[INACTIVE][SEC/FUN] Factions v1.1.7 - Guilds, War and user-controlled antigrief [733]

Discussion in 'Inactive/Unsupported Plugins' started by Olof Larsson, Feb 6, 2011.

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    Olof Larsson

    Factions - Guilds, War and user-controlled antigrief :)
    By Olof Larsson and Brettflan.

    Current version: 1.1.7
    Download: https://github.com/oloflarsson/Factions/tree/master/releases
    Source: https://github.com/oloflarsson/Factions
    Read the full userguide here: http://mcteam.org/plugins/factions

    This plugin will allow the players on the server to create factions/guilds. The factions can claim territory that will be protected from non-members. Factions can forge alliances and declare themselves enemies with others. Land may be taken from other factions through war.

    The goals of this plugin:
    • The players should be able to take care of anti-griefing themselves.
    • Inspire politics and intrigues on your server.
    • Guilding and team spirit! :)
    Fork me on github!
    I would be glad to code on this plugin together with you :). Please fork me on github and do a pull request. Read more here:

    There will be cake if you join me in the coding [cake] :)

    Read the full userguide here: http://mcteam.org/factions <-[cake]

    The chat console command is:
    • /f
    This command has subcommands like:
    • /f create my faction name
    • /f invite my friends name
    • /f claim
    • /f map
    • ... etc
    You may also read the documentation ingame as the plugin ships with an ingame help manual. Read the help pages like this:
    • /f help 1
    • /f help 2
    • /f help 1
    Note that you may optionally skip the slash and just write
    • f
    1. Download: https://github.com/oloflarsson/Factions/tree/master/releases
    2. Put Factions.jar in your plugins folder
    If you have Permissions installed you will need to configure it. Read more here.

    Current ToDo list:
    1. More admin controll, for example reassign faction admins.
    2. Command to reload config file.
    3. Give factions a limited number of separate territories. "You may only claim at the border of your territory". Purpose of this is to stop players from claiming land in a scattered way. Factions will be more stationary. This will encourage factions to build one main town.
    Version 1.1.7

    • Package structure changed to move it out of com.bukkit.* namespace (Olof Larsson)
    • Removed Help plugin support as that plugin is not updated. (Olof Larsson)
    • Changed name for No Faction to Wilderness (Olof Larsson)
    • New unclaimall command (/f unclaimall) to unclaim all of the faction's land (Olof Larsson)
    • Safezone claiming command now has optional radius input (/f safe [radius]) to claim a larger safezone area at a time (Olof Larsson)
    • Added check to make sure chatTagInsertIndex is valid before using it, to prevent triggering an exception (Brettflan)
    • Players who aren't currently in a faction should no longer get "Person left your faction" messages when others join a faction (Brettflan)
    • Attempt at simple workaround for error related to NPCs from Citizens plugin (Brettflan)
    • Placement and removal of paintings is now prevented if you're in another faction's territory (Brettflan)
    • /f map has been updated to fit inside the new Bukkit line-width limits (39 tiles wide instead of 49) (Brettflan)
    EDIT: by the way, you do need to have build 726 or newer of CraftBukkit (RB 733, for instance) since the painting events were added then.
    More changelog:
    Show Spoiler

    Version 1.1.5 (By Brettflan)
    • Fix for left-clicking on wooden doors not being detected
    • Fix for null faction home location when loading factions data
    • Added "factions.adminBypass" permission which will allow players with that permission to bypass the building/destruction and usage limitations inside faction territory
    • New boolean config options territoryBlockTNT (default false), safeZoneDenyBuild (default true), safeZoneDenyUseage (default true), safeZoneBlockTNT (default true).

