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:
Could you make this plugin comfortable with the Guns+ mod? http://dev.bukkit.org/bukkit-plugins/guns/
Please support spigot 1.7.9-r0.3
I really like to get this plugin working.
[15:56:18 INFO]: [Factions] Enabling Factions v2.7.3
[15:56:18 INFO]: [Factions 2.7.3] === ENABLE START ===
[15:56:19 INFO]: [Factions 2.7.3] === ENABLE COMPLETE (Took 546ms) ===
[15:56:19 INFO]: [FactionMobs] Enabling FactionMobs v2.7.9_v1_7_R4
[15:56:19 INFO]: [FactionMobs] You are running an unsupported version of CraftBu
kkit (requires v1_7_R4). FactionMobs will not be enabled.
[15:56:19 INFO]: ┬FactionMobs is incompatible with this version of CraftBukkit,
please download a newer version.
I love this plugin! Is it possible to have the option of changing the heal item? Like changing the apple to rotten flesh :D
O: Never never thought you would do something like that after that start we had, i'm really surprised and you proved me wrong, Thank you SO MUCH Scyntrus!
This is one of the best features factions can have and today you were a God :D
It's working as suppose and was like a late christmas gift ^^
It does not have the minRank feature but you can work around and is a good perk for VIP's (;
Again, Thank you so much Scyntrus! A great plugin you have here, that's for sure \o/
@Dillzzzzz
You can use a permissions plugin and make sure nobody has 'the fmob.order' permission. That way the faction mobs will stay where they spawn and can't be used for attacking bases. Of course that makes them rather boring too.
@loonatic76
Okay, I uploaded version 2.7.9 just for you.
Is there a way to add guards but prevent using them for attacking bases?
(If they attack bases, I got told they do)
all server configured around factions 2.7 with an important plugin for that version of factions.
I will update, that's for sure, but not for now, is recent and with some bug's/exploit's in most of the plugin's i would prefer to see fixed (:
@loonatic76
Yes, I neglected to add support for Factions 2.7.0 in that version, but I currently don't intend to go back and add it. Is there a reason why you can't use Factions 2.5.0 or upgrade to Spigot 1.8?
Scyntrus could you make at least 1.7.10 version compatible with factions 2.7 ?
it gives me this (resumed) error when trying to spawn mobs:
29.12 18:07:12 [Server] INFO at com.gmail.scyntrus.fmob.FmCommand.onCommand(FmCommand.java:136) [?:?] 29.12 18:07:12 [Server] INFO at com.gmail.scyntrus.ifactions.UPlayer.getPlayerFaction(UPlayer.java:8) [?:?] 29.12 18:07:12 [Server] INFO Caused by: java.lang.NoClassDefFoundError: com/massivecraft/factions/entity/UPlayer
@loonatic76
My plugin uses native minecraft server code, and since the code is obfuscated, all the names change every version. Also, in 1.8 they changed many systems so my plugin's internal logic is significantly different. To keep support for 1.7 I would have to revert to an earlier version and maintain 2 separate codebases. If I agree to support 1.7, then people will ask for support for 1.6, 1.5 etc, and I'd have 10 different codebases I'd have to maintain. Then if I make a change I have to retroactively change all 10 of the old versions too and that's just not feasible. I've made this clear to many people that I will only be supporting the latest version.
Since you are listening to pull requests and implementing them, why not keep those changes in 1.7.10 aswell ? I downloaded onde more time your plugin but only works in 1.8 unfortunatly.
We know you dont get nothing for developing this plugin, however even it cost any money in spigot, i would bought it with the suggestion we made.
@Hiddencloud
Took a look at it, since you took the time to make the PR I accepted it, but made my own changes on top. Also turns out I have some free time today and tomorrow, so I spent a bit of time on the plugin.
@sakura_blades
Forgive me if you already knew this, but FP used to spawn faction mobs does not affect FP used to claim land.
