Medieval Factions icon

Medieval Factions -----

Allows players to organize themselves into feudal, diplomatic, lawful groups akin to nations.




What's Changed
Full Changelog: v5.5.0...v5.6.0
----------, Mar 30, 2025

Functionality Changes
  • Made Dynmap processing more configurable by allowing optional realm and faction info display. #1829
  • Updated Dynmap to reflect faction disbandment. #1830
  • Prevented an anvil duplication exploit involving falling blocks in gates. #1831
Other Changes
  • Added unit tests for Dynmap integration and simplified test server setup. #1826]
  • Enabled BlueMap in the test server. #1828
  • Updated project version to 5.5.0. #1833
Verification
  • Updated the test container to Minecraft 1.21.4 and verified plugin compatibility. #1827
  • Confirmed that factions persist when upgrading from version 5.4.0.
----------, Mar 13, 2025

Functionality Changes
  • Fixed an issue where the power insufficiency check failed when a faction attempted to conquer land.
  • Added the ability for players to submit applications to join factions.
Other Changes
  • Added a Dockerfile with Dynmap support.
  • Updated CONTRIBUTING.md.
  • Removed upgrade instructions for MF 5 from the README.
Verification
  • Confirmed that factions persist when upgrading from version 5.3.0.
----------, Mar 2, 2025

What's Changed
New Contributors
Full Changelog: v5.2.0...v5.3.0
----------, Jan 19, 2024

What's Changed
New Contributors
Full Changelog: v5.1.4...v5.2.0
----------, Jul 6, 2023

What's Changed
Full Changelog: v5.1.3...v5.1.4
----------, May 24, 2023

What's Changed
Full Changelog: v5.1.2...v5.1.3
----------, Mar 29, 2023

What's Changed
Full Changelog: v5.1.1...v5.1.2
----------, Feb 15, 2023

What's Changed
Full Changelog: v5.1.0...v5.1.1
----------, Feb 3, 2023

What's Changed
New Contributors
Full Changelog: v5.0.6...v5.1.0
----------, Jan 15, 2023

What's changed
  • #1391 Fix hoppers being able to take items from locked containers
----------, Dec 19, 2022

What's Changed
Fixed factions not being able to call allies into war with the 'invoke' command.
----------, Nov 29, 2022

What's changed
  • #1616 Fixed duels teleporting people to the same location in different dimensions
  • #1621 Fixed players being teleported to the other player's location when duels finish
----------, Nov 29, 2022

What's changed
  • #1608 Fix faction chat incompatibility with EssentialsX chat
----------, Nov 15, 2022

What's changed
  • #1605 Made autoclaim happen in one task to reduce occurrences of claim conflicts
  • #1606 Don't send faction chat messages on preview
----------, Nov 15, 2022

What's changed
  • #1596 Don't re-create boss bars after accepting duels
  • #1597 Use chat previews for formatting
  • #1598 Fix wars displaying twice in some scenarios
  • #1599 Add missing translations for flag list/set aliases
  • #1602 Add missing translations for peace made notifications
  • #1603 Fixed faction chat causing unverified chat kick issues
  • #1604 Speed up dynmap updates on larger servers with name caching and building faction info less frequently
----------, Nov 14, 2022

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Medieval Factions 5
Medieval Factions 5 reimagines and reworks everything about Medieval Factions. The development of the fifth major version of MF was led by alyphen (creator of RPKit). Huge thanks to her!

What's changed
This is a complete rewrite of Medieval Factions so everything has received a fresh coat of paint since 4.6.x/4.7.x. Commands, permissions, placeholders, etc should mostly be compatible, though some things have changed, such as locks, roles, and force commands.

Upgrading from Medieval Factions 4
  1. If you have a Medieval Factions 4 install, replace the Medieval Factions 4 jar with Medieval Factions 5.
  2. On the next start, Medieval Factions 5 will detect the Medieval Factions 4 config and make a backup of all of the data in mf4_backup in the data folder. It will then proceed to generate the new config file, and shut down the server.
  3. At this point, you should configure your database, if you have one.

