Minecraft (NeoForge) - free & open source
Land, allegiance, and the people you hold it with.
Inspired by MassiveCraft's Factions - not a port of it. Claim chunks, declare friend or foe, and see exactly where the line is, all on a completely vanilla client: no client mod, no resource pack, nothing for players to install.
3
ranks - member, officer, leader
1
real vanilla map, painted server-side
0
client installs needed
Everything under /f
/f create <name> found one
/f invite <player> officer+
/f claim | unclaim the chunk you are stood in
/f autoclaim take every chunk you walk into, until it runs out
/f ally | enemy | neutral declare towards another faction
/f map item [zoom] a real vanilla map, painted server-side
/f status where you stand with everybody
Worth the read
At a vanilla map's maximum zoom, one pixel already covers exactly one chunk - an accident nobody
designed and precisely the shape a claims map wants. /f map item
hands you an ordinary, locked filled_map
we painted: green yours, blue allied, red hostile, white other, black wilderness. Edges bright,
interiors dim, so a field of flat colour becomes territory you can read the shape of. No client
mod renders any of it.
Each side of a chunk is drawn only when the chunk beyond it has a different owner, so interior
lines vanish and what is left is the outline of the territory - coloured by relation, not
identity, because that is the only question you are asking when you walk up to a line. They
stand on the ground, not at your feet: each column samples the surface beneath it, so a border
running through a valley does not float. Survey with /f borders,
or just hold a compass.
Guarding block-breaking alone leaves everything behind the wall open - a stranger who cannot mine your chest can still open it. So right-clicking any block in somebody's claim does nothing, deliberately not a maintained list of "protected" materials. Explosions stop at the fence, but entities are untouched - a claim that made its owners bomb-proof would be a PvP mechanic smuggled in as a building one. Allies may interact by default and may not build - an ally who can take your walls down is a demolition permit for a diplomatic position that can change next week.
An offered alliance is announced once and never mentioned again; being declared upon is
something you find out by being killed in it. /f status
puts it all in one place and splits everything by direction - an alliance offered to you is a
decision waiting on you, one offered by you is a wait. Enemies split the same way, because
relation alone cannot tell a war you started from one started on you.
Standards' economy facade decides who holds player money; a faction balance is a different question, a container like a chest. Every transfer is two halves against two ledgers, refunding if the second fails, so the worst outcome is a no-op rather than money that stopped existing. Claims are paid by the faction, not the claimer, and prices rise with every chunk held - a flat price would let the largest faction, the one that needs land least, buy it most easily.
/f autoclaim
makes the walk the claim - the feature is the stopping. Running out of land switches it off
rather than repeating the same refusal every sixteen blocks; walking through somebody else's
territory says nothing at all, because that is a journey and not a failed claim. It is off again
when you log back in - a thing you are doing, not a setting you have.
Do you have Standards?
Server essentials for NeoForge - homes, warps, teleports, an economy, and the groups, claims, chat and combat seams Factions is built on. A hard dependency, deliberately: Factions carries no teleport code, no chat code and no message strings of its own.
See SableCraft Standards →What it borrows
Factions publishes the two things it knows - who is allied with whom, and who owns this chunk - through Standards' groups and claims seams, and takes everything else back: chat tags, homes, warmups and safe landings, and every player-facing string, from Standards' own message catalogue.
One catalogue for the whole server. Rename "faction" to
"clan" in Standards' messages.yml
and both mods follow.
Dig deeper
Three ranks - member, officer, leader - and no permission node per command: rank inside the faction is the gate, because "may this person claim land" is a question about the faction, not the server.
Commands & ranks →Optional, off by default. Land you hold rather than own: four modes decide what counts as losing it, a declared enemy can take what you've overextended past your power, and a banner your faction plants becomes a flag worth taking.
Power & the standard →Requirements
Not optionally - Factions carries no teleport, chat or message code of its own, all of it borrowed through Standards' seams.
| Minecraft | NeoForge | Java | Requires |
|---|---|---|---|
| 1.21.11 | 21.11+ | 21 | SableCraft Standards 1.4.0+ |
| 26.1.x | 26.1+ | 25 | SableCraft Standards 1.4.0+ |
| 26.2.x | 26.2+ | 25 | SableCraft Standards 1.4.0+ |
26.x needs Java 25, not 21. That is Minecraft's requirement rather than either mod's, and it is the one thing here that will stop a server booting - with an error that does not obviously say so.
Credits & licence
Inspired by MassiveCraft's Factions, which is where most people's mental model of this comes from - not a port of it. The original is a decade of Bukkit; the interesting parts of the idea deserve a modern implementation rather than a faithful one. Licensed MIT.