[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


    Version 0.7.3 is up.
    • Added creaturebox.period, creaturebox.count, creaturebox.limit and creaturebox.requires permissions.
    • The source code for creaturebox is now included within the .jar.
    @MonsterKiller - there you go.
    @smmalis37 - also, there you go.
  3. Offline


    Thanks :) love the plugin btw, great work.
  4. Offline


    where's the download for 7.3?
  5. Offline


    I've been using your plugin for quite a while now and it really has to be my favorite one along with WorldEdit, great work :)
  6. Offline


    Same as always - first post in the thread.
  7. Offline


    ok, FYI then it says it's 7.2
  8. Offline


    You waiting for the recommended build until you update? Or do you think it will still work?
  9. Offline


    So far, it works with the most recent build.
  10. Offline


  11. Offline


    Awesome plugin, keep up the good work!
    Here, have a cake. [cake]
  12. Offline

    Adam McFarland

    Since the 733 version of bukkit, some of my spawners don't work anymore, they worked with earlier 700+ builds in 1.5 MC. Wondering if anyone else is having the same issue, I've tried restarting the server with no luck. Wish I could provide more info

    I have an arena with Zombies, Monsters, giant and skelli's and suddenly only the monsters are spawning, I didn't edit any of the spawners and no errors are showing in the console. I did play with the giant spawner changing the requirements to see if it would make a difference and didn't have any luck.
  13. Offline

    sexy vampire

    this is awesome now i can make farms on my server and better towns :)

    i just got one thing to pick at sheep all ways spawn defaults count you make a setting to make the spawn with colored wool :)
  14. Offline

    Celtic Minstrel

    This sentence is like a mess of random words thrown together. You're lucky I managed to figure out what you meant... after staring at it for several seconds.

    So that others don't have to, I think they're asking for the ability to make spawners spawn coloured sheep.
  15. Offline


    "Translation: I just got one problem. Sheep always spawn with the default color ( white ). Could you make a setting to make it spawn sheep with colored wool? :)"

    yes, that would be pretty cool, I kinda want a sheep farm that makes me taste the rainbow...
    Is this updated? I'll check either way by myself, but it might be nice to let other know if they're browsing.
  16. Offline

    sexy vampire

    its working on my server build 733
  17. Offline


    Hi Lodran

    I posted a problem in the NaturalGiants thread here.

    I am also posting it here because I get some errors in the console that mention Creaturebox and I think it might be related or that something is conflicting between Creaturebox and NaturalGiants. Maybe when a giant spawns and "clogs up the works" so to speak. Anyway, could you look over my post (sorry for the size) and let me know if it is something you can fix or if @Intelli would need to do it in his plugin.


    EDIT: BTW, love your plugin. If it comes down to it, I would keep this one instead of Natural Giants unless this issue could be sorted out.
  18. Offline


    Thanks for the info.
  19. Offline


    I can't seem to spawn monsters.. everything else seems ok..

    i get a message saying
    "creaturebox: You are not an operator"
  20. Offline


    Does this work with build 740?
  21. Offline

    sexy vampire

    yess confurmed working
  22. I'm a complete and utter newb and am totally confused. Can someone post an example of what I need to do to make it so that non-op players can right click spawners to see their type, pick up destroyed/dropped spawners and place spawners?

    All I've got in my spawners.yml file is "[]". I have no idea what to put in here (and in what format). Or do I put it in config.yml?

    Sorry, I'm lost. This is my first plugin I've ever installed :(

  23. Offline


    report, spawner for squid is really bugged,

    limit for respawn doesn't work, we get infinity squids that do crash the server and create strong lag.

    dev check the set limit respawn for all cb, i think that have a problems.
  24. Offline


  25. Offline

    Daniel Heppner

    I think shovels are the fastest tool, not pickaxes.
  26. Offline



    I have a temporary fix for creaturebox (after 1.4)

    1) Make them non-stackable
    2) An array to show which inventory slots hold which type of creature, which can be saved in a separate file (either .txt or .yaml, either one could work, or a mysql if necessary)

    This is just a temp fix, and may or may not work, but if it does it could potentially fix the problem =]

    edit: A second way would be leaving them stackable, but for each player have a list of spawners they have (ie creeperspawners:3, zombiespawners:2, skeletonspawners:15 etc) and having /creaturebox choose <creaturename> let them choose which spawner to use, and if they "have" any of these spawners let them place it otherwise say "You do not have any <name> spawners."
  27. Offline


    I updated my bukkit to #740 and reinstalled creaturebox, now i dont see the "i"s on zombie, pig, spider etc and cant set spawners to spawn them
    I tried :
    -Regular names with "i"
    -Skip "i"s
    -Try ı
    -Try İ
    Nothing works. I really wanted to make a spider nest with this and web blocks :(
  28. Offline


    ty for that
  29. Offline


  30. Offline


    Sorry but is there a way to turn these off or on with redstone? I see the "pulse" mode with the 0 period but is it possible to have them switch on from a pressure plate, spawn the count, then turn off then you step off the plate?

    I can't seem to get it to work that way.
  31. Offline


    Requires bukkit to add hooks for inventory.
    Thing is, the whole point of creaturebox was to make spawners be tradable - either by drop/pickup, or by sale within a shop. Any fix I attempt will have to support that.

    Honestly, I was hoping we'd have inventory hooks in bukkit by now.

    I have no idea what could cause that - maybe try a later (non-recommended) bukkit build, and see if that helps?

    The problem has to do with the chunk that the spawner is in being unloaded and reloaded. When the chunk gets unloaded, it's entities disappear from the world's entity list, convincing creaturebox that the squid has died, so it spawns another.

    If you happen to have a minecart mania installed, a hack solution would be to keep a minecart moving in the same chunk as the squid spawner, which would prevent the chunk from being unloaded.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 10, 2016

Share This Page