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 Apr 30, 2013For some reason I can't get the despawning to work.. It should be pretty similar to the spawning code.....
<event>
<action>
<entry if_area="area1" action="a1"/>
</action>
<linked_action name="a1" if_area_count="0" if_area_count_mob="player" action="remove" sub="mob" mob="pig" target="area" area="area1"/>
</event>
What is wrong with it? :)
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Posted Apr 29, 2013@coldandtired
IT WORKS!!! Thanks allot!
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Posted Apr 29, 2013@mds818 It needs to be like this:
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Posted Apr 29, 2013I can still not get this to work :/
<event action="a1 + a2"> <linked_action name="a1" if_world="world" if_spawn_reason="natural" action="cancel_event"/> <linked_action name="a2" if_world="world" if_area="test" if_area_player_count="0" action="cancel_event"/> </event>
I think the if_area_player_count="0" don't work or should it be something else?
Edit: if_area_count_player="0" does not work either.
I am using version: 130-1-5-1-b6
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Posted Apr 29, 2013@httpkz That config works as expected. What's not happening your end?
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Posted Apr 29, 2013Updated the plugin. I want to cause monsters to check the number of monsters in the region, or even be worldguard Extra Events. What is not true test do?
<event if_area="test" if_area_count="0" if_area_count_mob="pig" action="spawn" sub="mob" mob="pig" target="block" x="288" y="64" z="195"/>
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Posted Apr 28, 2013@coldandtired
Thanks allot!, I am now trying to figure out how to make it work xD
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Posted Apr 28, 2013Updates for everyone!
I think b6 (http://dev.bukkit.org/server-mods/mobs/files/130-1-5-1-b6/) fixes/adds most things from the last few days.
Make sure to read the release notes though!
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Posted Apr 28, 2013@coldandtired
Thank you!!
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Posted Apr 28, 2013@mds818 Your original config should be good for that but it seems I forget to wire up all the if_area_x_count conditions :(
I'm doing it now and it should be ready by tonight.
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Posted Apr 28, 2013@coldandtired
Ok, so this maybe blocks natural spawning inside the area?
Is it possible to have 2 events so one event is to block natural spawning in the world. Then the other event blocks mobs from spawning in area (test) if the player is not inside the area, and this with egg spawning or command spawn. (mobs can only spawn in area (test) if the player is inside it.)
I would prefer a code.
Thanks for your time helping me :)
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Posted Apr 28, 2013@mds818 Like this:
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Posted Apr 28, 2013@coldandtired
Can you please show me? ^^
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Posted Apr 28, 2013@mds818 Your config's logic is a bit wrong. The way you have it set up now it that it will check a1's conditions and cancel the event if they are true, and then check a2's conditions and cancel the event if those are true.
As a1's conditions will almost always be true the event will be almost always cancelled, and a2 will be unused.
What you need to do is combine the conditions into one action.
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Posted Apr 28, 2013@blahpers The plugin is designed to filter vanilla Minecraft (or changes by other plugins) rather than replace the spawning system.
I did however add a timer system to Extra Events which you can use to force any mob to spawn anywhere, although it's not as featured as a dedicated spawning plugin would be.
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Posted Apr 27, 2013Does this mod provide a way to change which mobs spawn in which conditions? For example, could one make creepers spawn in the Nether (or only in Nether Fortresses), or cows spawn only in dark places?
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Posted Apr 27, 2013@coldandtired
File: "spawns.txt"
<event action="a1 + a2"> <linked_action name="a1" if_world="world" if_spawn_reason="natural" action="cancel_event"/> <linked_action name="a2" if_world="world" if_area="test" if_area_player_count="0" action="cancel_event"/> </event>
This did not work O.O
This blocks mobs to spawn in the area when i am in area and when i am not inside the area.
Thanks for helping!
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Posted Apr 27, 2013@mds818 You would use the spawns file and an if_area_player_count="0" condition to cancel the event when there are no players in the area.
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Posted Apr 27, 2013Hello, Love your plugin!
I made <event if_world="world" if_spawn_reason="natural" action="cancel_event"/> in file "spawns.txt" and it works awesome!
I am now making a game where i only want mobs to spawn in the area the player is in. Using "WorldGuard" if_area="test" How can i get this to work? I have tried to mess around with it. I think i eater need to use the file "in_area.txt" or "spawns.txt". (if player is in the area mobs will spawn), could I get some help about this? Thanks!!!!!
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Posted Apr 27, 2013@MKindy You might be able to. In the player_nears event you can set a target of all (or x) nearby iron_golems, and damage them.
I'm not sure if the golem would interpret this as coming from the nearest player though.