    If you have MySQL or MariaDB database, this should look something like:

    database:
    url: 'jdbc:mysql://127.0.0.1/database'
    dialect: 'MYSQL'
    username: 'username'
    password: 'password'

    If you do not have a MySQL database, you can ignore this, as the plugin will create an h2 file-based database in your server's working directory.
  4. Start the server one more time, and the configuration and data from the Medieval Factions 4 backup will be migrated to your new Medieval Factions 5 install.
------------------------------------------------------------
----------, Nov 11, 2022

What's Changed
New Contributors
Full Changelog: 4.6.4.1...4.6.4.2
----------, Jun 18, 2022

What's Changed
Full Changelog: 4.6.4...4.6.4.1
----------, May 7, 2022

What's Changed
Full Changelog: 4.6.3.1...4.6.4
----------, Apr 3, 2022

What's Changed
Full Changelog: v4.6.2...4.6.3
----------, Feb 27, 2022

Fixed a null error in the DamageHandler class.
----------, Feb 7, 2022

Fixed players within a faction being able to attack each other and players who are not at war being able to attack each other.
----------, Feb 7, 2022

Some bugs have been fixed in this version of the plugin.

It should be noted that this issue has been introduced in this version:
https://github.com/dmccoystephenson/Medieval-Factions/issues/1337
----------, Feb 6, 2022

Changes in Medieval Factions v4.5.1
  • Fixed dynmap integration. The dynmap should no longer display odd or incorrect information.
----------, Jan 29, 2022

Changes
The codebase has been cleaned up in some major ways. In this version, players should no longer lose all of their power. Please reach out if this is not the case.

Elafir has also made gates controllable with redstone, which is exciting. Big thanks to them.

More details to come.

Note
I've just discovered a new bug when attempting to update MF on 1.16.5. It appears that older versions of the java runtime are unable to load this version of the plugin. The issue can be found here:
https://github.com/dmccoystephenson/Medieval-Factions/issues/1284
----------, Jan 28, 2022

Note
In this beta version of the plugin, conquering is working again.
----------, Jan 4, 2022

Changes in Medieval Factions v4.4
  • Callum extended the "dynmapTerritoryColor" faction flag to be able to handle strings as input, instead of just hexadecimal codes.
  • Callum redesigned the algorithm for claiming in a radius around the player.
  • Callum added flag validation for the "dynmapTerritoryColor" faction flag.
  • Callum fixed "\n" showing up in the second page of the help command.
  • Callum fixed some errors showing up in the console.
  • Added the "playersLosePowerOnDeath" config option.
  • Introduced some specification and abstract classes.
  • Fixed conquering requirements.
----------, Dec 12, 2021

Changes in Medieval Factions v4.4-beta-1
  • Callum extended the "dynmapTerritoryColor" faction flag to be able to handle strings as input, instead of just hexadecimal codes.
  • Callum redesigned the algorithm for claiming in a radius around the player.
  • Callum added flag validation for the "dynmapTerritoryColor" faction flag.
  • Callum fixed "\n" showing up in the second page of the help command.
  • Callum fixed some errors showing up in the console.
  • Added the "playersLosePowerOnDeath" config option.
----------, Nov 23, 2021

Changes in Medieval Factions v4.3
  • Created an external API for developers to use.
  • Callum added a new config option to limit the number of allowed characters in faction names.
  • Callum implemented a character limit for faction names.
  • Callum fixed ClassCastException errors printing in the console.
  • Added pt-br (Portugese Brazilian) as a supported language.
  • Integrated Fiefs with the plugin.
  • Showed fief information in the output of the /mf info command. (Requires Fiefs)
  • Fixed the debug flags inside classes not changing (until the server restarts) after enabling debug mode.
  • Added a config option to disable faction protections so players can interact with blocks in other factions' land.
  • Added the "limitLand" config option.
  • Added the "allowFriendlyFire" faction flag.
  • Added the "factionsCanSetPrefixColors" config option.
  • Added de (German) as a supported language.
  • Allowed faction owners to enable/disable fiefs through a faction flag. (Requires Fiefs)
  • Allowed operators to forcefully set faction flags with the /mf force flag command.
  • Created a Logger class to clean up the code related to debug messages.
  • Added a faction flag for whether or not officers can mint currency. (Requires Currencies)
----------, Sep 20, 2021

