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 10, 2012@coldandtired
well either way, is there a reason they would spawn between those time still? Because they will spawn every hour all day with that config.
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Posted Apr 10, 2012@smokie23 Time in Minecraft is measured in ticks, of which there are about 20 in a second.
Each 'day' in Minecraft lasts 20 minutes. Therefore each 'day' is about 24000 ticks long.
The game_times condition is an alias for ticks, so above 12000 means halfway through the Minecraft day (the day starts at dawn, not midnight, I believe. So above 12000 means between 5 p.m. to 5 a.m. of Minecraft time).
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Posted Apr 10, 2012@FiddyCraft Not yet but it will be in the next version.
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Posted Apr 10, 2012How does game_times work?
The above config will spawn zombies every hour no matter what time it is. Above 12000...I take that is 12:00pm to 12:00am??
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Posted Apr 10, 2012@coldandtired
Hey, thanks for your reply. I got it so that the portals do not generate now. So no help needed there any more. I may need some help with spawning rates in a bit, but I'm gonna fiddle with it a bit before bugging ya. Awesome plugin. Cheers.
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Posted Apr 10, 2012is there a way to stop natural mob breeding with this plugin?
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Posted Apr 9, 2012I've been working on a Silverlight config utiity for a while and it's finally approaching usability.
Anyone interested can take a look here.
It needs Silverlight 5 (which has been out for Windows and Mac since December) installed, and you can right-click somewhere in it and install it so you don't need a browser or Internet connection.
There's still a few things missing (mainly the complicated conditions and items) but most things are there. It also adds a lot more functionality than what is currently available.
Note that the plugin doesn't read the files generated by this yet and more is still to be added so don't waste energy making a proper config :)
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Posted Apr 9, 2012@g_BonE It's to the block where the mob is spawning/dying.
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Posted Apr 9, 2012on the last day of easter i finally managed to get it working the way i wanted it ;) one more question tho: does the player_within: condition check for how close the player is to the mob trying to spawn or does it check distance of the player to the region the mob spawns in ?
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Posted Apr 8, 2012@smokie23 You have an error in the config.yml file. It looks like you've put the number of an item rather than the name.
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Posted Apr 8, 2012@smokie23 Currently, it's possible to do that but only with the mobs spawned by this plugin.
I am adding the ability to do it with natural mobs as well.
As for the double HP it's because the first section deals with natural mobs, and the auto_spawn section deals with mobs spawned by the plugin, which can have different properties if wanted.
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Posted Apr 8, 2012@Xikage That's easy then :)
The other part isn't ready yet (oddly enough, since I started working on it it comes up very often) but it's coming.
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Posted Apr 7, 2012Getting console error on 1.2.4 b4 when I try to use command /rm.
2012-04-07 16:08:57 [SEVERE] null
org.bukkit.command.CommandException Unhandled exception executing command 'rm' in plugin Mobs v1.2.4 b4
at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42)
at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166)
at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:473)
at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:821)
at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:781)
at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:764)
at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:34)
at net.minecraft.server.NetworkManager.b(NetworkManager.java:229)
at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:113)
at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:551)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:449)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
Caused by: java.lang.ClassCastException java.lang.Integer cannot be cast to java.lang.String
at me.coldandtired.mobs.Death_action.<init>(Death_action.java:60)
at me.coldandtired.mobs.Utils.set_death_actions(Utils.java:478)
at me.coldandtired.mobs.Mob.<init>(Mob.java:69)
at me.coldandtired.mobs.Main.convert_mobs(Main.java:283)
at me.coldandtired.mobs.Main.onCommand(Main.java:458)
at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40)
... 12 more
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Posted Apr 7, 2012Hi, is it possible to let Creeper and other mobs burn in sunlight, like Zombies and Creepers? Or is the burn_rules section only for already flammable mobs?
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Posted Apr 7, 2012Can you config it so that you can have zombies with 20 hp spawn in X,Y regions and zombies with 100 hp spawn in Z region? if so can you show me example how to format that into config.
Also, in example you specified hp twice?? like below:
creeper:
general:
hp: [20, 40 to 60]
powered: random
safe: no
auto_spawn:
- spawn_event:
where_to_spawn:
- location:
worlds: [AGSpawn, AGSurvival_Protected]
general:
hp: [500]
quantities: [1 to 5, 10, 20 to 25]
shortcut: 1
In the above code you have "general > hp" twice? so do creepers spawn with hp: [20, 40 to 60] or hp: [500]??
Does this mean in worlds AGSpawn, AGSurvival_Protected they will be creepers with 500 health and any other worlds they will be creepers with 20, 40 to 60 health?
Sorry just a little confused...very in depth plugin :)
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Posted Apr 7, 2012I did some testing with people on my server, and it seems that moon phases are, at the very least, based off something server-side. No matter how much we messed with the time, everyone on the server always saw the same moon phases at the same times.
I searched for some threads on the issue and found this: http://forums.bukkit.org/threads/solved-get-moon-phases.50746/
It does seem the moon phase is probably based off of world.getFullTime(). I am not experienced enough at developing plugins yet to test it, but it does seem like a moon phase condition may actually be possible. If so, I'd love to see one added.
Keep up the awesome work on the plugin!
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Posted Apr 7, 2012@FiddyCraft I've recently found a bug which causes the auto_spawn section to overrule all aspects of the mob (instead of just the sections it contains).
In your config, all wolves should be angry and as the auto_spawn doesn't affect the anger it should use the global setting. The bug is causing it to ignore any global settings.
To fix it you can repeat the general section inside the auto_spawn.
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Posted Apr 7, 2012I cant for the life of me get wolfs to be angry :/
also thanks for the help before
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Posted Apr 7, 2012@Matthamatic Can you paste the enderdragon section?
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Posted Apr 7, 2012I'm having issues with ender dragon portals. Are they currently broke? I have a very similar config to the one posted below (without the condition for spawning thingy).
edit: they always generate.