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:
@jaymontana36
Hi, thanks for reporting the bug. I uploaded a new version that fixed the problem where fmobs disappear when restarting the server. Plugin reload is still not supported. This fix will be applied to both the CB 1.8.3 and CB 1.7.10 compatible versions.
@robotnikthingy
I will not be accepting such a pull request to the main branch. If you wish to do that you'll have to keep it to your own fork.
@jaymontana36
What distribution of Bukkit are you using? I've seen the same thing reported by somebody using Cauldron, but I'm not sure what's causing it.
The mobs freeze/disappear when reloading/restarting;
- Reload causes them to freeze and not respond (even when reload is complete) and then they disappear if you reload the chunk
- Restart simply causes them to disappear.
@Scyntrus
Well maybe in my spare time ill do it myself. If I get it working ill submit a pull request on github.
@bobbensun
There's no command to delete mobs. This is on purpose. You'll just have to find some way to kill them manually.
@robotnikthingy
Absolutely not. I'm not going to code whole new AI for a single person and a plugin I've never heard of.
Any possibility of using the crackshot plugin with this to give mobs guns? The crackshot plugin includes an API which would make this possible
Hello ! Is there a way to make the FactionMobs for the Safezone ?
EDIT :
Type /f join SafeZone
get the leader rank for it.
Spawn mobs.
Question : How do you delete mobs then ??
No there were no error messages in the consule and i checked the factionmobs folder and there wasnt a error.log
@penguinking123
That's not enough to tell me what went wrong. Were there any error messages in the console? Check the error.log in the FactionMobs folder.
Hey guys I just got this plugin on my server and it seems really cool but the problem is none of the commands are working when i do /fm spawn swrdsman i get this /fm [spawn:order:color] [parameters] the color cmmand also does not work i dont know what im doing wrong can someone please help me thanks!
@Scyntrus
1.7.9 update coming? :)
@Hiddencloud
Sigh.. Uploaded a new one and deleted the old one. I need a CI server.
@Scyntrus
I've tested the jar and it loads fine, but when I try to spawn an archer it says internal error, here's the error log. http://pastebin.com/Q2wGaq09
@Hiddencloud
Uploaded v2.8.3 to be compatible with the new 1.6-UUID. It's only for CB 1.8, though.
Also, my plugin now requires Maven to build.
@Hiddencloud
Heh, when did that guy start charging people for Factions? That's kind of funny and I just lost a bit of respect for that guy.
@Hiddencloud
Also
In onEnable() will stop the plugin from enabling, because the Factions class has become an interface in the latest build, I've just removed the code to get it working, but it seems that commands don't work either because they use the factions class to check if a player is in a faction. I'm sticking with the old version for now.
Latest FactionsUUID uses a new method for FPlayer lookup,
Just a heads up, I'm not sure who else uses the dev build, but the old version will throw some errors and then disable itself.
@madtomic
My bad, that one is for 1.7.10.
@Scyntrus
Please see ticket. I did a stripe down test server and It don't load still with 2.7.9
@RyujinNoKaen
Eventually.
@madtomic
v2.7.9 supports spigot 1.7.9 http://dev.bukkit.org/bukkit-plugins/faction-mobs/files/55-faction-mobs-v2-7-9-for-factions-2-7/
@las12schmidt
I don't intend to add support for any other mod. It adds too much bloat.