    Version 1.1.3 (By Brettflan)
    • updated to work with RB 600/602
    • handled a couple of potential NPEs, one caused when saving faction info, and one where it could try sending messages to a player who is offline or otherwise doesn't currently exist for whatever reason
    • fix/workaround for bucket usage not always being detected if 2-3 blocks away
    • faction-tagged chat messages sent to the console and log now have crufty color tags (like "§f" and such) stripped out
    Version 1.1.2
    • bugfix - admins could not place signs etc in safezones (Olof Larsson)
    • Added some missing instaDestroyItems (painting and flowers) (Olof Larsson)
    • Added ability to load old pre-1.1 data files (board, factions, followers) if they exist and new files don't (Brettflan)
    Version 1.1 (by Olof Larsson)
    To upgrade: Remove you Factions folder
    I'm sorry about that. There just are so many changes to the save files.
    • Permissions plugin support
    • Help plugin support
    • Faction homes
    • Better save file format
    • Inactive players are kicked from their faction
    • SafeZones - PVP and monster safe areas
    Version 1.0 beta7 (by Brettflan)
    • Fix for enemy attacks potentially healing people in their own territory due to armor calculations, instead of correctly just giving reduced damage.
    • Placement/use of these items inside another faction's territory is now prevented: redstone wire, sign, flint&steel, bucket (empty, water, and lava).
      Code is also in place to prevent placement of beds and repeaters, but CraftBukkit doesn't properly detect those yet.
    • Fix for destruction of certain blocks not previously being detected and prevented: torch, redstone torch, repeater, redstone wire, sapling, crops, sugar cane.
    • Minor spelling and grammar fixes
    • Added options "territoryBlockCreepers" and "territoryBlockFireballs" to configuration file (conf.json). These both default to disabled. If enabled, they will respectively prevent creepers or ghast fireballs from destroying blocks if they explode inside faction owned territory. These can prevent griefing by way of luring creepers into another faction's territory.
      Note that both explosion types will still hurt nearby players and mobs, they just won't destroy blocks.
      Also note that "territoryBlockFireballs" only works in CB build 557 and higher, where fireball detection was added.
    Version 1.0 beta6
    To upgrade:
    Factions now use world name instead of world id for the board files.
    Nothing will be claimed when you start the server. Change the board file name(s)
    from something like 234978619762348768.json to something like world.json.
    • Updated to work with Craftbukkit 493 (by Brettflan)
    • Paginated faction listing (by Brettflan)
    • Single jar install (by Brettflan)
    • Board files now use world name instead of world id (by Olof Larsson)
    Version 1.0 beta5
    • Updated to work with Craftbukkit 450, which means Minecraft 1.3 compatibility :)
    • For now messages like these are removed: "Playername tried to use Wooden door in your territory". They could be used for chat spamming.
    Version 1.0 beta4
    To upgrade: Start and stop the server once with the new jar. Paste the content from board.json into the newly created file in /plugins/Faction/boards/. After this you can delete board.json.
    • MultiWorld support.
    • Faction chat is now something you turn on and of.
    • Arrows are now included in the friendly fire filter.
    • Some stability fixes.
    Version 1.0 beta3
    To upgrade: Delete conf.json and rename the "name" field to "tag" in every faction.json file.
    • Greatly improved chat and messaging system! :D
      Cooperates well with other plugins. Tested with Essentials and iChat so far.
    • New faction chat command
    • More config options
    • Bugfix: You can now claim land from enemies :p
    • ... and a lot of other fixes
    Version 1.0 beta2
    • There is now a config file where you may alter chat colors, dynamics of war etc.
      I will add documentation on the config soon...
    • Made the color formating a bit more understandable.
    • There is now a broadcast when a new faction is created.
    Version 1.0 beta1
    • The first release
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    Great :D Thx for a quick response, I was worried I'd have to wait for ages ^^'
    I'm really enjoying the plugin so far, just add in some options and its pure perfect!

    Also, are you swedish? Your name looks Swedish :p (I'm swedish) xD
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    Thx for update, but when i make changes to conf it just makes a new one when i restart server
    dont know if its your plugin or my service provider
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    This plugin is just awesome, jsut a suggestion tho, the chat stops being logged when using this plugin, any chance this could be restored?

    Just found an issue, if "Conf.useRelationColoredChat" is false in onPlayerChat()

    There is basically no chat that is being returned as event.setCancelled() is set to true no matter what.

    I would write my own fix but i can's seems to be able to compile a jar file that doesn't fail to load on my server.
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    Heinz Harald

    Thanks for developing this great plugin!

    The new bukkit build supports multiworlds. Now the plugin essentials support traveling to the nether and back. If i do this all faction claims on normal world are unloaded. Is it possible to support this?
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    I bow in respect to the great programmer "Olof Larsson"!


    We have been testing out this plug and here is my take so far.

    NationCraft is a server with RP and PVP. In the past we had two plugins, Towny and then Guilds as our "Kingdom" making plugins. This allowed us to have Kingdoms! With that came alliances and wars.... Server has been up and down. From over 60+ players online at times to as low as 15 or 16. The plugins changed with Hmod which was the most common reason for players leaving. I'm not too worried because once we get a solid plugin [​IMG] we will regain our player levels to about 100.

    NationCraft v1.0
    Towny provided the players with a nice format. This started the creation of NationCraft back in the day. Towns could be made and they could then join up with other towns to create Kingdoms. Towns and Kingdoms had protected areas. The plugin managed political modes like it does here in Factions. Problem was when you went to war with another Kingdom, you lost ALL of your protections at once. Bad news! Be it was all we had and the wars raged!

    NationCraft v2.0
    Crash! Chaos! Uprisings! Hmod went away and we started using CraftBukkit. Problem was NO Towny plugin! The ranks dwindled as the wars stopped and people didn't like the vanilla server.

