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 3, 2012@tappestry There's still something wrong with your where_to_spawn section. Make sure it looks like the one in the example.
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Posted Feb 3, 2012@MysticRealms:
Aye... That is the settings I mean. The explosion damage still exists, but the actual graphics of the explosion does not display. Creepers just disappear. Which is a shame. I shall continue my search though!
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Posted Feb 2, 2012I have an interesting and confusing (possible) bug. I was trying to set it so that if a player kills a Villager with a gold sword, they will drop an item. When a player kills a normally spawned Villager, nothing happens, but if I spawn them using the eggs then everything works as it should. Baffled.
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Posted Feb 2, 2012@crowbars82
Do this in your global config:
This allows creeper explosions, but they do not affect blocks.
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Posted Feb 2, 2012@MysticRealms:
Worldguard's options for Blocking Creeper damage and explosions just make the Creepers disappear...
Does the job I guess... but I'd love to find a 'Mobs-compatible' way to prevent Creeper and Ghast explosions from damaging blocks whilst retaining the explosion effect and sound.
Creeperheal is ok, but it means having a temporary hole before an auto-fill-in and it can still damage redstone mechanics :(
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Posted Feb 2, 2012<reply 523481>>
10:42 PM [INFO] [Mobs] Loading Mobs v1.9 b7. 10:42 PM [SEVERE] java.lang.NullPointerException 10:42 PM [SEVERE] at me.coldandtired.mobs.Auto_spawn.<init>(Auto_spawn.java:37) 10:42 PM [SEVERE] at me.coldandtired.mobs.Main.setup_spawns(Main.java:571) 10:42 PM [SEVERE] at me.coldandtired.mobs.Main.onEnable(Main.java:132) 10:42 PM [SEVERE] at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:231) 10:42 PM [SEVERE] at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:1057) 10:42 PM [SEVERE] at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:379) 10:42 PM [SEVERE] at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:191) 10:42 PM [SEVERE] at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:174) 10:42 PM [SEVERE] at net.minecraft.server.MinecraftServer.t(MinecraftServer.java:357) 10:42 PM [SEVERE] at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:344) 10:42 PM [SEVERE] at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:175) 10:42 PM [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:408) 10:42 PM [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:465) 10:42 PM [SEVERE] Error occurred while enabling Mobs v1.9 b7 (Is it up to date?): null
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Posted Feb 2, 2012@crowbars82
Is there any reason you aren't using WorldGuard? It gives this functionality of disabling creeper explosions.
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Posted Feb 2, 2012Hello! This is an absolutely brilliant plugin indeed. I have found however that any Anti-Explosion plugin conflicts with 'Mobs', causing server errors and crashes. I'm using these two at the moment: dev.bukkit.org/server-mods/em-creeper-explode/ dev.bukkit.org/server-mods/em-ghasts-fireball-explode/
I've noticed there is an 'Overrule' section in the config.yml.
Is there a way I can prevent Creeper and Ghast explosions from damaging blocks whilst retaining the explosion effect and sound using this plugin?
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Posted Feb 2, 2012Can you do more than one mob per entry? Right now we have various "mob regions" setup with different types of mobs, not necessarily just one type. Or with this new method I suppose you have to have everything as a single type of mob?
Also, just so I can get an idea of how the new format works before I dive into rewriting the files, does this new method involve only two files now? Perhaps a global file and a main file for all of the entries?
Edit: Reading more, I guess maybe it's one file with everything. Can you send me the default config files by chance? I need to keep the old version on until I rewrite the files.
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Posted Feb 2, 2012@tappestry That should work. Of course, you don't need the world_names condition if you're only spawning into that world.
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Posted Feb 2, 2012- spawn_event: where_to_spawn: - location: worlds: [bossworld] general: hp: [90 to 300] damages: [4 to 6] auto_spawn: spawn_rules: spawn: no unless: - condition_group: world_names: [bossworld] spawn_reasons: [spawner]-
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Posted Feb 2, 20121.9 b8 is up - direct link
A small update because I'm tired and need to update the docs :)
Changes
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Posted Feb 2, 2012@tappestry Is bossworld your first world? When you don't add a where_to_spawn section it defaults the the first world.
There's a new RB for Spoutcraft for 1.1 but the latest SpoutPlugin still uses R1.
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Posted Feb 2, 2012yeah thats what I thought too. sometimes i would get crazy streams of errors, sometimes none but half the config would work and strangely, like all mobs sharing the same drop. sometimes I got a spawn error you would watch mobs spawn and the just despawn right after. I was sure I had the parsing right, and most of the errors seems like a bukkit org class error. i been getting a bukkit update build message but everytime i update bukkit things break, will wait for spout to update to new buiild first
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Posted Feb 2, 2012I'm having a lot of trouble with the world object at the moment. I think Bukkit might have broken something.
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Posted Feb 2, 2012well.........I WAS getting a slew of errors, Im not now after upating some other plugins, maybe the culprit? However that link has my skeleton config and for the life of me it wont throw the world_name spawn event, only the spawn event with no world set. I hope that makes sense. If you take a look at the pastebin page you'll see what I mean. First spawn event is world only, spawner only, second event is only spawner (no world specified)
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Posted Feb 2, 2012So... If i now correctly understand..... I could set up individual zones with increasingly difficult mobs....
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Posted Feb 2, 2012@coldandtired
I'm thinking it would start defaulting about 100 blocks from the world spawn point. However, after I noticed it, I tested by spawning mobs at the world spawn point and about 200 blocks away. I would do this in each world and then restart the server and go check each location.
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Posted Feb 2, 2012@dBi1K I'll look into that. How far away roughly did the drops revert to default? It should scan through every world and every mob in each world.
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Posted Feb 2, 2012@ryanwagner There is no death cause for an attack specifically by a player, but you can use entity_attack to make sure it's an unnatural death.
You can of course combine it with some other player conditions to make sure it's a player. I'll add a new player condition tonight to make this easier.