Changes in Medieval Factions v4.2.1
  • Richardhyy fixed non-english characters not being correctly saved because of wrong encoding.
  • Richardhyy fixed localization strings read from external files not being parsed correctly and being replaced by the default tsv values.
  • Mitras2 added the possibility to display the name of the current land owning faction in the ActionBar.
  • Mitras2 made it so a player joining will now also see the name of the land owning faction as a title.
  • Made sure that every event handler had a debug flag and wasn't printing debug messages to the console.
  • Made all debug flags reference a single variable.
  • Made the debug flag a config option.
----------, Aug 22, 2021

Changes in Medieval Factions v4.2
  • Callum integrated the plugin with PlaceholderAPI and added 24 placeholders.
  • Callum allowed people to use prefixes in place of faction names in commands.
  • Callum added the /mf map command.
  • Caibinus added a "Realms" layer to the dynmap.
  • Fixed the seventh page of the /mf help command being inaccessible.
  • Callum fixed special characters in the translated text for the plugin turning into incomprehensible symbols in-game.
  • Allowed factions to customize their prefix colors using a new faction flag.
  • Fixed the /mf force sub-commands producing an internal error on 1.17.
  • Added a config option to show prefixes in faction chat.
  • Made the /mf config show command have multiple pages.
  • Made lieges able to call vassals into war.
  • When making peace with a liege, peace will be made with all of that liege's vassals as well.
  • Fixed players being able to break blocks that were a part of gates.
  • Allowed admins to claim land for other factions using /mf force claim 'faction'.
----------, Jul 11, 2021

Changes in Medieval Factions v4.1
  • fixed anvils not being lockable
  • fixed %s showing up in force join command "player has joined faction" message
  • changed the default vassal power contribution to 75%
  • fixed vassals/lieges disbanded due to inactivity remaining in their liege/vassal's list of vassals/liege field
  • created a /mf force removevassal command
  • fixed value for PermissionNeeded key having an extra ' in en-us.tsv translation file
  • Callum added cancellable events to the plugin, which should be helpful for developers
  • Callum overhauled the Command System, completely rewriting both the Command Interpreter class and all command classes, making the code more DRY and introducing a new abstract class
  • Fixed the key missing for the output of the /mf config command with no arguments
  • Fixed players being able to steal items from item frames inside claims that they should not have had access to
  • Fixed players being able to rotate items in item frames inside claims that they should not have had access to
  • Fixed players being able to fill and empty buckets inside claims that they should not have had access to
  • Fixed players not being able to break hanging entities when they were in bypass mode
  • Fixed factionless players being able to steal hanging entities from claimed land
  • Fixed players being able to grant lock access to themselves and made sure they got alerted that they could not when they attempted to
  • Fixed players being able to revoke lock access from themselves and made sure they got alerted that they could not when they attempted to
  • Players are now alerted that they are unable to promote themselves when they attempt to
  • Players are now alerted that they are unable to demote themselves when they attempt to
  • Rewrote the Interaction Handler class, making the code more DRY and introducing some new manager classes
  • implemented the Faction Flags feature, allowing faction owners to customize the functionality of their factions
  • added the "mustBeOfficerToManageLand" flag
  • added the "mustBeOfficerToInviteOthers" flag
  • added the "alliesCanInteractWithLand" flag
  • added the "vassalageTreeCanInteractWithLand" flag
  • added the “territoryAlertPopUp” config option, allowing admins to enable/disable the territory alert pop up
  • added the “territoryAlertColor” config option, allowing admins to set the color of the territory alert pop up
  • added the “randomFactionAssignment” config option, which when set to true assigns players to a random faction when they join the server for the first time
  • added a bonus power field to every faction configurable by admin control
  • created the force rename sub-command
  • created the force unlock sub-command
  • created the force create sub-command, allowing admins to create factions with no owners
  • fixed ‘%s’ showing up in the “Player not found” alert that gets displayed when you type /mf power (playerName) and the player isn’t found
  • prevented liquids from flowing into claimed land from unclaimed land or claimed land held by another faction
  • improved the code for the Faction.java class by removing some unused fields
  • ensured that Faction Events work with all aspects of the plugin
  • Caibinus fixed the dueling system glitching out if the losing player dies from fire damage.
  • Removed minutes from "last logged out" alert since it displays a negative number.
  • added the "allowNeutrality" config option
  • added the "neutral" faction flag, allowing players to designate their factions as neutral
  • prevented allied factions from calling neutral factions into war
  • prevented neutral factions from declaring war on others
  • prevented factions from declaring war on neutral factions
  • prevented war if one of the factions involved in a declaration of independence is neutral
  • Expanded the FactionFlags class to include non-boolean values
  • added the “dynmapTerritoryColor” faction flag, allowing players to set the color of their territories displayed on the Dynmap thanks to some reworking by Caibinus
  • added the “territoryAlertColor” faction flag
  • fixed “null” appearing in alerts that get sent when a player accepts another player’s challenge to duel
  • fixed factions being unable to request an alliance with the same faction after forging and breaking an alliance without a restart
  • fixed the name of the player being kicked being displayed as the kicker when a player forcefully kicks another player from their faction
  • fixed there being an extra space under “Members of (faction name)” in the output of the members command
----------, Jun 7, 2021

