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!
@OverlordMathias You can see all the possible causes here - http://jd.bukkit.org/dev/apidocs/org/bukkit/event/entity/EntityDamageEvent.DamageCause.html
You could combine a projectile death cause with a projectile fireball condition, but I'm not sure whether the final cause of death wold be the projectile or the fire burning.
One of the conditions is if_death_cause
what are the available inputs for this?
I was hoping to use something like "ghast_fireball"
<<reply 1675929="">>
The error means that something is corrupting your XML file. Try using a different program to edit it (as simple as possible, like NotePad). If that doesn't work upload the whole file somewhere and link me to it.
Hello! I'm getting an error when using Mobs, and I haven't been able to find another question asking about it (my apologies if it has been asked before and I missed it). I'm sure it's probably something obvious.
I'm trying to make a script that checks the age of mobs when a player is near, then kills mobs that are over 6000 server ticks old. My script (which I placed in "player_near.txt") is:
The error I get is:
23:32:03 [SEVERE] Caused by: org.xml.sax.SAXParseException; systemId: file:///home/alex/plugins/Mobs/player_approaches.txt; lineNumber: 1; columnNumber: 2; The markup in the document preceding the root element must be well-formed.
The error doesn't crash my server, it simply prevents Mobs from working. I'm running a MCPC+ 1.5.2 server on a Ubuntu 13.04 computer. Again, my apologies if this has been answered before or if the answer should be obvious. Any help is greatly appreciated.
<<reply 1673767="">>
Mobs doesn't cause any creature to appear. If you want to block mobs from spawning unless they are in those layers you can, but only if MC would spawn them there anyway,
If you want to spawn mobs into the world you should use spawns, and either change the default mobs to spawn there or add ones on top of the default.
For Mobs, the config would look like this:
For Spawns it would be
Could you explain a simple configuration to specify that a mob appears in specific layers?. Eg
Thanks and regards.
<<reply 1660811="">>
It very likely works with 1.6.2 already but for spawning more mobs I would recommend an offshoot plugin I did - http://dev.bukkit.org/bukkit-plugins/spawns/
Is this working with 1.6.2? I'm literally just looking to listen for zombie spawns and spawn a couple of extra at the moment to abuse their new AI =P
@Drazhar753
NBTEditor (http://dev.bukkit.org/bukkit-plugins/nbteditor/ not up to speed with 1.6 yet however) you can increase the detection range for spawners quite far. You can also set the mobs to be Persistent so they do not despawn.
<<reply 1645302="">>
Not really. The code to do that isn't there for those mobs, and it would required lots of hacky stuff to make it happen.
<<reply 1657009="">>
This one doesn't handle that as it deals with mobs once they have already spawned. When I was checking out mob spawning plugins recently I think I remember seeing plugins that claimed to do such things though. Try searching for "spawner", "spawning", "spawns", etc.
Hostile mobs despawn instantly when there is no player within 128 blocks though.
@Drazhar753
Minecraft only spawns mobs where players are near.
Can this plugin allow spawners to spawn mobs without a player needing to be near by, but the chunk be loaded of course. If not, are you aware of a plugin that does?
Edit: Other than Creature Box, that has a bad tendency to have mobs spawning without the chunk loaded, so in other words you end up with thousands of mobs unloaded in the chunk, once that chunk is loaded. Crash.
Another question.
Can this plugin make it so that cows, chickens, sheep, and pigs run away from players the way Ocelots do?
<<reply 1644283="">>
Custom biomes are supported. Just use their name in a condition like the vanilla biomes.
Not sure about the egg thing. It might be the item spawn event, which Mobs doesn't listen for. I'll look into it.
I have two quick questions for you, as I don't see any notation on them.
Does Mobs support the custom biomes created with TerrainControl?
What is the event that is called when a chicken lays an egg?
@coldandtired
I'm excited for it! Sign on to Steam more often. :)
@CosmicVoyager Not as such. The only big thing added to 1.6.2 is the horse, and the API for that apparently has some problems. I did however already add horses to the new plugin I mentioned below.
@bob15691 I have a new plugin coming out in the next few days which will make this very easy. For now, I can't seem to find it although I'm pretty sure I added it.
Is there a development builds directory?