[INACTIVE][FIX/MISC] creaturebox v 0.7.3 - Wolves and Monsters and Critters, Oh My! [684]

Discussion in 'Inactive/Unsupported Plugins' started by Lodran, Mar 2, 2011.

  1. Offline


    Make creature spawners tradable
    Now with Wolves, Monsters, Slimes and Giants!

    Download version 0.7.3 for CraftBukkit 602, 617, 670, 684
    Downloads for old (unsupported) versions (open)

    • Have you ever thought "I'd love to be able to dig this dungeon out, and move it somewhere more useful."?
    • Have you ever thought "I'd really like to be able to /give myself a spawner, and make it produce something other than pigs."?
    • Have you ever thought "I'd really like to be able to turn this spawner on and off with a switch?"
    If you answered "yes" to any of these, then creaturebox is the plugin for you.

    creaturebox fixes several issues with creature spawners, so that they can be altered, and traded between players.

    • When a creature spawner is broken, it is dropped as an item.
    • When a creature spawner is placed, it retains its original creature type.
    • The creature type which is created by a creature spawner can be changed using the /creaturebox set command. To alter a mob spawner, look directly at it (through glass is fine), then type /creaturebox set {creaturename}, where {creaturename} is the name of a creature. Valid creature names are: pig, chicken, cow, sheep, squid, creeper, ghast, pig_zombie, skeleton, spider, zombie, slime, monster, giant and wolf.
    • The frequency at which a creature spawner generates creatures can be changed using the /creaturebox period {period} command, where {period} is the number of seconds between spawns. A period of -1 gives a random period between 10 and 20 seconds. A period of zero puts the creature spawner into "pulsed redstone" mode, where creatures are generated only when the redstone power of the spawner switches from high to low.
    • The number of creatures generated at a time can be changed using the /creaturebox count {count} command, where {count} is the number of creatures to generate. A count of -1 generates a random number of creatures (from 1 to 4), while a count of 0 disables the spawner.
    • The maximum number of live mobs that a spawner will maintain can be changed using the /creaturebox limit {limit} command, where {limit} is the desired maximum. A limit of -1 sets the default, which is 10 for a managed spawner, and unknown for a natural spawner.
    • The requirements for spawning a creature can be adjusted using the /creaturebox requires {requirements} command, where {requirements} is a space separated list any number of:
      • player - require a player to be within 20 blocks of the spawner.
      • surface - require grass for critters.
      • light - require light for critters, dark for monsters.
    • A creature spawner's settings can be displayed using the /creaturebox info command.
    • A creature spawner can be given to a player using the /creaturebox give {player} {creaturename} {count} command.
    • Supports the Permissions API. If Permissions (or GroupManager/FakePermissions) is not available, uses the player's Op status to determine its behavior.
    • A creature spawner can be turned off by powering it with redstone. Note: this will not affect the spawning of invincible "Ghost pigs".
    • creaturebox.set - Allows use of the /creaturebox set command.
    • creaturebox.give - Allows use of the /creaturebox give command.
    • creaturebox.creature.{creaturename} - Allows the player to set or give {creaturename} spawners, where {creaturename} is a valid creature name (pig, cow, etc...).
    • creaturebox.period - Allows use of the /creaturebox period command.
    • creaturebox.count - Allows use of the /creaturebox count command.
    • creaturebox.limit - Allows use of the /creaturebox limit command.
    • creaturebox.requires - Allows use of the /creaturebox requires command.
    • creaturebox.dropspawner - When a creature spawner is broken, it is dropped as an item.
    • creaturebox.placespawner - When a creature spawner is placed, it retains its original creature type.
    • creaturebox now creates a config.yml file in .../Plugins/creaturebox.
    • debugPriority: {integer range 0-3, default 2} - Sets the "noise level" for debugging messages - lower numbers = less noise. In general, you can ignore this because you have to set yourself as a debugger to see debugging messages.
    • messagePriority: {integer range 0-3, default 3 } - Sets the "noise level" for messages which are displayed when a player types a command.
    • enableRedstone: {boolean, default true} - Enables or disables redstone control of creature spawners.
    • operatorPermissions: {boolean, default true} - Enables separate operator permissions. If set to false, players are given the same permissions as operators. This setting will do nothing if a permissions plugin is installed.
    • creaturebox runs spawners in two different modes. "Natural" mode, where the spawner is run entirely by minecraft (and thus won't stop working, or change behavior when the map is loaded on a vanilla server), and "Managed" mode, where the spawner is run entirely by creaturebox. A spawner is switched to managed mode if any of its settings are changed from default. Squid, Slime, Monster and Giant spawners are always run in managed mode.
    • It is now possible to defeat the invincible "Ghost Pigs". Change the grass in a 9x9 area under the spawner to something else (green wool would work nicely) which would stop pigs from spawning entirely. Then, look at the spawner, and type /creaturebox requires player light to allow the pigs to spawn on the wool.
    Latest Revisions:

