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 Aug 17, 2012@shell64 The file is a collection of all the mobs currently controlled by the plugin when the plugin stops.
When the plugin starts again it reads this file and sets up the mobs like they were before (if the config is set to do this).
If you delete it all mobs will be back to vanilla when the plugin starts again.
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Posted Aug 17, 2012Hi!, my saved_mobs.dat is 63.3 Mo, what'is this file? can i delete it?
Thanks.
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Posted Aug 17, 2012I've set mobs to drop 0 exp replaced.. It does work but gives this warning:
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Posted Aug 16, 2012@Flametail Paste your config somewhere please.
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Posted Aug 16, 2012Hi! I have a plugin called BurningMobs that sets fire to Creepers every morning. However, I'd like to prevent free gunpowder everywhere, so I thought I'd use mobs to replace the gunpowder with rotten flesh.
Well, now the creepers are dropping flesh, but even though I set Sulphur to 0, there's still gunpowder everywhere!
So I thought I remove all that and just set it to cancel all drops, and that didnt work either!
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Posted Aug 15, 2012@BoboTheTwit
This does have multiworld support. I have nearly 10+ conditions for each mob, some affecting mobs in one world some in other worlds. You just need t specify which world and if you want regular mob spawning use the main general setting to ignore a world. Very easy, just select in the spawn condition the World parameter and type in your world, it does support spaces as well.
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Posted Aug 14, 2012@fugue2005 Doesn't work like that, sadly.
If I included a config that loaded on first run and changed something, all that would happen would be I would get PMs and tickets about how zombies don't drop things any more. The next version of the config will have multiple examples included but disabled, and it will be easy to switch an example on and off.
Throughout the life of the plugin, I would say that 5% of the PMs/tickets/issues have been genuine bugs, 25% thanks to PEX being awful, and 70% due to config malformation/misunderstanding.
I wrote some of the wiki and a few users edited/added/clarified stuff. As I've been working hard on its replacement the new documentation (started today!) will slowly replace it.
Hence, the more robust I make the config (by forcing it to go through the app, for example) the more time I can spend doing the more interesting aspects of coding.
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Posted Aug 14, 2012@BoboTheTwit It's had that for a long time. You can set worlds to ignore in the config settings (cog icon on the top-right) or conditionally block/change the mobs depending on the world.
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Posted Aug 14, 2012@BoBoTheTwit:
it has that, i did see it
you have to select the mob from the drop down box, hit add and it's under the 4 arrow "conditions" icon
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Posted Aug 14, 2012@coldandtired
nope, just needed to be one, just an example. that would be "your" default config.
an example would be the default config for commandhelper, which includes a few samples, not examples for every part of the code.
or like the worldguard blacklist, which contains 2 examples.
you gave a set of instructions on how to create that file yourself, took 30 seconds to create that file.
are you telling me that it would be impossible to include that file in the folder on first load and explain that it stops zombie drops?
did you write the wiki yourself?
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Posted Aug 14, 2012Multi-world support, PLEASE! I'd love to have thousands (hyperbole) of mobs in my PVP/PVE world, without adjusting mobs in my build world. I think this plugin has the potential to do that, but I need need need multi world support. I will send ALL my unwanted TF2 items your way, hahaha!
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Posted Aug 14, 2012@shell64 Like zombies and skeletons in the sun, you mean?
You can use a death_cause (or death_reason, whatever I called it) with fire or fire_tick.
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Posted Aug 14, 2012Is it possible to disable the drop from mobs when they die naturally by light?
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Posted Aug 14, 2012Ok thanks guys, I'll try that :)
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Posted Aug 14, 2012@Marsolic As tappestry said, you can block based on certain types of spawning. Either do as he wrote to block everything except spawn eggs. or use the normal condition and block whichever types of spawn you don't want to allow.
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Posted Aug 14, 2012@Wiilt It's planned but not yet implemented. It is possible to use the player_names condition to affect other mobs though (e.g. cows drop different items if killed by John).
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Posted Aug 14, 2012If you are trying to block spawning set a condition group block it. Add in Reversed mobspawn for spawn egg, spawned. Will tell it to block spawning UNLESS spawn egg etc. The reverse is found by clicking the normal button, it toggle between norm and reverse in the condition..
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Posted Aug 14, 2012hi, I want to stop naturalistic mob spawning, but when I do that it also stops spawn eggs from working...
has anyone else had the same issue? and does anyone know a way around this?
I'd like to customize what critters spawn in the environment but still allow my players to use spawn eggs.
thanks
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Posted Aug 13, 2012@coldandtired
Awesome! Did a quick test for the issues I had with the last verison and they are all gone! Thank you so much for spending your time making this plugin =D
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Posted Aug 13, 2012a perfect plugin !! thanks!