CustomSpawners
CustomSpawners
20K DOWNLOADS! You are all fantastic.
What is CustomSpawners?
CustomSpawners lets you make any block a mob spawner! These spawners can be of any type, have many configurable properties, and can be hidden because materials like stone, grass, even air can be a spawner block! After creation, you can use it like in-game MCEdit to make custom mob spawner blocks too!
The mob types can be customized as well. Create mobs for your spawners like giant slimes that have only half a heart of health, different colored sheep, and if you want the ultimate boss, try giants or charged creepers with damage resistance and regeneration potion effects! You can even change how mobs take and deal damage!
Some Ideas for CustomSpawners:
- Make multiplayer dungeons with mobs that only appear when you get close!
- Make arenas with powerful waves of mobs!
- Create puzzles that won't turn off a spawner until solved!
- Create entities that can only be damaged from certain items or objects!
- Make ultra-dynamic dungeons that change depending on the amount of players in them!
- Make Custom Mob Spawners in-game! (No MCEdit required!)
Getting Started
Tutorial Series Playlist on YouTube: http://www.youtube.com/playlist?list=PL7PtwLM1og9oiejuQ7RAAE0spHmIqLBKx
If you make a video about CustomSpawners, let me know and I could post it here!
Installing
Simply download the CustomSpawners jar file from the download button above, and drop it in you plugins directory. Make sure you only have one version of CustomSpawners in the directory. After that, you can refer to the configuration page on the wiki for configuration of the plugin.
Basic Usage
I strongly recommend watching the tutorial series! I go into much more depth there.
To make a spawner, follow these steps!
- Login to your server.
- Run the command "/cse create <type of entity>" where "<type of entity>" is a mob like a pig or zombie. Note the GOLD ID number printed on screen.
- Select the entity with "/cse select <id>" where "<id>" is the golden ID given to you.
- You can set properties to the mob now, all of which are listed on the wiki.
- Now look at the block you want to make a spawner on, and run "/css create". You will see a ID number in gold for the spawner too.
- Select the spawner with "/css select <id>" where "<id>" is the golden spawner ID given to you.
- Make the spawner work in any light level by running "/css maxlight 15".
- Turn on the spawner with "/css on" and watch the mobs spawn!
Some other useful commands:
- "/customspawners" - displays the plugin info, and provides links to the main page for CustomSpawners and thebiologist13's BukkitDev profile.
- "/css on [id]" - Turns a spawner on.
- "/css off [id]" - Turns a spawner off.
- "/css listall" - list all the existing spawners and locations.
- "/cse listall" - list all the existing entities and their names if they have one.
- "/css setname [id]" - gives a spawner a name so it is easier to find.
- "/cse setname [id]" - gives an entity a name so you can identify it easier.
Development and Downloads
CustomSpawners is currently in Beta and may have a few bugs here and there. Many features will be modified, added, or improved on soon! You can download these versions from the download button above.
CURRENT VERSION IS: 0.5 BETA
If you find any bugs, errors, or generally odd behavior, please create a ticket. You can also PM me or send me an email ([email protected]). Please include any error stacks, crash reports, what caused the error, and a description of what happened. Thanks!
Known bugs and changelog can be found on the file details: http:dev.bukkit.org/server-mods/customspawners/files/33-custom-spawners-v0-4-2/.
Source for CustomSpawners is on Github! https:github.com/thebiologist13/CustomSpawners
Want to Add Economy Features?
CustomSpawners now has a extension to allow buying/selling of spawner blocks! Just download CustomSpawnersEco!
Finally, thanks to Yolju and others for ideas on updates! I will be adding more each update!
Wiki
Check out the new CustomSpawners Wiki on Github! I am now putting plugin usage, commands, permissions, configuration, and other info on there. https:github.com/thebiologist13/CustomSpawners/wiki/
FAQ
CustomSpawners now has a FAQ! I've answered a lot of questions there.
https:github.com/thebiologist13/CustomSpawners/wiki/FAQ
Donations
Hey! I would really, really, REALLY appreciate it if you could donate to CustomSpawners. It helps a ton, because these things take months to make and are hard to maintain.
Also, I like doing this and don't want a real job XD.
