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 Feb 10, 2012Ok, thanks! The burning thing was just to despawn mobs or something. Is there another way to do that?
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Posted Feb 10, 2012@dexyh1234 Yes, it's due to Heroes setting the exp after Mobs has set it, therefore overwriting it.
I've put an issue up on its site asking for a config to avoid this behaviour so you might get lucky :)
The burn thing had to be taken out as Bukkit doesn't support it. I could add it back but it be basically a timer that tries to set fire to Mobs every x ticks unless told otherwise so might be a bit expensive for the server. I'll see.
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Posted Feb 10, 2012It's almost working out for me! Only the exp isn't. Here is my config: http://pastebin.com/chK1ZmNk
The mobs just aren't giving any exp on death. (money and diamonds drop both work) Is that because of heroes? I hoped the exp I'd use in your config, would be used by heroes somehow, but it seems not. Is there a way to solve this, because then my server can be just the way I'd like it!
Furthermore, I've tried to let pigs burn when a player is far away, but I can't get this working. Do you see what's wrong?
Btw, you are great!! Your plugin is amazing :)
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Posted Feb 10, 2012@CraftedWarrior59 The error is because spawn_event is a member of a list (of other spawn_events)
This means it must be like this:
It has to have the hyphen, even if it's the only member in the list (YAML rules).
As for /butcher, what plugin is it from? These aren't modified mobs any more (from 1.9.8 onwards).
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Posted Feb 10, 2012I have two more problems: I want to make some mobs to spawn in my normal world, like giants, ghasts, blazes, magma cubes and also slimes (to not spawn only in slime chunks).
But it allways tell me an error. Please if you have time can you tell me whats wrong with it?
giant:
general:
hp: [500]
quantities: [1 to 5, 10, 20 to 25]
shortcut: 1
auto_spawn:
spawn_event:
where_to_spawn:
- location:
worlds: [world]
spawn_rules:
spawn: yes
burn_rules:
burn: no
death_rules:
- action:
replace_items: yes
replace_exp: yes
will_drop:
- item:
names: [gold_ingot, diamond]
will_give_exp: [10, 30 to 50]
will_give_money: [200, 300]
burn_rules:
burn: no
death_rules:
- action:
replace_items: yes
replace_exp: yes
will_drop:
- item:
names: [gold_ingot, diamond]
will_give_exp: [10, 30 to 50]
will_give_money: [200, 300]
And i want to ask if its possible to make random drops (1-4 gold ingots + 0-2 diamonds) and why the /butcher command does not work with modified mobs.
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Posted Feb 10, 2012@CraftedWarrior59 Also, raw pork, etc. are supported. Check the list to see what the Bukkit names for things are.
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Posted Feb 10, 2012@t7seven7t Post your config. 1 second is probably a bit extreme for testing. Use the manual key and the spawn_mobs command instead.
What economy plugin are you using and what version of Vault?
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Posted Feb 10, 2012@coldandtired
Thaaaank you :)
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Posted Feb 10, 2012@CraftedWarrior59 Ids are on the to-do list, but at the moment only Bukkit names and a few custom ones I added (wool colours, etc.) are supported.
Gunpowder is called sulphur in the code, and replace_drops should be replace_items (seems I missed changing the example :( ).
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Posted Feb 10, 2012Hi, this plugin is great, but there are some things that i want to ask you. When im useing this config
creeper:
death_rules:
- action:
replace_drops: no
replace_exp: no
will_drop:
- item:
names: [slime_ball, gunpowder]
will_give_money: [25, 30]
it will tell me an error. I know its becouse of the gunpowder. there is an option replace_drops, but its not working for me so must type in all of these drops. But there are some things that I dont know how to name. For example this gunpowder. Its not working with gunpowder, gun_powder, tnt_powder, creeper_powder... and I dont know how to name it, and simple 289 is not working. I cant also use for example potion:20. Is there some way to use ids? Or how can I use raw porkchops, beefs, chickens, gunpowder, leather armor and the potion of poison? Or tell me why replace_drops: no is not working. Thank you for the atention and please help me.
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Posted Feb 10, 2012New build seems to have fixed mob limiting but when set so the spawn event occurs every second (testing purposes) the server hangs.
A few other bugs:
Modified HP values don't work for enderdragons, value is set to 5 but they still have high health.
