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 15, 2012I wanted to make a world where enderdragons spawned naturally.
I tried with this setting:
The spawn_interval: is 60.
Unfortunately if i /butcher in the world, removing all current enderdragons, and thus the plugin is suppose to start spawning new ones the server locks up
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Posted Apr 14, 2012Got it going, added some ram today to the server and after the restart, mobs spawning like mad
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Posted Apr 14, 2012@samrg472 Paste your config somewhere.
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Posted Apr 14, 2012Using commands does absolutely nothing. :/ It doesnt show any error or any output. Doesnt even say unknown command; simply blank as if you never typed it.
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Posted Apr 14, 2012@Bartelia I'll need to see the whole config as you probably have an error somewhere.
Also, [10 to 20] will spawn between 10 and 20 over the whole area specified so it might look like one if the area's big enough.
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Posted Apr 14, 2012Only spawning one mob even though I have the following setting: quantities: [10 to 20]
Anything I should look for?
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Posted Apr 13, 2012@coldandtired
I got that fixed, current issue is that my nether mobs are not spawning. I want nether mobs to spawn in normal map (using terrain control mod to mix normal and nether biomes in cave style world). Also want slimes, cave spiders, and silverfish to spawn like normal mobs too.
also, is it posslbie to make agressive iron golems? probalby not, but would make for really tough mobs.
Here is my blaze setup, it's very similar to other mob setups:
blaze: general: hp: [20] damages: [6] safe: no potions: - potion: effect: [SPEED] duration: [3600] level: [2] - potion: effect: [JUMP] duration: [3600] level: [2] auto_spawn: - spawn_event: manual: no where_to_spawn: - location: worlds: [armok2] quantities: [1 to 10] spawn_rules: spawn: yes death_rules: - action: replace_items: no replace_exp: no will_give_exp: [25] will_give_money: [100]
EDIT: I got this working too, did it by setting the mobs to spawn in a 50 block radius of the player. Will have to tweak things a lot, but it's a good start. Mobs fall from the sky every 30 seconds.
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Posted Apr 13, 2012@dorrax It looks like an hp line is wrong. Please paste your config somewhere and I'll take a look.
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Posted Apr 13, 2012very sorry to bother you, I couldn't find the same error message in the older posts. I get this error on server start:
java.lang.ClassCastException: java.lang.Integer cannot be cast to java.util.ArrayList at me.coldandtired.mobs.Utils.fill_int_array(Utils.java:383) at me.coldandtired.mobs.Utils.get_number(Utils.java:354) at me.coldandtired.mobs.Utils.set_int_property(Utils.java:412) at me.coldandtired.mobs.Mob.<init>(Mob.java:46) at me.coldandtired.mobs.Main.convert_mobs(Main.java:283) at me.coldandtired.mobs.Main$1.run(Main.java:131) at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:126) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:520) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452) at net.minecraft.server.ThreadServerApplication.run(SourceFile:490)
Can you help me translate this? Maybe I have a single number where I need a range or brackets or something, I'm only guessing based on the Integer to ArrayList line.
Thank you
EDIT: I think i got it, I put all the HP and damage values into [] and the server started fine. still not sure if the mobs are spawning right, but it's a start.
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Posted Apr 12, 2012@Deadlock989 It's coming :)
Currently it's only possible with autospawning mobs but I have the framework in place for applying it (and more) to naturally spawning mobs as well.
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Posted Apr 12, 2012Hi coldandtired,
This is a really nice plug-in, well done.
I'd like to try and set things up so that there is a low (like 1 in 1000) possibility that naturally spawning mobs are "bosses" with higher HP, a potion effect etc.
Can you only do this with auto-spawn? Instead is there a way of setting different condition-groups on "general" instead?
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Posted Apr 11, 2012@g_BonE Yes, that should work
I've got a better system coming soon which will make life easier for everybody (including me).
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Posted Apr 11, 2012here i go with another question:
can i have multiple definitions for a certain mob type to have it behave one way in a defined worldguard region and another way in a different region ? like:
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Posted Apr 11, 2012@jeremy5333 Without looking at the code of each of them it's hard to say.
There are a couple of things you can try: First, change damages to a number like 30 so it's very clear that it's working. Second, try setting the overrule.damaging option to true in the config. Test it. If it still doesn't work, try disabling all other plugins and enabling them one by one, testing after each.
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Posted Apr 10, 2012These are all my plugins, would any of them conflict with mobs in terms of damage? Because the health of mobs change according to what i input but the damage does not
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Posted Apr 10, 2012@jeremy5333 Do you have another plugin controlling damage?
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Posted Apr 10, 2012So i tried to set the spider damages to a higher value but no matter what i set the damages to the mobs damage do not change. what do i have to do to get mob damage values to change?
here is the beginning part of my spider config
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Posted Apr 10, 2012@smokie23
you were missing spawn_rules: and had some indentation issues, have a look:
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Posted Apr 10, 2012@coldandtired
:/ I tried but I keep getting errors, I think the yaml format i did is wrong and don't know how to do it.
when I put the spawn_rules into spawn_event, the mobs would still spawn all day plus the console said "[Mobs] Problem with zombie in world world" for each zombie that would spawn. Oh this was the config that threw those errors...or messages.
http://pastebin.com/KqE2khas
This also was tested on a server just with permissionsbukkit, worldedit, worldguard and mobs.
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Posted Apr 10, 2012@smokie23 There's currently a bug which means some values are being ignored. Try copying the spawn_rules section to inside the spawn_event section.