Inactive [EDIT] MonsterBox v0.6 - Change any Placed Monster Spawner's Type [1.1-R1]

Discussion in 'Inactive/Unsupported Plugins' started by Tux2, Jun 5, 2011.

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    MonsterBox - Change any Placed Monster Spawner's Type:
    Version: v0.6

    You can now set spawners by right clicking them with eggs! Also, mob spawners can drop their corresponding egg for later setting!

    MonsterBox will change the type of any monster spawner that you are looking at with the command /mbox set <creaturetype>. Some valid creature types are wolf, pigzombie, creeper. Capitalization does not matter. To change the options, just open settings.ini located in the plugins/MonsterBox folder. For economy support please download and install Register
    Please Note:
    For all of you having problems getting monsters to spawn: This only "sets" the type of monster spawner and lets minecraft do the spawning. It will not spawn certain types of monsters (like Steves) because the spawn rate and spawn conditions for a monster spawner of that type is not defined in the minecraft code.

    To use:
    To set a monster spawner:
    Command Method
    1. Look at monster spawner. (Through glass is just fine)
    2. Type in /mbox set <creaturetype>
    Command-less Method
    1. Hit monster spawner with a gold sword
    2. Select the new mob that you want it to spawn
    Command-less Method (using eggs)

    1. Hit monster spawner with a gold sword
    2. Select the new mob that you want it to spawn
    To get which monster a spawner spawns:

    Command Method
    1. Look at monster spawner. (Through glass is just fine)
    2. Type in /mbox get
    Command-less Method

    1. Hit monster spawner with a gold sword
    2. The current mob is at the top of the selection window.
    • Right click a spawner with an egg to change the type commandlessly
    • Spawners can drop an egg corresponding to the type of spawner you broke
    • Spout enabled GUI. Just hit the monster spawner with a gold sword! (configurable)
    • Completely command-less mode of operation with the new Spout gui!
    • Spout is 100% optional on both server and client.
    • Option to assign a price to every monster, not just a group price for setting the type of monster a mob spawner will spawn.
    • Compatible with your existing monster spawner drops from CreatureBox (versions 0.7.7c and below) (Don't run both at once! They will conflict) for an easy transition.
    • Can change the type of monster spawner to any creature that minecraft natively supports.
    • Admins can restrict what mobs a player can set a monster spawner to spawn using permissions.
    • Monster spawners can drop monster spawners (Permissions support. If permissions is not installed it defaults to OPs only)
    • Dropped monster spawners retain their mob type.
    • Scroll over a monster spawner in your quickbar to quickly figure out it's type.
    • Find out which type of monster spawner you are looking at.
    • Restrict users from placing mob spawners using permissions. (if permissions is not installed it defaults to OPs only)
    • Permissions (Both bukkit superperms and the older permissions system) support (if permissions is not installed it defaults to OPs only)
    • iConomy ALL ECONOMY systems supported via the Register plugin
    Permission Nodes:
    • monsterbox.set - the ability to set the type of monster spawner
    • monsterbox.eggset - the ability to set the type of mob spawner using eggs
    • monsterbox.view - be able to use the /mbox get command
    • - if iConomy is enabled this node lets this group/user use the command for free
    • monsterbox.drops - the ability for the player to recieve a drop from breaking spawners
    • - the ability to place any spawner
    • monsterbox.spawn.* - The ability for the player to change a monster spawner to any monster type. (The player will need the node monsterbox.set permission as well in order to set the spawner)
    • monsterbox.spawn.[monstertype] - The ability for the player to change a monster spawner to [monstertype]. (The player will need the node monsterbox.set permission as well in order to set the spawner)
    • monsterbox.eggspawn.* - The ability for the player to change a monster spawner to any monster type using eggs. (The player will need the node monsterbox.eggset permission as well in order to set the spawner)
    • monsterbox.eggspawn.[monstertype] - The ability for the player to change a monster spawner to [monstertype] using an egg. (The player will need the node monsterbox.eggset permission as well in order to set the spawner)
    • monsterbox.dropegg.* - The ability for the player to receive an egg drop of any spawner's mob type when breaking the spawner.
    • monsterbox.dropegg.[monstertype] - The ability for the player to receive an egg drop of [monstertype] when breaking those spawners.
    Download MonsterBox v0.6
    Download MonsterBox v0.5
    Download MonsterBox v0.4
    Download MonsterBox v0.3 (bukkit versions 1060 and below)
    Source Code

