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 12, 2012<<reply 702139="">>
If you could send me the data file and the log that would be great. I'll look at it tonight.
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Posted May 12, 2012Installation is a bit more complicated than it needs to be.
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Posted May 11, 2012I have an issue with the following error whenever spawning mobs via an autospawn event: [SEVERE] Could not pass event CreatureSpawnEvent to Mobs org.bukkit.event.EventException.
I am using the recent dev version and the Mobs Configurator app. I was testing with ender dragons and then tested with endermen to make sure it was not specific to dragons. When I tested with Endermen I kept all values default that I could (set condition to autospawn ID and setup a death message). The autospawn is set to manual and is set to spawn the enderman near 0, 0. I also tried with a fresh bukkit setup with no other plugins. The error always spams up the console. The good thing is it does spawn the mobs, after some lag caused by the error. I can post my config and the server log if needed.
I noticed I had to put the death message in when I tried with endermen in order to save the file or I would have left it alone. Is there a requirement that 2 things must be edited before the 'conditional outcomes' are valid?
Thanks again, Matthamatic (Matthamatic & Eslangvin on steam)
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Posted May 11, 2012I'll send you a TC config tomorrow
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Posted May 11, 20121.2.5 b5dev is up - direct link
Plugin changes
Config app changes
Full changelog can be found here
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Posted May 11, 2012<<reply 700139="">>
I've been playing with this tonight and it still workds as expected for me so it might be a conflict with another plugin. Do you have any installed that might be setting the damage after Mobs does?
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Posted May 11, 2012<<reply 700135="">>
Thanks for letting me know. I've found the bug and fixed it in the next version (later tonight).
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Posted May 11, 2012I thought TC used names to identify biomes and somehow insert them into Bukkit. Looks like it doesn't though so I'll have to figure out how to grab them. If anyone has a ready_made setup (world with custom biomes and TC configured) they could send me for testing it would help a lot :)
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Posted May 10, 2012<<reply 700135="">>
Has anyone else been able to get the Damage working? I was not sure if it was my config or the bug was still there. for a test i tried to set Skeletons to 30 damage (Instant Kill) and Zombies to 1 damage. But i am still getting default damage.
HP changes appear to be working and potion effects seem to work just the damage seems to be applying the default.
would love to see this work for custom biomes in terrain control :)
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Posted May 10, 2012That was one mighty fast fix, thanks :)
Although now, I seem to be having problems with ignored worlds.
If I set any worlds to ignored the auto spawns don't fire for the worlds that are not ignored but have autospawns, whether automatically or via the command.
Weird thing is no errors get thrown or anything. So I'm not sure if its something I've done, or a bug?
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Posted May 10, 2012wow, this looks very promising... I am simply amazed by all those possibilities :-)
But I can't seem to get it to work with custom biomes made with Terrain control (http://dev.bukkit.org/server-mods/terrain-control/)
Anyway, I was testing with custom drops on a biome condition - when using the name of a custom biome, it didn't work anywhere - when using "ocean" it worked everywhere.
So I'm not sure if I am doing something wrong, or if TC doesn't store the names of custom biomes in a way that Mobs can pick it up... maybe you can tell by having a peek at the source code? Like here, kinda looks relevant to me:
https://github.com/Wickth/TerrainControl/blob/master/bukkit/src/com/khorn/terraincontrol/bukkit/BukkitBiome.java
I would really appreciate if you could help me out on this one - after seeing what it can do, I can't imagine running the server without it :-)
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Posted May 10, 20121.2.5 b4dev is up - direct link
Don't use b3 as it contained a couple of serious bugs.
Plugin changes
Full changelog can be found here
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Posted May 10, 2012Deleted due to bugs
1.2.5 b3dev is up
Plugin changes
Config app changes
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Posted May 10, 2012<<reply 699450="">>
Oddly enough the world was the only thing i specified. It only accepted any changes after i put in some range values. >_>
checks out tutorial
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Posted May 10, 2012<<reply 699442="">>
I've just written that part of the tutorial (the first draft anyway) literally two minutes ago :)
Go have a look and see if it makes sense. The app removed the values because you didn't specify a world. I'll add a message or something to make that clearer.
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Posted May 10, 2012<<reply 699364="">>
Huh, interesting. The new version just doesn't save anything you made for spawn points if you don't put anything into one of those three boxes (but doesn't tell you why). It'll say "Nothing set yet!" or similar if you ok out of that particular dialogue.
So... how exactly does it work? Can i spawn a specific set of mobs directly next to me? (Flying around all invisible, providing a invading force for the players to anihilate...)
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Posted May 10, 2012<<reply 699357="">>
It was always like this. In the old version I just used 3 if there were no XYZ ranges set.
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Posted May 10, 2012Hm, speaking of updates, where did the option to manually spawn mobs near you go? I vaguely remember it being there before in a earlier version, but now you can only set to to "near players" with the requirement to set relative coordinates.
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Posted May 10, 2012<<reply 699284="">>
I know what that is - it caught me out last time and it seems again this time :)
I'll put out an update later tonight fixing it.
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Posted May 10, 2012@coldandtired
I'm trying out this and loving it so far ;)
Using version 1.2.5 b2dev however I'm getting a few issues (Null pointer exceptions) with Ender Dragons and Pig zombie men using the auto-spawner system.
Whether they try and spawn automatically or whether I use the /spawn_mobs (/sm) command it just throws a Null Pointer exception.
Is there something I'm missing, I've tried quite a few different settings for their auto-spawning, including what I deem the most basic ;)
The weird thing is though, nearly all other mobs spawn fine using the auto-spawner, (I'm at work at the moment so can't confirm all of them, but I did test most of them this morning).
Hope you can help :D
As I said, I'm loving this mod, and I'm trying to move away from Monster Apocalypse, to many issues and restrictions, this is a much nicer mod.