Minecraft (NeoForge) - free & open source

Factions ReForged

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.

Server-side NeoForge MIT Needs SableCraft Standards
Factions ReForged

3

ranks - member, officer, leader

1

real vanilla map, painted server-side

0

client installs needed

Everything under /f

Found one, claim land, pick sides.

/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

A few decisions that carry the whole mod.

The map is a real map

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.

Borders are only drawn where they are borders

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.

Protection is about right-clicks, not just pickaxes

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.

Status answers the questions nothing else will

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.

The bank is an account, not an economy

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.

Autoclaim knows when to stop

/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.

SableCraft Standards

SableCraft Standards

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

Not a shortcut - the architecture.

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

Commands, and how land is held.

Commands

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 →

Power

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

Needs SableCraft Standards.

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.