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 19, 2012@coldandtired
yeah I added [World] to location, and now I believed its fine, thanks for helping me out man :)
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Posted Feb 19, 2012@1born2kill That means the auto_spawn was disabled for that particular event.
Does the region that you created appear in the list when the plugin starts? Also, if the world with the region isn't your first world you'll have to add a worlds: [name_of_world] key to the location.
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Posted Feb 19, 2012@coldandtired
Apparently there are no errors, it said something about correcting a faulty auto_spawn, so... :D
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Posted Feb 19, 2012@1born2kill Can you try again with b2 and post the error log again for me so the line numbers match?
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Posted Feb 19, 2012@coldandtired
sry if i'm being a noob atm :D
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Posted Feb 19, 2012@1born2kill And it works now or not? Can't tell from your comment :)
If it doesn't, post your config.
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Posted Feb 19, 20121.9.8 be is up - direct link
Changes
The last point needs further explanation.
Mobs uses YAML lists extensively, and it's one of the most hated aspects of YAML because in the code I have to read a list from the config when I am expecting a list, even if there is only one item.
This is why RainbowUni (see below) had the error. The [] notation is YAML syntax for a list of items. It's the same as the hyphen (see here for more info).
This latest version doesn't complain any more if it encounters RainbowUni's error, but silently converts it to a list.
The bad news is that YAML will ignore any elements past the first one if they aren't in a list format. For example (sticking with RainbowUni's case)
would have previously thrown an error but it will now be accepted. However,
will still throw an error because YAML has no idea what the second element (above 15000) is in relation to.
So, even though many errors are now caught, you should still use the list syntax.
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Posted Feb 19, 2012@coldandtired
yeah i figured that, so the minute I sent my previous message, I created a region called "test" and I replaced the location with the word "test" so its like [test]
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Posted Feb 19, 2012@1born2kill The example mob won't work because it has a made up location. Get rid of the auto_spawn section or adjust it to match your server.
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Posted Feb 19, 201216:46:38 [INFO] [Mobs] Loading Mobs v1.9 8 b1. 16:46:38 [INFO] [Mobs] Tracked mobs: 16:46:38 [INFO] [Mobs] creeper (custom auto_spawn) 16:46:38 [SEVERE] Error occurred while enabling Mobs v1.9 8 b1 (Is it up to date ?): null java.lang.NullPointerException at me.coldandtired.mobs.Loc.<init>(Loc.java:35) at me.coldandtired.mobs.Auto_spawn.<init>(Auto_spawn.java:55) at me.coldandtired.mobs.Main.setup_spawns(Main.java:299) at me.coldandtired.mobs.Main.convert_mobs(Main.java:235) at me.coldandtired.mobs.Main.onEnable(Main.java:86) at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:231) at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader .java:1057) at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManage r.java:379) at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:191) at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:174 ) at net.minecraft.server.MinecraftServer.t(MinecraftServer.java:357) at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:344) at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:175) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:408) at net.minecraft.server.ThreadServerApplication.run(SourceFile:465)
Can you help me with this? I Want to test it, but I don't know where to start, what I did was simply copying the example mob, which was the creeper, to the config file.
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Posted Feb 19, 2012I've added a forum if anyone wants to use it. Sadly, I don't get any notification of new posts/topics so if it's something important PMing me to let me know is advised.
Regarding Mobs and Heroes, they might co-exist depending on what you're doing with both of them but more than likely they will not.
Feel free to experiment, but if you see unexpected behaviour the first thing to do is disable one of them and see if it reverts to normal.
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Posted Feb 19, 2012@RainbowUni You need to put game_times: [23000 to 24000] otherwise it will be ignored (and probably spit out some errors).
The next version removes this problem but it's not quite ready yet.
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Posted Feb 19, 2012@dBi1K Sorry, real life intervened this week and I haven't had any time to even look at this page :(
I already added it back for the next release but have a couple of other things to check the stability of before I release it. I'll try to get it pushed out later tonight.
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Posted Feb 18, 2012@tappestry
the issue was more people wanting to control mob HP/Damage with Mobs to spawn more powerful creatures in conjunction with Heroes. the other aspects you're using it for are very compatible! In general though people will think that telling them they work fine together means they can use all aspects of each plugin and that just ends up causing a mess of things at the moment.
And props to a great dev for creating Mobs, it is a great plugin.
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Posted Feb 18, 2012Just a question on config files, I've been trying to figure this out for the past day now, and I'm finally breaking down and asking.
Running CB 1.1-R4 no other Mob Controller plugins
I'm basically trying to set up a cuboid to spawn a chicken pig and a cow from 2300-2400 so just once a day, but also have them spawn over the world. (It's a villager's farm, yet still want some random ones around outside)
Basically looking for help on what is wrong with this config that the animals are spawning all day regardless of conditiongroup for time. Unless there is an issue with limiting like this.
config: http://www.pastebin.com/Hy2ysLDM
Thanks in advance if you get the chance to help.
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Posted Feb 18, 2012coldandtired: Any idea when you're gonna fix the drops reverting to default for the persistent mobs? I can't upgrade to your new system til you do. Btw, it's not just the drops that are effected by this. The General properties are too....
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Posted Feb 18, 2012That's a way to solve it a little, but it doesn't make a perfect server in my point of view. In an RPG game with about 40 lvl's, you'd also need 20-40 monsters if not more. Ok, minecraft is getting close, but you aren't able to spawn any boss mobs in that case. Mobs offers a way to solve this: just make various (by example) zombies with different hp/dmg/exp drops. Also, these mobs can spawn in specific locations, so that you won't face a mob that's 20 lvls higher then you are in a random location.
I do not have a server running with people it at the moment. I just wanted to see if it is possible to create a mindblowing RPG-game with minecraft + plugins. It's getting close with the only real obstacle being mobs and heroes not hooking into eachother on the exp drop issue.
Sry again for using this plugin section, coldandtired. I'd love a forum topic about this, but mobs hasn't got one and heroes seems to lock them =(
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Posted Feb 17, 2012I just wanted to add something, I just logged in and saw all the mess of comments...
I run both of these plugins perfectly and in harmony. The only issue I really have is my wolves like to pretend to burn every now and then, and I actually like it, we call them hell hounds :D
Anyways, if anyone is considering using these two plug-ins together, I would recommend not using mobs for damages and HP as it can bug out a little (although i have tried to delete the damages entries in heroes and it seemed to work ok for me, IDK)
Moving on, I use mobs in combination with ecoCreature and Heroes. Heroes controls my mob health and damages, ecoCreature control my drops and gold rates, and Mobs controls everthing to do with spawning. It seems to be a great combination and have not run into any issues as far as I can tell.
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Posted Feb 16, 2012sleaker, kainzo, <removed flaming>. go use your own threads for this drivel. i have flagged all of your posts.
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Posted Feb 15, 2012We should accept what the dev's think is best. What I don't get though: I've used both plugins and the dmg/hp was working o.k. for me as far as I know. The only thing was that I couldnt get variable exp drops from heroes. (more hp/dmg = more exp)
Anyway, It isnt nice to spamm this chat indeed.We should use a forum section