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 Mar 12, 2012I am having an issue with the spawn locations that maybe you can clear up. I am using the following spawn location code for a lot of dungeons on my server:
Since it's set to spawn within something like a 40 yard radius of any players in that region, shouldn't mobs only spawn if a player is nearby? As it is right now, I have mobs spawning in that region even when the chunk is completely unloaded. I tested it by butchering everything, logging off, signing back on a few hours later, and there were over two thousand mobs spawned in that region (it spawns a couple skeletons and zombies near people every few seconds).
Thanks, love the plugin.
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Posted Mar 12, 2012Hey cold!
I was thinking today, have you thought about adding into the main general config settings for the plugin for disabled in world?
For example: Disabled Worlds: [World, Nether]
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Posted Mar 12, 2012@mickeslicke No it won't. If you use a spawn_event the conditions and properties within it will apply only to the mobs spawned by the event.
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Posted Mar 12, 2012I have a special hardcore world on my server, and want to create some extra dangerous and special mobs just for that world. If i make a "where_to_spawn"-rule and set that to my hardcore world, I guess it will cancel out the regular mob on other worlds?
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Posted Mar 12, 20121.9.8 b9 is up - direct link
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Posted Mar 12, 2012@Stealth_kid09 Source is on Github - check the repository tab for the link.
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Posted Mar 12, 2012Can you upload the source code please?
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Posted Mar 12, 2012@MedlarGW Sorry, forgot about that. :(
It will be in the next version for sure.
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Posted Mar 11, 2012Is there a way to alter which type of villager spawns? Normally you can only spawn the 'farmer' villager, I was just hoping there was a way to spawn a 'blacksmith.'
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Posted Mar 10, 2012@coldandtired Yeah, I just tried deleting all the server files again to let craftbukkit.jar generate them from scratch. Deleted the map files again, logged in, and still no zombies spawning.
server.properties: http:pastebin.com/Uc7sVwLN
server.log: http:pastebin.com/rgSCviFP
Same mobs config file as previous post. No other mods are installed, just Bukkit and Mobs.
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Posted Mar 10, 2012@NightStripes That config works fine for me. Are you sure your world is called 'world' (case is important) and that no other plugin is blocking spawning?
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Posted Mar 10, 2012I'd really like to use this on my hard-mode server to populate the world with high amounts of monsters, but I can't seem to get even a basic example to work. I copy/pasted your Zombie auto_spawn example. Here's my config http:pastebin.com/AkB6vdwn on a brand new Creative Flatmap world with no other mods running on 1.2.3-R0.1. Mobs ver 1.9.8 b8.
101 zombies do not spawn in my default "world" map. Nothing happens at all :(
server.properties has spawn-monsters=true, but "false" doesn't change anything either.
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Posted Mar 10, 2012@FiddyCraft Currently, that involves a lot of hacking and is very unstable.
It might be possible when the new API comes, and it might be possible with new Spout. We'll have to wait and see :)
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Posted Mar 10, 2012@samrg472 It shouldn't be too bad, depending on what it's being used for.
It's very modular, and there are numerous checks to see what the admin has configured before running unnecessary code.
Even if you want to control every aspect of every mob nothing really happens until an event (mob dying, burning, spawning, etc.) so in normal uses it shouldn't tax the server too much.
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Posted Mar 9, 2012will there ever be a way to change mob Ai
Like have wolfs that attack all normal animals instead of just sheep or Have cows eat grass like sheep
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Posted Mar 9, 2012Hows the performance of this plugin? I tried another plugin before like this and it bogged down the server alot. So just wondering on this one.
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Posted Mar 9, 20121.9.8 b8 is up - direct link
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Posted Mar 9, 2012I gave it a quick test with 1.2.3 and it seemed to work but it's possible the new mobs won't work as expected. I'm updating it for 1.2.3 at the moment.
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Posted Mar 6, 2012it is working as far as spawn control for me in beta dev r.01
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Posted Mar 5, 2012Does this work on 1.2.3 BETA?