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 May 19, 2012I tried posting this once, but I'm not sure if it went through? I went through the comments list but I couldn't find it>
Is there any hope for Heroes support in the future? Or a version that tells mobs where they can spawn without editing anything else?
Please respond~
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Posted May 18, 2012@coldandtired
Thanks for the reply :) I realised such a feature would be offered by PEXs modifyworld. Thank you very much though for the quick response!
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Posted May 18, 2012@LukeHandle You can either set the cows' hp to a very high number, or set all the damage properties to 0.
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Posted May 18, 2012Could this be used to set animal spawns on a specific world to be invincible. Eg. I have a capture the cow map and I would like to disable the ability to kill aforementioned cows. The cows spawn from eggs in a dispenser, so I would not be able to use /sm each time.
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Posted May 17, 2012@coldandtired
1 and 3. Great stuff. :D
2 on the other hand... hum. How's damage handled?Do you just apply it to a player and the server does the rest? Can you overcompensate by checking what the target is wearing and deal more damage to cause the result? (Wouldn't work with quantum still, though, since it renders the player utterly immune to damage.)
Or alternatively, can you change the damage "type"? That is, instead of "physical", change it to "magical", if such a thing exists in MC natively.
4. It looks like autospawning mobs ignore light levels. Is that intended? Also, it looks like no other mobs are spawning now except zombies. (for which i had set up autospawns. No changes to the config were made.)
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Posted May 17, 2012@dBi1K Wolf damage, drops, and manual quantities are now fixed \o/
The angry wolves target a random player within 20 blocks. That's a completely arbitrary number but I don't know how they used to work.
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Posted May 17, 2012@BEQOsNtDi6xRDGzqIAT7 3 is just added.
2, however, looks to be impossible server-side. I can't see anywhere where the armour defense value is available.
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Posted May 17, 2012b12dev is up - direct link
App changes
Normally they explode with size 3. I wouldn't go much higher unless you love craters. 1 is no damage.
Plugin changes
Full changelog can be found here
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Posted May 17, 2012<<reply 711433="">>
Both of those look like bugs :(
I'll fix them both now.
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Posted May 17, 2012@coldandtired
Thanks for the angry wolves work around. I tried it out and did indeed get attacked. :-) Couple questions though.
1) How do you change the amount of damage an angry wolf does? The wolf looks to be set up like other passive mobs where there is no damage setting in the conditions.
2) I've set up some manual autospawn events and couldn't find a parameter for number of mobs spawned when you fire the event. Is it done differently now?
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Posted May 17, 2012@coldandtired
1. Good to hear then. :)
2. Yes, True Damage ignores armor. Specifically this would be specificied in addition to regular damage, so you could say a mob deals 2 True Dmg and 4 Regular dmg, for a total of 6 Dmg (of which 2 cannot be blocked/reduced.)
I have players in IC² Quantum Suits, you see...
3. Oh yeah, did you check into the Citizens2 thing yet, inbetween being utterly busy? Manually spawning mobs still does nothing at all. (Even if i'm the only one logged in.) :|
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Posted May 17, 2012Can you maybe add spout support for custom skins?
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Posted May 17, 2012@dBi1K I see what you mean. I'll change this tonight back to how it used to be.
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Posted May 17, 2012@woodendinosaur The first part is pretty normal. You should never reload plugins as Bukkit doesn't handle them very well and it will lead to unexpected behaviour.
I could see about adding some sort of persistence to lessen this.
The config app thing is a bug though - I'll look into it.
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Posted May 17, 2012@BEQOsNtDi6xRDGzqIAT7 Bigger creeper explosions has already been requested and I'll be adding them soon. Ghast fireballs would use exactly the same mechanic (I imagine) so should be easy.
As for true damage, was that when damage ignored armour and hit the player regardless?
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Posted May 16, 2012@coldandtired
I've noticed that when trying to replace the default drop with more than one item, it will only drop the first item it finds with the button set to replace. It seems to ignore any additonal items regardless of button value. It makes sense the way it's laid out, but doesn't allow me to drop more than one item if replacing the default. I know before you could replace the default drop with any number of items.
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Posted May 16, 2012BE VERY CAREFUL! I was playing around with an ender dragon spawn. He wouldn't stop targetting me... so I thought i would reload plugins and see if it would despawn him. It threw an exception error and I believe released him from his binding to the Mobs plugin. Boss was then able to damage ground when before it was not. I had to kill him in creative mode, and now I have the egg pedestal and portal in my normal world. I am scared to interact with it for fear of what may happen as I had not made a back-up in a day or 2 :/ So basically, Back up your world! Additionally, how about a command to despawn an autospawn? <P>EDIT: Using world edit I just cleared those blocks away without interacting lol. Every thing seems in order now. OH and I had an issue using the configurator. When I went to remove the conditionals and autospawn sections for the ender dragon, it won't allow me to save the file when they are removed? Thanks for the fun!
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Posted May 16, 2012Gonna test all of that then. :)
(Meanwhile, what's the over/under on ghast fireball strength and True Damage being added?)
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Posted May 16, 2012b11dev is up - direct link
The app config auto-update feature is working, so make sure you have installed the app more recently than in the last few days to take advantage of this.
App changes
Use this with the max range to specify how near the base or player won't be included.
Plugin changes
Set this (in seconds) to give mobs a self-destruct timer. They will automatically be killed when the time reaches 0.
The loop that checks this runs every 15 seconds (only if it's being used).
This is the number of players across all worlds on the server.
All the above but for chunks (Chunk blaze count, etc.) plus Chunk mob count and Chunk mob class count.
Full changelog can be found here
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Posted May 16, 2012@Xerati Can you send me your data file please?