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!
-
View User Profile
-
Send Message
Posted Feb 8, 2012@coldandtired
I put in the brackets and now Mobs throws the same spamming error for skeletons.
2012-02-07 16:15:05 [SEVERE] Could not pass event org.bukkit.event.entity.CreatureSpawnEvent to Mobs org.bukkit.event.EventException at org.bukkit.plugin.java.JavaPluginLoader$103.execute(JavaPluginLoader.java:1026) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:57) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:453) at org.bukkit.craftbukkit.event.CraftEventFactory.callCreatureSpawnEvent(CraftEventFactory.java:286) at net.minecraft.server.World.addEntity(World.java:888) at me.coldandtired.mobs.General_listener.replace_mob(General_listener.java:1948) at me.coldandtired.mobs.Main.onEnable(Main.java:119) at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:231) at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:1057) at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:379) at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:191) at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:174) at net.minecraft.server.MinecraftServer.t(MinecraftServer.java:357) at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:344) at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:175) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:408) at net.minecraft.server.ThreadServerApplication.run(SourceFile:465) Caused by: java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.bukkit.plugin.java.JavaPluginLoader$103.execute(JavaPluginLoader.java:1024) ... 16 more Caused by: java.lang.NullPointerException at me.coldandtired.mobs.Mobs_skeleton.setup(Mobs_skeleton.java:45) at me.coldandtired.mobs.General_listener.onCreatureSpawn(General_listener.java:894) ... 21 more
Am I just not cut out for this configuration??
-
View User Profile
-
Send Message
Posted Feb 8, 2012@coldandtired
you know im pretty sure there is a way to do this. if you want you can contact my java developer, orange451. He is the fucking man!!!! I love that dude!
im not saying he can rewrite your plugin, but he may give you a good idea or see a bug
see if hes busy and tell him garret sent you and that your the mob dude we were talking about
-
View User Profile
-
Send Message
Posted Feb 8, 2012@dexyh1234 It should be working. Try area_mob_count or area_mob_class_count as a condition.
-
View User Profile
-
Send Message
Posted Feb 8, 2012Is a mob limit in area's working or did you delete that? Sorry, but I can't find it
-
View User Profile
-
Send Message
Posted Feb 8, 20121.9 b13 is up - direct link
Changes
I think this will be the last release with this system. It's causing far too many problems and I'm having to rewrite more and more of the original Minecraft code to stay afloat :(
So I'm going to keep the new config syntax but move everything in the code to do things the old way from here on in. I'm pretty sure I can see a way to keep all the functionality.
-
View User Profile
-
Send Message
Posted Feb 7, 2012@MysticRealms
Thanks for the post, but we did that. and we managed to limit the mobs just fine.
I will reiterate the last point of my previous post:
The plugin halts my server, with no error visible. map corruptions sometimes ensue!
that is all
-
View User Profile
-
Send Message
Posted Feb 7, 2012Yikes. Was wondering why the server tick rate was plummeting... 30,000 mobs :P NEW RECORD! Looking forward to the fix! I'll probably step down to the old version tonight in case it goes haywire again.
-
View User Profile
-
Send Message
Posted Feb 7, 2012@Flenix1
How they spawn, where they spawn, when they spawn, what they drop, how they drop, etc.....
But no there is no way to edit mob skins with this plugin.
-
View User Profile
-
Send Message
Posted Feb 7, 2012Can you define "unique mobs" a bit more? Is this JUST their drops we edit, or their skin too (via Spout) - I've seen another plugin which edits the skin but not drops, so if it does the skin that'd be awesome :D
-
View User Profile
-
Send Message
Posted Feb 7, 2012Update: After about an hour or so after being on the new version, I think there could be something wrong the the area_mob_count conditions... e.g. I checked 4 regions that have never had a limiting issue in the past, and there there were 37 zombies, even with an area_mob_count condition limiting it to 10. These areas are completely contained, and the region encompasses them completely. And as I mentioned, there has never been an issue with keeping these specific regions limited in the past. Upon further investigation it seems other regions are having issues as well. I will continue my investigation, but it appears something is definitely up.
-
View User Profile
-
Send Message
Posted Feb 7, 2012@coldandtired
Oh do not worry. I definitely can't complain because this is the best plugin I've ever used and the improvements are great, even with the format change taking a bit of time. It's no big deal at all :) I'm just happy that this plugin has such a great dev working on it and continually updating it.
As far as exploding goes, we use MagicSpells (http://dev.bukkit.org/server-mods/magicspells/) as our spells plugin, which is the only thing to my knowledge that controls exploding on our server. It looks like we are one update behind on it, so I will update it when I can and see if the error persists.
-
View User Profile
-
Send Message
Posted Feb 7, 2012@gabizou It must be hp: [10], you need the brackets.
-
View User Profile
-
Send Message
Posted Feb 7, 2012@MysticRealms Sorry about that - it wasn't a decision taken lightly to change the config syntax, but I think it's a bit easier to use and has more power than the old one.
There's one more biggish (optional) change coming because I plan to have all general properties also controlled by conditions. Of course, you won't have to change anything unless you want to utilise it.
