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 Jan 31, 2012I've noticed when using this with WorldGuard, some things are bypassed in WG. God mode does not work, and creepers explode whereas they shouldn't. If I unload Mobs, all returns to normal.
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Posted Jan 31, 2012I have some info for you about a plugin called creatureeggs. If people have that installed mobs will not spawn at all. Mobs will over ride the natural spawning but creatureeggs WILL prevent mobspawners and eggs from working. Just a note to anyone reading this.
also getting
[SEVERE] Could not pass event org.bukkit.event.entity.CreatureSpawnEvent to Mobs
If I change any spawn conditions like mob_standing_on or spawn_reasons: [spawner]
Also, I am sort of confused on percent condition, I realise that the percent is now the condition of failure, i.e. above 75 will have a 75% of drop failure. But how would I change a mob to drop redstone 100% (no percent condition) but have a 1% chance to drop a diamond sword (percent: [above 99]?) If i do this, the no percent condition seems to trump the above 99,and the mob will only drop redstone and never diamond sword. maybe I just need to be patient and keep killing.
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Posted Jan 31, 2012@tappestry The auto_spawn_min_player_count needs a hard number, not a list of possible numbers, so it should just be auto_spawn_min_player_count: 1.
You can always move the config.yml file out of the Mobs folder and start the plugin again - it will recreate a new file with the default values.
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Posted Jan 31, 2012like this cold?
auto_spawn_min_player_count: [1] overrule_other_plugins: yes
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Posted Jan 31, 2012Sorry, the last file had a mistake it in. Use this one instead.
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Posted Jan 31, 20121.9 b5 is up - direct link
This is a recommended update as it fixes some very important problems with the spawns (see below).
Changes
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Posted Jan 31, 2012@tappestry The slime thing was Mobs. It was driving me crazy trying to fix it but it seems to have been fixed along with the eggs and spawners in b5 :)
It's still 1.1-R1. I'll give the build a few days to see if it's stable. Spoutcraft is supposed to be updating to the next RB soon. The major problem with R1 and R2 is that plugins that mess with block events can't work properly.
Oh, and the problem with the spawners and eggs was that they don't spawn the same way as the other mobs do :(
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Posted Jan 31, 2012Awesome cold for finding that, was that in the R1 build? Also I think the only real problem with the R1 the block issue is regarding redstone and it lighting. What I had read was that although wire may be protected people can still punch it and it will turn on...not a big deal for me, and definetly not worth the headache of constant bukkit updates. If you are going to build the spawner fix with a higher than R1 could you make sure to let me know. Also, I have some mean ass skeletons now thanks to this haha. Since I haven't had dungeons I just changed some world mobs around to be randomly hard and drop better stuff.
OH I dont know if this is mobs, but there is a serious bug in one of my plugins that is allowing magmacubes to split into infinite amounts, its acutally pretty funny to see masses of people die from one spawned magmacube lolol
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Posted Jan 31, 2012@tappestry I've found the problem with the eggs and spawners. It will be fixed in tonight's release.
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Posted Jan 31, 2012@tappestry There's a serious block problem with R1 and R2 which is supposedly fixed in R3.
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Posted Jan 30, 2012@GarretSidzaka You should always update really. I don't tend to remove features although I might change how they work slightly.
The old plugin generated standard mobs so even without the plugin installed they will still be there.
The new plugin generates modified mobs, which might revert to normal when the plugin is disabled (I'll have to do some test).
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Posted Jan 30, 2012@colin8696909 The plugin will only affect mobs that try to spawn after the plugin is loaded. Any mobs that were already in the world will be ignored.
I'll add the possibility to remove any mobs that are already there to ensure that Mobs takes care of all the mobs defined in the config.
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Posted Jan 30, 2012i just wanted to add something funny, magmacube spawners are the only ones that spawn.
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Posted Jan 30, 2012Cold, I got it working The spawners are bukkits problem I think with R1 but I wont update bukkit untill spout updates, so I can live with world spawns for now. But other than that yeah its working, just do a reload on your console.
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Posted Jan 30, 2012@coldandtired
i have a bunch but mostly just the usual, essentials factions autocraft pvpguns(which adds clientless guns to the server)
i dont know should i download the newest version?
also i keep finding the mobs that your old version genereated even tho the plugin is gone. did it possibly corrupt my map?
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Posted Jan 30, 2012@coldandtired Thanks for all your hard work!
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Posted Jan 30, 2012@KubaBVB09
@colin8696909
@tappestry I just found a very serious bug that I have no idea how it appeared :(
It should be fixed in b4, available here.
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Posted Jan 30, 2012nope it's still broken, here is a link to my config just to confirm that it's not my fault. (also this has been broken on b4, b3, b2 so I don't think it's a problem with the program.)
I turned off chickens and pigs but there still walking around in front of me http://www.2shared.com/file/V2fTa-YF/config.html
an update I cant seem to find anything wrong with what i'm putting down. yet the creators are still naturally spawning under (spawn rules:) i put int (spawn: no)
in my turmenal i keep getting this
it says error occurred while enabling mobs so maybe this is it.
v1.9b2 <is it up to date?>: net/milbown/vault/economy/economy java.lang.noClassDefFoundError: net/milkbowl/vault/economy/Economy at me.coldandtired.mobs.main.setup_economy<main.java:40> at me.coldandtired.mobs.main.onEnable<main.java:64> at org.bukkit.plugin.java.javaplugin.setEnabled<javaplugin.java:231
alright lets try out this b4
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Posted Jan 30, 2012Here's my config.yml. My spawners no longer spawn mobs.
http://pastebin.com/dnxJE41Q
EDIT: Sorry I had went out to eat :P.
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Posted Jan 30, 2012@KubaBVB09 You still haven't posted your config file.