[SEC/FUN] Factions 2.0.0 - Guilds, War and user-controlled antigrief [BukkitDev]

Discussion in 'Archived: Plugin Releases' started by MassiveCraft, May 29, 2011.

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    That would make it completely pointless though. Disabling faction claims means, well, no faction claims, meaning there's no point in having this to begin with. Just an option that disables block protection would make this plugin much more popular, as then people would actually be able to effectively siege land. Make it similar to the options safe zones and war zones have.

    Edit: Here, I made an illustration to make my point a little more clear. http://imageshack.us/f/807/itdoesntwork.png/ I'm not asking for you to change the way the plugin works.. just make the protection part optional for the server. Otherwise, we'll end up at a weird standstill.
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    That makes the claims effectively do almost nothing, also making it pointless for most people. The main idea is that you need to kill enemy faction members to lower their power, so that their claimed land becomes vulnerable to takeover. If that's not working for you, TNT cannons take a bit of effort and resources and can do a fair job of taking down most buildings (assuming you didn't disable TNT in faction controlled territories).

    But... fine, as generally pointless as I personally find the concept of faction claims not actually protecting the claimed land, it's an easy option to add so I will.

    EDIT: and actually, on reflection, I can see the potential value for doing things like setting up a scheduled "block protection is down" event on occasion.
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    Thats what I thought too Brett bug I as leaning more towards making wilderness have same options as safezones for build rights.

    Do you have any plans for iconomy or taxes ? I tried to use that Command Iconomy plugin but its not exactly charging as I expected.

    I don't get ur point that options is to stop claims on worlds u dont want factions to run on.
    Like nether, Some people may noy want faction claiming in nether world but have it on there normal world I actually plan to make use of this feature myself.
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    While I'm at it, why not? I'll add those too.

    I don't currently have any plans for connecting it to any economy plugins, no.
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    this plugin is fantastic thk for updating!
    Cool if u can add an option that if a faction wouldnt do pvp, they can set itself nopvp factions and they cant kill player and cant be kelled from others player, maybe with some restricionts, like all member has to do command /f nopvp yes, or online player must be 70% of total player when doing that command.

    it is posible?
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    While the land doesn't necessarily do anything when that's turned off, neither do safe zones when you turn off block protection. But the point is the option is actually there. I understand the point is to kill to claim land, but it's far too easy to prevent yourself from being killed. An impenetrable fortress is just a dirt wall away. I really like this faction system, I just found it heavily disappointing that the option to turn off land protection for factions wasn't there. I can't really demand and enforce a rule that every single fortress have an accessible entryway. I do thank you for considering it, I don't have the knowledge to implement the land grab part of the plugin alone or I would do that myself.

    Oh, and this idea I don't care much about, but it might accomplish both of our ideas.... perhaps having another option like "factionEnemyBlockProtection true/false" (just an example) making the protection disabled for both sides when they have each other set as "Enemy"? This would be like declaring war on each other, but it only disables it when they both agree on being enemies. This would essentially be a consensual risk.
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    Thanks for updating :)
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    There's a bug I think.
    When I try to build or destroy blocks into other faction's area the system report me "You can't destroy in the territory of faction".

    Note: i'm trying to destroy Dirt and Cobblestone, not existing in territoryProtectedMaterials options.