    NationCraft v3.0
    Finally a programmer gives us something! Guilds is coded by Toi (Olof, get with Toi, they need help maybe you two can share stuff!) once we loaded Guilds the players came again but not in force.... Guilds gave us the ability to create the "Kingdoms" and has a wonderful protection system with a awesome ranking system for guild members. The problem for us was there was no way to declare a war and get into a enemy town.... The plugin did not have a "war system".

    NationCraft v4.0
    In steps Olof!!! We are back in the saddle again! With "Factions" we get what we lost with Towny and more! The protection system is great (Now that I have my math right![​IMG]). The wars are Awesome!!! You have to use strategy with this one! The power points make this possible! DON'T CHANGE IT!!!!! We figured out how to adjust the levels or power per player and now we have actual castle sieges that last all night!!!!

    I would add one thing that is needed bad. A home system! Some way to create a /f home for the factions.

    This is a very nice plugin for NationCraft, it seems like it was coded just for us! Thanks a lot Olof! Great Job!
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    I can't find the configuration file. I assume it would be auto-created with default values in the plugins/factions folder, but I can't find conf.json there, the plugins folder, or even the base server directory. Am I missing something? Could I create it somewhere and have it function? If I can, I would need the text from the file.

    The plugin appears to have loaded properly. I can create factions in-game, the only problem I'm having is that every line of text I enter appears twice - caued by running MC MMO apparently.
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    I didn't have enought time to test it, so I'm wondering, when 2 factions are at war, can they destroy other factions places?

    Also it would be cool to set a standart faction that would always be at war with the other factions (Because at my server we have freelancers but it seems like they are coming short with this plugin :p) and would it be possible to set the player title default would be the faction name?
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    Olof Larsson

    You are awesome mate :D thanks for the pep talk :)
    --- merged: Feb 9, 2011 7:42 PM ---
    Yeah I'm swedish :)
    --- merged: Feb 9, 2011 7:43 PM ---
    Make sure you are using beta2. In beta1 the config file was not created. This might also be related to file permissions on you server? The conf file should reside in plugins/Factions/
    --- merged: Feb 9, 2011 7:45 PM ---
    I am currently working on beta3. In beta3 my goal is to get rid of all conflicting with other plugins regarting chat messages. I'll most truly get beta3 out this week. :)
    --- merged: Feb 9, 2011 8:07 PM ---
    As a faction you may declare yourself enemy to any other faction. You can be enemy to all other factions if you feel like it :). However this might provoke the other factions to create an alliance... :p Those freelancers could create a faction called "Freelancers" and you would be good to go.

    In beta3 I am changing the chat messages a bit. Instead of player title as a prefix in the chat messages: you will have a short version of your clan name. This will be a 3 letter code like "FRE" for freelancers. The title will be visible on the factions details page though. This is more informative and will save some characters of chat space.
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    Ok, evidently I *had* installed the older version, silly me. The config file has now been created automatically.

    It turns out the double-chat was only effecting admins, everything they said was doubled while other player groups were ok. Disabling MC MMO stopped the chat double, so that was the conflict. Shutting off useRelationColoredChat also fixed the chat double. Thanks for the feedback.

    -edit- Also, seems players can't chat once they've created a faction. I'll look into it some more. Admins can chat in a faction, but not players. Again, might be MC MMO causing some crazyness.
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    please comment on that :) (didnt see ur update in the todo-list. all cleared [​IMG])

    and if you maybe didn't notice my post on site 1
    oh - and what do you think of adding minPowerPerPlayer? That'd be great. We put powerPerDeath on zero to save our zones.. but i'd like to be able to lose like half of it.
    With minPowerPerPlayer we could put it on 5, powerPerPlayer on 10 and be happy to have a saved center

    and let me quote myself a last time :>
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    Awesome plugin! I love it! <3.

    Couple things I would LOVE to see implemented

    1.) A group chat system. Maybe /f chat (message) to chat only with your faction

    2.) A faction home. Everyone in the faction can type /f home to go to /f sethome set by the admin.

    3.) A better title system. It is confusing right now. Maybe when you type /f title (commander) as an example, it would say in chat "(Faction Name) Commander (Name)" not "commander (Name)" Some people on my server are using co-owner as their title. New players come in and ask for their help because they think they are the server co-owner not their faction co-owner.
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    Alright, sounds good :) But what i mean is, when you declare war, can you just claim others areas or can you actually destroy the whole place, as in do whatever u want there?
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    THIS... He took the words out of my mouth.. Like Every Aspect... IS PURE AWESOME!
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    Dude love the plugin! can i donate to you?

    Feature request: variable setup like this:
    MinFactionSize: (i would set to 3 players)
    FactionSizeTimeout: (i would set to 24 hours)

    This would allow a faction to start, but needing to have 3 members whiten 1 day or Factions auto disbands it
    We have about 20 factions containing 1 man so this would help the bigger factions gain members if it could be done :D
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    It's pretty exellent our players are loving it!

