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 Jul 14, 2013No error on startup using the newest release of factions... the command shows up when u type /fm but nothing happens no errors the mob just dont spawn.. was working on previous build
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Posted Jul 14, 2013@VanHaggen @Cziquita
I've already uploaded it a day ago. It just hasn't been approved yet by the Bukkit staff.
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Posted Jul 14, 2013@Scyntrus
So can you update plugin to newest version of Factions?
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Posted Jul 14, 2013@Scyntrus
The thing is that the latest version supports bukkit 1.6.2 but doesnt support current version of factions 2.0.3, And the previous version of faction mobs doesnt support bukkit 1.6.1... so are you gonna release a version for 1.6.2 and factions 2.0.3? It's a great plugin =) so pleeeease, don't take it so long! XD
@Scyntrus
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Posted Jul 13, 2013@soulscapex
Check the start-up log for any error messages. Going from 1.6.1 to 1.6.2, you'll need to download the latest version of Faction Mobs, which currently only supports Factions 1.6.9.5 and Java 7.
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Posted Jul 13, 2013running 1.6.2 with spigot latest build... they where spawning previous to goin to 1.6.1 now when u type the command........ nothing spawns the command just pops up..
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Posted Jul 10, 2013@Scyntrus
Thanks mate. Great plugin
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Posted Jul 10, 2013@Bloodsplat07
There are already per mob permissions for spawning. You can find all the permissions and what they do in the plugin.yml here. If need be, you can completely disable a certain mob in the config.
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Posted Jul 10, 2013Any chance we can get per mob permissions :D
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Posted Jul 9, 2013@Typical_Name
Oh yeah, its built for 1.6.2.
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Posted Jul 9, 2013Hmm, I be getting angry messages in my console at server startup: http://pastebin.com/8ZWmu386
If I'm not mistaken, that means that the plugin is built for 1.6.1, yes? I am still on 1.5.2 (I will not be able to update until spoutplugin/spoutcraft is out for 1.6, and until all my other plugins update, which probably won't happen until a recommended build is released). I will try again and let you know how it goes when we update.
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Posted Jul 9, 2013@Typical_Name
Hey, because I was bored, I made a version that's dependent on Towny. Unfortunately, I don't have a Towny server nor do I want to figure out how to run one. If you want, try and see if it works. I guarantee you'll find bugs, but knock yourself out if you want.
https://dl.dropboxusercontent.com/u/24054051/TownyMobs.jar
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Posted Jul 9, 2013I've uploaded a new version with CB 1.6.2 and Factions 1.6.9.5 compatibility. I have to wait until Factions releases a new update before I can upload a file with Factions 2.0 compatibility. I am dropping support for Factions 1.8.2. Please use Factions 2.0 or 1.6 instead.
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Posted Jul 8, 2013@Scyntrus
I plan to use it for my server.
Basically, the way it works, from what I understand and have tested, is that a nation declares another nation an enemy, and then plants a flag (fence post) onto a plot of the enemy nation (by default, this has to be on the border of the defending nation). Once the fence post is placed, a little wool indicator appears on it and a beacon appears in the sky above it. The wool gradually changes colors as the flag stands, to serve as an indicator as to how long it's been there. After the flag has been there long enough, the plot switches ownership from the defending nation to the attacking nation. To prevent this, the defenders need to destroy the fence post.
This can also be configured to require a certain number of people to be online in the defending town and the defending nation, and it can be configured to require money to be paid to plant the flag or for a failed capture attempt.
It's not a perfect system, but I personally like it better than Faction's system because it's land-based rather than kill-based.
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Posted Jul 8, 2013@brandoq123
Off the top of my head, the biggest culprit is usually a protection plugin that prevents mobs from spawning in a certain area. My plugin only runs the spawn entity function and checks if it works, other plugins (for some reason) can interfere with that.
@Typical_Name
Yes, I have noticed the "war" function. But honestly, I have never seen a single Towny server that uses the function, nor do I know how it works.
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Posted Jul 8, 2013@Scyntrus
Actually, Towny DOES have a function where nations (groups of towns) declare each other enemies (for some reason, they refuse to add in town vs town warfare).
http://xshade.ca/projects/towny/tutorial/war/
I think the page is somewhat obsolete, but the information is accurate, as far as I'm aware.
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Posted Jul 8, 2013Hi, by the way I want to say this plugin is really great! But recently I have had an issue where for everyone, including me, when you would try to spawn a mob, it would say "you have failed to spawn a swordsman" or "you have failed to spawn an archer" depending on what mob you are wanting to spawn. This only recently happened, before the plugin worked fine. I am using Faction Mobs v2.3 with Factions v2.0.2 and my server is running Craftbukkit 1.6.1-R0.1 #2805. Other plugins I have are permissionsbukkit, essentials, worldedit, mcore, and shop. Do you know what could cause this problem?
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Posted Jul 3, 2013@Scyntrus
:D
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Posted Jul 2, 2013Interestingly enough, Factions 1.6.9.5 and 1.8.2 still work with CraftBukkit 1.6.1. I have released Faction Mobs v2.3 which works with CB 1.6.1.
Edit: I have to wait until Factions releases an update for 2.0 that works with CB 1.6.1 until I can release a version compatible with Factions 2.0.
Edit2: Factions 2.0.2 and mcore 6.4.2 has just been released. I've just uploaded a version of FactionMobs v2.3 with Factions 2.0.2 compatibility.
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Posted Jul 2, 2013@FaBiOsI2
You right click a mob to select it.
Edit: I've just noticed a serious bug with the selection which is causing you to see this message. The bug will be fixed in the new release for CraftBukkit 1.6.1.