Land you hold rather than own. Optional, and off by default -
power.mode = fixed is exactly today's behaviour, so turning this on is a
server's choice, not something that arrives with the update.
The idea
Every player has power. Dying costs some; time online and killing things bring it back. A faction's power is its members' added up.
chunksPerMemberis still the ceiling. Power decides how much of that ceiling you are actually holding onto.
So power can only ever take entitlement away, never grant more than the fixed rule would. Turning it on redistributes nobody's land; it adds a way to lose land by playing badly. And farming power cannot inflate holdings, because the ceiling is membership - which kills the mob-grinder exploit without a special case anywhere.
power.mode
| Mode | You lose power when |
|---|---|
| fixed | never - power is inert (the default) |
| pvp | a player kills you |
| pve | a mob kills you |
| both | either |
pve is the one no faction plugin has
offered, and it fits a survival or apocalypse server exactly: your borders shrink when
the world beats you and grow back as you push out.
Environmental deaths never cost power - nobody decided it and nobody gains from it. Arrows and pets resolve to the person behind them, via Standards' combat API, so a bow kill counts exactly as a sword kill does.
A mob's XP drop is already Minecraft's own opinion of how hard it was to kill - maintained by Mojang and extended for free by every mod on your server - so a boss from a mob pack is worth more than a zombie, with nobody maintaining a list of mob ids.
Overclaiming
When a faction holds more land than its power covers, a declared enemy may take the difference. Without this, power is a claim limit with extra steps.
Raids start at their border and eat inward, so nobody reaches past a wall for the chunk with the vault in it, and each chunk taken reduces the overreach by one - so a faction five chunks over stops being takeable after five. The attacker is rewarded for noticing, not for attacking.
Or, with raidGatesOverclaim on, land changes hands only during a declared
raid - off by default, so no
existing server's game changes on update.
Nobody finds out by walking home. The victim is told
the moment land changes hands, and /f status says exactly how exposed
you are - "you hold 22 chunks on an entitlement of 18; 4 can be taken."
The standard
Design a banner in a loom, plant it on your land, and it is your faction's standard. Its colour and pattern become your identity, printed wherever your name appears - a faction personalised by something it made rather than a setting it typed. The map and borders stay relation-coloured regardless, because nothing should make an enemy's land look friendly.
It must see the sky. That one rule is the whole game. Enemies cannot break your blocks or open your doors, so the only way anyone reaches your flag is a path you left; without the rule everybody entombs theirs in a sealed box and the feature is dead on arrival. It is re-checked continuously - roof it over and it stops earning, uncover it and it resumes.
Flying one is the difference between recovering at full speed and recovering slowly. A reason to have one and a reason to take somebody else's, which is the same number seen from two sides. Breaking a standard is the one deliberate hole in claim protection - an enemy may take your flag where they can take nothing else of yours.
Carrying it home is the dangerous part. A flag in your hands is a flag you are holding instead of a sword - you glow red through walls, and its owner is told exactly where you are standing. Plant it on your own land to fly it as a trophy, where they can come and take it back - and taking it back is now their raid. Put it in a chest and you stop being a target, and stop denying them anything.
A faction may fly several. One of its own, and any number of
trophies. The power bonus is the same however many you hold - what a wall of them buys is that an
enemy has to come and take every one before it stops paying. /f standard lists them, with where each stands and whether it still sees the sky.
Your own standard pins the chunk it stands in. Nobody can take
that chunk, at any overreach, in any raid, and /f unclaim leaves it alone -
take the flag down and the ground is ordinary again. A captured flag pins nothing, or stealing one
would hand the thief an unlosable chunk, and it comes down if the land under it is lost.
Identified by faction id in the item's own data rather than by its name, because a name is something anybody can type into an anvil. Duplicates are inert rather than policed.
Also in 1.1.0
Sounds obvious, and was missing until 1.1.0 - an alliance stopped you being overclaimed and did
nothing whatever to stop you being shot. pvp.betweenAllies turns friendly
fire back on for a server that wants it (off by default).
A curse or a snare is not a damage event, so a peaceful faction would otherwise be peaceful against swords and defenceless against spells. Both questions are now asked through Standards' Harm seam - whether these two may fight at all, and whether fighting is allowed where the effect lands.
Whether non-player griefing - a creeper cratering a wall, a zombie chewing a door - is allowed in claimed land, answered here so a war zone letting mobs grief while a home claim does not stays this mod's decision.
Peaceful, cosy PvE, and war - ready-made starting points in CURSEFORGE-CONFIGURATION.md on GitHub, plus a 42-check self-test over the power arithmetic.
Raids
/f raid <faction> declares a time-boxed attack. It is announced to the whole
server, everyone in it glows by side, and it ends in a way somebody won:
Taking the flag is not the win - carrying it home is. Stealing it is one lucky sprint; the walk back through the people whose flag it is has always been the good part. So the raid keeps running after the theft, the attackers can go for land as well, and a raid can be lost on the road thirty seconds from home. Against a faction flying no standard, the one chunk taken is the win - until they raise a flag, which makes it the objective again, even mid-raid.
It cannot be declined, and does not need to be. A raid needs defenders online to declare, which protects a small faction far better than a decline could - the faction that most needs protecting is the one with nobody online, and they are not there to decline. Nobody is raided in their sleep, and a raid is always a fight. Peaceful factions neither raid nor are raided, a cooldown stops the same attacker hitting the same target over and over, and a raid never survives a server restart.
Every finished raid is on the record.
/f raids top ranks factions by raids won, with taken (won attacking)
and held (won defending) shown apart, because a great raider and a fortress nobody can crack
are different achievements. A disbanded faction keeps its place, marked as gone - erasing the raids
fought against it would make disbanding the cheapest way to scrub somebody's record.
| Setting | Default | What it does |
|---|---|---|
| raids | true | Whether /f raid exists at all. |
| raidMinutes | 20 | How long a raid runs before the defenders are judged to have held. |
| raidCooldownMinutes | 120 | Quiet time before the same attacker may raid the same target again - per pair, from the end of the raid. |
| raidMinDefenders | 1 | How many defenders must be online to declare. 0 allows raids on an empty faction, which is a different game. |
| raidGatesOverclaim | false | Land only changes hands during a declared raid. Off, an over-extended enemy is takeable whenever somebody notices. |
| raidClaimLimit | 1 | How many chunks one raid may take while raidGatesOverclaim is on; 0 for no limit. The anti-bullying rule. |
| raidGlow | true | Everyone in a raid glows by side, and the standard carrier keeps its own red. |
| raidCountdown | true | A ticking countdown on the action bar for both sides. |