OtherMobs
OtherMobs
Note (20Feb2013): some features below have been implemented in OtherDrops - eg.
- Allow Blazes to spawn in deserts during the day.
- Make Snow Golems spawn on ice blocks in tundra biomes at night.
OtherMobs is still in progress (as a low priority) and it's current focus is mob abilities, factions & aggression settings.
Example Config | Parameters | Abilities | Effects
OtherMobs is a new plugin being developed by the creator of OtherDrops that will allow you to customize nearly everything about mobs on your server, from where and how they spawn, to what they do, and if you have the Spout plugin with matching Spoutcraft Client, how they look.
This mod is a work in progress - a public beta will be posted when custom configs are working
The below examples may not accurately reflect the plugin's capabilities as-is, and are subject to change at any given time due to changes in development.
Some examples...
- Modify mob spawning
- Allow Blazes to spawn in deserts during the day (see OtherDrops)
- Make Snow Golems spawn on ice blocks in tundra biomes at night (see OtherDrops)
- New mob abilities
- Make Creepers and/or Spiders burn up at daybreak (planned)
- Make pigs fly! (in current dev. version)
- Modify Skeleton projectiles (planned)
- Create a custom mob, like glowing sheep that spawn at night, or... (in current dev. version)
- Hellhounds - blazing wolves that are immune to fire (dev.) - and/or Icehounds - frozen wolves susceptible to fire attacks. (planned)
- Many more combinations of mob conditions/health/abilities.
- Mob factions/agression (some basic work in dev version)
- Customise factions and agression values for mobs.
- "Faction" value determines how much a mob likes another type of mob (including it's own kind).
- Mobs are given a random agression within a configured range.
- Mobs with higher agression are more likely to attack you or other mobs at random.
- Targets can switch depending on priorities
- (planned) Fleeing if overwhelmed (higher agression = less likely to flee)
- (probably not possible) Would love to also vary size of mobs as well for more of a random factor (larger mobs more likely to be agressive).
Used in combination with OtherDrops, you could allow these new mobs (or existing ones) drop items, or cause them to spawn as a result of any OtherDrops drop, even cause them to spawn from say, breaking a diamond block, or killing another mob.
Usage
Just unzip the downloaded archive into our plugins folder and reload the server. Out of the box the plugin will do nothing - you'll need to active a custom config or start adding your own mob configs. Again, do note that custom configs are not yet implemented.
Config
Configs are added to the bottom of the main mobs file ("plugins/OtherMobs/othermobs-mobs.yml"). For advanced usage you can split your config into several files using the "include-files" section at the top of the main mobs file. Here's a small example configuration:
DesertBlaze: - biomes: [DESERT] replacemob: ALL/100% world: [WORLD] height: ">40" weather: CLEAR health: 1-20
This will create a new custom mob with the name "DesertBlaze". This mob will replace any mob in "WORLD" but only in desert biomes above a height of 40 blocks, and only during clear weather. It also allocates a random health value between 1 and 20.
Check out a more advanced configuration example that showcases more ideas for OtherMobs.
Progress
12/02/09 Lots more core added, new pre-release below, custom configs not working yet.
12/01/29 Improved the spawning command, worked some more on layout of the config files (important to get this right before I code the config reading section). Added basic "faction" abilities (funny to watch).
12/01/28 So far I have the ability to add custom mobs and spawn them via a command - working on getting custom configs working next, then I'll be looking into abilities.
Commands
/oms spawn <creaturetype> <quantity> <a:ability>
Available abilities are:
- flaming - mob spawns on fire and invulnerable for 20 seconds or so, then dies :/
- glow - the original idea was to make the block the mob stands on glow. It wasn't working, so it replaces the block under it with a glowstone for now. This *will* mess up the area a bit, depending on quantity spawned, as the blocks don't always turn back to their original form after the mob has wandered off of it.
- faction - hardcoded faction: this mob is short-tempered and will eventually take out everything around it.
- flight - mob will instantly take-off and fly around - currently fall damage is not prevented so they don't live too long (ability courtesy of redsgreens Pigasus mod).
If you're up for it, you can try /oms spawn skeleton 50 a:faction a:glow followed by /oms spawn blaze 50 a:faction a:glow (Be warned, this will take chunks out of the ground and mess up the sky somewhat)
Also added some potion effects testing to see how it would work for some creature attacks (eg. blind, poison, slow, etc) or friendly auras (regenerate, fastmine, speed, etc). Command: /om potiontest <id> m:<strength> t:<duration in ticks> (eg. /om potiontest 1 m:3 t:80 - strength 3 speed for 4 seconds). Potion effects and ID numbers are on the Minecraft Wiki page.
