File Details
easy_factions-neoforge-1.1.0-1.21.1-java21.jar
- R
- Jul 18, 2026
- 387.22 KB
- 135
- 1.21.1
- NeoForge
File Name
easy_factions-neoforge-1.1.0-1.21.1-java21.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
Easy Factions - Unofficial Port 1.1.0 Minecraft 1.21.1 | NeoForge
Land stops being something you simply buy and start being something you can lose. This release turns the Territory Table into a proper conquest map: admin regions get names and colours, killing an enemy costs their faction ground, and a faction has to be a real faction before it may fence anything off.
One download, three bundled mods, as before: the Easy Factions port, the Warborn add-ons, and MineTerritory (the Territory Table). All three now report version 1.1.0.
===================================================================== READ THIS FIRST: ONE CONFIG CHANGE IS REQUIRED
Open easy_factions-server.toml and set:
pointsPerKill = 0
Easy Factions ships its own kill-takes-land rule and it will double up with the new one. Leave it on and a single kill is punished twice, in two different places on the map. The server logs a loud warning on startup if it is still set.
Why theirs is being switched off rather than kept: it removes the victim chunk nearest the KILLER'S LEADER'S personal claims, and when that leader holds none in the dimension it falls back to chunk (0,0). On most worlds that means a kill in a border skirmish quietly eats the victim's land near world spawn instead. The new rule measures from the place the victim actually died.
===================================================================== CONQUEST: KILLING TAKES LAND
Kill a member of a rival faction and their faction loses claim capacity, and half of what they lose is paid into YOUR faction's pool. Land is contested rather than merely destroyed.
- A qualifying kill costs the victim's faction 10 claim slots (territory.claimsLostPerKill).
- 50% of that loss is added to the killing faction's collective pool (territory.killerSharePercent). It goes to the faction, not to the player who swung, so a kill funds the war effort rather than one person's estate.
- Capacity comes off before chunks do. While a faction holds fewer chunks than its cap, a kill only shrinks the ceiling and nothing visibly changes on the map. Real chunks start falling only once the ceiling drops below what they actually hold, and the chunks that fall are the ones nearest the death site, in the dimension the player died in.
- Penalties heal. Every 10 minutes each penalised faction gets one slot back (territory.penaltyRegenSeconds), so a losing streak bleeds a faction without spiralling it into oblivion. Set the value to 0 to make losses permanent.
- The whole system is one switch, territory.conquestEnabled, if you would rather run a builder server.
===================================================================== ADMIN TERRITORIES GET A NAME AND A COLOUR
Server-owned ground used to paint as a single anonymous purple mass labelled "Admin", so a spawn city, a dungeon, and a neutral trade road were visually indistinguishable.
- Type a name into the name box BEFORE painting and those chunks carry it on the map from then on.
- The colour swatches now work for admin claims. Pick per region, so spawn can be gold and the wilds preserve can be green.
- Admin colour is STAGED: it applies to the next region you commit, not retroactively to every admin claim you have ever made. That is what lets two admin regions differ. Personal and faction swatches still recolour live, as before.
- Default colour is territory.adminDefaultColor, still purple (0xC056C0).
FIXED: admin claiming required operator AND creative mode, and said nothing when you failed the second half. An op in survival simply never saw Admin appear in the claim type cycle, with nothing on screen explaining the absence. Operator is still always required; creative is now opt-in via territory.adminRequiresCreative (default off).
===================================================================== A FACTION HAS TO BE A FACTION
New hard gate: territory.minFactionMembers (default 3). A faction below the threshold cannot claim any land at all.
This exists because the member-scaled cap could never express it. A linear cap, base + perMember x members, cannot evaluate to zero for a founder, so one player could always found a throwaway faction purely to fence off chunks.
Unclaiming is deliberately NOT gated. A faction that drops below the threshold can still release the land it already holds, so shrinking factions never strand their territory behind a rule they can no longer satisfy. Set it to 1 to switch the gate off.
===================================================================== CONFIGURATION
New [territory] block in territory-server.toml. NeoForge appends it on first launch, so an existing config file keeps every value you have already tuned.
minFactionMembers 3 members needed before a faction may claim
conquestEnabled true master switch for kill-takes-land
claimsLostPerKill 10 slots the victim's faction loses per kill
killerSharePercent 50 share of that loss paid to the killer's faction
penaltyRegenSeconds 600 one slot refunded per interval; 0 = permanent
adminDefaultColor 0xC056C0 default border colour for a new admin region
adminRequiresCreative false require creative on top of operator for admin claims
And once more, in easy_factions-server.toml: pointsPerKill = 0.
===================================================================== NOTES
- MineTerritory is GPL-3.0-only and Easy Factions is MPL-2.0. They are bundled in one jar for a single install but remain separate mods with separate licences, and no Easy Factions code is compiled into the MineTerritory classes.
- Do NOT also install a standalone territory jar. This download already contains the territory mod, and a second copy is a duplicate mod id, which is a hard crash at mod discovery rather than a warning.