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Releases: Arona74/factions

3.1.0

02 Mar 19:46

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  • ATTACK_MOBS permission — Split entity attack control into two distinct permissions. ATTACK_MOBS now covers hostile mobs (zombies, skeletons, creepers, etc.) while ATTACK_ENTITIES covers passive entities. ATTACK_MOBS is granted to guests by default so players can always defend themselves in claimed territory. Factions can revoke it to protect mob farms.

  • Territory entry/exit notifications — Players now receive a notification when crossing into a different territory. Three notification types can be enabled independently in config:
    chat — sends Entering FactionName, RelationshipStatus in chat
    actionBar — same content on the hotbar overlay
    title — faction name as a centered title with the relationship status as subtitle; timing is configurable via titleFadeIn, titleStay, titleFadeOut (in ticks)
    Faction name is always shown in the faction's own color. The relationship label and its color reflect the player's standing with that faction: green for ally, aqua for friendly, gray for neutral, red for enemy. Wilderness shows in gray with no subtitle.

  • Restricted Wilderness — new config options restrictedWilderness, wildernessPermissions, and wildernessRestrictedDimensions to apply permission restrictions to unclaimed areas per dimension

3.0.3

26 Feb 23:34

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FIX: By BlueZeeKing24
Change dynmap claim grouping to use the same algorithm as the other maps

3.0.2

23 Feb 00:27

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Power display fix (Faction.java, AdminCommand.java) — Added fillBasePower() and /f admin power recalc to reset all factions' stored base power to the current config max, fixing old factions showing stale power values after a config change.

Max power display fix — Was missing the max fame value.

Special character validation (CreateCommand.java, ModifyCommand.java) — Faction names now reject *, ", \, and § to prevent command parsing failures like "The Boot *Stink Warning*".

Suggestion filtering fix (Command.java) — Fixed greedyString() suggestions always showing all results by computing the correct remaining text from parsed context nodes instead of relying on builder.getStart(), which points to the end of input for greedy arguments.

3.0.1 - BLIS Version

22 Feb 15:23

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3.0.1

[Bug Fixes]
/f claim add power check — Fixed overclaiming exploit where the power requirement was only checked for 1 chunk regardless of the size argument. The check now correctly requires power for all (2×size−1)² chunks in the area.

[Features]
Info command — power warning — When a faction's current power is below the required power to sustain its claims:
The "Required Power" value is now displayed in red instead of green.
Another line "Not enough power to sustain your claims! Protections are currently off!" is shown (only if claimProtections is enabled in config).
If claimDecayEnabled is true, an additional line warns that farthest claims will decay automatically, indicating the configured decay interval in human-readable form (e.g. "every 10 minutes").

BlueMap extruded marker Y bounds — Added two new config entries under bluemap in factions.json:
markerMinY (default: -64) — bottom Y of extruded claim markers.
markerMaxY (default: 320) — top Y of extruded claim markers.
Previously these values were hardcoded. Old config files are handled gracefully with defaults.

3.0.0

Factions Update - New Features

💪 Player Power & Activity

Each player now contributes individual power to their faction based on their activity!

  • Every member contributes up to 20 power (by default) to the faction
  • Inactive players contribute less power over time:
    • 7+ days inactive: 75% power
    • 14+ days inactive: 50% power
    • 30+ days inactive: 0% power
  • Power contribution resets when you log in
  • Check individual power in /f info next to each member's name

💰 Wealth Power

Factions can gain Wealth Power by sacrificing valuable items!

  • Use /f sacrifice while holding valuable items to sacrifice them
  • Sacrifice items like diamonds, diamond blocks, netherite ingots, or netherite blocks
  • Wealth power decays over time if you stop sacrificing
  • Maximum wealth power: 100 (by default)
  • Check your wealth power by hovering over "Total Power" in /f info

⚔️ War Power

Your faction can earn War Power by defeating players from other factions in combat!

  • Earn power when you kill players from other factions
  • Bonus rewards for killing members of enemy factions (2x by default)
  • War power decays over time if your faction stops fighting
  • Maximum war power: 100 (by default)
  • Check your war power by hovering over "Total Power" in /f info

🏆 Fame Power

Your faction can earn Fame Power by completing heroic deeds like finishing dungeons!

