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 16, 2012Derp, Yeah I figured that after hehe. I saw the detailed configs. Darn this is going to take me a while to do, I noticed your plugin just default was enough to fix the mob issue 1.8+ Happens where spawns start not showing up overtime and to the point you see no mobs. The first reset I guess the 60min timmer killed off all the inactive mobs.
I'm not sure how hard it would be but is there a way and simple way to globally enhance all mob spawns? So lets say it's 100% = normal. Is there a way to say make the world 200%?
I would really love it if I could just make the world more challenging overall. We don't have the nether or anything that exciting but we use BuildCraft/IndustrialCraft/RedPower and so we have a lot of tools on the players side. For example Power Suit, Power Weapons and such that are crazy. But it be kind of nice if we could increase the spawns overall in the world if its not to much a hit on CPU.
Thanks again!
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Posted Jan 16, 2012@Kane_Hart Well, yes :) You have to create your own configs.
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Posted Jan 16, 2012@LanToaster Those work fine for me. Is the name of the world right? And are you using 1.0 or 1.1?
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Posted Jan 16, 2012@coldandtired
Some reason the configs are not being created the first time. Yes it does create the yml. But no content inside them.
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Posted Jan 16, 2012Sorry to Bother you again.
I managed to get it working. But it still throws Errors.
This comes up everytime it tries to Spawn something:
2012-01-15 22:17:39 [SEVERE] Could not pass event CREATURE_SPAWN to Mobs
java.lang.NullPointerException
at me.coldandtired.mobs.Conditional.matches_all_conditions(Conditional.java:222)
at me.coldandtired.mobs.Listener.should_block_spawn(Listener.java:117)
at me.coldandtired.mobs.Listener.onCreatureSpawn(Listener.java:465)
at org.bukkit.plugin.java.JavaPluginLoader$72.execute(JavaPluginLoader.java:767)
at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:339)
at org.bukkit.craftbukkit.event.CraftEventFactory.callCreatureSpawnEvent(CraftEventFactory.java:259)
at net.minecraft.server.World.addEntity(World.java:883)
at org.bukkit.craftbukkit.CraftWorld.spawn(CraftWorld.java:820)
at org.bukkit.craftbukkit.CraftWorld.spawn(CraftWorld.java:655)
at org.bukkit.craftbukkit.CraftWorld.spawnCreature(CraftWorld.java:323)
at me.coldandtired.mobs.Mob_spawner.spawn_mobs(Mob_spawner.java:70)
at me.coldandtired.mobs.Mob_spawner.run(Mob_spawner.java:81)
at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:493)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)
This is my Spawner.yml
spawner_list:
- spawn_event:
mobs_to_spawn:
names: [blaze]
quantities: [25, 40 to 60]
where_to_spawn:
world: world_pandora
base: {x: 0, y: 64, z: 0}
range: {x: 5000, y: 52, z: 5000}
shortcut: c
And my Spawns.yml
spawns_list:
- names: [blaze]
conditions:
- percent: 100
biomes: [Hell, Desert]
player_within: {x: 50, y: 50, z: 50}
raining: no
I tried to cut any Condition, and it still throws Errors. Hope you can Figure out where the Error is. But up until now i love the Plugin.
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Posted Jan 15, 2012@sbhouse config.yml
spawner.yml
spawns.yml
You'll have to change the details, of course.
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Posted Jan 15, 2012Can someone please help me? All I want to do is right a configuration that blocks Enderman from spawning on a specific world (or two).
Additionally (but not as important), I'd love to spawn Enderdragons in a normal world on our server.
Help??
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Posted Jan 15, 2012@LanToaster It should work that way, but only for the mobs in the Spawns.yml file.
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Posted Jan 15, 2012Hm, could be a Coincidence, but I also Tried that, and the Server froze instantly.
But, i will try again, if this should work.
Edit: Dunno if it works right now, but the server didnt crash yet. Thanks for the Support, now that i know this should work, i can tinker with the Settings until its perfect.
Last Question, if i set in the Config:
"spawns_type: allow"
should i disallow spawning if the Conditions in spawns.yml are not met? Because this doesnt work.
It would be easier if i could use it this way. So i could set the Condition
biomes: [hell, desert]
instead of a list with all the biomes.