As an added bonus, donors have the option of having their name listed here and when "/customspawners" is run on any server with CustomSpawners! If you are already a donor, or donate now, just email me (from the email account you donated from) with your Minecraft username and I will add it to the list!
Click the Button on the top right above download to donate via PayPal!
Donors:
pongleung
GleeCraft
Insanehero (Block Empires Server)
Zaxuno (Variant Server - mmovariant.es)
Upcoming Features
- Bugfixes! (Will this ever go away? :D)
- More economy stuff like give spawner commands!
- Pick up custom spawner blocks!
- Custom path finding, AI, and waypoints for mobs!
- Particle effects!
- Spawn cycles!
- A lot of other things!
- Other things suggested or pointed out in comments!
- Secret easter eggs!
Have Fun!
One item I have been testing and having limited success with is falling chests. The idea is that when entering a room, a chest appears (Falling sand w/itemtype chest) that has inventory in them.
The issues I have been having is I have to hardcode a setpos# in order for the chest to successfully appear, if I just leave as a falling entity with no setpos then it spawns in a 1 block radius.
I also have an issue where I spawn two chests side by side, when this happens, it does create the double chest, but when breaking them in a N-S layout , S always breaks and spawns, N breaks but does not spawn till S is broken. In a W-E layout, E always breaks and spawns, W breaks but does not spawn till E is broken. The W-E layout also seems more flaky as it does not seem the W chest is always spawned once E is broken.
Aside from the issue above, is there a way to despawn these entities? Would be nice to have a way for them to appear for a period of time but once someone leaves the area they are removed so it can be reset for the next person.
@Eco212
For this you can use the itemrenamer
Suggestion: I know this is a spawners plugin, but a nice idea would be to add, maybe, /css item (name, lore, attibute, enchant) (Supports colour codes with &), as a lot of people want to make awesome overpowered items, without finding other plugins. The attribute system would be especially useful :D
@MelonCraftServer
Alright, thanks for telling me about this. I will certainly look into this.
EDIT: I just thought of this. The other thing that might cause spawners to remove themselves is if the spawner block is broken. By default, when the block a spawner is on is broken, the spawner will be removed. You can turn this off in config by changing "removeOnBreak" to false.
@henryvoll
@Ordrox
Also check the "invulnerable" property and damage black/whitelist. Make sure invulnerable is false and the blacklist and whitelist is clear. If you followed the tutorial, they should be unchanged. Maybe another plugin could be overriding CustomSpawners though?
@amarillovegan
@zaxuno
I'm do'in the best I can! :D
But seriously, I am working hard to have CustomSpawners v0.5 up very soon. I have a lot of stuff to do for it. :)
@caribbeancruzer
Ooooh, that would be super cool. xD
I'm not much of a web developer, but I could try to do something like this in the future. First I've got to get CustomSpawners out of beta and super awesome though. ;)
thebiologist13
@thebiologist13
What would be slick is a web based guide that you could populate the spawner name and then drop down boxes to select items such as setchest, maxmobs, etc and what item/value you want. It would then output all the commands required to build your spawner.
This plugin though is one that once you start using it, it will click in your head and will just need to look at the command reference guide once in a while.
You can update the plugin to the 1.6? Thanks
is there an actualization for 1.6 D;!?
@thebiologist13
I can not wait!!!
@henryvoll
By default when i make a new spawner, mobs have the default HP. I changed some with "/cse hp X", but i didn't seen any invinsibles monsters.
Are you sure you are changing the right custom entity?
I am having an issue, and please forgive me if it is obvious to you guys because I am completely new to this plugin. - I follow the instructions on the tutorial, but instead of a pig-spawner, I make a skeleton-spawner.
It works, but I can't kill the skeletons. They don't react to hits at all. I see their health is listed as -1, but I tried changing that, to no effect.
Anyone?
I'm having a strange issue with spawners deleting themselves even when the "capped" feature is set to "false". I am also sure that the spawners are successfully saved with the correct settings, however, after a few hours of running, a few of my spawners will delete themselves as if the "capped" feature was on. The config has the default of capped set to false, but they still randomly delete themselves. The #.dat file will be gone and I have to load in from backups every few hours.