    Version 0.7.3
    • Added creaturebox.period, creaturebox.count, creaturebox.limit and creaturebox.requires permissions.
    • The source code for creaturebox is now included within the .jar.
    Revision History (open)
    Version 0.7.2
    • Managed spawner settings for multiple worlds (spawners.yml) are now loaded correctly.
    • A new configuration setting (operatorPermissions:) has been added to config.yml.
    Version 0.7.1
    • spawners.yml is now written whenever a spawner is modified.
    • Added exception handling to the code that reads spawners.yml.
    • Spawners are now removed from the managed spawners list when their block is broken (or otherwise changed).
    • Added (experimental) code to stop spawners from being run if their chunk is unloaded. This code needs more testing, as it appears that checking to see if a chunk is unloaded may be causing it to load.
    Version 0.7.0
    • Enabled all of my "experimental" features.
    • The frequency at which mobs are generated can be changed (see /creaturebox period).
    • Spawners can now be "pulsed" with redstone, to generate 1 or more mobs each time a button is pressed (see /creaturebox period).
    • The number of mobs generated each time can be changed (see /creaturebox count).
    • The total number of mobs that a spawner will create at a time can be changed (see /creaturebox limit).
    • Some of the requirements for spawning a mob can be relaxed (see /creaturebox requires).
    Version 0.6.3
    • Fixed default permissions for wolf spawners.
    • Fixed spawning for squid spawners.
    Version 0.6.2
    • Worked around a bug in bukkit which was causing all spawners to be placed as pig spawners.
    • Added support for wolf spawners.
    • Enabled experimental code which improves the spawning requirements for sqiud spawners (Note: to activate this code you have to use the /creaturebox set squid command on the spawner. Existing spawners and those placed from inventory still use the old code).
    Version 0.6.1
    • Updated to support CraftBukkit build 602. Note: creaturebox is not compatible with CraftBukkit build 600.
    Version 0.6.0
    • Rewrote the plugin from scratch, to make way for new features.
    • Replaced right-click selection of mob spawners with "where I'm looking" selection.
    • Added /creaturebox info command, which tells the player a creature spawner's settings.
    Version 0.5.1
    • Added /creaturebox access command, which tells the player what access they have.
    • Updated to support craftbukkit 522/bukkit 450
    • Removed the Slime creature type - slime spawners don't work as is.
    Version 0.5
    • Added the ability to turn spawners on and off with redstone.
    Version 0.4
    • Altered creaturebox.attachPermissions in an attempt to gain compatibility with Permissions version 2.1.
    Version 0.3
    • pig_zombie spawners now break correctly.
    Version 0.2
    • Changed /creaturebox {creaturename} command to /creaturebox set {creaturename}.
    • Changed creaturebox.changespawner permission to creaturebox.set.
    • Added /creaturebox give {player} {creaturename} {count} command.
    • Added per-creature permissions.
    Version 0.1
    • First Release
    To Do:
    • Adjust event priorities (Destroying a spawner in a protected area copies the spawner).
    • Looking for suggestions
    Features I'm considering:
    • Mobs riding mobs.
    • Per-server or per-world spawn limits.
    • Angry Wolves.
    • Rainbow sheep.
    Things I can't do anything about:
    • As of MineCraft 1.4, Spawners don't show damage when they're in your inventory. Sorry, Notch "Fixed" this.
    • As of MineCraft 1.4, if you pick up a pig spawner, and follow it up by picking up a wolf spawner, you'll end up with two pig spawners. This is caused by the above "damage" fix, and until bukkit adds inventory hooks, nothing can be done about it.
    cybercrash and PedoHascookies like this.
  2. Offline


    Nice work. I think we'll need this on the server heh.
  3. Offline


    Wow, I was just thinking of how handy a plugin like this be, and you made it half an hour ago?

    Thank you.
  4. Offline


    You're welcome [​IMG]
  5. Offline


    I've been using a spider spawner and running 478 and in the day time it spawns immortal pigs. It doesn't seem to register the attack on the pig or any blocks behind it. It does no errors in the console either.
  6. Offline


    Unfortunately, that's a client side bug that occurs without creaturebox. If you log out and back in, the immortal pigs will disappear, which indicates that they only exist on the client computer.

