[MISC/INFO] Dynmap-Mobs v0.90 - add mobs to Dynmap maps! [1.6.4R2.0-]

Discussion in 'Archived: Plugin Releases' started by Mike Primm, Nov 18, 2011.

  1. Version 0.90

    Downloads:
    All stable and unstable builds
    Source Code
    IRC: irc.esper.net #dynmap

    This plugin provides the option to make mobs visible, real-time, on the maps presented by Dynmap. It also serves as a simple example of the Dynmap Marker API, which may be of interest to other plugin developers for publishing their information on Dynmap.

    To install, simply download the ZIP containing the plugin, unzip it into your plugins directory, and reload your server. Obviously, you will need Dynmap present and configured, as well - the current version of Dynmap-Mobs is compatible with Dynmap v1.9 or later.

    After its first run, there will be a configuration file in the 'plugins/dynmap-mobs' directory, config.yml, which can be used to tailor which mobs are visible, control the display of the 'layer' on the dynmap maps for the mobs, and control visibility of the mobs.

    In addition, the visibility of the mob icons can be controlled using the 'minzoom' setting. When non-zero, this specifies a minimum zoom-in level before mob icons are displayed (0=top zoom, so mobs are always shown). Also, the 'nolabels' option can be used to avoid setting labels for the icons.

    Change Log:
    • 0.90
      • Add support for different labels for different horse types (Mule, Donkey, etc)
      • Minimize lab spikes during updates by spreading processing over multiple ticks (when large mob/vehicle population)
    • 0.80
      • Fix exceptions with some mob enabled combinations (especially on 1.6.1)
    • 0.70
      • Update for MC v1.6.1
      • Add support for vanilla Horses (vanillahorse)
    • 0.60
      • Update for v1.5.2
      • Add options for various minecart types (storage, spawner, etc).
    • 0.50
      • Add support for "Vehicles" layer, and tracking of minecarts and boats
      • Improve performance
      • Add option for including coordinates on labels for mobs/vehicles
    • 0.40
      • Add support for v1.4.x mobs (witch, bat, wither, wither skeleton, zombie villagers
      • Fix breaks due to v1.4.5 CB packaging changes
    • 0.30
      • Add support for Mo'Creatures mobs
      • Improve performance
      • Add support for mcstats.org usage data collection
    • 0.20
      • Fix missing Cave Spider graphics
      • Implement faster method to get mobs
      • Label villagers with their profession
      • Handle /dynmap reload properly - reload configuration
    • 0.18 - Add Iron Golems
    • 0.17 - Add ocelots and cats
    • 0.16 - Update to CB 1.1 event system (1.1-R5 READY)
    • 0.15 : Update for 1.1-R3 (new sky/blocks light APIs)
    • 0.14 : Add 'nolabels' option (allows mobs to be shown without labels); Add 'minzoom' option (allows mob icons to not be shown until desired zoom-in level).
    • 0.13 : Add 'tinyicons' option (switches to using 8x8 icons for mobs - requires dynmap 0.26+), finished 'hideifundercover' option (uses lighting data to hide mobs based on how much sunlight location gets during day, so mobs can be seen through glass or windows).
    • 0.12 : Handle problems when dynmap loads before we do
    • 0.11 : Add support for passive mobs (cow, sheep, chickens - all hidden by default), add support for showing tamed wolves with owner name
    • 0.10 : initial release
     
    edmundo096, Judzi, Manji and 5 others like this.
  2. Offline

    w7gamer

    Cool, will check this out.
     
  3. Cool! Mind posting a pic?
     
  4. Done
     
  5. this is very nice! I didnt realize Dynmaps were still being used.
     
  6. Lol - by many thousands of servers (no exaggeration) - trying to modularize it a bit, as the plugin is getting VERY big :)
     
    TopGear93 likes this.
  7. Offline

    Shooty

    Okay guy, you can go out now :D
     
  8. Offline

    r3Fuze

    I'll definitely be installing this if I get dynmap again!
     
  9. Offline

    Atomic3kk

    Will the server (I meant map) lag, if there are too much mobs?
     
  10. No, that doesn't require hardly any extra resources I would imagine.
     
  11. It'll generate some extra communications for web users - you can set how often the mobs are moved (default is once per 5 seconds), as well as some visibility settings (only show mobs that are in a 'lit' place, or which are out in the open (not underground or under some sort of non-air block) that will dial it down further.
     
  12. Offline

    Windwaker

    Looks awesome :)

    I do recommend however you create a page on dev.bukkit.org because plugins.bukkit.org will eventually only show plugins from BukkitDev ;)
     
  13. Sure, but I'm not a fan of the forum structures offered over there right now, so I'll likely do like I've done with my other plugins and continue to use the threads in these forums as my primary support channel.
     
  14. Offline

    Windwaker

    They know the issues and are doing everything they can to make it as good as first imagined.
     
  15. lol - not a criticism - its just that I have enough threads to watch already, and the forums over here are easier to see updates across multiple threads, and handling forums in two places just isn't a win for me (I wind up missing or accidentally ignoring posts on BukkitDev for days or more, while I'm practically real-time with the threads over here).
     
