creaturebox
creaturebox
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Make creature spawners tradable
With Horses, Donkeys and everything else, of course!!
Version 1.2 release date: 11th July 2013
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Why creaturebox?
- Have you ever thought "I'd love to dig this dungeon out, and move it somewhere more useful."?
- Have you ever thought "I'd really like to /give myself a spawner, and make it produce something other than pigs."?
- Have you ever thought "I'd really like to turn this spawner on and off with a switch"?
- Have you ever thought "I'd like these critters to spawn on something other than grass"?
- Have you ever thought "I wish monsters would spawn in lit rooms too"?
If you answered "yes" to any of these, then creaturebox is the plugin for you.
creaturebox was first developed and deployed on our server when we wanted better control over spawners. creaturebox also fixes several issues with creature spawners, so that they can be altered, and traded between players via shop plugins.
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Features & Commands:
- When a creature spawner is broken, it is dropped as an item.
- When a creature spawner is placed, it retains its original creature type.
- The creature type which is created by a creature spawner can be changed using the /creaturebox set command. To alter a mob spawner, look directly at it (through glass is fine), then type /creaturebox set {creaturename}, where {creaturename} is the name of a creature.
- The frequency at which a creature spawner generates creatures can be changed using the /creaturebox period {period} command, where {period} is the number of seconds between spawns. A period of -1 gives a random period between 10 and 20 seconds. A period of zero puts the creature spawner into "pulsed redstone" mode, where creatures are generated only when the redstone power of the spawner switches from high to low.
- The number of creatures generated at a time can be changed using the /creaturebox count {count} command, where {count} is the number of creatures to generate. A count of -1 generates a random number of creatures (from 1 to 4), while a count of 0 disables the spawner.
- The maximum number of live mobs that a spawner will maintain can be changed using the /creaturebox limit {limit} command, where {limit} is the desired maximum. A limit of -1 sets the default, which is 10 for a managed spawner, and unknown for a natural spawner.
- The requirements for spawning a creature can be adjusted using the /creaturebox requires {requirements} command, where {requirements} is a space separated list any number of:
- player - require a player to be within 20 blocks of the spawner.
- surface - require grass for critters.
- light - require light for critters, dark for monsters.
- space - requires only an area to spawn mobs.
- player - require a player to be within 20 blocks of the spawner.
- A creature spawner's settings can be displayed using the /creaturebox info command.
- A creature spawner can be given to a player using the /creaturebox give {player} {creaturename} {count} command.
- Supports any permissions manager using the Bukkit API
- A creature spawner can be turned off by powering it with redstone.
- You can see what type of spawner you're holding with /creaturebox holding command.
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Permissions:
- creaturebox.set - Allows use of the /creaturebox set command.
- creaturebox.give - Allows use of the /creaturebox give command.
- creaturebox.creature.{creaturename} - Allows the player to set or give {creaturename} spawners, where {creaturename} is a valid creature name (pig, cow, etc...).
- creaturebox.period - Allows use of the /creaturebox period command.
- creaturebox.count - Allows use of the /creaturebox count command.
- creaturebox.limit - Allows use of the /creaturebox limit command.
- creaturebox.requires - Allows use of the /creaturebox requires command.
- creaturebox.dropspawner - When a creature spawner is broken, it is dropped as an item. (They will need also the relevant creature permission for each spawner type)
- creaturebox.placespawner - When a creature spawner is placed, it retains its original creature type. (They will need also the relevant creature permission for each spawner type)
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Configuration:
creaturebox now creates a config.yml file in .../Plugins/creaturebox.
- debugPriority: {integer range 0-3, default 2} - Sets the "noise level" for debugging messages - lower numbers = less noise. In general, you can ignore this because you have to set yourself as a debugger to see debugging messages.
- messagePriority: {integer range 0-3, default 3 } - Sets the "noise level" for messages which are displayed when a player types a command.
- enableRedstone: {boolean, default true} - Enables or disables redstone control of creature spawners.
- operatorPermissions: {boolean, default true} - Enables separate operator permissions. If set to false, players are given the same permissions as operators. This setting will do nothing if a permissions plugin is installed.
- showPlacements: {boolean, default false} - Shows the coordinates where spawners are placed or broken on the console.
