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 7, 2012@Sabuexo Not to despawn, but mobs with custom values will revert to normal after an hour (or whenever the /pm command is used).
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Posted Apr 7, 2012@FiddyCraft angry and safe need to be indented.
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Posted Apr 6, 20122012-04-06 18:09:31 [SEVERE] Error occurred while enabling Mobs v1.2.4 b4 (Is it up to date?) java.lang.ClassCastException: java.util.LinkedHashMap cannot be cast to java.util.List at me.coldandtired.mobs.Auto_spawn.<init>(Auto_spawn.java:30) at me.coldandtired.mobs.Main.setup_spawns(Main.java:356) at me.coldandtired.mobs.Main.setup(Main.java:412) at me.coldandtired.mobs.Main.onEnable(Main.java:125) at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:215) at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:336) at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:381) at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:250) at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:232) at net.minecraft.server.MinecraftServer.t(MinecraftServer.java:371) at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:358) at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:187) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:422) at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
Got this error for 2.4 and 2.5
Config:
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Posted Apr 6, 2012is it possible to get already spawned mobs to despawn at set times? with this plugin?
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Posted Apr 6, 2012@g_BonE I hate it with a passion and have no idea why it was chosen to be the default format :(
Happily, I'm working on dumping it for my own format in the near future.
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Posted Apr 6, 2012@coldandtired
wow... thanks. now i understand why there is so much hate about YAML going on ;)
lots of thanks for the continuous support there !!! keep it up !
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Posted Apr 6, 2012@g_BonE The names and quantities (inside the item section) need to be indented.
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Posted Apr 6, 2012dumbed down the config and still get spammed with "problem with xxx in world xxx"
what i want to do is have all the mobbs in a worldguard region spawn eggs instead of their regular loot as an easter joke...
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Posted Apr 6, 2012@RukuTheWolf Hmm. Seemed to be working when I tried it (in the normal world).
Try moving the spawn_rules section inside the spawn_event and see if it changes anything.
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Posted Apr 6, 2012Still having the same problem of more spawning. This is my revised code;
I am really sorry for bugging you like this, ill be sure to send some spare TF2 items you'r way =D
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Posted Apr 6, 2012@g_BonE less than should be below.
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Posted Apr 6, 2012where is the bug in here ? i get [Mobs] Problem with <mobtype> in world <world>
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Posted Apr 6, 2012@Falconloft Guide for that is here
Basically, you'd have to set up a config pretty similar to the answer I just wrote to ensure there was only one of these around at a time (if that's what you wanted, of course).
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Posted Apr 6, 2012@RukuTheWolf world_limit isn't a general property so it doesn't go there.
You need to set up a condition_group in the spawn_rules section with the condition world_mob_class_count: [above 0] to do what you want. Something like this:
Plus the rest of your config.
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Posted Apr 6, 2012@jaredlivingstone At the moment, no. Breeding is fairly new and I haven't added support for it yet (but I will).
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Posted Apr 6, 2012I'm not finding any instructions on how to set up unique mobs. Basically what I'm trying to do is set up a very difficult mob at the end of a dungeon. It's possible I suppose that I'm just missing the instructions, but I can't find them.
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Posted Apr 6, 2012Is there a way to turn off breeding per animal? Even a suggestion of another plugin would be very helpful.
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Posted Apr 6, 2012@po5 It is.
The way the spawn_interval works is that every x seconds the plugin checks all the auto_spawns and sees which ones, based on conditions, should activate.
It should be set to the lowest "common denominator" interval you plan to use. So if you're happy that all auto_spawns should activate at the same time every 20 minutes, then you only need to use spawn_interval: 1200.
If you want cows to spawn every 10 minutes and sheep to spawn every 5 minutes, you have to set spawn_interval: 300, and add a time condition to the cow section to disable half the spawns.
I am however working on a new system that will allow each mob to have its own independent timer.
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Posted Apr 5, 2012Is it possible to specify spawn intervals per-mob? This way i can make waves of ghasts spawn every 10 min, but waves of zombies every 1 min for example. Ty:)
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Posted Apr 5, 2012@coldandtired
yep sure does. wierd huh