    • Right click a monster spawner to get what type of mob it spawns (commandless).
    • Noteblock like monster spawners
    List of Mobs that are verified to spawn (others might, I just haven't tested):
    • Ghast
    • PigZombie
    • Wolf
    • Pig
    • Skeleton
    • Creeper
    • Zombie
    • Sheep (at least in 1.7, not sure about 1.6.6)
    • Cow (1.7+)
    • Chicken (1.7+)
    • Cave Spider (1.8+)
    • Enderman (1.8+)
    • Silverfish (1.8+)
    • Giant (1.8+)
    • Ender Dragon (1.0.1)
    • Mushroom Cow (1.0.1)
    • Villager (1.0.1)
    • Blaze (1.0.1)
    Plugin Not working correctly?
    For me to diagnose the issue properly please provide me with the following information:
    Description of issue and how to reproduce:
    Version of Craftbukkit:
    Version of java:
    Other plugins installed:
    Output of console (If there are any error messages):
    MonsterBox configuration file:
    Version 0.6
    • Added ability for mob spawners to drop an egg for the corresponding type of mob that they are. (Replaces old mob_spawner types method)
    • Added ability for mob spawners to be set by right clicking with an egg. One time use in survival, unlimited use in creative mode. (also to replace the old way for trading set mob spawners.)
    • Removed the message "You are now holding a pig spawner" whenever you flip over a mob spawner in your inventory
    • Updated event handling.
    Version 0.5
    • Added new mobs
    • Made it so that I don't have to do as much updating every time new mobs are added to Minecraft. Should auto sense the new mobs and allow you to change the mob spawner to them without me having to release a new version.
    • Mob Spawners with mobs not added will drop a pig spawner instead of erroring out now.
    • Tweaked Spout GUI slightly.
    Version 0.4
    • Added an option where you can set each mob to have a different price via the prices.ini file.
    • Changed all internal damage IDs to reflect default bukkit still keeping backward compatibility with spawners still in inventory.
    • Added a new OPTIONAL Spout GUI. (I spent several hours tracking down and resolving any and all bugs that presented themselves when running it without Spout, and I can guarantee that it WILL run without it.)
    • New COMMANDLESS options via SPOUT: Hit the monster spawner with a gold sword (configurable) to open up the gui.
    • Added alternate way to open the GUI via command: /mbox set.
    • When the client and/or server does not have spout installed /mbox set now shows a list of all the possible mob types.
    Version 0.3
    • Added new mob types (cave spiders, enderman, silverfish)
    • Added Bukkit SuperPerms support
    • Now supports all economy plugins via the Register plugin!
    • Added a little fix for bug in craftbukkit build 1240
    • Doing the /mbox command by itself now lists out all the possible mob types you can choose from. (Auto generated from your version of bukkit)
    Version 0.2
    • Added permission nodes for each animal spawn type
    • Monster Spawners can now drop spawners (permissions support)
    • You can now view a monster spawner's current mob either in inventory by selecting it, or on the ground via command.
    • Dropped Monster Spawners retain their mob type.
    • Restrict Monster Spawner placing via permissions.
    Version 0.1
    • First release
    ACStache and BlackDeath like this.
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    Is thera a prolem with the giant spawn or under which curcumstances do they spawn?
    i tried with grass in dark and so on, spawner is placed in a 1*1 hole on a flat ground with sky aove it
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    I have the permissions set and everything, no errors, but... i can't seem to place a mobspawner anywhere with OP status, and admin status in PEX permissions.
    Using latest build on CB, and 1062 on spoutcraft, 690 on spout windows.
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    Hi I don't know what I'm doing wrong, but the prices don't work the plugin doesn't work together with register / essentials economy? I cannot make it to withdraw money from my player accounts, making them able to change theyre spawners for free!!!!!
  5. Code:
    13:44:37 [SEVERE] Could not pass event org.bukkit.event.player.PlayerItemHeldEvent to MonsterBox
            at org.bukkit.craftbukkit.inventory.CraftInventory.getItem(
            at tux2.MonsterBox.MonsterBoxPlayerListener.onItemHeldChange(
            at org.bukkit.plugin.RegisteredListener.callEvent(
            at org.bukkit.plugin.SimplePluginManager.callEvent(
            at net.minecraft.server.NetServerHandler.a(
            at net.minecraft.server.Packet16BlockItemSwitch.handle(SourceFile:24)
            at net.minecraft.server.NetworkManager.b(
            at net.minecraft.server.NetServerHandler.a(
            at org.getspout.spout.SpoutNetServerHandler.a(
            at net.minecraft.server.NetworkListenThread.a(SourceFile:108)
            at net.minecraft.server.MinecraftServer.w(
    With build 1792.
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    What version of bukkit, register and essentials economy are you using? Also, if you could post your config file for register and Monsterbox that would be quite helpful.