    I'd love to be able to come up with a fix for it, but since it's client side, a server mod can't do much about it.

    You might replace the grass surrounding the spawner with something besides grass - that should prevent the client from making "ghost" pigs.
  7. Offline


    Thanks shall experiment with this awesome mod more.
  8. Offline


    This is a nice plugin, tested it today. Really helpfull for admins now, as people usualy want you to sell they mob spawners, but they just dont get that you had to walk and set it yourself.

    Now its awsome, you just give it. :D
  9. Offline


    Updated to version 0.3

    Revision History:

    Version 0.3
    • pig_zombie spawners now break correctly.
    Also, I did some testing with iConomyChestShop - it appears to work the way you would want it to :)
  10. Offline


    No giants?
  11. Offline


    It doesn't look like spawners have the ability to spawn giants, as is, but I'm contemplating another plugin which would add redstone control to spawners - giants might go well there.
  12. Offline


    Sorry to be a bother but, any idea what I'm doing wrong?

  13. Offline

    Thomas Kvamq

    Can you or is it possible to change who/what creatures are hostile against? i was thinking about making a monster arena ;D
  14. Offline


    At a guess, the suggested mechanism for connecting to the Permissions plugin doesn't work back to version 2.1. I can guess at a possible fix, but I'm working blind here.

    Unfortunately, I haven't been able to get recent builds of Permissions to work with my test server.

    I've had much better luck with GroupManager lately.
    --- merged: Mar 4, 2011 8:22 PM ---
    It probably could be done, but I've got absolutely no idea how to go about it.
  15. Offline


    Anyway for a client mod that would disable the invincible pigs?
    Would be very useful for animal farming.

    And nice plugin tbh :).
  16. Offline


    This would be awesome for the stadium a friend and I have planned :B


    Will post if I find serious, server-renching bugs! Or console spam. Or anything that seems out of the ordinary >.>
  17. Offline


    @systemsfailed, I've posted version 0.4, which hopefully will stop it from crashing Permissions 2.1. Please test it and let me know if it works for you, because I have no way of testing it myself.
    --- merged: Mar 4, 2011 8:48 PM ---
    Until there's a means of creating client mods that doesn't involve myself personally deobsfucating the sources and hacking about on them, I'm staying out of that mess - sorry (I'd rather be trampled by pigs?).
  18. Offline


    Nice job, but how to remove a spawner ?
  19. Offline


    It takes awhile, but they eventually break, just like any other block.
  20. Offline


    Thanks, but difficult with creepers ^^
    No fast solution for op ?
  21. Offline


    Why i cant spawn slimes in my box? It has to be near bedrock?
  22. Offline

    Liam Allan

    Great work, btw :D
    I'm using it with my software and server
    One problem, when you change the spawner to
    spawn a diffrent mob, it still spawns pigs!

    Anychance you can fix this soon, thank you!
  23. Offline


    Iron or Diamond pickaxe works best

    By the way, you have the Minecraft Wiki for that ;)
  24. Offline


    Creepers fast ;)
  25. Offline


    My box only spawns pigs an nothing other.

    I used the creaturebox set command
  26. Offline


    For now, drop torches around it to stop the creepers from spawning. Also, WorldEdit's superpick busts 'em fast, but it also prevents me from dropping the spawner.
    --- merged: Mar 5, 2011 7:35 PM ---
    You also have to meet the spawner's normal requirements (dark for monsters, grass and light for critters).
    Also, if you didn't see a message reading "creaturebox: {creaturename} spawner created.", it isn't working properly.
    --- merged: Mar 5, 2011 7:37 PM ---
    Honestly, I'm not sure what the requirements for slimes are. I thought you had to be near bedrock, until I found one bouncing around in my castle.
  27. Offline


    Also when i set them to chickens they spawn chickens AND sometimes pigs...
  28. Offline


    Updated to version 0.5

    Revision History:

    Version 0.5
    • Added the ability to turn spawners on and off with redstone.
  29. Offline


    I tried it as U said,
    its still spawning only pigs :(

    ich tried the give command and it said when i place the blog enjoy jour COW spawner...
    and the its still spawning PIGS .... :O
  30. Offline


    I can't help you without complete information - a log from starting up your bukkit server would answer a lot of questions.

    Also, please be sure that you're not simply encountering the (already well documented) invincible "Ghost Pigs" bug (read the red note in the first post).

Share This Page