@SheerAwesomeness @Den40208
Hey guys, I am working on the update right now. :D
I have about 15 items on a TODO list that I have to do for CustomSpawners v0.5, so it will take a little while. I will try to have a build out before a beta build of Bukkit for 1.6 (unless Bukkit whips out a build like they did with the 1.6.1 dev build).
Also, things I have on the TODO list, please let me know if I forgot anything. :)
(Please no more super complex stuff though unless you suggested it before, I want to get the update out as soon as possible.)
Thanks Everyone!
thebiologist13
@SheerAwesomeness
Yes please. I need this plugin.
Any ETA on an update for 1.6? :)
@Tibor135
The maxmobs feature work pretty well on my server, did you set the "tracknear" option to true? (if the mobs go too far away the spawner will spawn another one without killing the other one)
@thebiologist13 Maxmobs doesnt work well, i think there is an error with the command maxmobs. if i say maxmobs =2 i would think it spawns until it has 2 mobs. but it spawns much more.... can u fix this bug? sorry for the bad english and hope on a reply soon
@thebiologist13
Whooooa *Just woke up* good morning =_=
Very nice to read, the tracknear feature is a bit confusing, if someone D/C in the range, the spawner seems to work again and again and once i log in after a while there's a TON of monsters around (Well, not really a ton, but maxmobs is 5 and they were 40 in the area )
ho and it's okay, you are free to answer whenever you want (again =p) Thanks for your work.
@Ordrox
Hello again!
Sorry for the long response time (again D:), but yes, I can work on improving "TrackNear". I plan on including a bunch of this stuff with the next version of CustomSpawners (v0.5), which I plan to release soon after Bukkit for MC 1.6 comes out.
Thanks!
thebiologist13
@thebiologist13
It's okay, you are free to answer whenever you want, you are already doing a great job answering comments =)
Are you planning to enhance the "TrackNear" feature? Like if a SpawnedMob go to far away, kill it then instantly spawn another one or something like it.
@Ordrox
Sorry I took a long to respond, but yes, items can have extremely rare drops (down to 2^-149 I think xD), so %0.5 or %0.000000001 would work. Also, there is no implementation that would remove mobs when they get too far away. The closest thing I can think of to this is the "trackNearby" property, which makes CustomSpawners forget about the entity when it gets too far from the spawner. It won't be removed, but it will no longer have custom drops, damage modifiers, etc. Also, CustomSpawners stops tracking mobs if the chunk is unloaded.
@IckIsJICK
Did you change the "dropped experience" property for the XPOrb entity? It might have defaulted to a unnoticeable value. If you did change it though (or if it doesn't work after you try it) let me know and I will find a fix right away. :)
@DerylXOXO
For the velocity, there is no range function right now. However, it is a great idea and I can consider adding it in! :D
For the moment, you could try making a spawner with several very similar arrow entities, just with slightly different velocities. Just make like 5 arrow type entities and make the velocity different by about 0.1 to 0.2 in each axis, then add them all to the same spawner.
For removing entities, CustomSpawners doesn't have methods to force remove entities from the world, only untrack them. You might be able to use a command block though to invoke "/css removemobs <spawner id>" before they spawn though.
Related to the command block, you could make a cooldown as well with redstone and redstone triggered spawners. You could have a button hooked up to a RS-NOR latch with redstone that would lock out more pulses from a button while the cooldown is in effect. When the latch resets, it allows pulses again. Then, the spawner is connected to the output from the latch and spawns a few mobs per tick. You can use the "redstonetriggered" and "onpower" properties for this. :D
@Slymansyman
Ok, thanks so much! My suspicion as to what is causing the error is related to a property in config called "removeOnBreak". By default, this is true in the config file and makes CustomSpawners remove the spawner if the block is broken. So when your friend broke the spawner block, CustomSpawners didn't know how to spawn the mobs because the spawner was null (java.lang.NullPointerException). Each tick it tried to spawn only threw the error again. I will verify that this is the problem and fix it for the next update, unless you find any other potential helpful evidence for the errors. In which case, let me know. :D
TL;DR The block breaking is confusing CustomSpawners. =P
@iExtasey
Alright, I will look into it. :)
Thanks for your comments everyone!
thebiologist13
(I like long responses...)