    Here's my configuration file
     "colorMember": "GREEN",
      "colorAlly": "LIGHT_PURPLE",
      "colorNeutral": "WHITE",
      "colorEnemy": "RED",
      "colorSystem": "YELLOW",
      "colorChrome": "GOLD",
      "colorCommand": "AQUA",
      "colorParameter": "DARK_AQUA",
      "powerPlayerMax": 10.0,
      "powerPlayerMin": -10.0,
      "powerPerMinute": 0.2,
      "powerPerDeath": 2.0,
      "prefixAdmin": "**",
      "prefixMod": "*",
      "factionTagLengthMin": 3,
      "factionTagLengthMax": 10,
      "factionTagForceUpperCase": false,
      "chatTagEnabled": true,
      "chatTagRelationColored": true,
      "chatTagInsertIndex": 1,
      "chatTagFormat": "%s§f ",
      "factionChatFormat": "%s§f %s",
      "allowNoSlashCommand": true,
      "autoLeaveAfterDaysOfInactivity": 14.0,
      "homesEnabled": true,
      "homesTeleportToOnDeath": true,
      "territoryShieldFactor": 0.5,
      "territoryBlockCreepers": false,
      "territoryBlockFireballs": false,
      "territoryBlockTNT": false,
      "safeZoneDenyBuild": true,
      "safeZoneDenyUseage": true,
      "safeZoneBlockTNT": true,
      "territoryProtectedMaterials": [
      "territoryDenyUseageMaterials": [
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    THANK YOU SO MUCH! Sorry for the caps but Im realy so happy to see this update <31!!
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    Thanks a lot for your contribution ! My server is based on this plugin. You're at left of God :)
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    Not a bug. All block placement and destruction actions are prevented; there is no list of specific block types which are affected or not affected by this.
    "territoryProtectedMaterials" is a list of things that can't be opened/interacted with (no opening wooden doors or stealing from chests), and "territoryDenyUseageMaterials" is a list of inventory items which can't be used (no dumping lava, etc.).
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    There's a method to deny this feature? :(
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    Ok so Iconomy at this stage is a no go thats fair thats a pritty big ask.

    Awesome news on the wilderness I did not think it would be much work to add existing features to an existing feature :p.

    I narrowed down that preffix issue everyone was having as well with Ichat it appears you do indeed need to set the tag line from 1 to 0 in its config and that fixes it up being 1 line over to far merging into permissions preffix and cuasing the nasty color code numbers to appear.
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    With that are the hatches supported with the mod?
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    I was going to ask that as well I already setup like 4 tunnles in our new servers guest area leading to a sewer system that takes to variouse places in guest town the SNEAKY way..

    but I need trap doors for this to work well I made my Guest town around the idea that 1.6 will be used for some of its features.
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    any chance to see my small request with flag for nopvp guild?
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    Mr Brett, I was wondering if you could integrate this with Hero Chat please!

    Local chat and multiple channels are amazing, not to mention you can leave the channels too!

    Edit2: + Question 2:
    Is there a way for user's to join factions auto-matically? That would be awesome, instead of creating a group for each user in permissions... :[] (+mcmmo)
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    Not right now for the factions bit.. You could run Command Signs plugins and have a sort of tutorials section like our server, with the factions on signs ppl only have to CLICK the sign to join the faction and they get TP to that factions starting area. Or u could just put the command down for JOIN faction have it in a spot they cant miss and cannot get passed before doing so.

    Otherwsie u have OPEN invintation options in the config for factions make that true and by default factions are open invite.
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    Having power regen while offline was part of my "design", now faction power is kinda screwed on my server because of setting I have.

    Any chance you can have offlineregen = true or false ?
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    Can i just upgrade from the old Updates to this one fine?
  21. Did i miss a help text somewhere? i can only find the basic commands, where are all the admin commands?

    question: is there a faster way to make a area safe/to a faction than running around typing /f claim /f safe? takes for ever :p
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    They should be, but it's up to Bukkit. I just checked the list of materials for Bukkit, and the material type appears to be "TRAP_DOOR". Mind testing it out for me? I'll add it to the default "territoryProtectedMaterials" list in the next release.

    Can you explain what you're wanting in more detail?

