a certain height and works fine. Rather than limiting the squid spawns to river/ocean biomes, this seems to block natural squid spawns in every biome. I tested this earlier by removing the natural spawn qualifier and attempting to manually spawn squids in a river biome, which was blocked.
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Posted Jan 27, 2012Can anyone help me with the deaths.yml? I am trying to have it when a player is holding a gold sword that an item drops (like chainmail armor say). I've added in the condition and I can't seem to get it to respond correctly. Here's my deaths.yml...
death_list: - names: [pig] conditions: - player_holding: [gold_sword] outcome: drop_chance: - percent: 100 drops: - names: [chainmail_helm] quantities: [1]
Ugh...dont know why this wont post the proper way :/
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Posted Jan 27, 2012For the second limit. It's still spawning a lot of mobs. Does it count the mobs that are still in the range that I set up?
Ok, I'm using regions now and it looks almost perfect! The Mobs are not spawning outside of my regions now though. Can I also make them spawn normal?
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Posted Jan 27, 2012@dexyh1234 It's possible to put a world_limit key in the spawn_event, and/or a limit key inside the where_to_spawn block so it would look like this:
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Posted Jan 27, 2012Is it also possible to despawn mobs after a period of time? I see something in conditions about seconds, but I've put spawns_type: allow in the config file, so I don't get what to put in now to make them despawn.
I guess there is no way to set a limit to the amount of mobs in an area, before spawning new ones, or am I wrong?
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Posted Jan 27, 2012@cvxx7q It'll be in the next version.
I want to try and get a beta of the new system up later tonight.
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Posted Jan 27, 2012@dexyh1234 You can't automatically spawn mobs near players (although I might try and add it).
For now, you can spawn mobs all over, and filter out the ones that aren't near players.
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Posted Jan 27, 2012@coldandtired
just now? or is this already in the codebase?
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Posted Jan 27, 2012@LanToaster
@cvxx7q I've put in a check to make sure the chunk is loaded before spawning to see if that stops it.
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Posted Jan 27, 2012@LanToaster
i retract my wrongful statement ;)