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:
This is insanely awesome but I will not use this plugin unless it had these features;
A permission node to set the limit of how many guards one person can set and which type.
A force check where they can only spawn them in their faction and the guards cannot leave the players faction and if the person who spawned it leaves the faction...the mobs disappear.
@Scyntrus
Alright thanks. Also me and my friends thought up of a system where, if you are defeated in a war you lose all your points and the victor gains some. Then for every 5-10 minutes their army is in your territory you lose 1 point. We'll have to do it manually but if you have any idea how we can add something like this or even losing a little power for gettings mobs killed, just for our server, it would be great.
Still thanks for all your help, great mod!
I found that minecraft-mp listed a few servers using my plugin. http://minecraft-mp.com/plugin/factionmobs/
@Scyntrus
Oh okay. The reason is we were going to act kinda like generals and have a hardcore mode of sorts. Thanks for the answer, we found a work around.
@illidan432
Factions lose power when a player is killed. I do not want anything negative to happen when a faction mob is killed simply because it's so easy to kill them. You can instead make it so that more power is lost when a player is killed.
Hi, great mod. I was looking for something like this for a while. I have a small question. It's more about factions but I think you could help. Let's say me and my friends are fighting eachother. We both have 10/10 power and I send my army in. The armies fight each other my army wins but neither loses power. Now I can't claim his land or come into his castle. I haven't played too much with Factions so I'm not too sure of this. However how would this work and can you add a feature that the player loses a little bit of power for every one of his mobs killed?
@BenRush
The limit will be implemented in a couple weeks or so.
If you want only faction leaders to spawn mobs, then only give faction leaders the perm. I don't want to add this as an option because it will clutter my code even more.
Great mod! Me and my buddies were looking for a mod like this so we could recreate a "Battle of Kingdoms" certain things. Great spawning, customization, and the ability to set costs is great as well. The only thing I would suggest is better ways to command units. Such as different squads or select all units kinda thing. Or a GUI that shows what units are selected and stuff. Lastly, maybe hotkeys for comands.
Overall great mod. 8/10 just because of the diffculty in managing troops.
Can you set that only factoin leader can spawn mobs? And that there also would be a limit for faction to spawn mobs, not for entire world :)
@Scyntrus
I think it should be a hard cap alone, with no scaling with faction members
@DaElephant
Do you have vault? My plugin needs vault if you want the mobs to cost money.
Hi So I am trying to set up a faction server and everything is working however I am trying to have factions pay for mobs they spawn just so they are not spawning a army instantly however I cant get the plug in to deduct money for the mobs they spawn I have set the price I would like in the config but still nothing does anyone know this can be set up
Hi, so it has come to my attention that my plugin would probably work better if each faction had a hard cap on the number of mobs it can own. A limit that isn't affected by faction power or mob type. If I add this cap, should it be a set amount per faction or should it scale with the number of people in the faction?
@beyonddead
Yes. It's in the config. My plugin can integrate with Vault.
HI,
Any way to make it cost money per spawned mob?
@Slimmo90
Anyways, I just uploaded v1.81. I added some redundancy loading mobs during chunk loads, so I'm pretty sure it'll get all the mobs now. However, this might cause some lag during chunk loads, it shouldn't be that much. Also, you should never use /reload with my plugin. I have no idea what happens if you do.
@Slimmo90
The mobs still don't load? Wow, I thought I fixed that, I'm going to have to look into it more. The mob name thing would be easy though, I'll add that.
@macgarthur
The mobs are limited by faction power, changing this would be too difficult. You could instead award somebody by increasing the person's faction power cap.
Is it possible to set this up so you can limit the number of Faction Mobs per Faction instead of the whole server? Example I want to do Faction Wars for prizes, a prize could be an extra 5 Faction Mobs.
Hey I just tired out this plugin and I must say its an excellent idea however it does seem like the disappearance of mobs in unloaded chucks are still around. Not everyone vanishes but some of them do. You can get them back by using /reload to reset the plugin but if you do the ones that didnt vanish get a duplicate of themselves and that copy is hostile to the faction their supposted to be in.
Also on another note it would be better if the text above their heads are more like "*factionname* *mobname*" so for example if the factions name is "Fishburger", a swordsman of that faction would be called "Fishburger Swordsman"
@Pepper_coco
There is no player limit because once a player spawns a mob, it becomes the collective property of the faction. There is no connection between the mobs and a specific person, only the faction. Anybody from the faction can order it around. If you don't want certain people to spawn mobs, don't give them the "fmob.spawn" permission.