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[Mod] Factions [0.8][factions]

PostPosted: Sun Aug 14, 2016 13:22
by DoctorFool
At last a real factions plug-in for Minetest, easily extensible and easy to use.
Code: WTFPL
Assets: no assets at the moment.
Mod dependencies: banners (though this one can be easily removed)
Source+download: https://github.com/shamoanjac/factions
This mod at last brings real factions to Minetest servers, with faction wars (still a WIP but almost done), claiming based on power, faction chat, customizable ranks, etc.

Basic use:
  • /f : shows the faction you're in.
  • /f create <name>: create a faction with yourself as the leader.
  • /f claim : claim the parcel you're on, provided that you've got enough power.
  • /f disband : disband your faction
  • /f join <faction>: join an existing faction, provided that you are invited (or the faction is open).
  • /f invite <player>: invite a player (feature warning: the player has to be online) to your faction.
  • /f help: lists all available commands, including the many that are not included here.

Some features:
  • Doing stuff within factions require different permissions, which are given to different ranks (see commands /f newrank, /f promote, /f ranks, etc.)
  • Default ranks are "leader", "moderator" and "member", but you can add new ones with custom privileges
  • Factions can be free-to-join (see commands /f close and /f open)
  • Power is given by crafting power banners (by default, each one of them gives 10 power)
  • Claiming a parcel costs, by default, 0.5 power (customizable with a single variable in factions.lua)
  • You can claim parcels from a faction which has negative power
  • War banners can be placed on an enemy parcel, allowing editing in it for your team until it is removed (WIP, still not working)

Additional notes:
  • Parcels are 16x16 columns of nodes.
  • Testing MP modes in SP isn't easy, bugs are to be expected.
  • As a design decision (though this can be overriden with a single variable), parcel protection only works down to Y=-512.

Re: [Mod] Factions [0.7][factions]

PostPosted: Sun Aug 14, 2016 13:33
by lisacvuk
Seems awesome. I can't wait to see a server using it :D

Re: [Mod] Factions [0.7][factions]

PostPosted: Sun Aug 14, 2016 13:45
by Fixerol
Awesome! Can't wait to see it on servers.

Re: [Mod] Factions [0.7][factions]

PostPosted: Mon Aug 15, 2016 10:05
by DS-minetest
Looks nice. For war servers its a good mod!

Re: [Mod] Factions [0.8][factions]

PostPosted: Mon Aug 15, 2016 10:41
by DoctorFool
Update:
- Power banners now don't increase power, but rather maximum power
- Power is slowly regenerated over time (settings in factions.lua) until it reaches the maximum power value
- Power is lost by dying

Re: [Mod] Factions [0.8][factions]

PostPosted: Mon Aug 15, 2016 10:54
by cx384
1+

Re: [Mod] Factions [0.8][factions]

PostPosted: Mon Aug 15, 2016 12:24
by azekill_DIABLO
awesome!

Re: [Mod] Factions [0.8][factions]

PostPosted: Fri Aug 19, 2016 05:27
by kaen
This is really badly needed, and is also exceedingly well written. Also lol: https://github.com/shamoanjac/factions/ ... ter/log#L4

Good work, it looks very extensible and easy to integrate into a larger framework.

Re: [Mod] Factions [0.8][factions]

PostPosted: Sat Aug 20, 2016 09:09
by DoctorFool
kaen wrote:This [...] is also exceedingly well written

Wow, this is the first time anyone compliments me on my code, thanks! :D

Re: [Mod] Factions [0.8][factions]

PostPosted: Sat Aug 20, 2016 09:42
by azekill_DIABLO
i just watched it... he is true! the code is very nicely written! well presented; easy to read; light; simple... great job!

Re: [Mod] Factions [0.8][factions]

PostPosted: Wed Dec 21, 2016 05:43
by XtremeHacker
A factions mod!
Wow, now all we need is some servers use it. :)