Inactive [FIX/MISC] creaturebox [0.8] - Mob Spawners become tradable! [1818]

Discussion in 'Inactive/Unsupported Plugins' started by Spathizilla, Jun 10, 2011.

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    Make creature spawners tradable
    Now with EnderDragons, Villagers, Blaze and more!

    Download v0.8 for CraftBukkit 1818 (Minecraft Beta 1.1) - See Note!
    For a Minecraft 1.2.5 version See this post: creaturebox dev-1.0

    Version 0.8 WILL NOT work with 1.1-R4+ or Minecraft 1.2.3!
    You must get the development version of creaturebox 1.0 at the link above

    Please use bukkitdev for all bug reports and support questions:
    creaturebox BukkitDev:

    creaturebox was originally created by Lodran and was first developed and deployed on our server when we wanted better control over spawners. creaturebox also fixes several issues with creature spawners, so that they can be altered, and traded between players.
    • Have you ever thought "I'd love to dig this dungeon out, and move it somewhere more useful."?
    • Have you ever thought "I'd really like to /give myself a spawner, and make it produce something other than pigs."?
    • Have you ever thought "I'd really like to turn this spawner on and off with a switch"?
    • Have you ever thought "I'd like these critters to spawn on something other than grass"?
    • Have you ever thought "I wish monsters would spawn in lit rooms too"?
    If you answered "yes" to any of these, then creaturebox is the plugin for you.

    • 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.
      • space - requires only an area to spawn mobs.
    • 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 Permissions, PermissionsEx, GroupManager and BukkitPerms.
    • A creature spawner can be turned off by powering it with redstone.
    • You can see what type of spawner you're holding with /creaturebox holding command.
    • 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.
    • showPlacements: {boolean, default false} - Shows the coordinates where spawners are placed or broken on the console.
    • 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.
    • The Mobs added to Minecraft 1.8 will not work with older versions of craftbukkit even with creaturebox for 1.8. Please do not post about it if you thought you were smart trying to get enderman spawners in minecraft 1.7.
    • You can trade mob spawners with shop plugins (like ChestShop) but you need the correct spawner type id for that creature. These ID numbers changed after craftbukkit build 1222 and also with craftbukkit build 1818. Use /iteminfo

    Version 0.8
    • Compiled against latest RB
    • Updated mobspawners to keep their types via Enchantments since Bukkit removed metadata on mobspawners
    • All 1.0 mobs added
    • New Config Option: legacydata: {boolean - default: false} - Allow the now broken metadata method to be used. Only works with very old craftbukkit versions
    Revision History (open)

    Version 0.7.8b
    • Added /cb holding command to tell you what spawner type you're holding - Spout support for this to be added
    • Old broken spawners which were not placed in the world during the id conversion process will now drop fixed ones.
    • New Config Option: showPlacements - Shows the coords of spawners being broken/placed in the console.
    Version 0.7.8a
    • Fixed NPE caused by the entity id changes when /cb set was used without a creature name.
    Version 0.7.8
    • Updated entity ids for craftbukkit 1240. This version will not work on earlier recommended builds
    Version 0.7.7b
    • Fixed a problem where mcMMO would cause multiple spawners to drop - Thanks to @daemitus for reporting this.
    Version 0.7.7a
    • TempFix: Disabled human monster spawners to prevent exception spam
    • TempFix: Human monster spawners will now spawn Zombies (until human monsters are fixed)
    • Added an error message if spawning of other mobs failed (with coords)
    Version 0.7.7
    • Added Cave_Spider spawners (id 15) - creaturebox.creature.cave_spider
    • Added Enderman spawners (id 16) - creaturebox.creature.enderman
    • Added Silverfish spawners (id 17) - creaturebox.creature.silverfish
    • Added native support for PermissionsEx
    • Added native support for GroupManager
    • Added Bukkit Permissions
    Version 0.7.6
    • Fixed an exploit where a spawner would drop under certain conditions when it shouldn't.
    • Fixed saving spawners logspam when the spawner placement was actually blocked
    • Filename of the JAR was changed to correctly be creaturebox.jar (Make sure to delete the old one)
    This exploit is present in all previous versions.

    Version 0.7.5
    • Made spawners of different types not stack - Credit to Nisovin for discovering this
    Version 0.7.4

    • Updated Permissions calls to remove depreciated methods
    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.
    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
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    A fork. O: or a repick up?
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    Thanks for continue this awesome plugin :D
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    [FUN] Plugin ?
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    It is not a fork of the original creaturebox. Lodran is an admin on my server (this plugin was originally made for that). He is away on business for a while and asked me to maintain the plugin/fix things.