  • Fame is earned through special activities (dungeons, events, etc.)
  • Fame power decays over time if your faction stops earning it
  • Maximum fame power: 100 (by default)
  • Check your fame power by hovering over "Total Power" in /f info

🏴 Claim Decay

Claims now require power to maintain! If your faction's power drops too low, claims will be lost.

  • Each claim requires 5 power (by default) to maintain
  • If your power drops below the required amount, claims will be removed automatically
  • Claims farthest from your faction home are removed first
  • Claims in different dimensions are removed before same-dimension claims
  • Check your "Required Power" in /f info to see how much power your claims need

Tips:

  • Keep your members active to maintain power
  • Sacrifice items regularly to boost wealth power
  • Fight enemies to gain war power
  • Complete dungeons to earn fame power
  • Don't over-expand - only claim what you can defend!

👑 Vassals & Overlords

Factions can now form vassal relationships - a hierarchy where smaller factions serve larger ones.

How it works:

  • A faction can offer to become another faction's vassal
  • The target faction's leader must accept the offer
  • Factions must be mutual allies before becoming vassals
  • Overlords gain a power bonus (25% of vassal's power by default)

Commands:

Command Who can use What it does
/f vassal info Members View your vassal status
/f vassal offer <faction> Leaders Offer to become their vassal
/f vassal accept <faction> Leaders Accept a vassal offer
/f vassal release <faction> Leaders Release one of your vassals
/f vassal leave Leaders Leave your overlord

Rules:

  • Only one level of hierarchy (no vassal chains)
  • Overlords cannot become vassals of another faction
  • If an overlord faction disbands, all vassals are automatically released

🙏 God's Blessings

Faction leaders can pray to the gods, spending wealth power to grant powerful effects to all faction members!

How it works:

  • Leaders use /f gods pray <godname> to invoke a god's blessing
  • The faction spends wealth power as an offering
  • All online members immediately receive the potion effect
  • Members who login or respawn while a blessing is active get the remaining duration
  • Multiple blessings can be active at once (up to 2 by default)

Commands:

Command Who can use What it does
/f gods Anyone List all available gods and their costs
/f gods pray <god> Leaders Pray to a god to grant its blessing

Default Gods:

God Effect Duration Level Cost
Ares Strength 5 min I 25
Athena Resistance 5 min I 30
Hermes Speed 5 min II 20
Apollo Regeneration 3 min I 35
Hephaestus Haste 5 min II 15

Tips:

  • Hover over god names in /f gods to see details, click to auto-fill the command
  • Check active blessings in /f info
  • 5 minute cooldown between prayers - coordinate with your faction!
  • Blessings persist through death - you'll get them back when you respawn
  • If your faction is a vassal, your overlord's blessings may also apply to you

📊 Power Breakdown

Your faction's total power comes from multiple sources. Hover over "Total Power" in /f info to see:

Source Description
Base Starting power for all factions
Player Combined power from all active members
Wealth Power from sacrificing items
War Power from killing enemy players
Fame Power from completing dungeons and events
Vassal Bonus power from your vassals (if overlord)
Admin Power added/removed by server admins

2.9.1.1

18 Jan 19:03

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JourneyFactions have been removed from the fork.

Journeymap integration is now built-in the JourneyFactions mod, just placed it on server mods folder to enable the integration.

2.9.1.0

15 Oct 22:02

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Added a FRIENDLY relationship level and reworked my compat layer for friendly fire with my simplyskills/simplyswords forks.

2.9.0.5

11 Aug 12:49
42652bf

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  • FEATURE: JourneyMap integration (need to be enabled in config and client need the companion mod JourneyFactions)
  • FIX: Home markers on Dynmap when Home is null in Config
  • FIX: Offline kick command returning error when trying to kick an offline player
  • FEATURE: Add Compat API for my personal Simplyskills fork (done for "Conquest of the Bleak Isles" server, new entries in config to set relationship level for friendly fire)

2.9.0.1

16 Jun 19:20

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FIX: "/bluemap reload" command don't break markers anymore.

2.9.0 alpha

14 Jun 15:36
bdf857b

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Current state