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 17, 2012kk got it running with 1.2.12 the plugin metrics folder, (i quess it's generated by vault) just needed a double delete after switching the vault version. but 1.2.13 still won't work
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Posted Mar 17, 2012well maybe mobarena or McMMo. but as i already said i deleted them all one after another untill only Vault and Mobs were left as possible conflict.... then i tested downgrading vault untill it worked for me with 1.2.11
and then i loaded all my plugins back into my plugins folder, one after another and it still works :P
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Posted Mar 17, 2012@Purplehain That config still worked fine for me on 1.2.12. Do you have any other plugins dealing with mobs that could be conflicting?
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Posted Mar 17, 2012i quess you run it on Vault 1.2.11 because that works for me, except of an lil outdated vault error in the Console
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Posted Mar 17, 2012@Purplehain I justed tested exp and money with Vault and iconomy and they worked fine. Can you post your config file?
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Posted Mar 17, 2012im running on the newest Vault
Vault 1.2.13 for CB 1.1-R8 with Bukkit 1.2.3-R0.2
I just tried what happens if i downgrade my Vault to 1.2.12, with the same result. normal exp drops and no money. and no error message
it works with Vault 1.2.11 for CB 1.1-R4. but now i get a conflict with vault
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Posted Mar 17, 2012@gummby8 You would need to set up the config like this for every mob you wanted this rule for:
This would allow only mobs spawned by the auto_spawn section or by another plugin. You could edit the spawn_reasons to include eggs and lightning, for example, if you wanted.
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Posted Mar 17, 2012@Purplehain Do you have the latest version of Vault? They might have changed something. I think the plugin was built with version 1.2.12.
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Posted Mar 17, 2012@Panguino
its vault i have the same problem. deleted all plugins one after one untill just Vault and mobs were leftover. and after vault was gone it worked and i got 1000xp from one mob...
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Posted Mar 17, 2012Is it possible to deny all natural spawning of mobs on a world yet allow all mobs to be spawned by the plugin?
I have a giant flat world that is always overrun with mobs and I am building open dungeons, I want to deny all natural spawned mobs and only allow the mobs that I spawn from the plugin, whether it be in intervals or by command
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Posted Mar 17, 2012@Panguino
You would need to post your config, otherwise there is no way to know what is wrong. Besides a config error, the other alternative would be a plugin conflict. For example, Mobs does not play nice with Heroes.
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Posted Mar 17, 2012I have this plugin installed on my server, but I am unable to get the drops/experience to work, it seems like its just ignoring that part of it. Any suggestions?
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Posted Mar 15, 2012@Xikage Sorry, that's a line of code that got left in by accident. It'll be removed from the next version.
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Posted Mar 15, 2012@XageVII As MysticRealms said, they are included but I haven't updated the pages yet. I'll do it tonight. Use ocelot and irongolem as the name of the config section.
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Posted Mar 15, 2012@XageVII
They were added in 1.9.8 b8
I have not personally tested them yet, but they probably work fine. He just didn't add them to the docs.
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Posted Mar 14, 2012I noticed that Golems are not on the supported mobs list. Is this because they're created by placing blocks? If we can't spawn them, can we at least change their values? I am getting annoyed with some griefers killing them in the villages and/or players' guards for iron.
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Posted Mar 13, 2012Ever since I updated a few days ago, my console has been being spammed with messages like this every time a mob spawns:
Debug mode is turned off. Please fix!
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Posted Mar 13, 2012I'm still having trouble getting even the basic zombie example to work :( I'm using no other plugins.
When I use this config, nothing spawns. If I add a "players: [all_players]" line to the where_to_spawn location under the [world] line though, 101 zombies start spawning in a big group on my character every 10 seconds.
Without the "players:" line, shouldn't I start to see 101 zombies pop up randomly and eventually have thousands on my screen?
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Posted Mar 13, 2012@tappestry Bigger things are already in the works :) I could add that in the interim though.
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Posted Mar 13, 2012@Xikage When the plugin sees regions it uses it as the location, overriding the players part.
However, you can add player_within as a condition which will work as expected.