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 Sep 3, 2014@Ponygobyebye
I'm not sure what your hosting server does to restart the server.
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Posted Aug 31, 2014Thank you for the explanation. I use MCProhosting and often use the restart button in the control panel, which usually ends up deleting all the saved mobs. Is there any way you would be able to change the saving system to allow restarts instead of stopping the server and starting it again manually?
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Posted Aug 31, 2014@Ponygobyebye
Testing on my own server, mobs will save properly as long as you use the /stop command to stop the server. If you kill the process, the mobs will not save. The autosave function works by running save at a set interval, if you make changes since the last autosave ran, those changes will not be saved. I am aware that using /reload causes this duplication bug, please don't use /reload. It's generally bad to use it as it can cause odd behavior (like this) and memory leaks.
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Posted Aug 27, 2014Also, upon further testing,even with the autosave function on, my mobs do not save. And upon a server config reload the faction mobs will clone itself and the 2 will begin to attack one another. Anybody know why?
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Posted Aug 26, 2014Is there or could there be a way to set the attack range of the mobs, especially the archer.
Your plugin is fantastic by the way!
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Posted Aug 14, 2014@12hkjj
When the Guardian comes out in 1.8, I will consider adding that, however I do not intend to add any other mobs. I also am busy and don't have time to start any new projects.
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Posted Aug 13, 2014Hello I Am A new Server Owner and i am currently making a Pvp/RPG server and i was woundering
Could you add more mob types???? it would be interesting what u could come up with
also since u seem to know alot about plugins with mob API i was curious to know if u could make a spider rider plugin for me that allowes the player to tame and ride spiders like horses
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Posted Aug 7, 2014@Scyntrus
That sounds awesome. Ill be sure to test it out when I get time...
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Posted Aug 6, 2014@Scyntrus
Good news, I've managed to get zombies to attack back, and have uploaded the file as v2.7.7. However, I think it should be tested a bit more, so I've marked it as beta.
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Posted Aug 4, 2014@FIRESTORMER1
The first thing isn't very high on my priority list. Just be careful who you invite to your faction.
The second thing I have spend hours trying to figure out how to do, but I'm at a loss as to how I can get a regular zombie to attack the faction mobs back. Regular Zombie AI is very stubborn. As a workaround, there's an option to make faction mobs just stop attacking zombies altogether.
Edit: I am working on the second thing. As far as I can tell it's only the regular zombie that doesn't attack back. I seem to be making better progress than the last time I tried, but it would still probably be a while before I release anything.
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Posted Aug 3, 2014Hello. I would like to note 2 things that should be changed.
Firstly, every player in a faction would be able to order the mobs, right? Imagine some new player joining a big faction with a bunch of mobs, he could just order them to whatever he want. I just tihnk that you should have a certain rank in the faction to be able to order the mobs, for example leader and officers should be able to do it. It just seem rather unbalanced that a new recruit could lead the whole faction's army to doom.
Secondly, it seems like normal hostile mobs only attack the titan, because he is an iron golem. The pigmen does not get attacked by hostile mobs, not even when they attack first. It seems overpowered that the faction mobs can destroy tons of hostile mobs without taking any damage.
Thank you for your time, I hope you consider changing this.
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Posted Jul 30, 2014@Ciryond
I don't understand what you're trying to say, or what's going on. Is it possible another plugin is using the /fm command?
@12hkjj
That seems rather unbalanced.
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Posted Jul 29, 2014u should add some new mob types its kinda boring with only 4 types like for 100 power they could have a wither that can guard XD i mean the possibliltys are endless man go wild
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Posted Jul 29, 2014Hello, i have spigot and when i spawn a factionmob, proxy restarting ... When i was change color proxy bug
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Posted Jul 19, 2014@Scyntrus
That wasn't really what I was asking at all, but still thanks.
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Posted Jul 18, 2014@CreepCraft
By default, a swordsman has the same stats as a regular zombie, but damage, hp, and speed can be customized in the config. Or you can just spawn the golem (Titan).
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Posted Jul 18, 2014This looks totally awesome! Really neat idea.
If I ever use factions again, I'll be sure to include this.
I have a question tho, how effective are these guards? I mean you can pretty much kill 5 zombies without even a weapon and wont get a scratch.
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Posted Jul 17, 2014@furkanTr34
http://dev.bukkit.org/bukkit-plugins/faction-mobs/files/
Pick the one that matches your server.
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Posted Jul 17, 2014Hi,
When I'm trying to use a command like /fmc it says: Faction mobs was unable to load. Pleas inform your server admin.After , I read my server log.And , it says FactionMobs is incompatible with this version of CraftBukkit, please download a newer version.
I understand but I use in my server 1.7.2-1.7.5 but I'm using the most appropriate version to version.Please send a link to the appropriate version to version 1.7.2-1.7.5 if I be happy :)
I'm from Turkey.In the meantime, I'm translate your Plugin to Turkish. Good Bye ! ;)
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Posted Jul 15, 2014@CatchShadowCS
Did you read your server log? It says something on startup.