Skull Turrets - creepy skulls at your command:
This plugin allows players to craft and place skulls that can automatically target and attack mobs or players with arrows. Each skull level is crafted from the previous skull level using ingredients that become more difficult to obtain with each crafting level. Great for perimeter defense of your Minecraft fort.
- v0.4 Supports localization
- Supports UUID
- Auto Targeting and firing (Configurable)
- Skulls can use ammo chests (Configurable)
- Skulls have health and can be damaged with weapons (Configurable)
- Skulls can use fire enchanted bows from ammo chests to fire flame arrows (Configurable)
- Skulls can be set to use custom skins based on username
- Skulls can be configured to turn off or on with Redstone signals
- Skulls Rotate to target (Configurable)
- Skulls rotate to patrol visible area and can target based on visibility, mob type, distance, health and armor
- 6 craftable types of skulls, Crazed, Devious, Master, Wizard and two temporary skulls types (Devious & Master). Each having varied levels of intelligence for targeting and firing abilities.
- Customizable crafting recipes
- Smartest skull types will attempt to avoid friendly fire
- Custom Bow item to set priority targets for skulls to attack
- Many different config options, including per player settings
- Supports permission node based Group limits (Special thanks to SXRWahrheit)
- Ability to set defaults for newly created skullturrets
- Only uses Bukkit API and so should not break every update.
- Optionally supports Factions 2.7
- Optionally supports Towny 0.88
- Optionally supports DisguiseCraft 4.9
- Optionally supports Vanish No Packet
- Optionally supports Vault Economies
|Usage Help||Permissions||Skin Ideas|
|Crafting Info||Config Info||Change Log|
|Commands||Per Player Config||Example Language File|
If you find a bug, please feel free to post a ticket.
This plugin in now considered feature complete, no further features will be added.
if you like this plugin and want to support me. Its much appreciated. :-)
Donate With BitCoin 1NfcRtfUgqmQc3o3wKtN4k6MLKJSAetyHc
That's normal, you are simply seeing the reserved allocation of memory for targeting of entities and other internal workings. You will see this type of memory usage for any plugin that needs to keep track of a variable amount of objects. The internal arrays / maps are simply expanding to accommodate the records. When the server restarts the arrays / maps are reset to their default reserved sizes. I could have set the preallocate amount then you would have seen it balloon to 300 as soon as server starts but instead I chose to let java handle it. So, Over time they will expand and allocate more memory but only as much as needed to again accommodate the amount of objects that need to be kept track of. Just how java works and nothing to be concerned about. 300mb is pretty trivial really.
Great plugin and works perfectly for me
How much memory should it consume on an empty server, with only one or two players my ram usage just for this plugin is around 300mb but only seems to increase to this sort of level over time, about 12 hours, then it stops going up, after a restart it is no where near this high.
Can i use this plugin with: CraftBukkit version git-Spigot-1.7.9-R0.2-208-ge0f2e95 (MC: 1.7.10) (Implementing API version 1.7.10-R0.1-SNAPSHOT) ?
The answer to your first question is HERE or on a Per Player basis or globally via the config its your choice.
The answer to the second is no, I'm not sure what tf2 is but I have only provided support for that sort of function through factions and its power system. You could use the Temporary Turret feature and only allow players to place those. They can be set to have a limited lifespan based on ammo.
I've uploaded a Spigot 1.8 version. Whenever its approved, the new version should work as before.
OK, I managed to get my devserver running in very limited fashion with my exceedingly small amount of ram I have now. I can say that it appears SkullTurret is broke with Spigot 1.8 latest release.
I do not know what changed because I only use Bukkit API and no NMS. So its hard to say but something must have changed because it was spewing console errors about entities and such. Anyway, its going to take a least 2 weeks for me to get a computer that will run minecraft. Even then its going to take a while to retool so I can program on it. Until then I cant do much about it. Even eclipse chugs right now, uhg, its really bad.... <sigh>
Donations would be awesome!
No, I highly doubt it. it was never tested on Spigot 1.8 it was built for bukkit 1.7.10. The last test version I did was on the hybrid spigot 1.7.10 / 1.8 version. See my post just below yours for details on when I can do anything about this.
Is there any issues with this and 1.8 Spigot?
I was just trying to use this and it seems not to be working correctly. We're using the default config so factions support is disabled and it's not the issue. The issue is when ever we try to place a skull down it tells us "Sorry you can't place a skull here" which seems to be caused on 1317 in STListeners.class (http://gyazo.com/4cea90a2e255ccbe0d84fedbe358d434) I have tried placing it on all fence posts nothing has worked.
The command used to get the skull was /skull give crazed Chalkie 1
Any help would be greatly appreciated.
@dyukusi Possibly not, could be due to changes in spigot. Could even be that mojang did something to the skin requests on their end in prep for name changes... Maybe even something as simple as mojang's skin server is down or lagged.
Hard to say really. Of interest, bukkit's skin api was based on username and internally user profile but it was not full UUID AFIK. Also, of note, I had a bug ticket open with bukkit for this sort of problem once. It was fixed for the last bukkit release just before DMCA. If something has changed its possible it doesnt work because of that same bug or a change has happened elsewhere. In any case, the API (bukkit-1.7.10-R0.1-20140808.005150-4) used for the current version of skullturret was tested and it worked ok.
Unfortunately, I cant test it right now because I am running on minimal system memory due to an untimely hardware failure. Minecraft simply wont run for me right now because of that. Going to take a little while to fix too... Donations always help :)
What a great plugin!
Is this working "/skull skin" command in 1.8?
I tried to do but it seems the command changes skin to default player skin even though log message doesn't say error.
Every skin likely causes this problem.
Not without using Factions or Towny to assign players to a faction/town that is either a enemy or a friend of the skull. Probably not something I would add standalone in the future because factions and towny both allow for this sort of feature already.
The only other round about way of doing this is giving players you dont want attacked the ignoreme permission and setting skulls to attack all players.
I am interested in using this plugin but I am needing it to only target based on user group. Will or would this be possible?
In future updates, will it be possible to place turrets using commands?
the crafting doesent work
this is a really cool plugin and i use it on my server for my players to defend their faction bases while offline. please could you add the option in the config to make Master and Wizard skulls not require the enemy to be shot with a target bow first? it makes them almost useless, since the point of the turrets is to be autonomous. also please could you add an option for turrets to recognise items in a chest next to them, but not actually use it up, so it is more like a permanent upgrade. for instance a player could put a single fire charge in a chest next to a Devious Skull, and then it would be able to shoot fireballs forever, and not use them up. thanks :)
I place the skull onto a fence post but nothing happens, is there something wrong with it?
Any one got any ideas why it says i cant place item here on fence post? if i place else where it says you have to place on fencepost so must be right item
okay, thanks! :) (for the rest everything is working fine to me, and I like it! )
I'm in the process of releasing version 32 which is feature complete. Also, possibly the last Bukkit version of this plugin. Not sure when I will be adding new stuff. Too much is up in the air right now. I've added your request to the TODO list but it might be a while. Sorry.