- legacyData: {boolean, default false} - Enable the old metadata storage method (does NOT work after Craftbukkit 1525)
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Notes:
- creaturebox runs spawners in two different modes. "Natural" mode, where the spawner is run entirely by minecraft (and thus won't stop working, or change behavior when the map is loaded on a vanilla server), and "Managed" mode, where the spawner is run entirely by creaturebox. A spawner is switched to managed mode if any of its settings are changed from default. Squid, Slime, Monster and Giant spawners are always run in managed mode.
- You can trade mob spawners with shop plugins (like ChestShop) but you need the correct spawner type id for that creature. How this is done can be read at: Trading Mob Spawners.
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Credits:
- Developer: Spathizilla
- Developer: Lodran (Missing in action)
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My players can't break spawners, what permission handles this? I can't see which one does so above, and I do not want them to be able to break spawners AND for the spawner to drop, just break it like in vanilla.
@Martinahansen
This might fix it: Link Removed: http://www.mediafire.com/download/ev4t6ctt7b49dv3/creaturebox.jar
Hey, i got the following error:
[creaturebox] Task #90 for creaturebox v1.2 generated an exception java.lang.NullPointerException at lodran.creaturebox.CB_Spawner.spawnCreature(CB_Spawner.java:344) at lodran.creaturebox.CB_Spawner.spawnCreatures(CB_Spawner.java:319) at lodran.creaturebox.CB_Spawner.run(CB_Spawner.java:294) at lodran.creaturebox.CreatureboxPlugin.run(CreatureboxPlugin.java:235) at org.bukkit.craftbukkit.v1_6_R2.scheduler.CraftTask.run(CraftTask.java:67) at org.bukkit.craftbukkit.v1_6_R2.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:345) at net.minecraft.server.v1_6_R2.MinecraftServer.t(MinecraftServer.java:518) at net.minecraft.server.v1_6_R2.DedicatedServer.t(DedicatedServer.java:239) at net.minecraft.server.v1_6_R2.MinecraftServer.s(MinecraftServer.java:481) at net.minecraft.server.v1_6_R2.MinecraftServer.run(MinecraftServer.java:413) at net.minecraft.server.v1_6_R2.ThreadServerApplication.run(SourceFile:582)
I can create mob spawners just fine with this plugin, but they seem to only work if they are natural. The second i switch them to managed - they completely stop working.
can i make custom mobs with this :3
Can i use this to disable all monster spawners from a world?
This is a little BUG iv had with creaturebox... well its a command error i have CraftBook that uses /cb and CreatureBox using /cb as well so my CraftBook got a bit bugged by it so in config can you add an option to change the commands to like /Spawner Thanks!
EDIT: I can still use /craftbook but i like to use the short command of /cb!
@Drazhar753
Nah, that's not it for me. On mine, it just seems like when certain ones are active, seems like the game has a memory leak or something. It can spawn one or two creatures and you just start losing performance the longer it runs for, until you destroy the spawner. Silk Spawners was doing the same thing. There wasn't a lot of mobs for me, but from the initial spawn, the lag started, and only got worse. But again, soon as you destroy the spawner, the game performance returns to normal. I'm not sure what is causing this, but it seems like it would have to be from changing the properties of a spawner in Minecraft itself... just a theory tho.
@Crazdale
the spawners managed by this plugin have been spawning mobs non-stop even when the chunk is unloaded, and so they end up with like 9000 mobs until someone enters the chunk and types a command to kill them all.
Did Mojang/Bukkit do something bad with the game code? It seems all the mob spawner plugins are causing some severe lag to the game, when the spawners are active for a specific period... and I'm talking minutes, not hours.
Things run fine when started, but after just a few minutes, the server comes to a crawl with lag... it's like the spawners have some kind of memory leak or something to 'em... and like I said, it's not just this plugin, but all the plugins dealing with changing the entities of mob spawners.
@Drazhar753
I set the limit, but it still does not work. I still log onto my server and find 8000 mobs clustered around the spawner.
Returned console error on 1.6.2, flooding the console every server tick. We're running this plugin setup with use of Spawners for Horses, Pigs, Sheeps, Cows, Chickens, and Giants in a MySQL database.
I know you're already aware, and as mentioned already, it's probably the horses. ;p
Since installing this on my server, sometimes when I login there will be roughly 2000 mobs between 2 spawners that are managed by this plugin. Causing massive amounts of fps drop and latency, only way to deal with it is a kill all mob command via Essentials.
I have set their limits to 10 mobs at a time to see if that fixes the issue, however is there a way to make it so that 10 mobs is the default limit? Otherwise other players will run into the same issue.