Are you using any other plugins that control explosions?
I'll be looking into today's errors in a few minutes but I think (hope) that it's getting more and more stable.
-
View User Profile
-
Send Message
Posted Feb 7, 2012@GarretSidzaka
Cold responded to your friend: "If you're using auto_spawn it defaults to spawning every 60 seconds. Either add conditions to block certain spawns or increase the spawn_interval to a much higher number."
I personally would suggest using the world_count condition to cap the number of mobs that can spawn. Have you tried that? If so, post your config so he can look at it.
For example... what I would try is this:
If you put that in the spawn rules for each mob it will prevent the mob from spawning if there are over 1000 (or whatever number you want there) on the world.
-
View User Profile
-
Send Message
Posted Feb 7, 2012THIS IS LIKE 6 PLUGINS IN ONE, FUCKING AMAZING PLUGIN
this latest version is way nicer that the previous, as i was nearly able to configure it bymyself this time.
however i need to bring up some errors
i could not get money to work at all, and i have vault and essentials eco. i could not get giants to spawn in the tops of the maps, my logic must have errored coz the spawned t the bottom.
i set spawn rules, but even after that, at one /killeverything ( a plugin we designed to kill Mobs mobs) we kill over 92,000 mobs and we had like 12 players. it took only minutes to spawn to this level, as t7seven7t, my most trusted admin has told you.
but the final blow is we are gettin server halts. no error, nothing on the console, and no responsiveness. this is bad because about 50% of the time i have to run chunkster to decorrupt my map *megafacepalm*
to summarize, this plugin is amazing, but im going to have to tap out for a few versions on testing bro. And the only critical error is this issue of nasty server halts.
-
View User Profile
-
Send Message
Posted Feb 7, 201210+ hours and 2500 lines of YAML later, I have finally upgraded to the new version! So far, no issues except for an annoying NPE due to explode events (e.g. casting fireball spell at mobs).
Here is the error:
http://pastebin.com/c5i0QgxA
Does not appear to be causing issues, however, and is probably a small fix. Thanks so much for your hard work on this plugin and I can't wait to start playing around with the new mob HP/damage modifiers! I will continue to post any issues I encounter.
Edit: Some things I forgot to mention. The plugin fails to load if a region name is spelled incorrectly. It may be better to handle that differently. Also, a reload command specifically for the plugin would be amazing. During my struggle to update the config, every time something was wrong and the plugin broke, I had to restart the server, which is not preferable.
-
View User Profile
-
Send Message
Posted Feb 7, 2012@gabizou
You need spawn_rules to allow spawning. E.g. http://dev.bukkit.org/server-mods/mobs/#c528
-
View User Profile
-
Send Message
Posted Feb 7, 2012@coldandtired
Got Mobs to start and no errors at boot but when it comes to Mobs spawning skeletons in the defined region of a specific world i get this:
2012-02-07 16:20:44 [SEVERE] Could not pass event org.bukkit.event.entity.CreatureSpawnEvent to Mobs org.bukkit.event.EventException at org.bukkit.plugin.java.JavaPluginLoader$103.execute(JavaPluginLoader.java:1026) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:57) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:453) at org.bukkit.craftbukkit.event.CraftEventFactory.callCreatureSpawnEvent(CraftEventFactory.java:286) at net.minecraft.server.World.addEntity(World.java:888) at net.minecraft.server.SpawnerCreature.spawnEntities(SpawnerCreature.java:154) at net.minecraft.server.World.doTick(World.java:1726) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:524) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:435) at net.minecraft.server.ThreadServerApplication.run(SourceFile:465) Caused by: java.lang.reflect.InvocationTargetException at sun.reflect.GeneratedMethodAccessor23.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.bukkit.plugin.java.JavaPluginLoader$103.execute(JavaPluginLoader.java:1024) ... 9 more Caused by: java.lang.NullPointerException at com.alecgorge.minecraft.jsonapi.adminium.PushNotificationDaemon$ConsoleHandler.publish(PushNotificationDaemon.java:128) at java.util.logging.Logger.log(Unknown Source) at java.util.logging.Logger.doLog(Unknown Source) at java.util.logging.Logger.log(Unknown Source) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:473) at org.bukkit.craftbukkit.event.CraftEventFactory.callCreatureSpawnEvent(CraftEventFactory.java:286) at net.minecraft.server.World.addEntity(World.java:888) at me.coldandtired.mobs.General_listener.onCreatureSpawn(General_listener.java:902) ... 13 more
All I have is this:
skeleton: general: auto_spawn: - spawn_event: where_to_spawn: - location: worlds: [Afterlandsv20] regions: [sk01] quantities: [3 to 5] general: hp:10 spawn_rules: burn_rules: death_rules:
Am I supposed to have spawn rules and such?
-
View User Profile
-
Send Message
Posted Feb 7, 2012hey cold just wanted to let you know i got a general listener error in the b12 on fresh start up
-
View User Profile
-
Send Message
Posted Feb 7, 2012@LordPhrozen Any mob spawned from a spawn_event can override anything from the general config, which can in turn override most things from the default mob.