Faction Mobs
Command a mob army to fight for your team
Want some guards to defend your territory? Faction Mobs allows you to spawn mobs aligned to your team! They'll attack enemy players and monsters! You can even order your mobs around. Make them follow you or patrol an area.
Supports:
- Factions (Including Factions UUID)
- Towny
- SimpleClans
- Kingdoms
- Feudal
Mob Types:
There are 5 mob types:Swordsman
- Sword wielding
- Base class: Skeleton with sword
- Archer
- Bow wielding
- Base class: Skeleton with bow
- Mage
- Potion throwing
- Base class: Witch
- Titan
- Base class: Iron Golem
- SpiritBear
- Base class: Polar Bear
The swordsman and archer will equip full leather armor dyed to a color of your choice.
You can modify mob attributes in the config, and you may disable them selectively if you wish.
If Lib's Disguises is used, the swordsman, archer, and mage will use player skins.
Behavior:
Your faction mobs will automatically categorize any units it meets as enemy, friendly, or neutral.
Players and faction mobs from enemy factions will be considered enemies. If set in the options, hostile mobs will also be considered enemies, with the exception of the creeper, which it will never attack. Players and faction mobs from your own and allied factions will be considered friendly. All other units are neutral.
Your faction mobs will automatically attack hostile units. It will defend itself when attacked by neutral units. It will never attack friendly units.
Note that the Mage and Archer have some rather bad aim, and may accidentally attack friendly units. You can prevent damage from friendly fire by setting noFriendlyFire to true in the config.
The config file contains many options to set various attributes to the mobs. Please look through it.
Additional Information:
- Mobs still use their original AI, just slightly modified. This means they will use the same movement patterns when attacking as they normally do.
- I used some of the obfuscated functions from Craftbukkit. This means that the plugin will only work for the version it was released for.
- The mobs are saved in file separate from the rest of the world. If you change the name of your world, the faction mobs will not transfer with it.
- If your server is prone to crashing, it is recommended you turn on the autoSave function in the config file.
- This plugin utilizes Hidendra's plugin metrics system, which means that the following information is collected and sent to mcstats.org:
- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- The plugin's version
- The server's version
- The OS version/name and architecture
- The core count for the CPU
- The number of players online
- The Metrics version
- The Factions version
- Note to other devs: Faction Mobs custom entities have "CustomEntity" and "FactionMob" metadata tags
Reporting a Bug:
- Server type and version
- "Factions" plugin and version
- FactionMobs version
- error.log file if relevant
- Steps to reproduce the problem
Fan-Made Tutorial Video:
HELP! When im trying to use a command like "/fm spawn archer" it says: Faction mobs was unable to load. Pleas inform your server admin
@constatinus
In the config.yml, there is a spawnLimit option. This sets the maximum number of Faction Mobs in a whole server, not limited to your faction. There are probably Faction Mobs somewhere else in your server, which are causing you to hit the limit.
The option is defaulted to 60, but you can raise it or set it to 0 for no limit. However, this may cause some lag on your server.
Help! When I try /fm spawn,it is says: These are too many faction mobs.
But,I have only 1!
nexst day,I can to spawn one and today,I too can spawn one.I have now 3 faction mobs and it is sttill says do These is too many faction mobs. Someone help?
@PhyreStormAZ
Zombies have some odd AI which prevents me from making them target Faction Mobs. I've tried and I can't figure out how to get it to work. Skeletons and spiders should work fine, though.
I noticed regular mobs only attack the player only and not the FactionMobs, do you plan on implementing it so that they all fight each other?
@Scyntrus
Ah, I see. I was gonna update another plugin manually that depended on that factions method, but now I just added the get(Player player) method and it works fine. Thanks for the help.
@Hiddencloud
drtshock changed one of the functions to take an OfflinePlayer instead of Player. As a result, any plugin that used this function would need to be recompiled against the new jar. Shouldn't be a problem to fix.
Just uploaded the new jar.
@Scyntrus Hey Scyntrus, some people who have updated to 1.7.9 use a customized version of factions 1.6.9.5 as the original one is no longer updated.
Wish you could still show who the mob belonged to without having to have the name tag over him that gives away his position. Oh well, can't have everything I guess. Thanks for the amazing plugin, I forsee it playing a major role on my PVP server in the future.
@NightHavoc
I allow modifications of my code for use on your own personal server, and not to be redistributed. Source is on github.
Don't capitalize every word, it hurts my eyes.
@Scyntrus
== Would You Consider?:==
- The Ability To Have More Mob Types/Classes?
(Ex: Blaze Model - Flying Guards Theme)
(Spider Model - Wall Climbing? Atleast A Model Would Be Nice, [and interesting looking!])
- Also For Classes, Could You Have Some Like Maybe.. Idk, Say.. "Fire Slinger" Or Something Of The Sort, That Throws Fireballs? Or Possibly "Berzerker?" That Can Break Blocks To Get To People?
These Are Just Some Of My Ideas, You Could Choose To Implement Them In Any Fashion You'd Like And I'd Be Happy, Just Would Be Interested To See New Content Offered.
Otherwise, This Is An Extremely Awesome Plugin, And I Commend You For The Good Work!
I Have Not Experienced Any Bugs In My Months, Almost Year Now I Suppose, Of Using Your Plugin. Other Than An Occasional-Confused Mob, That Spins In Circles While Trying To Climb Hills ;), Flawless For Me!
Keep Up The Amazing Work!
- NightHavoc
P.S. - I Saw Your Post About How You Weren't Going To Be Making It Any More Complicated And Was Wondering If This Was Considered As Such. If It Is, Would You Possibly Be Open To Letting Others Modify It To Meet These Needs? If Not, No Hard Feelings, It Is Your Material After All And I Am Thankful Just To Be Able To Use It!
@NinjaKingRo
Your Faction Power is used by Factions to determine the quota of chunks you can claim. It's used by Faction Mobs to determine the quota of mobs you can spawn. When a mob of yours dies, the quota it was using it released so you can spawn another in its place.
@NinjaKingRo
I'm not making this plugin any more complicated.
You should allow adding classes for mobs and fully customizable armour, weapons with enchantments and item drops, potion effects, etc... and permissions per class with economy per usage. Yeah asking for a lot :P
@Scyntrus
After your mob has died can you start regaining the power you lost?
@Hiddencloud
Faction power usage is based on the amount of mobs your own faction has. To "regain" that power you have to kill your own mobs.
Hey Scyntrust, I run factions 1.6.9.5 on my server, spigot 1.7.4 and when my players kill faction mobs they say that they don't get the power back that they lost when spawning the mob. I also have factionsplus. I have no idea what could be causing it.
@resqcreeper2
Factions hasn't released an update for 1.7.8. If you want to use Factions now, you could download Factions 1.6, which should never need updating.
http://dev.bukkit.org/bukkit-plugins/factions/files/52-1-6-9-5/
factions no work for me. the commands dont work and it dosnt show up when i use /plugins
@beastfeaster
Archers use the same code regular skeletons do with firing arrows, so it should not be an issue with Faction Mobs. Upon a bit of searching, I came across this thread you should take a look at: http://www.minecraftforum.net/topic/2195914-lodged-arrows-need-to-despawn/
im pretty sure im getting a bug from faction mobs. it seems that some of the arrows that archers fire never despawn. i have some arrows on my server that have been there for weeks. my version of faction mobs is a few months old though. has this been fixed in later versions?