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Posted Jan 15, 2012@LanToaster No. How can I know how big your world is? Just make the base: {x: 0, y: 50, z: 0} and the range: {x: 2000, y: 30, z: 2000} or something like that. Increase the x and z of the range for bigger worlds or decrease them for smaller worlds.
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Posted Jan 15, 2012Can i just define a World? So i can Spawn Everywhere in the World?
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Posted Jan 15, 2012@LanToaster You can't use biome in the spawner, you must use either a base and range, or a region.
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Posted Jan 15, 2012Tried it already.
Changed it like that:
spawner_list:
- spawn_event:
mobs_to_spawn:
names: [blaze]
quantities: [3, 5 to 7]
where_to_spawn:
world: world_pandora
biome: hell
shortcut: c
And got this Error:
2012-01-15 19:54:01 [WARNING] Task of 'Mobs' generated an exception
java.lang.NullPointerException
at me.coldandtired.mobs.Area.<init>(Area.java:32)
at me.coldandtired.mobs.Mob_spawner.spawn_mobs(Mob_spawner.java:65)
at me.coldandtired.mobs.Mob_spawner.run(Mob_spawner.java:81)
at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:493)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)
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Posted Jan 15, 2012@LanToaster You can. By my comment I meant that there is currently no way to change sheep colour without spawning new sheep. So I'm going to add a way to hijack the natural spawning without creating new spawns.
To spawn creatures see this page. Change the mob name in the example to blaze, and the location to wherever you want.
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Posted Jan 15, 2012@coldandtired
"At the moment this plugin can create spawns, block spawns, and change death behaviour, but it can't change spawning behaviour." Does this mean i cant add Blazes as normal Spawns to my Worlds?
If not, i would love an Example how i can add blazes as normal Mob spawns.
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Posted Jan 13, 2012@EchoAlien I'm not sure it's possible for any plugin to stop despawning as that's controlled by Minecraft itself. There is a way to block chunks from being unloaded but that could end up being quite costly to the server.
For the rest, one (or any number) of each mob is possible, and can be spawned automatically whenever a player is near.
Mobs do whatever they normally do (except for zombies and skeletons which can be stopped from burning in sunlight)
There is no special treatment for enderdragons, as the code to do that is not connected to mobs.
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Posted Jan 13, 2012This looks really good, but I have not successfully found a plugin that supplies what I need, and will now ask if yours can support(or will eventually support) what I need for my server.
(If you CBA reading the following paragraph, then skip to the TL;DR)
I made a zoo, and intended to make it a safe zone, made by WorldEdit to allow for mobs that players could get close to without being threatened, and also be able to contain an Enderdragon in one pen. The primary thing I need to know though, is can your plugin make specific mobs stay, or respawn in the presence of players in that specific world? I have asked many plugin developers, but so far haven't been lucky, and need one that would only allow a single specimen of a single mob type, in each individual pen, that would either ALWAYS be spawned, or spawn when players enter that world (we have multiverse). I tried other plugins, probably two, and one of them actually BROKE the server, resulting in natural mobs messing up and not behaving naturally.
TL;DR then just answer the questions below please :)
Can your plugin either keep specific mobs in specific areas keep from despawning or make them respawn when players are in that world?(due to multiverse because players can switch worlds).
Can you make it so only single specimens of only a specific type of mob can be in an area at any given time?
Can the mobs wander naturally, instead of standing in a single place, like NPCCreatures plugin? (would rather have the mobs wander natural like a real zoo would).
Can you safely contain Enderdragons, or does this plugin not support safety for block destroying?
Is this possible and/or can your plugin already do all/any of this?
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Posted Jan 13, 2012@Montpelier Hmmm. I've just realised that it's actually pretty hard (much harder than it should be) to do that.
At the moment this plugin can create spawns, block spawns, and change death behaviour, but it can't change spawning behaviour.
I'll work on it.
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Posted Jan 13, 2012Sorry about my idiocy and WOOO HOOO!! success! Thanks
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Posted Jan 13, 2012This new syntax seems a bit easier to figure out.
But: I am looking to make wolves have a chance of spawning angry, while retaining their original (I think?) behaviour of only spawning in forest biomes, in groups of 1 to 8. I think there was previously a 'maybe' option for angry, which I think is now replaced by two separate entries with a percentage chance, right? And if I just specify the required changes, like angry, will it retain the other spawning behaviours of vanilla?
This is a really good plugin by the way! It's just too much power for ordinary men to comprehend.