  16. Awesome addon =) It works great :D

    I have one question: Could you add an option to the config, to make the icons of the mobs 50% smaller as they allready are? I wanted to show every mob on my Dynmap, so I set hideifshadow and hideifundercover to 15, but then it got a little bit crowded :p (screenshot below ;)). Such an option could help everyone who lets the Dynmap show every mob, to make the map a little bit more clearly :).
     
  17. lol - pretty scary how many of them are lurking around out there, eh? I can do it, but I'm not sure the icons will be particularly recognizable.
     
  18. Yeah, the first time i saw this amount of mobs, I was really impressed =)

    That would be great :)
    I grabbed Paint and tried to check how 50% and 75% would look like:

    (1. picture 50%, second picture 75%, 3. 100% (to compare :p)):


    In my opinion 50% is recognizeable =)
     
  19. Cool - I'll look at adding it
     
  20. Offline

    Inscrutable

    Mike - I had a small issue getting v0.11 to work on Minecraft 1.0.0 with CB 1488 and dynmap 0.24 (it spat console errors because it couldn't find the dynmap dependency) so I renamed it to ZZZdynmap-mobs.jar, and then it worked.
    I hope that's useful to some folks out there. Fantastic job, my map is crawling with hazards!
     
  21. weird - you have dynmap, clearly - I need to see if the dependency stuff works as I would have thought (as far as the order of the plugins initializing...). Could I get a clip of the log with the exceptions?
     
  22. Offline

    Kanati

    had the same exact issue.

    it was trying to start mobs before it loaded dynmap. Sorry... I have people on the server now or I'd rename it and get a dump for you.
     
  23. All good - give the new update a try (0.12) - should fix it.
     
  24. Offline

    Inscrutable

    Here it is, but I see you probably already have this one covered.
    Code:
    2011-11-22 19:53:34 [INFO] Starting minecraft server version 1.0.0
    2011-11-22 19:53:34 [INFO] Loading properties
    2011-11-22 19:53:34 [INFO] Starting Minecraft server on 192.168.1.150:25575
    2011-11-22 19:53:34 [INFO] This server is running Craftbukkit version git-Bukkit-1.8.1-R4-13-g342948e-b1488jnks (MC: 1.0.0) (Implementing API version 1.0.0-R1-SNAPSHOT)
    2011-11-22 19:53:34 [SEVERE] Could not load 'plugins\dynmap-mobs.jar' in folder 'plugins': dynmap
    org.bukkit.plugin.UnknownDependencyException: dynmap
        at org.bukkit.plugin.java.JavaPluginLoader.loadPlugin(JavaPluginLoader.java:135)
        at org.bukkit.plugin.SimplePluginManager.loadPlugin(SimplePluginManager.java:215)
        at org.bukkit.plugin.SimplePluginManager.loadPlugins(SimplePluginManager.java:136)
        at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:141)
        at org.bukkit.craftbukkit.CraftServer.<init>(CraftServer.java:117)
        at net.minecraft.server.ServerConfigurationManager.<init>(ServerConfigurationManager.java:52)
        at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:141)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:388)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)
     
  25. That SHOULD be covered - please give 0.12 a try (that's one of the load-order things...).
     
  26. Offline

    mike8420

    Im using the this mod with default settings, from my house i can see mobs outside but the dynmap doesnt show them. it does show some mobs at times but then disappears. How can i make it where it shows the mobs more frequent or at all?
    *love the mod by the way, glad to be able to see mobs before i run out :)
     
  27. The default settings are set to hide mobs that are shadowed (light level 4 or less, using hideifshadows setting) - this makes mobs at locations with light levels matching moonlight or less hidden. If you want to be able to see them in even lower light, tick down this setting. The other setting to watch is 'hideifundercover', which (when less than 15) will hide mobs that are below non-air blocks (the plan is for it to actually be based on what is called the 'sky light' level: how lit the location is by daylight, but I'm still waiting on the Bukkit pull request I authored, which I need to make it work).
     
  28. Offline

    mike8420

    Ahh perfect, that makes much more sense, i did notice when daylight would appear more mobs were shown. I will tick that down since i do not want to run into an ambush lol.
     
  29. Offline

    Liger_XT5

    Stupid question. If I set the HideIf's to 15, all the creatures are shown, but if I set to 0, only some show. My understanding of the settings is, HideIf's are below light of depth. I'm at little confused.
     
  30. The if-under is a little odd - the goal is for it to be based on the sky light level (basically how visible the sky is so, conversely, how visible you are to the sky), pending a bukkit pull I need; but, at present, if it's active at all (less than 15) being vertically under anything non-air will hide you (basically, I can't tell the difference between being hidden underground or in a building with no windows, and being under some leaves in a tree, so everyone that does't see sky when they look straight up acts like they're in a cave...). When it works as intended (I may hack around the bukkit pull - its been pending for a couple weeks....), 0 will only hide folks totally obscured from the sky (someplace where its 0 light level, even during the day) while something like 12 or 14 would easily show folks standing by windows....
     

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