Changes in Medieval Factions v4.0
  • thanks to Caibinus, dynmap support has finally been added, meaning claims will now be displayed on a server’s Dynmap
  • added localization support, meaning the plugin is now translatable
  • added Spanish as a supported language
  • added Russian as a supported language
  • added a config option called to enable/disable unlocked door interaction for non members in faction territory
  • added a config option called "languageid" for selecting the language of the plugin
  • added a config option for whether players chat with prefixes
  • added a config option to make faction chats shared by lieges and vassals
  • added a config option to allow vassals and lieges to interact with each other’s territories.
  • added a config option to allow allies to interact with each other’s territories
  • added a config option to set the color of faction chat
  • added the '/mf force transfer' sub-command
  • added the '/mf prefix set (new prefix)' command
  • added the '/mf claim (number)' sub-command, allowing players to claim more than one chunk at a time
  • fixed factions not saving in 1.12.2
  • fixed auto claiming not working in 1.12.2
  • fixed lecterns being able to be interacted with by members of enemy factions
  • implemented radius claiming, allowing players to claim more than one chunk at a time with /f claim (number)
  • removed legacy support for updating from versions older than v3.3
  • created an API for Medieval Factions for other programmers to use
  • something to note is that for every command, the original English will work as well as any translated commands
  • disallowed the vassalization of a faction if it would result in a vassalization loop
  • faction members will now be alerted upon logging in if their faction is below 50% of their max power
  • bonus power from vassals is now visible in the output of the info command for liege factions
  • a faction’s max power (without vassal contribution) is now visible in the output of the info command
  • the config should be able to be edited through both the server files and the config command now
----------, Feb 4, 2021

Changes in v3.6.2
  • included permissions in the plugin.yml
  • made it so that players could use default commands by default
  • made it so that ops could use admin commands by default
  • fixed armor stands being able to be interacted with and broken in other player's factions
  • fixed bypass breaking a locked door not actually unlocking all of the block locations of the door
  • prevented hanging entities from being broken in faction territory by non-members
  • fixed double chest not being fully locked when a player expands a locked single chest
----------, Dec 23, 2020

