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 2, 2012@coldandtired
Changes: Made it so that when the server starts, all mobs that have a non-empty config setting will replace the original mobs. This fixes the issue dbi1k describes below.
coldandtired, I did some testing with your replace mob fix and it worked kinda.... It seems to have only worked on the mobs close to the default world spawn point. When I move away from that point, mobs again drop default items. It's as if the replacement only happened for the initially loaded chunks on server start-up.
Also, I'm running three worlds and the fix only occurred on the primary world specified in the server.properties file. It loads first in the sequence. The other two worlds always revert to default drops regardless of location.
I haven't had time to do much more testing but that's what I've found so far.
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Posted Feb 2, 2012I am not sure if you added death_causes: after my other ticket, but I do like those options.
Can you clarify which option is for when it is killed by a player, in general?
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Posted Feb 2, 2012@tappestry I'll have a look and see what can be done with endermen. What is the error you're seeing?
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Posted Feb 2, 2012@ryanwagner For multiple items, both version are okay. If you do names: [item1, item2] then both items will have the same properties as the rest of the item block (quantities, enchantments, etc.)
If you want to drop 1 of item 1 and 2 of item 2 you need two item blocks
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Posted Feb 2, 2012I was just wondering if enderman could be controlled. Trying to use one as a boss but keeps teleporting out the sides. Also, I set up a skeleton using the autospawn spawn events. when I reload the config I am gettig a loop of errors. I uploaded it to
http://pastebin.com/EnXmx9Ft
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Posted Feb 2, 2012@fluentchaos Here's an example
Here, if you kill a pig with a gold sword, there's a 25 % chance of getting red wool.
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Posted Feb 2, 2012I have got everything working the way I want but the only problem I'm having is setting the drop percentage of items on mobs killed a certain way...I found the percent condition but I am not placing it in the correct spot I assume. I basically want it that when you kill certain creatures with a gold sword theres a chance of extra loot. Thanks for such a versatile plugin! :)
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Posted Feb 2, 2012@ryanwagner Looks like I missed a page to update - I'll do it tonight.
The drop section should look like this:
The list of possible enchantments is here
I haven't really done much testing about what enchantments can be used. I think Bukkit/Minecraft controls all that so giving protection_fire to a sword, for example, shouldn't do any harm.
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Posted Feb 2, 2012thanks and 1 more question:
http://dev.bukkit.org/server-mods/mobs/pages/nodes/item/
Can you confirm the spacing format for the full use of min, max, and enchanting:
Here is my guess (this format is from a single spawn event not from the base death_rules setting)
death_rules:
- action:
replace_drops: yes
replace_exp: yes
will_drop:
- item:
names: [blaze_rod]
min: [0]
max: [2]
enchantments: [???, ???, ???]
match_all_enchantments: no
With this I have 3 sub questions.
1) On that page I linked it says "name:", but on the death page it says "names:" (here is the death page i am referencing: http://dev.bukkit.org/server-mods/mobs/pages/tutorial/5-death_rules/)
2) Is there a working link to the supported enchantments?
3) I assume that the enchantments only apply to what the default MC supports. AKA you can't apply silky touch to a sword. is this correct?
UPDATE:
on question 1 the question is which is correct
I also have 1 more question. How do you provide several items in drops. Would i have multiple - item entries or put multiple items in names:
once again thanks for the plugin and support.
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Posted Feb 2, 2012@ryanwagner 1) No, it's in seconds.
2) area_mob_count and area_mob_class_count are general conditions and can be placed inside any condition_group (so in spawn_rules, burn_rules, or death_rules). They need to have their own location defined, either with base and range or with region.
See here for an example.
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Posted Feb 2, 20122 quick questions:
1) The spawn rate setting at the top of the config. Is that in minutes? I just want to be sure
2) The new area_mob_count and area_mob_class_count. Are those for the where_to_spawn area that was defined in the - spawn_event? Or is it a different value?
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Posted Feb 2, 2012@tappestry Sorry, didn't quite understand that (I'm slow in the morning :) )
Are you asking if Mobs blocks those teleporting functions?
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Posted Feb 2, 2012@LordPhrozen You did indeed miss it. :)
Both of your statements can be used, it all depends how in-depth the admin wants the config to be. Setting it so that every zombie drops gold is a couple of lines, setting it so that some zombies drop gold, some drop diamond, some drop iron, etc. is also possible with a few more lines.
You can set it up so that every single mob of the same type drops something different, if you want to create a crazily long config.
Far more sensible is to have these rare mobs spawn only occasionally (once an hour, for example).
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Posted Feb 1, 2012Lord you cant really create new mobs that minncraft doesn' have without client mods but I can have 3 diff pigs with this. One that spawns in desert, one in the forest and one in the nether each droping different items but possibly sharing the same health?
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Posted Feb 1, 2012-
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Posted Feb 1, 2012"Create unique mobs that drop whatever you decide "
This seems fairly missleading, Upon reading this I thought i'd be able to set up different settings per creature.
"Edit everything about a creature, and have them drop whatever you decide."
Would be more accurate.
Or... did I completely miss how this works? XD
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Posted Feb 1, 2012@MysticRealms Yep :)
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Posted Feb 1, 2012@mantegudo The config would look like this:
You'd need to choose the mobs you wanted and put the above in each of their sections. Will only work in b7+.
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Posted Feb 1, 2012Heya, I assume you'll announce when region limits are back in? Can't wait to update! :)
Edit: Is this what area_mob_count is for?
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Posted Feb 1, 20121.9 b7 is up - direct link
It's worth noting that Bukkit doesn't handle reloading plugins very well, and there's a high chance that strange behaviour will occur if you reload the server. It's always recommended to stop it and start it again instead of reloading.
Changes