    Build 1792 just happens to be a DEV build of bukkit, which means it isn't finished yet and there might be bugs in it. I'll be happy to fix this if it happens to be in the next recommended build, but in the meantime either downgrade your bukkit a build or two (I've got it working successfully on build 1783) or wait for a build that fixes that error.
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    Hi I'm using Craftbukkit 1.1, Dev release 1714, Monsterbox 0.5


    #This config file contains all the separate prices for all the mobs
    # if the option separateprices is true
    Chicken = 0.0
    Cow = 0.0
    Creeper = 45000.0
    Ghast = 0.0
    Giant = 0.0
    Monster = 0.0
    Pig = 0.0
    PigZombie = 0.0
    Sheep = 0.0
    Skeleton = 5000.0
    Slime = 0.0
    Spider = 5000.0
    Squid = 0.0
    Zombie = 5000.0
    Wolf = 0.0
    CaveSpider = 5000.0
    Enderman = 0.0
    Silverfish = 0.0
    EnderDragon = 9000000.0
    Villager = 0.0
    Blaze = 0.0
    MushroomCow = 0.0
    LavaSlime = 0.0
    SnowMan = 0.0

    #This is the main MonsterBos config file
    # useiConomy: Charge to change monster spawner type using your economy system
    useEconomy = true
    # price: The price to change monster spawner type
    price = 5000.0
    # separateprices: If you want separate prices for all the different types of mobs
    # set this to true.
    separateprices = true
    # changetool is the tool that opens up the spout gui for changing the monster spawner.
    changetool = 283
    # buttonwidth changes the width of the buttons in the spoutcraft gui, just in case the
    # text doesn't fit for you.
    buttonwidth = 100
    #Do not change anything below this line unless you know what you are doing!
    version = 0.4
    Where do I find my register config? I have my Register plugin in /lib/Register.jar
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    Put Register.jar in your plugins folder and it should work fine as Register is an actual plugin and not just a library like mysql.
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    Worked bro!
  10. I am aware of that it is a dev build, there is no recommended build for 1.1 yet. Also, problem is that both AdminCmd and TrainCarts require a newer dev builds for their later bugfix releases. If you couple this with the fact that jenkins no longer supplying the selection of builds its kinda hard hard to get things working smoothly. Therefor, would you please update the plugin to work with the latest dev build. I know there could be bugs in it, there could be bugs in recommended builds too, they are just slightly more used. Usually its the non-technical people using the RB builds, making the dev builds actually more 'tested'.
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    It seems the latest dev build works just fine with this plugin:
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    if you want to ride the bleeding edge you better be prepared to accept a few cuts.
  13. Then i will give it a whirl and see :)
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    Hey, just wanted to update you and let you know that with the recommended build for 1.1 being out I have updated the plugin and added a few new features! You might want to check it out.
  15. Not bad at all. It lets the users place a spawner and configure it themselves. Without tedious work from me.
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    BUG: When using factions 1.6.3, and groupmanager, and bukkit 1.1 RB,
    you can change spawners in Faction Territory, Please fix? :)
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    You can change spawners in Faction Territory using what method? I might need to tie into factions to resolve this issue.
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    Hi just with /mbox set mobtype ;)
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    I'm having trouble getting placed spawners to work. I'm guessing it's because I'm on R3, and it probably broke something, but anyway, the spawners once I place them don't produce anything (not even pigs). I can change them using the mbox commands, but still nothing spawns. If I try to use an egg to change the spawner, it just spawns the creature, and doesn't affect the spawner. Thanks!