Changes in v3.6.1
  • vassals now contribute power to their lieges if their lieges aren't weakened
  • vassals become vulnerable if their lieges are weakened
  • allies are no longer automatically called into wars
  • added the /mf invoke (ally) (enemy) command to call specific allies to specific wars
  • fixed /mf power (player) being case sensitive
  • regular faction members will now get informed that they need to be an officer or owner to claim land when they use the /mf claim command
  • vassal and liege references now get removed when a faction is disbanded
  • added the /mf force renounce (faction) sub-command to allow admins to forcefully remove vassal and liege references associated with a faction
----------, Dec 18, 2020

Changes in Medieval Factions v3.6.0.3
  • A config option has been added to make it so when a faction reaches 0 power upon a scheduled power decrease, the faction is disbanded.
  • Allowed conquering without being in a war if every member of a faction is experiencing power decay.
  • Major code refactoring to improve coupling, cohesion and visibility.
  • Removed unneeded legacy code for deleting .txt files for chunks and locks that was causing console.
----------, Dec 16, 2020

Changes in v3.6.0.2
  • fixed the "Gate gateName?" console spam issue
----------, Nov 28, 2020

Changes in v3.6.0.1
  • Added the config option 'zeroPowerFactionsGetDisbanded'.
  • Factions will now be disbanded if their power reaches zero and the config option 'zeroPowerFactionsGetDisbanded' is set to true.
  • Added /mf force power sub-command, allowing those with permission to manually set a player's power.
  • Removed a lot of unnecessary print statements, but "Gate gateName?" continues to be spammed in the console. We are looking into it.
  • Altered some print statements to show more information.
----------, Nov 27, 2020

Changes in Medieval Factions v3.6
  • added the Gates feature, allowing factions to have a number of gates that are removed upon chunk unclaiming or conquering
  • players get removed from all locking related lists when they log out now
  • integrated bStats with the plugin
  • added the Duels feature, allowing players to formally duel other players, receiving the loser's head if they win
  • added a config option to make claimed chunks that are surrounded in all four directions by chunks claimed by the same faction unconquerable
  • added /mf force disband command
----------, Oct 4, 2020

Changes in Medieval Factions v3.5.1
  • merged /mf forcesave and /mf forceload into the /mf force command
  • created the /mf force save sub-command.
  • created the /mf force load sub-command.
  • created the /mf force peace 'faction1' 'faction2' sub-command.
  • altered permissions related to the above commands to be mf.force.save, mf.force.load and mf.force.peace respectively
  • added a link to the wiki to the /mf command (no arguments)
----------, Sep 16, 2020

Changes in Medieval Factions v3.5
Additions
  • added a config option to make the max power level of a faction X times greater than normal
  • added a config option to limit the number of officers to 1 + (1 per X members)
  • added a config option to make the max power level of a faction officer X times greater than normal
  • added a config option for enabling/disabling power decay
  • added a config option for how often power decays once it begins
  • added a config option for how much power decays once it begins
  • added a config option for how long a player has to be offline until power decay begins
  • added a config option to set a limit on faction name length
  • factions can now have vassals
  • factions can now have a liege
Fixes
  • fixed officer promotion alert for players who get promoted being red instead of green
  • fixed players being able to promote a player in their faction multiple times
  • fixed locked object coordinates bleeding over into different worlds
  • fixed players not getting removed from officer list when leaving a faction
  • fixed config settings not saving after being changed in-game with the config command
  • land claims no longer bleed into the nether by coordinates
Tweaks
  • war declarations and peace agreements are now broadcasted to all online players
  • players are now informed how much their power increases during the scheduled increase
  • the /f power command output now shows max power level in addition to power level
  • decreased the spacing between fields in the info command output
  • players are now alerted upon login if their faction is exceeding their demesne limit
  • old config options now get deleted
  • the following blocks are now lockable: warped and crimson doors, all types of fence gates, all types of trapdoors, furnaces, anvils and barrels
  • players in other factions can now access locked blocks if they are given access no matter what territory it is in
  • cleaned up code and created a config subsystem
  • made factions unable to declare war on vassals unless they have the same liege (basically war can only be declared on independent factions now in most cases)
----------, Sep 15, 2020