Also, the only reason I develop this plugin is because I want to. I don't actually get anything out of it other than coding practice and a bit of entertainment. I am not obligated to add extra features just because somebody asked and I certainly won't help people that act rude or arrogant. The only reason the feature is going in now is because Hiddencloud spent the time to make a pull request.
I've submitted a PR for this. I've ran this plugin on my server for more than a year and I haven't noticed any factions having problems with spawning faction mobs, this is probably because everyone in a faction can kill a faction mob so if they need power, removing them isn't a big deal.
@Scyntrus
While I understand the "people you trust" argument, but that's like saying you can only Faction up with your IRL friends or people you've known for quite some time.
Kids will be kids, and things always happen! I unfortunately know this all too well..
Since Factions comes with it's own built in "promotions" system for the Factions, I don't understand why this cannot be utilized in this plugin. I understand being busy, I have little to no time myself with Work and trying to maintain my own sanity. The thing to keep in mind here, is that Factions provides several "permission" based ranks, which allows Leaders to set permissions per player in their faction. People they trust with expanding land, and those they don't. People they trust to build, and people they don't. People who they may trust to essentially be another leader, and then many others they wouldn't dare.
I'm the kind of player, personally.. And I know there are several others out there. Who would offer a Factions protection and membership to new players until they got onto their feet. Now these people I wouldn't trust with expanding, changing or anything like that. And certainly not wasting FP on a bunch of FMobs for whatever reason they so desired..
Especially not when the only intent I had was to give them some protected land to store their things, build a little shack maybe or use one.. And have a "team" of people they could call on when they were being harassed by some "mean" pvper.
And to be fair, you did just simply say "no" to loonatic, you did not say "I don't have time, submit a pull" or anything of the kind. Personally, how you came off to me when I saw your response, was "I don't see the need for it, I'm not going to waste my time putting it in. It isn't needed, for any reason. End of story." As which, quite a few Developers actually say to suggestions when asked for an explanation.. :
\ But, perhaps loonatic's wording was poor.. I can't say I blame his frustration though.
I've disabled and removed this plugin from my server until more restrictions have been applied to it. Since there is no other way to restrict the spawning of these Mobs to only certain people in a Faction, I will avoid the headache of hearing about people abusing power they shouldn't have.
@loonatic76
Rude.
@sakura_blades
This was asked before, about half a year ago. I explained to him that you should really have people in your Faction you trust enough to spawn mobs, but if you really wanted to restrict mob spawning you can use the permissions system.
Also, I have a full time job and little time to develop this. I'm only fixing bugs and not adding new features for the time being. Anybody is free to do a pull request on the github repo.
@WildZassian
Can you link a pastebin with your list of mods?
@bloodyxninjax
Is there any error message in the console on startup?
@Scyntrus
I downloaded the new version of the plugin and the problem still persists. It isn't anything wrong with my mouse, other people on the server have the same issue.
@loonatic76
An explanation as to why this "option" wouldn't be given to server owner's would've been nice. Since it is after all, an option and our servers. I certainly don't want all members to be able to spawn in these mobs at will if they can't use the F-Power for other things..
I hadn't realized that this wasn't default as I'm still in testing stage of this plugin, but if it is in fact anyone can spawn these in the faction..I won't be using it.
Hi, I installed your plugin but when I type /fmc it shows me an error: "Faction Mobs was unable to load. Please inform your server admin". What does that mean? I am using the correction version of Faction mobs and Factions. Yes, they are compatible. Factions 2.5.0.
Can you please help me out?
@sakura_blades
I believe Scyntrus was a bit "retarded" the way he handled my suggestion and did not see the whole picture...
But well, whatever, if this is the way he responds to an simple improvement, this plugin will never achieve something...
@loonatic76
@Scyntrus
I agree with the idea of an option to only allow faction leaders and officers to spawn mobs.
Configurable of course, the idea of anyone in a faction spawning mobs, sounds like it could be trouble somewhere... I mean, claiming land with Faction Power is Leaders and Officers only, right? Why should Mob spawning be different?