    Actually I'm having the same problem in R1 too. Not sure what I'm doing wrong...

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
  20. TuX
    Im using PEX but it refuses to let my users set spawner type with eggs. As admin with * i can.
    When they try, it just functions like a normal egg, it spawns one monster and doesnt do anything to the spawner.

    My users have the following nodes:
            - monsterbox.eggspawn.*
            - monsterbox.dropegg.*
    I am also wondering over the nodes, theres 3 nodes.. is one of them for Spout menu or some such? The first page is a bit vague.

    monsterbox.set <- /mbox set ?
    monsterbox.spawn <- ?
    monsterbox.eggspawn <- w/ egg?
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    awesome plugin. I always wanted to give the clients the opportunity of building dungeons etc. I just don't understand how to change the spawn types by right klicking the spawn box with eggs. It just won't work.
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    Hey, your users will also need the additional permission monsterbox.eggset in order to set the mob spawner. As far as the monsterbox.set and monsterbox.eggset go that gives the player permission to even set a spawner using those methods, while the eggspawn and spawn nodes control what types they can use with it. It takes 2 permission nodes as it is much more efficient to code for and less stress on your server. I also forgot to add the monsterbox.eggset to the documentation above and I just added it. Sorry for the confusion, I was updating a whole bunch of my plugins at the same time when I was doing that so I was a bit overloaded.

    You might consider taking that option away from the users and selling spawner eggs. Also, in the next version of monsterbox I'm probably going to be adding a feature where you can restrict egg monster spawning as it goes right along with this plugin and is easier to manage with just one plugin instead of having 2 plugins and possible conflicts. Also, I'll take a look as far as the faction code and see if I can integrate easily with it. Although if I do that I might as well add worldguard, residence, and regios integration as well...

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    but spawner eggs are limited to a certain amoutn of mobns right? :)
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    Celtic Minstrel

    Oh huh, this does the egg set idea that I thought of yesterday. Can I make spawners drop both a spawner and an egg and also require the Silk Touch enchantment (on a pickaxe, probably, since swords can't have that enchantment) in order to break a spawner?

    To clarify, here's what I want exactly:
    1. Breaking a monster spawner normally drops nothing.
    2. Breaking a monster spawner with a Silk Touch tool (any one of pickaxe, shovel, or axe is fine) drops a spawner and an egg corresponding to the type of the spawner.
    3. If the spawner was newly-placed but the type was not set, it should not drop an egg when broken but should still drop a spawner.
    4. Placing a monster spawner in the world sets it to not spawn anything, somehow... not sure if that's possible. Setting the delay to MAX_INT might be good enough though.
    5. Right-clicking a spawner with an egg sets its type and consumes the egg.

    To what extent is this possible with MonsterBox? #1, #2, and #5 are the most important ones for me; the other two are a bonus.
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    I will be adding the functionality needed for #1 and #2 in the next update, thanks for the suggestion.
    #3 will also be implemented as an option in the config file as pig spawners not dropping eggs.
    #4 is something I will have to check into. As you said, setting the delay to MAX_INT might be good enough, but would reset on world reload, (I think, will have to check that.)
    #5 is already implemented. I have it check to see if you are in either creative or survival mode and if you are in survival mode the egg is consumed.
    Also, just so you know, I will be integrating egg spawning management into MonsterBox as well since it seems having another egg manager installed can cause problems with MonsterBox trying to properly handle the egg right click event.
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    Celtic Minstrel

    If #4 isn't possible, what you describe would be acceptable for #3, though I think I would prefer villager spawners rather than pig spawners drop nothing (and then all spawners are set to villager spawners upon being placed). Still, pig spawners dropping nothing isn't a problem really, since the main spawners you'd want to be able to move around are the naturally spawned ones.

    Ah yes, handling creative mode is always good!

    What do you mean by egg spawning management?
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    Right click with an egg on the ground and it spawns a mob.
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    Celtic Minstrel

    But that's built-in, so why do you need to manage it?
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    So that you can deny it. I don't want players spawning mobs all over the place using eggs in my creative world.
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    Celtic Minstrel

    Ah, I see. Denying it seems like a good thing to allow. :p
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    Will work with 1.2.3-R0-1?

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