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 26, 2012holy cow web interface for humans yessssssssssssss
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Posted Apr 26, 2012Will there be full multi world support in the future? So each world can have its own custom set of rules? Or would that just be to much? :D
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Posted Apr 26, 2012@alexander_gq
yes
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Posted Apr 26, 2012Is this 1.2.5 compatible?
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Posted Apr 25, 2012Ohhhhh I cant WAIT for the end of YML! I keep refreshing this page just to see if hes updated it yet!
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Posted Apr 23, 2012@coldandtired
Well, before you answered I tinkered some more. The on water check doesn't seem to have been the problem as far as the error spam goes. It seems to have been how i had part of the spawn rules in spawn rules: and part of it under auto_spawn. I tried moving it all under auto_spawn and the errors stopped, however I am now having other difficulties. First, here's a sample of my current config:
As I said, no more error spam in console, and the on water thing does actually seem to work as I never see mobs on water anymore (you sure it has to be names? The docs said ID's should work everywhere). The problem I'm now having is that mob density is still very low. they're spawning in the groups I set up, but player_within: {x: 100, y: 50, z: 100} seems to be causing them to spawn in a perfect circle around the player 100 blocks out, instead of randomly within 100 blocks of a player. if you stand still all night then start waling before dawn there's a thick circular wall of mobs sometimes. I'm not really sure how to best set up my configs to make every mob spawn and make it all seem natural like default spawns. Do you have a setup you could mail me or something?
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Posted Apr 23, 2012@Ferkswe
If you use PermissionsEX and it's included feature ModifyWorld, you CAN actually set mob targeting permissions like you are describing with - -modifyworld.mobtarget.<entityName>
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Posted Apr 23, 2012Hey there! I was just wondering if two things would be possible. 1. Get passive mobs agressive? So I can have my sheep attack players. 2. Permissionbased attacks, so that if a player has a permissionnode it will not be attacked by a specific mob.
That would be awesome! Thanks! FerkSwe
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Posted Apr 23, 2012@coldandtired
It would be really neat to be able to use variables like distance_from or world_player_count when assigning mob health.
Also, is it possible to compare variables? for example
world_mob_class_count: [above world_player_count]
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Posted Apr 22, 2012@XxkmachoxX You can make blazes spawn in the desert, but currently there's no way to make them spawn in all desert chunks (yet).
What this means is you need to spawn a lot of them, all over the map, and then filter out the ones not in the desert.
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Posted Apr 22, 2012@Zameil There's no if key in the spawn_rules, only an unless key. But the error is caused (I believe) by the mob_standing_on condition. They should be names, not numbers.
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Posted Apr 22, 2012Can I make blazes spawn in the desert? Here's the code:
blaze:
general:
hp: [15 to 30]
damages: [4 to 8]
safe: yes
auto_spawn:
- spawn_event:
where_to_spawn:
- location:
worlds: [World-ForgeRealm]
general:
hp: [15 to 30]
damages: [4 to 8]
safe: no
quantities: [1 to 5]
shortcut: 1
spawn_rules:
spawn: yes
if:
- condition_group:
biomes: [DESERT, DESERT_HILLS]
raining: no
burn_rules:
burn: no
death_rules:
- action:
replace_items: yes
replace_exp: yes
will_drop:
- item:
names: [red_wool, green_wool]
will_give_exp: [10, 30 to 50]
will_give_money: [200, 300]
if:
- condition_group:
percent: [above 75]
I used the creeper example and just changed a couple of conditions, but it isn't working :P
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Posted Apr 22, 2012@coldandtired
Ok, this is basically what I had when everything was spawning at 0,0. I was just calling for them to be spawned in the whole world, but instead they all spawned in a huge mass at 0, 0.
That was no good, so I figured it must be something to do with calling just the world. I modified that and added a range variable set for a 2800 radius around spawn and mobs started spawning everywhere, but you never saw any mobs because they were so spread out. It looked like this:
That helped a little but I needed more mobs to be around for players to kill for money, which we use for experience. So I tried adding some player range variables. Also, mobs were spawning out in the middle of the ocean, so I added a water block check.
The server boots up fine, no Mobs plugin errors at all, but as you play the console throws up a steady stream of errors that look like this:
Oddly, mobs are still spawning, but for some reason they do not drop money when you kill them now. And the console is flooded with those errors at all times.
So, any idea what I'm doing wrong? What I want is very simple. I'm just trying to get ghasts, magmacubes, pigzombies, and slimes to all spawn like normal mobs everywhere on the server, along with the other normal mobs, and i want each mob to drop a configured amount of money.
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Posted Apr 22, 2012@Zameil Can you edit that to add code tags? Or paste it to pastebin or something?
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Posted Apr 22, 2012@Mr_Mellow Not yet, but soon it will be possible.
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Posted Apr 21, 2012Wow, just noticed how bad my config got screwed up by posting it... :/ That's not very helpful.
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Posted Apr 21, 2012Having a couple problems. First, here's a sample of the 2 ways i have mobs set up. The pic is an example of how I have all safe mobs set up. I didn't think they needed more help than that to spawn. The zombie is how I have all hostile mobs set up.
pig: general: safe: yes spawn_rules: spawn: yes auto_spawn: - spawn_event: manual: no where_to_spawn: - location: worlds: [world_tropic]
zombie: general: safe: no auto_spawn: - spawn_event: manual: no where_to_spawn: - location: worlds: [world_tropic] spawn_rules: spawn: yes burn_rules: burn: yes death_rules: - action: replace_items: no replace_exp: no will_give_money: [1 to 3] death_messages: messages: - You gained experience for your kill! log: no global: no
My first problem is, All my mobs are spawning around 0, 0, 0 in my world. Why would they be doing this? Also, magmacubes, slimes, and pigzombies don't seem to be spawning at all even though they are set up just like my zombie above. Any thoughts?
The second problem is, in death messages variables like ^money^ don't work as the documentation lists them. Has the format changed or anything and the info wasn't updated? When i put in the string "Mob dropped ^money^ money!" all it says is "Mobs dropped"
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Posted Apr 21, 2012Can you remove poison from cave spiders with this?
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Posted Apr 20, 2012@coldandtired
So for area_mob_count, I have to give exact coordinates right? Which means I can't really have this check be a moving target (ei player range) at the moment?
As for the bukkit.yml change, I've considered it... however, that affects all worlds. I'm using multiverse and this specific world is designed for higher fighting difficulty in return for "possibly" more resources.
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Posted Apr 20, 2012@dabomb665m The easiest way to increase mob spawning in general is with the bukkit.yml settings.
For 1 there is an area_mob_count condition which counts all the same type of mobs in the area. I'll look into adding something specifically for players though.
As for 2, that might be a bug. I'll have a look into the code.