    Feature request:
    -Creeper blast protection
    -Selective destruction in faction zone (like allowing outsiders to break sand and gravel)
    -"Sit in" members protection (some factions inflate their power by inviting extra accounts or players who never log in anymore, it would be nice that inactive faction players gradually lose their faction power contribution)
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    oh - what about arrows?
    they are still on friendlyfire. is there a way to fix them, or are arrows like "natural" and not "playerbound"? (that'd mean you couldn't check who fired them.. dunno?)
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    Arrows are natural i believe according to minecraft.

    Also has anybody suggestions for the settings? the 10 chunk per person was too high for our needs so we moved to 5 chunk per person and divided all the other values.

    I personally think the shield factor at 0.5 is too high and discourage attacking another faction's HQ, suggestions?
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    The protections hold. Unlike "Towny" were all protections dropped when you went to war, it does not here. The protections stay in place even in war.

    The way you overtake or destroy a faction is little by little. You kill them a few times thus taking their power points down. Once the points are below the amount of points they used to claim land you are clear to claim some of their land. You will be able to claim land till the enemy faction's points are the same as what they have claimed. Really nice because on my server we are medieval style and this causes long sieges.... If you have a lot of players it would be faster but I like the slow sieges...


    Team Alpha and Team Bravo both have 5 players thus giving them 50 power points. Team Alpha spends 40 points claiming land. So now their power points are 50/40. 50(power points)/40(land claims or chunks), They did not spend all 50 points and I will explain later, just remember they only spent 40.

    Team Bravo does the exact same thing, 50/40.

    They go to war because Team Bravo insulted Team Alpha by saying they wear pink panties!

    Team Alpha finds the faction area of Team Bravo and looks for players.... They cant do anything, YET! [​IMG]

    They find a Bravo player and kill him instantly! Team Bravo's points are now 48/40. Because the payer on Bravo was killed he lost 2 power points! Thus the entire factions power points drop by 2. The Team Alpha can not yet claim land because the power points are still equal to or more than the total land points.

    Team Aplha kills a few more players and the points are now 36/40. 36 power points and 40 land claims. Tada! Now team Alpha can claim land from Bravo because Bravo's power points are less that the land claims. Also once Team Alpha claims the land, they can now destroy anything there because it is land owned by Alpha.

    Now one word of caution. Remember me talking about spending all your points or not? If Team Alpha spent all their 50 points to be at 50/50. Later on when they go to war with Bravo, they would not be able to claim land even if Bravo's points are 20/40 because Alpha has used up all of their points! Good point is to always have a couple of free points to use. This also gives you wiggle room for being killed before a team can claim your area.
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    Urgh :/ That sucks :( On my server if 2 factions at war, they can destroy other peoples bases. Seem's like I'm going to take Towny :/
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    I can't seem to claim my enemy Territory at all. We have an outpost at the edge of thier base and when they were 45/60 power i tried to claim some of thier land, kept getting the "Must claim at the edge of the territory..." Does this mean I must expand my territory to theirs? or what?

    Some one please explain how we can take over enemy land.
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    Olof Larsson

    Yes. However there are some other features I will program first. For example I will fix better chat messages and multiworld support first. After that iConnomy would be nice :) Please tell me wich features you are interested in.
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    @Olof Larsson

    How does one actually take over enemy Territory? Ive tried many ways to do so when I have extra power and my enemy is under powered. but I keep getting you must be at the edge of territory msg.

    Also: Feature- the Faction Only Chat, Needed badly, also what about Different Ranks that you can assign titles to. Each rank gives or takes away more power... So if we kill the king they lose 10 power.. Knight like 5 Squire 3 Peasant 1 ... Each Rank can have its name and ammount configured?
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    Olof Larsson

    The minPowerPerPlayer is implemented and will ship with beta3 :) And yes I agree that non active faction members should be marked as inactive after a while and not contribute to the faction power.
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    same here. didnt find out how to..
    cool. :)
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    I have the same problem :(
    Any help?
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    I have yet to see an actual destruction, our server has greatly lowered protection settings on this plugin and still then it's night impossible to eat land of an enemy faction if it has more than a certain amount of "safety buffer"

    our guild on my server is actually considering in using tnt cannons to break down the other faction's vault because it appears to be the only possibility left.

    Olof, i absolutely love the concept of the faction system but right now it is extremely sided "in favor" of the defenders.
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    Still can't get it to work... any ideas at all?
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    I'm 100% sure you missed my previous post and because of that the meaning of this one. We don't have faction installed, simply because of the fact that you SHOULD destroy the enemy base while you are at war with them :p
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    If anyone has gotten land stealing to work could they please post how they did it? I get the border message almost always.
    @Olof Larsson
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