112 - Support for custom mobs

Rather than hardcoding a list of available mobs, you could generate a config file using all detected entity types (blacklisting the non-mob entities, of course).

The custom mobs could have egg value 0 (which would be counted as disabled), leaving server owners to find the egg IDs of the custom mobs if they really want to.

User When Change
Malikk65 Mar 23, 2014 at 09:10 UTC Changed status from Replied to Declined
Mario_360 May 26, 2013 at 05:55 UTC Changed status from Waiting to Replied
Malikk65 May 25, 2013 at 20:16 UTC Changed status from New to Waiting
Mario_360 May 25, 2013 at 18:44 UTC Create

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  • Avatar of Mario_360 Mario_360 May 26, 2013 at 06:21 UTC - 0 likes

    OK, thanks for the patience & fast replies. I love your plugin & think this would make it much better for those who run modded/custom servers.

  • Avatar of Malikk65 Malikk65 May 26, 2013 at 06:13 UTC - 0 likes

    @Mario_360: Go

    Oh, if that enum really is accessible then this shouldn't be too bad. It's still a lot of work.

    If I finish everything else I've been wanting to add that's more critical and I still have time I'll look into adding this soon. Still, I think all of this will be a thousand times easier once the modding api is released, but at the rate thats going it might be faster to wait for the sun to burn out...

    [MobCatcher Logo] Check out my plugins on SpigotMC! MobCatcher and EpicGlass now for 1.9 [MobCatcher Logo]

  • Avatar of Mario_360 Mario_360 May 26, 2013 at 05:55 UTC - 0 likes

    I've seen another plugin do something very similar to this, they used a for loop to scan all EntityType values at load with a switch to ignore the non-creature entities (you could use the switch to add normal minecraft creature IDs by default).

    I know this is a lot of work, all the other mob catching plugins have a similar problem.

  • Avatar of Malikk65 Malikk65 May 25, 2013 at 20:16 UTC - 0 likes

    Idk, this is a hell of a lot of work for something hackish. It's always difficult to work with mods, since there's no way for a bukkit plugin to actually interact with them. I'm not sure if there is a way entities are registered or if there's even any way for me to get what entity ID an entity has outside of a bukkit event; meaning, it might be impossible for me to predetermine what the IDs will be ahead of time, making your config idea out of the question.

    That's all speculation, but likely there would be a boat load of other problems that would also have to be fixed in hackish ways and that's just more work than I want to do right now. This hobby doesn't exactly put bread on the table, and even if it did I'd still want to wait for this until the modding api is released. Hopefully at that point this will be an easy an welcome addition.



Last updated
Mar 23, 2014
May 25, 2013
Declined - We decided not to take action on this ticket.
Enhancement - A change which is intended to better the project in some way
Medium - Normal priority.

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