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 Apr 5, 2012@tappestry So that config in the mooshroom section will work, but not in the others?
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Posted Apr 4, 2012possible issue with spawn_reason [egg]
testing it right now against all my plugins to find the culprit. only entity spawning is mooshroom.
EDIT: Aight, certain there is a issue with all spawn_reason: [egg] for animal entities wolf, pig, cow, ocelot, sheep, chicken, etc.
removed .jar and all eggs are working again. Hopefully this is something simple. Not sure why mooshroom eggs are the only ones working with this version<sub> april fools? LOL :D</sub>
the exact syntax Im using is
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Posted Apr 4, 2012@bob15691 Try setting the base.y value much higher (like 200).
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Posted Apr 4, 2012@deleted_8665991 Is the formatting okay? Can you edit the comment to put in code tags?
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Posted Apr 4, 2012@Ratkoon If you're using the same values often, it would be better to set up a section in the config file, then link to it where you need it.
It's built into YAML and you can read about it here.
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Posted Apr 4, 2012@ Ratkoon:
I'm trying to get this set up too. However at this time I have no idea how to do it. Help would be appreciated.
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Posted Apr 4, 2012Is it possible to make the condition "percent" usable with just an item instead of the entire death action so that we can have a mob drop 30 different items without having 30 different death actions all with the same values except the item?
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Posted Apr 4, 2012if I use this configuration during the night, the zombies spawn normal and if i set y to 0 in the previous configuration and near will be a mountain they spawn inside the mountain
zombie:
auto_spawn:
- spawn_event:
manual: yes
quantities: [20]
spawn_rules:
spawn: no
unless:
- condition_group:
light_levels: [0 to 7]
mob_standing_on: [dirt, grass, stone, cobblestone, sand, wood, gravel, leaves, sandstone, long_grass, snow, ice, snow_block, soul_sand, huge_mushroom_1, huge_mushroom_2, nether_brick, ender_stone]
where_to_spawn:
- location:
worlds: [world]
base: {x: 110, y: 65, z: 75}
range: {x: 20, y: 20, z: 20}
shortcut: 2
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Posted Apr 4, 2012@bob15691
Try setting Y cord to 0 so they spawn on the same level as player?
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Posted Apr 4, 2012I cant get:
death_messages: messages: - §4^mob^ dropped $^money^ log: no global: no tracked_mobs_only: yes
to work, it doesn't throw any errors on http://yaml-online-parser.appspot.com/ and i tried " like you mentioned in a ticket about the same problem, but it appears my format is correct but it still errors in console saying invalid character.
Any help would be great!
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Posted Apr 4, 2012I tried to spawn the zombie at night but they still spawn in ground
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Posted Apr 4, 2012@bob15691 Possibly it's because of the light level condition. Above ground is usually more than 7.
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Posted Apr 4, 2012zombie:
auto_spawn:
- spawn_event:
manual: yes
quantities: [20]
spawn_rules:
spawn: no
unless:
- condition_group:
light_levels: [0 to 7]
mob_standing_on: [dirt, grass, stone, cobblestone, sand, wood, gravel, leaves, sandstone, long_grass, snow, ice, snow_block, soul_sand, huge_mushroom_1, huge_mushroom_2, nether_brick, ender_stone]
where_to_spawn:
- location:
worlds: [world]
players: [all_players]
range: {x: 20, y: 20, z: 20}
shortcut: 2
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Posted Apr 4, 2012why almost all the zombies spawn in the ground
zombie: auto_spawn: - spawn_event: manual: yes quantities: [20] spawn_rules: spawn: no unless: - condition_group: light_levels: [0 to 7] mob_standing_on: [dirt, grass, stone, cobblestone, sand, wood, gravel, leaves, sandstone, long_grass, snow, ice, snow_block, soul_sand, huge_mushroom_1, huge_mushroom_2, nether_brick, ender_stone] where_to_spawn: - location: worlds: [world] players: [all_players] range: {x: 20, y: 2, z: 20} shortcut: 2
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Posted Apr 4, 2012All right, all pages updated!
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Posted Apr 4, 2012@Mr_Drake It was just added but I haven't updated the pages yet (that's today's mission).
See here for usage.
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Posted Apr 3, 2012So we're configuring this on my server right now and were wondering. Is there any way that when you kill a mob, a message pops up and tells you how much you got from them in an eco-creatures-esq way?
I haven't been able to find anything about it, so if you could tell me yay or nay I would be greatly appreciative.
Thanks.
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Posted Apr 3, 2012@Xikage I believe all that is handled by the client and there's currently no way to get or set it with a plugin.
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Posted Apr 3, 2012@UltrafaceGuy Hmmm. Back to the drawing board. The API for this area is very strange and undocumented, unfortunately :(
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Posted Apr 2, 2012Would it be possible to add a condition for the current in-game moon phase? I'd like to make mob spawns much more dangerous when it's a full moon.
Thanks, keep up the awesome work!