Factions ReForged 1.1.0 / MC 1.21.11
Curse Maven Snippet
What's new
Land stops being a purchase and becomes a position you hold.
Power, in four modes — fixed (the default, and today's behaviour exactly), pvp, pve, both — differing only in what counts as losing. pve is the one nothing else offers: your territory shrinks when the world beats you.
Fixed is the ceiling; power is the erosion. chunksPerMember still decides what a faction is entitled to; power decides how much of that it is holding. Power can only take entitlement away, never grant more — so switching it on redistributes nobody's land, and farming power cannot inflate holdings because the ceiling is membership.
Environmental deaths never cost power. Falling in your own lava is not a raid.
Experience restores it — a mob's XP drop is already Minecraft's own opinion of how hard it was to kill, extended free by every mod on the server, so no registry of mob ids to maintain.
Overclaiming is the point. A declared enemy may take the difference from an over-extended faction, at their border, each chunk reducing the overreach by one. The victim is told as it happens, and /f status shows exactly how exposed you are — a raid you did not know was possible is indistinguishable from a bug.
The standard: a banner your faction designed, planted on its own land, that an enemy can take. Its colour is your identity. It must see the sky — the rule that makes it reachable at all. Flying one is the difference between recovering at full speed and recovering slowly, and carrying one home makes you glow red through walls while its owner is told where you are standing.
Also: PvP rules moved onto Standards' harm seam so hostile skills are refused like swords; allies are finally protected from friendly fire; mobs cannot chew through claimed land; and three worked config profiles — peaceful, cosy PvE, war.
Requires SableCraft Standards 1.1.1+, NeoForge 21.11.42, Minecraft 1.21.11. Full notes in CHANGELOG.md.
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