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 24, 2013@DCTempist
Indeed, I am running with MCPC Plus. I was running a build with 1.5.2-R1.1 when the FactionMobs called for R1.0 as well, though I'm not sure if that made a difference.
@Scyntrus
As far as my plugin list goes, I run 1.5.2 versions of EnjinMinecraftPlugin, Essentials, EssentialsChat, Factions and Mcore (both carefully chosen for the correct Factionmobs version), NoDispense, PermissionsBukkit, RareItemHunter, SimplesChat, Skript, Sleep, and WorldBorder.
My server is a bit heavier on mods, however, some of which add new mobs to the game, hence why I'm using MCPC Plus. Maybe its the new mobs that is causing a conflict, though it doesn't remove any of the old mobs.
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Posted Jul 24, 2013I think I can help shed some light on this. I have experienced the fatal error.
If you are running MCore, Factions, Faction Mobs with mcpc-plus-1.6.2-R0.1-forge794-B35.jar, you will encounter the error. This error is independent of all other mods/plugins.
The error is not seen at all if you run those same three plugins with craftbukkit-1.6.2-R0.1-20130724.060226-11.jar.
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Posted Jul 24, 2013@ikarirain
It means one of the things my plugin does at startup that is crucial to its functionality didn't work. You are the second person to get this error and unfortunately, I have no idea why it happened. Mind telling me what other plugins you are using?
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Posted Jul 23, 2013What does the "[Fatal Error] Unable to register mobs" generally stand for? It's pretty much all by itself in my server log, so I don't have much to go on.
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Posted Jul 19, 2013Oh hey, the Factions page is back up.
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Posted Jul 19, 2013@xXxsilverwingXx
only give donators "fmob.spawn"
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Posted Jul 19, 2013I WANT TO CHANGE PERMS SO ONLY MY DONATORS CAN SPAWN THEM
PLEASE HELP ME :D
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Posted Jul 18, 2013@MatiasTheAwesome
The version that is compatible with 1.6.9.5 should also be compatible with 1.6.9.4. It's the first 3 numbers that usually makes a difference.
You should update to 1.6.9.5 when the Factions page is available again.
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Posted Jul 18, 2013I see, I see now. But my Faction version is 1.6.9.4 And I can see this plugin is not compatible with that version. Can I get this plugin in another way or can you atleast release a version of this plugin that really supports the Faction Plugin version 1.6.9.4? Because this plugin looks really great I must be honest.
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Posted Jul 18, 2013@MatiasTheAwesome
That means the plugin didn't load. The thing is, each version of Faction Mobs is only compatible with a single version of Factions and CraftBukkit. You need to download a version that is compatible with your setup. There's also a tiny error message in your startup log.
Go to here for a full list of files: http://dev.bukkit.org/bukkit-plugins/faction-mobs/files/
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Posted Jul 18, 2013Im typing in /fm spawn archer In my territory claimed faction area and it still happens....
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Posted Jul 18, 2013Its also happens when im typing /fm info and /fm help. It happens to everything with that has /fm in the start...
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Posted Jul 18, 2013When Im trying to spawn a Faction Mob with /fm It says:
/fm [spawn:order:color] [parameters]
I dont get it??
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Posted Jul 17, 2013@Mre30
That's a mistake on my part. Set mobsPerFaction to -1 in the meantime and it should fix the problem.
@Adondriel
Yeah, it seems that the project is currently under moderation for whatever reason.
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Posted Jul 17, 2013When someone tries to spawn a mob, it tells them that there faction has to many mobs?? But, they don't have any.
My config
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Posted Jul 16, 2013Anyone have the download for Factions? it seems to be blocked for some reason.
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Posted Jul 16, 2013Anyways, the version compatible with Factions 2.0.3 has been approved and is available to download here.
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Posted Jul 15, 2013@Ackuraku
No, how it works is the amount of mobs the players can spawn depend on the amount of faction power they have. For example, if they have 10 faction power and an archer costs 4 power, then they can only spawn 2 archers. The faction power stays at 10, but the amount of mobs they can spawn stops there. If a faction's power goes down, their mobs do not despawn but they can't spawn any more.
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Posted Jul 15, 2013I can set it up to cost faction power instead of economy?
Do they despawn when you dont have enough power?
If so this plugin would be so perfect for my server!!
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Posted Jul 14, 2013@soulscapex
This plugin requires a specific version of Factions and CraftBukkit to function. Every time the version changes, you'll need to download a new compatible version.
Also, check the startup log again. The error message is literally 1 line and easy to miss.