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 6, 2012@coldandtired
Ha, ok fair neough. :)
Here, this one has the autospawn for zombies set to 5 to 10 again, causing the console to error.
Oh yeah, autospawn is disabled, right? (Can't get /spawn_mobs to work.)
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Posted May 6, 2012@BEQOsNtDi6xRDGzqIAT7 If it's fixed it doesn't really help me :)
For the other things, I've been thinking of taking damage out of general properties and giving it its own section (like the getting damaged part). When everything else is up to date I'll look into it.
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Posted May 6, 2012@coldandtired
Alright then. :)
Here is the fixed data.mobs, with zombie spawns set to 10 instead of 5 to 10.
Incidentally, is there a way to set "true" damage (that is, damage that ignores armor) or change the base damage type of mobs? (ie, from "physical" to "fire" or "magic".)
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Posted May 6, 2012@BEQOsNtDi6xRDGzqIAT7 Currently if data.mobs isn't found it will look for config.yml, but that's only for the beta. When it's released data.mobs will be the only file in the folder.
Could you send me your data.mobs file please?
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Posted May 6, 2012@coldandtired
Interesting. Does it replace the config.yml or does it sit right next to it?
(Also, is there a option for ghast explosion strength and can new mobs be spawned when one dies?)
Edit: "[Mobs] Bad XML formatting somewhere in the config file! java.lang.NumberFormatException: For input string: "5 to 10"" at java.lang.NumberFormatException.forInputString(NumberFormatException.java:48)"
Wot? >_> (That's what i set zombie autospawn to. Setting it to just "10" fixes this, apparently.)
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Posted May 6, 2012@Reddeed I haven't got that far in the tutorial yet but it is indeed really obvious :)
It goes in the plugin data folder, which is plugins\mobs\
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Posted May 5, 2012Excuse me but, The tutorial (I may have not seen it) has not said where to put Data.Mobs, I am sure it goes somewhere really obvious and I should be able to notice it instantly but I'm not sure where to put it for it to function! If anyone knows how please tell me where to put it or what to do with it,
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Posted May 5, 2012Added some stuff to the tutorial
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Posted May 5, 2012@imilkywayz I'm well aware how to block mobs. I suggest you actually read a few lines before deciding that this plugin is 5 lines of code and 10,000 lines of ASCII cat pictures.
The Beta is big because it still has all the old code inside until I can confirm what parts are definitely not needed any more.
Saying that file size = performance is very stupid.
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Posted May 4, 2012A offense but a 165kb file is way to big for a plugin that only works with mobs. Coming from a server owner (and a developer), you could write a plugin that blocks mobs, with a config in 5-10kbs. Obviously this does more then that and is a cool plugin but being 165kb is huge. A plugin can be considered large if its over 100kb, and although the code inside the plugin may not be server intensive, its still a lot of code which as a server owner id stray away from since I'm a performance nut. You should do some testing with nolagg examine so you can see if the plugin performs well (especially under stress, like spawning a ton of blocked mobs).
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Posted May 4, 2012@GrimblyGorn What are the areas protected from?
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Posted May 4, 2012Will this plugin account for protected areas such as those from PreciousStones ? I've tried other similar plugins that ignored the various flags from PreciousStones and found it very frustrating.
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Posted May 4, 2012@iJumbo Yes, that's been possible for a while.
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Posted May 4, 2012OH!!! All that refreshing of your page has paid off. With a SWEET plugin!
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Posted May 4, 2012-
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Posted May 4, 20121.2.5 b1dev is up - direct link
WARNING - WARNING - WARNING - WARNING
This is a dev/beta release for the new config. It has no added functionality/fixes at all for the old version.
Config app
Tutorial
The tutorial is currently empty but I'll be starting it later tonight and over the weekend.
I think it should still work fine with the old version but it's not worth it.
If you want to try the new version however, please do. There are a couple of things missing from this release (hence the beta):
Autospawning is disabled. You can still use the config generator to create them but the plugin ignores them for now.
A few conditions are still missing. If one you rely on isn't there let me know and I'll prioritize it. Also, a couple of conditions might be in the config app but not in the plugin (can_breed springs to mind).
There might be unexpected bugs or things that are now different from before. Again, please let me know.
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Posted May 3, 2012@coldandtired
Ok great, thanks. :)
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Posted May 3, 2012@Chemical_Datas You can already spawn mobs in a group with the autospawn and a small location.
As for the update, I had hoped to finish it this week but it's taking longer than expected :(
However, the hardest parts are done and now it's mainly the smaller things.
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Posted May 3, 2012Im excited for you new modifications. Seeing your silverlight app for a config makes it so easy to modify your mobs. Looking at the new config is there gonna be a way for you to alter when a mob spawns it spawns in a group? Ex a horde of zombies all at once. -btw I am really looking forward to your update-
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Posted May 3, 2012@abcedea At the moment no. The next version will use ids so it will be possible to drop custom items.