    Also he could never work GitHub, so I'm using mine now.

    Edit: I completely forgot the [FUN/MISC] in the title. Fail.
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    Thanks so much for this! Lodran's code was quite good/bukkit updates didnt break anything his plugin called, so even using the old version worked still worked :p

    Still an updated version is quite nice!
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    I found a Bug: If the spawner is in an protectet area with world guard then it drop mobspawn but don't let destroy
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    Thanks, I'll look into this.
  9. Mmm whats the best way to make zombies spawn ridiculously fast.
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    You could probably set period to 1, count to some high number and limit to the same number.

    Dunno if this would do what you want though.
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    Help? When I place a spawner and all, it will say natural (lets say, spider) spawn placed, but only show pigs. And the pigs are invincible!
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    Weltall 7

    you should add the word 'spawner' to the thread's title so people will actually find and use this plugin. When i was looking for a mob spawner plugin I didn't find this one, as searching for 'spawner' doesn't return this plugin.
  13. Thanks for picking this up!

    Request: Please create 2 new config settings:
    - defaultPeriod=
    - defaultCount=

    That way I can actually limit both these things, by just not giving out said Nodes. Much appreciated!
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    I'm guessing you're placing the spawner on grass? This is a client-side bug with Minecraft which Notch seems unable to fix (or hasn't tried). Spawners placed on grass will spawn ghost pigs which cannot be killed. You'll see if you reconnect your client that they'll disappear and then spawn a bunch of new ones.

    Replace the ground under the spawner with something other than grass. Since it is a spider spawner it isnt needing to be swapped to ignore the grass requirement that critter spawners do.

    Thanks for the suggestion. It is done.

    You mean make all spawners placed become managed with those default options?
    In other words there is never a natural spawner by default?
  15. No, it should only apply to placed spawners and then set those values as defaults for them. Our issue is that the spawners you can place now spawn so far, too easy to abuse :/
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    Please make it so that you can set drop chances on the mob spawners with certain items. Currently we have a 50% drop rate if the mobspawner is destroyed by a gold sword and I would like to keep this functionality whilst getting the "mobspawner type permanence" of this plugin.
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    dev, can u add a command for instant kills all mobs spawaned after restart from cb? type /cb kill all or same? I wanna too much this function :)
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    Celtic Minstrel

    Ah, I didn't realize that you had taken up this plugin; you should've posted more clearly in the other thread! :p
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    Can you make it, that we can spawn coloured sheeps? Something like /cb set sheep:4.

    Thtat would be awesome :D
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    • 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. --- this permission isnt working on permissions 2.7.x
    2011-07-02 17:20:21 [INFO] creaturebox: using permissions plugin.

    i cant allow players to place spawners they can only seem to mine them even tryed creaturebox.*

    can we have access to the older versions of this plugin? the ones that worked edit --- [how rude]

    It wasnt the plugins fault users couldnt place spawners....... i had it blacklisted in residence oh how stupid am i ...... Thanks for the great plugin!
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    How do I keep the creatureboxes from reseting after I restart the server?
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    Celtic Minstrel

    @Spathizilla – Nisovin managed to solve the stacking problem in BookWorm with a bit of reflection; any chance of something like that being included in CreatureBox as well?

    There's two details to mention here; one is that the field is now bj rather than bi as in the linked code, and the other is that mob spawners are a block, so you would have to get it from the Item.byId array.
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    Nice, I'll have to look at including it because I always hated how they would stack (and change the types)
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    Yay, you updated it! :D
    Epic plugin!
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    I have a problem. Sometimes my "spawners.yml" file is reset (erased). I noticed this after a crash of my server. I don't know if there is a link between the two issues. If it reappears I'll report you the problem.
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    please name the config folder "CreatureBox" instead of "creaturebox". it should be 1:1 same foldername like pluginname, i think it's written in bukkit pluginguidelines, but not sure.

    bug: if i break a skeletonspawner and place it somethwere, i get a zombiepawner, instead of a skeletonspawner. this only happens, when i have already other mobspawners in my inventar, cause they get stacked. can you please fix this?
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    I am having the exact same problem. Can anyone help us?
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    I have a problem and this is:
    I have a sky trap and in the sky trap there is a spawn room where I placed some creeper spawners.
    Now I tested this and the creeper spawner dont work! Why?
    (sorry for my bad english im german)

    ah Ive noticed that i must stand by the spawners that they are working but i want to stay on another place and the spawners should
    work also when i stand there how i make that?

    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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    You'll need to use the "/cb requires options"

    The options are listed in the first post and you'll want to not include "player" in order for the creepers to spawn

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