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Posted Apr 16, 2012Can I make a type of seleton that shoots arrows like shotgun or machine gun?
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Posted Apr 6, 2012Cant wait :D
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Posted Apr 5, 2012add the ability to add "giants" via customization please. aside from ptweaks if you add this. this will be the only plugin i use!
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Posted Mar 30, 2012Haven't forgotten about OtherMobs, just been busy getting married and now off on a 7 day cruise/honeymoon.
@penguinstorm
It won't be able to change the model but you could change the skin.
@Piginabag
Should work with 1.2.4, I'll have to check it when I get back.
@aviator1014
That's cool. Hope they have an API so I can hook into it when I get OtherMobs up and running.
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Posted Mar 30, 2012@Jythri
hmm seems they took some sort of message from you
TerrainControl 2.1.6: Added option for control mob spawn per biome
though on their end that probably does not include custom mobs
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Posted Mar 29, 2012Is this plugin working with 1.2.4 stable build? I cannot get it to show up on my plugin list in game.
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Posted Mar 21, 2012So could I put in a cumstom mob if i like. like say something that would be in a mod like a hamster or something like that but if I had made it myself and have all the files for it?
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Posted Mar 19, 2012TerrainControl lets you craft custom biomes, so yeah...it does a LOT more.
I cross-linked this mod to Khoorn on the TerrainControl site to see if he has an API. Hope we can get this working. :)
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Posted Mar 18, 2012@Jythri
If Terrain Control only modifies the default biomes (and it sounds like it does more than that) it'll work, otherwise I'll have to see if it has an API I can check to find the name of the "custom biome" that the player is in.
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Posted Mar 18, 2012I'd prefer not to have to workaround on biomes. I'm already using more than the custom number of starting biomes.
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Posted Mar 18, 2012@Jythri
I was curious of this myself actually, as I also custom gen worlds. I suppose a somewhat work around would be to just modify the default biomes in TerrainControl without renaming them to maintain the biome names, or use another plugin like BioManipulator to set custom biomes after the fact.
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Posted Mar 18, 2012Hey guys. Looking forward to this!
Will restricting mob spawning to biomes work with custom defined biomes, like those created with TerrainControl?
Being able to both shape my world and where NPCs appear in it are important to me.
Thanks!
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Posted Mar 12, 2012@bluehasia
Yeah, the 1.2 version should work with 1.1R5 & above.
@Altyra @Da_Weed_420 @Flenix1 @cutmanmike @aviator1014 @ezbik
Thanks for the comments guys - some great ideas there too. I know it might look like little progress is being made but keep in mind that progress on OtherDrops is also assisting OtherMobs as they will share a lot of the same actions and conditions.
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Posted Mar 12, 2012I can't wait to see what comes out of this, and OtherBounds as well!
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Posted Mar 11, 2012This is an amazing project and should bring variety to minecraft that no plugin has ever done before. Looking at the configs, I felt like this is what MobArena would be if it wasn't restricted to arenas, dramatically changing basic survival, and I'm really excited for that.
Adding to what @cutmanmike said, something I was immediately disappointed with upon loading 1.2 is that player crafted golems do not attack any players whatsoever. Setting ownership (or a servant/master relationship) may need some functions added to vanilla minecraft, but if the tools are are already available to make crafted golems react to other players as tamed wolves do, that would be a great change to their behavior, and greatly deter noob griefers xD
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Posted Mar 11, 2012Ah awesome, good luck with the plugin guys.
My only request is to check out if it's possible to make golems always hostile to players. Wild angry golems is gonna strike fear into miners everywhere I tell thee!
I may as well throw some other ideas I had for examples, it seems you guys are keen on adding unique effects to mobs but just the customization alone could spice up servers so much!
Edit: Actually I did come up with one feature idea, a "distance" parameter. Kinda like height, but instead distance from the spawn area. The further you go, the more hostile mobs spawn, the better drops you get! True adventurers could end up seeing natural ghasts, hostile zombie pigmen and other horrors!
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Posted Mar 11, 2012will there be a 1.1 release also? dont plan on updating server to 1.2 for a while
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Posted Feb 29, 2012Really can't wait for this - love the idea of being able to control the amount of health a mob has and adding more mob types is just icing on the cake :P
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Posted Feb 28, 2012looks promising :)
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Posted Feb 26, 2012I hope you'll make a plugin as great as Otherdrops :)
What a powerful dev ! ^^
I'm waiting for an including files which works to give me an idea of how it works really, like OD.