I Wonder, Is It Possible To Create Custom Mobs Using Spout?

Discussion in 'Bukkit Discussion' started by PlanetCraft, Apr 11, 2012.

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    PlanetCraft

    Just answer the question, is it possible to? As nobody has tried it.Also if you are looking to develop a plugin check out my post about a custom, spout GUI of a pip-boy 3000!
     
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    bluehasia

    theirs a plugin in the works think its othermobs
     
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    Outcast61

    It's Spout, anything's possible apparently.
     
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    Wulfspider

    Custom mobs and entities aren't currently possible without some sort of client AND server mod. The current SpoutPlugin and Spoutcraft are unable to do this, but our upcoming new Spout client and server will be able to.

    You can do mob skinning right now though thought RandomMobs plugin if you'd like.
     
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    mushroomhostage

    Spout looks promising, definitely a project to follow and watch for supporting truly custom mobs and blocks in the future, but meanwhile if you want custom mobs on your CraftBukkit server today, check out what is available from the MC Port Central forums. They have ported several modding APIs to CraftBukkit, including those supporting custom entities.

    If you take this route you may be interested in my plugin SilkSpawners. It does not add new mobs by itself but can access mobs added by mods. Originally I developed it for enhancing silk touch to pickup monster spawners but it turns out to be useful for manipulating entities in general, debugging conflicts or spawning custom entities to be sure they're recognized by both the client and server, and maybe even developing new mobs.

    Here's an example of using SilkSpawners to spawn hens from the MCPC port of the Natural Selection mod on 1.1-R4:

    [​IMG]

    and penguins from the MCPC port of RanCraft penguins, also on 1.1-R4:

    [​IMG]

    For 1.2, the above mods haven't been updated, but I've tested with MCPC 1.2.3 and the AnimalBikes mod (which I run on my server) and it works as well. Should work with 1.2.5 but haven't yet tested since not many mods adding new mobs have been ported.

    You may find SilkSpawners's dumpEntityMap and spawnEggOverride options useful for developing custom mobs; I specifically added them to support mods. For some reason, the Bukkit API uses an 'enum' for EntityType, so it isn't easy to extend it for new mobs. If you try to get the EntityType of a mob not in the list it will return EntityType.UNKNOWN, and if you try to get the entity ID it will uselessly return -1. I'm not sure of the rationale for this design decision in the Bukkit API. But it's possible to workaround by bypassing Bukkit's wrappers, which I do in my plugin for full mob support.

    As for adding the mobs themselves, try any modding tutorial for ModLoader or Forge (I'm not too familiar with them myself). You can get it working with the "vanilla" minecraft_server.jar, then port it to CraftBukkit by basically renaming all the symbols to use Bukkit's obfuscation instead of the vanilla server or Minecraft Coder Pack's deobfuscation. Not an easy of process as it should be, and there are some downsides (modded client required with your matching mod, most mods ported in this way are not compatible with Spout which may be a problem if you also want to use your pip boy 5000..), but it works ;).
     
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