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:
@Rulerish
Just uploaded a new fix
@WildZassian
Haven't been able to reproduce this bug unless I just hold down right click for too long.
Hello, I'm getting a weird conosle spam, which might occure when a faction mob attacks a monster and then he comes back to me.
http://pastebin.com/SHSN5QCj
Another thing, can you make a config which prevents factionless players from attacking f.mobs ?
@ferrago
It's all on github. https://github.com/Scyntrus/FactionMobs
@loonatic76
No.
@WildZassian
Interesting, I'll try and take a look.
There seems to be a problem.. whenever I right click one of my mobs it acts like I clicked it twice and selected and deselected it. Any suggestions?
You should add a boolean if only faction's leaders could spawn Mobs :/
@Scyntrus
I would love to test this out for you. I also am about to release an arson for this plugin that adds in an ecnomical way of upgrading mobs that works similarly to my mob leveling plugin. Would love to get ahold of new dev stuff early to ensure it all works well with my stuff still.
An update for compatibility with Spigot 1.8 and Factions 2.7.3 is in development. If you are interested in testing it for me, send a PM.
@Scyntrus
http://www.spigotmc.org/threads/bukkit-craftbukkit-spigot-1-8.36598/
It is a bit more complicated now :)
@Hiddencloud @janie177
Haven't been keeping up with Craftbukkit recently. Please send me a pm with the link to these new binaries.
@sakura_blades
http://dev.bukkit.org/bukkit-plugins/faction-mobs/files/48-faction-mobs-v2-7-5/
Should be this one, but I can't be sure what's the problem unless you post the console log.
I can't figure out what version of this plugin I need, to function on my server properly..
I'm running:
CraftBukkit version git-Bukkit-1.7.9-R0.2-1-ga6e0bfd-b3095jnks (MC: 1.7.9) (Implementing API version 1.7.9-R0.3-SNAPSHOT)
Yet nothing on the files page is very clear which version I need. I've tried 3/4 different versions and none of those allow a command to function at all. I get "internal error occurred".
Someone help me out please? I've very much like to have this kind of thing on my server, I am sure my players could put it to great use against one another and the surrounding mobs in harder zones.
Will this be updated for the newest factions? ^^
@Scyntrus there is also a very strange bug, I'm using 1.8 protocol hack and a player reported that when he spawned a mage he could no longer relog and it would kick him with the message 'Disconnected'. I have no idea if this is only the case with the protocol patch or that it happens normally too.
@Scyntrus Is it possible you can add a configurable limit for each mob type? I have a total limit of 15 fmobs, but people use most of their limit by spawning titans and this can be annoying as they use them solely for raiding. It would be great if you could add a limit so that even they they have enough power they can only have like 3 titans or so.
why cannot use???
scyntrus are you planning on porting your plugin over to sponge??? if not i highly suggest you do
Is it possible to add a mob of your own?
Development has been suspended indefinitely until the issue with Bukkit has been sufficiently resolved.
Also, when I stop my server and start it again as you recommended, the faction mobs continue to despawn. And I see that they autosaved in my console.
Thanks anyway. Also, This may have already been suggested, but would be it possible to add the ability for players to equip their mobs with custom armor other than leather? I.e Right clicking a faction mob with an enchanted diamond chest plate in hand and it being equipped on the mob and out of the players inventory. That way players have more options for their mobs. Possibly the same idea with weapons as well?