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 13, 2013@Typical_Name
No, it will regard players not in any faction as neutral, and will only attack if provoked. If you wanted mobs that attacked all players, couldn't you just spawn regular mobs? Alternatively you could put all your players in a faction and make it hostile to the bandit faction.
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Posted May 13, 2013I'm a bit confused as to how the mobs work.
Is it possible to make it so that they target players not in a faction, not just players in enemy factions? (I want to use this plugin to make NPC bandit camps that attack players, and I won't be using the Factions system for anything except this purpose.)
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Posted May 12, 2013@Scyntrus
Nope still gives the error. Doesn't happen immedieately. I took catacombs out and still got http://pastie.org/7900654 D; I really want this plugin. It's so awesome!!
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Posted May 12, 2013I'd love to see this style of mod include towny support.
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Posted May 11, 2013@alanthya
Glad to see the error is gone. About the spawn limit problem, setting spawnLimit to 0 means you can't spawn any mobs at all. There is no "unlimited" option (it only works with mobsPerFaction). It's possible that there are some faction mobs hiding somewhere in your map. Try setting spawnLimit to something really high, or delete the FactionMobs/data.yml file to remove all faction mobs.
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Posted May 10, 2013@Scyntrus
It's the Catacombs plugin. It's not fully updated for 1.5.2, but a user has been kind enough to post working versions. i updated to the latest version, and don't seem to be having the error. Awaiting further testing to confirm. But I am still having an error message when anyone but op tries to spawn a mob, they get a message saying "There are too many faction mobs.", even if the config is set to 0 for no limit, or 60.
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Posted May 9, 2013@alanthya
I've just taken another look at the error message, and it seems my plugin is conflicting with another plugin you are using. Do you know which plugin this could be from? "net.steeleyes.catacombs.Dungeon"
@Yomsthebomb
I will not be integrating Towny support.
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Posted May 9, 2013@Scyntrus
I will patiently be awaiting an update as this seems like an awesome plugin. But with the amount of errors generated when only two people are using it. Putting this plugin into a 20+ player server would just turn the console into a flood of spam. Can't wait for a fix! :)
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Posted May 9, 2013Plugin is a cool idea! However I was wondering if you could add integration for Towny as well. My server uses towny, not factions but I love the idea of having NPC soldiers defending their walls! If this is possible please reply!
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Posted May 8, 2013@alanthya
I've seen that error before, but I thought I fixed it. Guess not then. That error is technically a warning. An entity is already tracked and it seems I asked Minecraft to track it again. It shouldn't affect gameplay at all, but it will spam your console.
Anyways, I'm just waiting for Factions 2.0 to be released since I'm sick of having 2 versions, one for 1.8 and one for 1.6.9.
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Posted May 6, 2013Getting this with 2.0.2 D; http://pastie.org/7810857
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Posted May 6, 2013FYI, I love this plugin, I'm just trying to help make it more awesomer
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Posted May 6, 2013@Scyntrus:
What about a command to select all of your mobs? Or the ability to despawn all your mobs? Or what about drops when they die? I'm not demanding anything, these are just things i think it'd be cool to add, I have no idea how hard they'd be to implement
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Posted May 5, 2013@Azul_Phoenix @Hiddencloud
It has come to my attention that some people are still using Factions 1.6.9.x versions. I have uploaded Faction Mobs v2.02 which supports this version.
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Posted May 5, 2013@Hiddencloud
check your server log. i went through mine and it said the updated version of the plugin is unsupported. your server log will help you figure out this type of stuff
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Posted May 5, 2013@Hiddencloud
The plugin must have failed to load. Are you using Factions 1.8.2? Check the console for an error message on startup.
@NLPhantom97
I don't understand what you mean by targets. The mobs will automatically attack entities that are considered hostile.
@xlii1356
I was considering this, but I'm just not sure how I would implement it.
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Posted May 5, 2013It would be awesome if you could have an option that unlinks this from Factions. I'd love to just let each player have their own private army, given permissions
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Posted May 5, 2013Doesn't work for me, whenever I type /fm spawn archer or do /fm color blue it keeps saying usage: /fm [spawn:order:color] parameter.
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Posted May 5, 2013You should add targets to the mobs so the will attack the given targets when in sight, just like the plugin Sentry has. Would be cool
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Posted May 4, 2013@wydgabriel
I've personally never used netbeans. The source of this plugin is available on github. You can make a copy and change all the strings if you want. Just make sure you read the license.
@XxthedarkkingxX
I probably should make a page with them all listed... Edit: Just made the page. It can be found here