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:


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Posted May 4, 2013also thanks for updating it so quickly
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Posted May 4, 2013is the anyway to get a complete list of commands?
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Posted May 4, 2013I'm trying to translate this plugin with netbeans but i'm having some problems.. Could you please give me some support?
Thanks!!
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Posted May 4, 2013@TuTur0350
You're welcome to make a video. The reason I didn't add blazes is because they set things on fire. Spiders also climb walls and their AI is a bit hard to control. I will try to add cavalry when Minecraft releases official horses.
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Posted May 4, 2013AWESOME PLUGIN! THANNNNNNNNNNKS
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Posted May 4, 2013Hi I wants to make a youtube video in French.You could also put Horsemen (spiderjockey) or wheel guards (blaze). THINK I leave you for this idea ... P.S. I love this plugin! : D
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Posted May 3, 2013I have to ask, is everyone all right with only Factions 1.8.2 compatibility with CB 1.5.2? I can release a version with 1.6.9 compatibility if people need it.
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Posted May 2, 2013@DragoBlack
Did you set noFriendlyFire to true? Also, being able to hit mobs from your own faction is intended, since it is the only way to remove mobs.
@XxthedarkkingxX
I'll try to release a version for 1.5.2 soon.
edit: v2.01 beta has been uploaded for 1.5.2. Currently waiting for approval. edit: v2.01 has been approved and is now marked as release
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Posted May 2, 2013please update
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Posted May 2, 2013The guards of the same faction are hurt >_<
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Posted May 1, 2013@No1Griffster
RAM is not the issue; the amount of RAM taken up isn't much more than if you had spawned regular mobs. The issue is with CPU usage; because of the modified AI, the mobs will use more CPU power than a regular mob. If your server can run fine without this plugin, then it should be okay with this plugin. If your server is already struggling without this plugin, then I do not recommend adding more plugins.
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Posted Apr 30, 2013How much ram do they use up?
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Posted Apr 29, 2013oh come on, it would make more since in a way
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Posted Apr 28, 2013@Zombica09
Only give faction leaders the "fmob.spawn" permission.
@xH3LLRAIZ3Rx
No.
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Posted Apr 28, 2013Is there a way to make Faction Leaders the only ones who can spawn FactionMobs?
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Posted Apr 27, 2013can you please make something like this but for Towny
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Posted Apr 24, 2013@BenRush
Hmm, yes I see this does happen. The mobs should disappear when you restart the server. For now, just makes sure no mobs are alive when you disband the faction. I'll fix this next update.
Edit: Fixed in the v2.0 update. Mobs might still stick around for a while if a faction was disbanded due to inactivity however.
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Posted Apr 24, 2013i think i found a bug.. when you disband your faction mobs still be alive
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Posted Apr 22, 2013@Scyntrus
Dear developer of this plugin,
Cayorion (author of factions) is currently doing a re-write of factions, visible for everyone on github. Since I do not know where you dependencys are for factions, I advise you to keep up with the developement to ensure you don't miss changes that possibly break your code.
(Note: It's not a complete rewrite, but he is re-structuring and cleaning up code quite a lot. Thus your imports might screw up horribly after this change.)
Regards
Ulu, tester of cayorions doing :)
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Posted Apr 20, 2013@SwiftSwamp
There is an option to set a limit as to how many mobs a faction can have. When a person spawns a mob, the mob is collective property of the faction and doesn't have any specific ties to the player. If the player leaves the faction, the mobs stay with the original faction.