    Without some very specific integration hooks, there's no way to integrate Faction tags into any local chat or channel chat. Why, you ask? Because for such plugins which limit the recipients (and for that matter, the way Factions adds relation coloring to the tags), the player chat event is actually cancelled and the plugin instead manually sends messages to each affected user. There is currently no way using Bukkit to monitor or intercept these individual messages. Only global chat can therefore be intercepted and modified.
    I will be adding in a few more small general chat integration improvements for Factions in the next release, though.
    1. Factions will (optionally) forcibly pre-load some known chat plugins first (EssentialsChat, iChat, and HeroChat so far) so that Factions gets final access to chat events, since load order is otherwise unpredictable.
    2. There will be some new tag placement settings for chat messages, in place of "chatTagInsertIndex".
      A. First, Factions will check for "chatTagReplaceString" (will default to "{FACTION}"). If that string exists in the chat message, it will be replaced. You could therefore stick that string in your chat plugin's prefix or suffix or whatever. Note again that if local or channel chat is enabled, Factions will never get a chance to replace it.
      B. If that string doesn't exist in the message or the setting is empty (thus disabled), Factions will then check the "chatTagInsertBeforeString" setting (defaults to nothing "", thus disabled). You could set that to a certain character such as "<", ">", "[", "]", or whatever. The tag will then be inserted before the first instance if that string if it exists in the message.
      C. If that string doesn't exist in the message or the setting is empty (thus disabled), Factions will then check the "chatTagInsertAfterString" setting (defaults to nothing "", thus disabled). This works much the same as the above, except it will insert after the first instance of that string.
      D. Only if all of the above are disabled or don't find matches will it finally resort to the "chatTagInsertIndex" setting.
    There's not currently a built-in way to automatically join a faction, no. Why are you creating a separate group for each user, though? I don't understand that bit.

    Eh, sure. It'll be in the next release.


    Not all commands are listed here yet. In-game, they are, though. Use the commands /f h, /f h 2, /f h 3, and so on to get command listings.
    Safe zones and War zones have an optional radius value which can be entered. Careful with it, though.
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    Brettflan would it be possible to adapt "Faction 1.2.0" with the plugin iConomy?

    Example: / f create myfactionname (cost: $ 25 (iConomy money))
    / f claim (cost: $ 5 (iConomy money))
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    He has said before that he has no plans on doing that.
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    There seems to be a problem, factions keep getting randomly disbanded. Searched the logs and all I found was
    [SEVERE] java.net.SocketException: Socket closed
    2011-06-01 19:38:49 [SEVERE] at java.net.SocketOutputStream.socketWrite(Unknown Source)
    2011-06-01 19:38:49 [SEVERE] at java.net.SocketOutputStream.write(Unknown Source)
    2011-06-01 19:38:49 [SEVERE] at java.io.BufferedOutputStream.flushBuffer(Unknown Source)
    2011-06-01 19:38:49 [SEVERE] at java.io.BufferedOutputStream.flush(Unknown Source)
    2011-06-01 19:38:49 [SEVERE] at java.io.DataOutputStream.flush(Unknown Source)
    2011-06-01 19:38:49 [SEVERE] at net.minecraft.server.NetworkWriterThread.run(SourceFile:116)

    And this

    [WARNING] Can't keep up! Did the system time change, or is the server overloaded?

    And another multiverse error. But this only happened when i updated Factions to 1.2 Didnt happen before updating.

    I just checked the log after someone got randomly kicked out of his faction for no reason and nothing was there.

    I tried to /f reload this what i in the log:
    [Factions v1.2.0] Failed to load the config from disk.
    2011-06-01 20:21:20 [INFO] [Factions v1.2.0] Loading players from disk
    2011-06-01 20:21:20 [INFO] [Factions v1.2.0] Loading factions from disk
    2011-06-01 20:21:20 [INFO] [Factions v1.2.0] Loading board from disk
    2011-06-01 20:21:20 [INFO] [Factions v1.2.0] === RELOAD DONE (Took 256ms) ===

    Plugins installed: multiverse, Essentials, Combattag, Nocheat, Mcmmo and lot other let me know if u need anything else please.
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    hey will it be updated for build 818?
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    Read page one...and two.
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    Just as an FYI to the people asking about it earlier, I just tested that and it works.

    1.2.0 works in RB 818.

    None of the provided error messages or logs indicated anything useful. Are you sure it's not just the "autoLeaveAfterDaysOfInactivity" setting kicking in for users who haven't logged in for a long time? Also, from what I recall without looking at the code, factions which have the faction admin removed and there are no faction moderators (which could be promoted to admin) are automatically disbanded due to lack of a leader.
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    I tried to find somthing on the logs but there was nothing. And it only happened after the update. Could it be server overload error ? even thou the ram/cpu seems to be ok.

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