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 27, 2012I'm having trouble with this. I can get ghasts to spawn on my map but they sometimes spawn underground and suffocate.
Seems like this should work as the world is thicker than normal. Ground goes no higher than 200 but ghasts still spawn below. Spawn rules are working as when I toggle spawn to "off" the ghasts will not spawn but they don't obey the spawn height rules. I've tried altering it to use an "unless" and [below 200] and that doesn't help either. What am I missing?
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Posted Mar 27, 20121.2.4 b1 is up - direct link
Changes
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Posted Mar 27, 2012@Xikage Didn't I do that yet? D'oh!
I'll release a fixed version in a few minutes.
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Posted Mar 27, 2012Is there going to be a new release soon? I could really use a new build with the whole 12:36:47 [INFO] [Mobs] {region=region, count=[below 50]} messages gone, it's irritating to have my console spammed constantly but this plugin is too good to turn off.
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Posted Mar 25, 2012@coldandtired
After fighting a lot with this, I finally got it running smooth like a small childs behind.
Finally full control over the mobs!
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Posted Mar 25, 2012@dornalmidian The zombie got broken in 1.2.3. I hear it's fixed now but I haven't had a chance to test it yet.
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Posted Mar 25, 2012@mikesaidhello Not easily :( See the comment below.
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Posted Mar 25, 2012@Nuinethir There's currently no way to change the size of mobs.
There's also so much hardcoded into Minecraft (and by extension CraftBukkit) that big problems arise when you try to change some things. Making slimes too big messes with their hitbox, for example.
You might be able to do what you want when the new Spout is ready though, but I haven't really messed around with it yet.
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Posted Mar 25, 2012@tangoesp Can you edit the comment to format it properly so I can check the indentation?
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Posted Mar 25, 2012@anuakkadia The NPE is because that's an empty section. If you don't want any auto_spawns then leave off the section completely. If you do want some you'll need to fill in the section (where_to_spawn etc.)
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Posted Mar 25, 2012Is this even maintained?
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Posted Mar 24, 2012We are having problems with spawn_event mobs spawning in lit areas. Am I doing something wrong here? http://pastie.org/3660990
Great plugin! Keep up the good work.
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Posted Mar 23, 2012Is it possible to have mobs detect players from a further distance? :D
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Posted Mar 21, 2012@coldandtired:
I want to make custom mobs (boss/epic mobs) for some dungeons I am working on but I want them to be scaled a little bit bigger. I was thinking between 2-3x in size to denote that they are stronger and more dangerous. Is this at all possible and would you be willing to add it? Thanks.
P.S. - If you could look at this thread post I made, I am sure you will see it is right up your alley.
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Posted Mar 20, 2012I have a problem with this code:
zombie: auto_spawn: - spawn_event: where_to_spawn: - location: worlds: [world] quantities: [30 to 60] shortcut: 1 spawn rules: spawn: yes unless: - condition_group: game_times: [above 12000] death_rules: - action: replace_items: no replace_exp: no will_drop: - item: names: [iron_ingot] if: - condition_group: percent: [above 79]
Looks like the problem is on the entry "- spawn_event:" . I'm trying to fix it, but I don't have any clue about how to solve it
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Posted Mar 19, 2012I love this plugin, but I'm having some trouble setting it up. Everything works fine until i get to the point of configuring some mobs at which point Mobs breaks on me at start-up.
I've managed to narrow it down to when i add " - spawn_event:" under auto_spawn:, i get a nullpointerexception in ...mobs.mobs_listener.setup(mobs_listener.java:117). i've also tried disabling other plugins that affect entities (bloodmoon, isafe, nocheat, disguisecraft) as well as herochat. I'm using CB 1.2.3-R0.2 and Mobs 1.9.8.b9.
this is the only code i currently have beneath the overrule section:
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Posted Mar 18, 2012I tried disabling vault altogether still doesn't give exp, or item drops. I guess I will disable addons 1by1 to see which one maybe at fault? I will let you know if i find anything.
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Posted Mar 18, 2012I have tried different versions of vault as well and I have not found a working combination.
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Posted Mar 17, 2012need to correct myself again. seems like vault was innocent the whole time after all. same problem with mobs alone.
i even downloaded mobs and bukkit again to be totally sure... how can that possibly be? i quess your plugin just doesn't like me :P but i like the plugin!
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Posted Mar 17, 2012........ im starting to get a lil pissed (and confused :P) after 5 min working on 1.2.12 it doesn't work anymore... if i make /sm 1 they have standard drops. but if i make /sm 1 and then /reload the mobs generated with normal drops before have the drops they should have. but newly generated ones have standard drops again...
and to top it all it stoped working with 1.2.11 now too... and again i tried deleting one plugin after another with absolutely no effect untill vault was last to go and mobs was left totally alone...
i have enough of that for today. good night