When a player kills a monster they do not receive any money even thought it is configured to work.
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Posted Feb 9, 2012ok i might give it another go tonight when the server is empty
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Posted Feb 9, 2012Mobs 1.9.8 b1 is up - direct link
This is an almost complete rewrite (again :( ) of the plugin as the previous attempt was far too much trouble.
Almost everything has made it back in but there were a couple of things that are currently impossible to do with Bukkit alone that were possible in the previous version. These are:
On the plus side, the code should be much more stable now and I think I've managed to fix pretty much every error I've seen posted here in the last few pages.
Everything should function almost identically but there are a couple of small changes in the config an in general.
General changes:
Config changes
I think that's it. Will update the docs tomorrow.
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Posted Feb 9, 2012Are normal mobs supposed to randomly catch fire for a split second in the sun?
Wolfs and spiders that I spawn are showing as on fire for split seconds at a time every 15 - 20 seconds
Also , I get a permission error when I try "spawn_mob 1" from the console :(
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Posted Feb 9, 2012@MysticRealms There's a mistake in your config - check your PMs.
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Posted Feb 9, 2012@tappestry You can do it that way. Make sure the boss condition_group is before the other condition_group or it will never be seen.
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Posted Feb 9, 2012@MysticRealms
I recommend the spawnmob plugin its "/spawnmob kill all" really kills all mobs/creatures map wide
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Posted Feb 8, 2012I just had the worst experience... ever. I shall share my story!
So I downgraded to the old version of Mobs again since the limiters aren't quite working (see my previous comment/PM). No big deal. Loaded up the old version, and was about to hop off for the night... except the server started lagging... So I did a /butcher as always and nothing was too out of the ordinary. Curious about this, I decided to check some of the regions that give us trouble sometimes (e.g. wolfs have never cooperated with the limiter even in the old version). When I arrived, there were hundreds of wolfs... on a much larger scale than usual. The weird part is that they were not being detected by /butcher... After a few minutes of standing there waiting for a purge spell to cast (which worked remarkably well mind you) I finally was able to get rid of the huge pack of wolfs.
Satisfied with my hard work at getting rid them, I was again ready to begin my long journey to my bed. Except the lag did not stop.... and continued to get worse (I had long removed wolf spawns at this point, so that was not it anymore). I decided to check a pig spawn region (also has given us trouble in the past), but that was fine. The next region I was about to check.... oh my god.
It's too bad I can't share a screenshot, because minecraft would not let me at the time... THOUSANDS OF VILLAGERS. Yes, thousands. At this point, I was thinking.. strange... I guess villagers aren't working with limiters either. I thought "Oh, well" guess I'll just restart the box. But no! These son's of bitches decided they didn't want to go away even after force stopping. I have never encountered something like this where even a shutdown did not fix it!
At this point, I did my best to run myself straight into the middle of them, type /cast purge a million times and sit. About 10 minutes later the spell finally fired! It cleared enough away to where I could get rid of the rest... but holy hell that was the worst experience ever.
In any case, I wrote this in story mode because I am bored and thought someone might get a kick out of it.
TL;DR - I will never use villagers again.
Most of the above story is irrelevant to this plugin, and is just for fun. However, here are the relevant parts that can be obtained from it:
I believe even on the old version limiting is broken for wolfs and villagers.
This may be connected with the fact that /butcher wasn't even detecting them.
They still somewhat exist because /cast purge (whiches purges all life forms) worked on them.
All other mob regions seemed to be okay.
And with that, off to bed!
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Posted Feb 8, 2012Hey cold, if I put in a condition group under drop rules, could I specify world_names?
something like this,
death_rules..... condition group 1 2 3 condition group - percent above 80 - world_names: boss
what Im trying to do is work around the auto spawn issues Im having and just have the mob have say a low percent of dropping gold in world boss. however the other conidtions returning true to continue dropping regular stuff in default world. ? does that make any sense lol
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Posted Feb 8, 2012NEW EDIT: I fixed the problem I described below, but we are STILL having issues with mob limiting. I will PM you my config now because I am at a loss. Let me know if you have time to take a quick look at it for any glaring issues.
19,000 mobs. I will go see if I can find a problem with my config. If not, I'll PM you my config so you can see if something is blatantly wrong with it.
Had brackets around my regions for the region: node in condition groups :( Pending result, but it probably fixed it.