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:
@Scyntrus
Ill ask the FactionsPlus author then ^^
@janie177
In the code, faction mobs are considered skeletons, iron golems, and witches. I cannot change how your protection plugin works, you will have to contact the author of that plugin and ask for the ability to configure which mobs are protected.
In my server, people can't kill faction mobs. It says they are protected in the territory. I do want to protect animals however, so I can't disable the setting I think. I have not seen anyone mention this yet and it is kinda a large problem.
@apc300
I will not be adding any respawn function. This mod was designed to be a time sink, and respawn would be too specific for each server. If a server owner wants to implement some sort of respawn, they will have to do so via command blocks and the /fmc command.
@Scyntrus
good idea, i hope they will be able to respawn too
@apc300
This isn't possible in 1.6.9.5, and I want to make my plugin work the same for all Factions versions. Instead, I'll add an option that just "uncancels" the entity spawn event, so the mob is forced to spawn.
@Scyntrus
i see! maybe you can toggle the mob spawning setting before your spawning code, if needed, then revert it back!
@apc300
I just took a look through Faction's code. Safezones actually block spawning of monsters. There are 2 ways to get around this:
1. Enable spawning of monsters in safezones by using "/f flag safezone monsters true"
2. Enable runKeepAliveTask in the FactionMobs config.yml
@Scyntrus
i was leader of the safezone, i used any of the /fm spawn commands
the only difference between safezone and the other ones, it appears as default with a very different set of 'faction permissions' like permanent and infpower
@apc300
Mobs have to be spawned to a Faction, and I don't believe safezone counts as an actual Faction. I'll have to go look this up. What command did you use to try to spawn them?
@Scyntrus
i don't have towny
i just tested it again
it works if i create a faction, rather than previously using safezone
why are there restrictions on making mobs for safezone, and what other ones have you set up?
Confirmed working with Factions 2.3.0.
@CommodoreAlpha
Added to description
@apc300
You may have another plugin that is blocking the spawning of mobs in certain areas, such as Towny. Try setting runKeepAliveTask to true in the config. Note however, that this may cause an increase in CPU usage since it repeatedly cancels the other plugin's attempt to kill the mob.
This is just a really small suggestion to the description, but it's not immediately obvious what a "swordsman", "archer", or "mage" is. Could you add what mob-type you're using to the descriptions of these soldier-types, as you did with the titan?
i'm trying your plugin for the first time
i have 1.7 factions and mcore (the real one that was uploaded today not fake1.6.4)
i have fmob.*
every spawn command says 'You have failed to spawn a '
i cant see this in your troubleshooting
please advise
@elkidz
I just tested this on my test server and it seems to work. There are 2 reasons I can think of why it did not work for you:
1. You gave yourself the fmob.bypass permission and did not properly remove it. When you enable a permission node that gives you the fmob.bypass perm, disabling the permission node will not remove that permission. You have to enable a permission node that sets fmob.bypass to false. Basically, make sure you do not have the fmob.bypass permission.
2. You did not set it up properly. Make sure you have Vault installed with a compatible economy plugin. I tested using iConomy. Faction Mobs do not cost any money at all by default, even with Vault enabled. Go into the config.yml and make sure the moneyCost setting is set to greater than 0.0.
Hi, I'am testing this plugins and it's really nice but when I spawn a monster there is no cost for that. I can spawn factions mobs unlimited :(
I'll be releasing a new version updated for CB 1.7.2 as soon as Factions releases their update.
Edit: I have just uploaded v2.6.3 of Faction Mobs. This version now implements compatibility with Factions 1.6.9.5 and 1.8.2, which continue to work in CB 1.7.2. It should also be compatible with future releases of Factions. However, it still remains ONLY compatible with the specified CB version.
@Quasiimodem
That means that another plugin is cancelling the mob spawn. Try enabling runKeepAliveTask in the config,
Hey, I currently have Faction Mobs v2.6.2, It will let me spawn Titans and Mages, but not Archers or Swordsmen. It gives me the message, "You have failed to spawn a <Mage/Swordsman>"
Hi Scyntrus,
For cats, i agree with you. But for dogs, things could be different. Dogs could patrol and attack enemies for the faction instead of serving just one person. Without the master, the dogs normally just sit and do nothing.
From my point of view, I see the potential of your work could develop and bring minecraft to the next level of gameplay
like the tower defense games.