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!
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.can
reloadconfig 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 check
fornewer_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!
@Djrowling Spawner.yml lets you automatically or manually span creatures in the world. If you're happy with the amount and placement of Minecraft's own spawning mobs you don't need it.
Spawns.yml blocks mobs from spawning, so it can only reduce the number of mobs in your world. It can be used to stop hostile mobs from spawning, or only allow them to spawn underground, for example.
Your code doesn't do anything because it has the spawner syntax but it's in the spawns.yml file. However, it looks generally okay for the spawner.yml file. As you're not using the time conditions you can have all those under one - mobs: node to keep things cleaner.
@mantegudo Can you post your config? I have a feeling you have limit set to 0 and topup to yes, which wouldn't work.
Alright, so I went ahead and tried my hand at the config:
spawns:
- mobs:
- name: enderman, zombie, skeleton, spider, creeper
world_limit: 10
quantity:
- {min: 1, max: 2}
conditions:
- world:
types:
- normal
heights:
- {min: 60}
shortcut: prime
I put that in the spawns.yml file that was autogenerated. I'm confused though, by this entry in my log:
[WARNING] [Mobs] Spawner config found but empty!
[WARNING] [Mobs] Spawns config found but empty!
[WARNING] [Mobs] Deaths config found but empty!
Spawns.yml is not empty, so I'm at a loss. Sorry to be so much work to you.
The only problem i have with this plugin is determining the difference between spawn.yml & spawner.yml I have read all the tutorials and just came to the conclusion of using the same config for each which as follows:
====== spawns:
- mobs:
- name: pig_zombie
angry: yes
quantity:
- {min: 3, max: 5}
location:
world: WASTELAND
base: {x: 0, y: 120, z: 0}
range: {x: 1000, y: 3, z: 1000}
- mobs:
- name: blaze
angry: yes
quantity:
- {min: 1, max: 2}
location:
world: WASTELAND
base: {x: 0, y: 120, z: 0}
range: {x: 1000, y: 3, z: 1000}
- mobs
- name: ghast
angry: yes
quantity:
- {min: 1, max: 2}
location:
world: WASTELAND
base: {x: 0, y: 120, z: 0}
range: {x: 1000, y: 5, z: 1000}
- mobs:
- name: creeper
powered: yes
quantity:
- {min: 1, max: 2}
location:
world: WASTELAND
base: {x: 0, y: 120, z: 0}
range: {x: 1000, y: 5, z: 1000}
- mobs:
- name: sheep
sheared: true
quantity:
- {min: 1, max: 1}
location:
world: WASTELAND
base: {x: 0, y: 120, z: 0}
range: {x: 1000, y: 5, z: 1000}
- mobs:
- name: cow
quantity:
- {min: 1, max: 1}
location:
world: WASTELAND
base: {x: 0, y: 120, z: 0}
range: {x: 1000, y: 5, z: 1000}
======
The problem is whenever i use this most of my mobs don't spawn, the only ones that have are pigzombies and ghasts and after the map reset i haven't seen them at all. Also sheep do not appear to be sheered nor do creepers appeared to be powered. I really don't know what my issue is here i know spawn.yml hands natural spawning which is what i'm going for but spawner.yml seems to gives the only result and even that isn't working 100%. Anyway, please help. [Sorry for posting my whole config here i know it can be annoying]
@coldandtired
Hey, the mobs won't spawn yet, can you join my server to see it? or just simulate it there?
Thanks
@Yorkforce It's pretty much impossible for me to put a default config as the amount of different conditions is very, very high.
Plus. if I put some conditions as default, it would have an effect on the server and admins would have to come here anyway to find out how to get the mobs back!
But I am planning on adding much more documentation this weekend.
Edit: Sorry hadnt realised the configs were empty by default (I hate seeing warning messages in my server log :p )
1.3.3 is up - direct link
Fixed a problem with certain mobs not being recognised. Mob names can now be with a hyphen or without.
@mantegudo :(
It was a strange Bukkit inconsistency which is now fixed in 1.3.3
thanks a lot :diamonds: it finally works how i wanted it to work.
It won't spawn anything, may u fix my spawner with the new config you added?
Thanks
coldandtired: Ha! So it is! I suppose I skip the second sentence on description pages :)
Ok, Well, I'd like to try two different ways you mentioned. I like the idea of using real time to cut the amount of mobs by about half.
But perhaps you're idea of doing it by height is even better... so that they only spawn in caves and such... never above ground. So I'd like to try that too.
I appreciate your generous help with this stuff.
@bootfighter
That sorta answers my question, but is it possible to make these changes to only one world- or will it affect all of them?
@coldandtired: Alright, was worth trying the pig thing though! thought it would be kinda fun. not needed though.
@bootfighter Yes, name: nothing will do it.
I first though that air would work but as you found out. Minecraft doesn't like it :)
@Legolum I have one more project to finish (hopefully tonight) and then my weekend's ambition is to get some examples and guides up on here.
I don't think it's possible to make pigs attack.
hey, just updated it, and it works! maaaany thanks :) + diamonds for you
@legolum: this http://dev.bukkit.org/server-mods/mob-drops/pages/main/example/ or this http://dev.bukkit.org/server-mods/mob-drops/pages/layout/ffaqs/ may help you to find what you were searching for
in the automatic generated files should be some examples for easier understanding.
_______
new problem:
i couldn't find a node for 'drop nothing' like in the example above, so i used air for 'nothing'. but if the sever tries to drop air my client crashes (internal server error). so is there a 'nothing' node or a option i haven't seen?
Giants spawning? how do I do it?
I'm setting up a new world for my players, and I wanted it to have some special things that are specific to it. I would like Giants to spawn at night, and ONLY on this world. can someone help me do this? I expect if I can see someone elses code/whatever it is ill be able to get ahang of it a bit better.
also, is it possible to make it so pigs are dangerous and deal small damage? if so can I see a example of this as well (again in a specific world). thanks for the help if possible.
@DrakeDouglas It is written right at the top of this page that it's three old plugins combined :)
The config documentation isn't too bad, but it's maybe a bit too technical. I need to add some more examples and common configs.
Regarding your config, it's very possible - you just need to decide on what criteria to block the spawning.
You could block it based on Minecraft time, to stop mobs spawning at night, and/or block based on height, to keep the mobs underground spawning but not above ground.
Or you could simply block based on real time so not so many mobs would spawn.
@derkb \o/
It was a bad bug, thanks for finding it. :)
Great plugin, looks very cool. However, I would love to see a full documentation on how to configure these things. When first looking at this, it took me half an hour just to figure out that this is a conglomeration of other modules you've made separately. (or am I still wrong on that?)
Anyway, after doing a lot of searching to try and figure out how to do what I wanted to do, I found that you customize config files for us. What I'd like to do is simply cut down on all hostile mobs (such as creepers, zombies, skeletons, spiders, etc) in the overworld. I'd like it to be something of a rarity that you come across them.
My reason for this is I have several types of players in the gaem, and some of them don't want bad guys, and some do. If we could make it so that you only find most of the bad guys when you go into dungeons, abandoned mineshafts, and the like, that'd be great. Essentialy I'd like to leave that unchanged. But the fact that we're suddenly innundated by bad guys at night while outside, is just too much. We can't work at night at all this way.
Does that make sense? Is that doable with your modules?