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 24, 2012I believe I found my problem
2012-02-25 02:26:26 [INFO] [Mobs] Loading Mobs v1.9 8 b6.
2012-02-25 02:26:27 [INFO] [Mobs] Tracked mobs:
2012-02-25 02:26:27 [INFO] [Mobs] slime (custom auto_spawn)
2012-02-25 02:26:27 [SEVERE] Plugin Mobs is attempting to register event org/bukkit/event/entity/EntityTeleportEvent, which does not exist. Ignoring events registered in class me.coldandtired.mobs.Mobs_listener
The listener class file is being ignored, and as you pointed out that is where the slime size is set.
I should have thought of my bukkit version updated from R3 to R4 and everything works. Sorry for the confusion
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Posted Feb 24, 2012@coldandtired
Wait so How would I keep the automatically spawning ones in the region defined to stop spawning?
I just need a way I can control the amount of mobs in a certain region or else the mobs will never stop spawning and it crashes the server! I just need skeletons in the 72 regions I created only to spawn when there is a player near and burn when there is no player near.
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Posted Feb 24, 2012@coldandtired
So to control the auto spawn'ed skeletons in regions, we should use a unless condition group in there?
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Posted Feb 24, 2012@gummby8 https://github.com/coldandtired/Mobs/blob/master/src/me/coldandtired/mobs/Mobs_listener.java#L235
Works as expected for me - are you sure your formatting is okay? It should look like this:
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Posted Feb 24, 2012@coldandtired Did a complete server restart my config is as follows
slime:
auto_spawn:
- spawn_event:
manual: yes
quantities: [1]
shortcut: 1
where_to_spawn:
- location:
worlds: [hadar_valley]
regions: [test]
general:
size: [12]
Still every time I manually spawn the slimes they are completely random sizes.
This is me being snoopy and trying to learn java at the same time. But I decompiled your classes and couldn't find " setSize(int sz)" anywhere in them. According to bukkit that is how you set slime sizes.
http://jd.bukkit.org/apidocs/org/bukkit/entity/Slime.html
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Posted Feb 24, 2012@gummby8 Sorry, didn't think of that.
It should be a number (normal slimes are from 1 to 4). Your first and second examples would have worked if 'through' had been 'to'. It uses what I call the range format, where one of the values will be selected randomly when the slime spawns.
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Posted Feb 24, 2012@coldandtired Coldandtired I am still unable to spawn giant slimes, what values should I be putting in size: ?
I have tried
size: 1 through 30
size: [1 through 30]
size: [small, medium, huge, giant]
No matter what I do I get random sizes
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Posted Feb 24, 2012@watdidyusaey I love all TF2 items! :)
Your config works as it should. Naturally-spawning skeletons are blocked, but the ones automatically spawned will be allowed through.
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Posted Feb 23, 2012@coldandtired
I'm definitely using b5 (about to update to b6).
I'm using the exact config I posted and I'm still getting mobs spawning...
Do you need any genuine shogun 2 items for TF2?
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Posted Feb 23, 2012Thats a cool feature! Going to try that soon =)
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Posted Feb 23, 20121.9.8 b6 is up - direct link
Changes
Potion structure is like this:
Add as many potion blocks as you like. The potions section can be in the mob's general section and/or the auto_spawn's general section.
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Posted Feb 23, 2012@watdidyusaey Make sure you're using b5.
The config you posted will stop skeletons spawning everywhere in the world.
Also, /pm does something but you should never need to use it. Read what it does above. I don't know what you expected to see happen though.
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Posted Feb 23, 2012@xFlakesID I planned to add something like this but it takes more server resources so I wanted to get everything else working first.
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Posted Feb 23, 2012@Xoured You don't need any commands. You get the message about the plugin stopping because you haven't created a config.
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Posted Feb 23, 2012Alright I really believe that turning off burning or spawning doesn't work.
spawn_rules: spawn: no burn_rules: burn: no
Mobs still spawn and mobs still burn in daylight. I spent hours trying to get a mob to simply NOT spawn and it's not working for me.
Also pm does absolutely nothing on the server.
This is my config for solely NOT spawning in a region... I'm starting small and I can't get regions to NOT spawn.
https://pastee.org/2fjhu
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Posted Feb 22, 2012@xFlakesID
Those are burn rules I believe. You can make creepers burn at specific times of day/night. The tutorial shows how.
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Posted Feb 22, 2012No matter what I do I can't even use a command for this mod, no errors or anything, just the whole 'no mobs can be found stopping' error on startup. Any ideas?
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Posted Feb 22, 2012Question!
Can you implent that you can control when a mob dies like that they can even live in broaght light or like a creeper dies in the blaze of the sun?
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Posted Feb 22, 20121.9.8 b5 is up - direct link
b4 had a silly mistake so this is a quick fix of that.
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Posted Feb 22, 2012@gabizou There was an issue with the conditions which is now fixed, but the reason yours wasn't working was there was no space between the hyphen and condition_group.
I've updated WorldGuard, can you see if the first issue is solved (I couldn't replicate it here).