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 4, 2012Thanks for your response to my villager drop issue. I did not have any other plugins that modify or add villagers...but I moved on to having a creeper drop a certain item when killed with a gold sword...it works perfectly but I discovered when a creeper dies from another creepers explosion...it drops the item as well...regardless of gold sword even being in the players inventory. It's a small thing and I am still loving this plugin for my quest chain on my server :)
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Posted Feb 4, 2012@rvarnell
I'm getting the same error. Although, except for the "General" mob settings section, the other rules listed under the Reference are the same pages.
coldandtired, do you know why it says we're not allowed access?
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Posted Feb 4, 2012Anyone else having trouble getting to the details page here? I'd like to see a list of all the rules, but I keep getting an error 403. Ideas?
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Posted Feb 4, 2012@dBi1K Good to hear! :)
I fixed the Vault error the other day but the fix I added for the mobs reverting to default drops depends a lot on Bukkit. The world listeners are acting a little strangely recently.
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Posted Feb 4, 2012coldandtired
Wanted to let you know I was able to test yesterday with 1.9b9 and the persistent mobs did not revert to default drops (either at or away from the world spawn point). I tried it on all three worlds and it seems to be working now.
Also, I noticed I don't get the Vault error anymore when vault's not loaded.
Thanks for all the help!!
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Posted Feb 4, 2012@dexyh1234 Heroes only has the ability to give one amount of exp per mob, no matter how strong the mob is.
You could set all the killing exp in Heroes to 0 and let Mobs handle it.
The big problem is that Heroes has the same priority as Mobs, and removes all previous exp before setting it according to the config.
This means that if Heroes got the death event first, it would set the exp to 0 and then pass the event to Mobs, which would calculate the exp from its config.
But if Mobs got the death event first, whatever it calculated the exp as would be overridden by Heroes.
You could try and see but it might not work every time.
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Posted Feb 4, 2012Is it possible to configure exp. drop for heroes plugin? That would be cool, when you play with mobs with different hp/dmg settings!
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Posted Feb 4, 2012@morizuki Destroying blocks would be very hard to do but I can have a look.
Spawning in some regions is already supported, and different configs in different regions is half supported (for auto spawns) and will be added for general spawning when I decide on the syntax.
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Posted Feb 3, 2012a suggestion if you can, can you make:
zombie/pigzombie or any mobs that can destroy blocks?
Region Spawning, like they can't spawn in some regions and they also have different config in other regions..
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Posted Feb 3, 20121.9 b10 is up - direct link
Changes
Of course, if a mob is set to safe it won't explode or target the player, and should behave like a farm animal.
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Posted Feb 3, 2012@crowbars82
You might try the plugin Safe Creeper. I've used it along with mobs without any conflict I could see. You get the sound and explosion damage but no block break. I believe it also has level control over where it will and will not break blocks but I've not used that function.
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Posted Feb 3, 2012@fluentchaos Assuming the indentation is correct, that looks fine. Remember you only have a 75% chance to get the boots so it might be that you've just been unlucky.
Are you using any plugins that generate villagers?
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Posted Feb 3, 2012Here is what I have loaded in for Villagers...
villager:
general:
auto_spawn:
spawn_rules:
death_rules:
- action:
replace_drops: yes
replace_exp: yes
will_drop:
- item:
names: [Chainmail_Boots]
if:
- condition_group:
player_holding:
- name: gold_sword
percent: [1 to 75]
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Posted Feb 3, 2012@coldandtired
That sounds great. I'll get to work on testing it once our FTP Admin is online. I'll let you know the results, so that perhaps if issues arise they can be ironed out by either plugin developer.
Thanks for the speedy reply. Keep up the amazing work!
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Posted Feb 3, 2012@AlecWWeekes It should be compatible with any plugin that doesn't change mobs too much.
Any mob that gets spawned through any other plugin should go though Mobs afterwards, where it can be changed if the config requires it.
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Posted Feb 3, 2012Hey,
I've asked the developer of DungeonBuilder is systems like this will be included, but I am curious if this is compatible with DungeonBuilder.
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Posted Feb 3, 20121.9 b9 is up - direct link
Changes
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Posted Feb 3, 2012@crowbars82 I'll have a look and see how to do it without the annoying 5-second delay before the blocks respawn.
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Posted Feb 3, 2012@fluentchaos It works as expected when I try it. Are the villagers it doesn't work with the default Minecraft ones? Post your villager section please.
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Posted Feb 3, 2012@MysticRealms Yes, it's all in the config.yml file now and each mob has its own section. However, if you know YAML you can easily reuse the same conditions, locations, etc. for many mobs without having to copy and paste it all.
What default files do you mean?