Changes in Medieval Factions v3.4.3
  • fixed players being able to interact with doors, trapdoors, fence gates, barrels, levers and buttons in enemy territory if they were holding a shield or a food item
----------, Aug 24, 2020

Changes in Medieval Factions v3.4.2
  • added a config option called "minutesBeforeInitialPowerIncrease"
  • added a config option called "minutesBetweenPowerIncreases"
  • added a config option called "warsRequiredForPVP"
  • added a config option called "officerLimit"
  • fixed scheduled power increases not referencing the config in both execution and printing
  • fixed players being able to open chests in enemy territory if they were holding a shield or a food item
  • fixed /mf rename making factions no longer own their claimed chunks/locked blocks
----------, Aug 22, 2020

Changes in Medieval Factions v3.4.1
  • Fixed access lists for locked blocks not getting loaded correctly upon restart. Players should no longer get locked out of their own chests or doors.
----------, Aug 9, 2020

Changes in Medieval Factions v3.4
  • Faction owners now have a ** displayed next to their name in the output of the /mf members command.
  • Faction officers now have a * displayed next to their name in the output of the /mf members command.
  • Players with the "mf.config" permission can now use /mf config show and /mf config set (option) (value) to manage the config in-game.
  • Fixed version mismatch handling. Instead of attempting to rename the config and save the defaults, the plugin will now add any missing config options to your config.yml without touching config options that are already present and it will update the version in the config.yml to the correct version. This means that any future config option additions should seamlessly get added to the config.yml in future updates.
----------, Jul 30, 2020

Changes in Medieval Factions v3.3
  • The saving/loading system has been completely overhauled by Pasarus. Instead of using .txt files, we now use .json files for storage. This means that saving/loading is now dynamic and future changes to what gets saved and loaded should not break anyone's saves. In addition to this, a conversion system was programmed to convert old save files to the new save format, meaning saves should not get broken on this update.
  • Another major overhaul handled by Pasarus was to change any instance of referencing player data from names to UUIDS. Previously, we used names for everything, meaning that if a player changed their name, they wouldn't be in their faction anymore for instance. This will no longer be a problem.
  • If there a version mismatch with the config.yml, it will be saved as config.yml.old and the default values will be loaded into config.yml. This is to ensure that whenever something new is added to the config.yml, nothing will break.
  • Fixed claimed chunks appearing to be cross-world.
  • Fixed /mf resetpowerlevels not referencing the initial power level in config.yml.
  • Fixed autoclaim exploit where players were able to claim above their demesne limit if they moved through chunks fast enough.
  • Fixed faction home not getting destroyed upon the chunk getting claimed by an enemy faction.
  • Fixed /mf who showing incorrect number of claimed chunks.
  • Fixed factions remaining as enemies to other factions when they got disbanded via the /mf leave command.
  • Fixed player power levels not increasing upon killing another player.
  • Ladders are now placeable on faction territory by default (this can be changed in the config).
  • Allowed players to use /mf members (faction) if they are not in a faction.
  • Added a message to inform players when a command is not recognized by the plugin.
  • Added the /f, /factions and /medievalfactions aliases for /mf.
  • Players are now informed they're not in a faction when they use /mf info without being in a faction.
  • Those with the "mf.disband.others" permission can now disband other factions with /mf disband (faction).
  • Those with the "mf.unclaimall.others" permission can now unclaim all of the land of other factions with /mf unclaimall (faction)
  • When a player is bypassing, they can now use /mf unclaim to unclaim specific chunks.
  • Food can now be eaten while in enemy faction territory and looking at a block.
  • Shields can now be used while in enemy faction territory and looking at a block.
  • Changed the default initial power to 5, the default max power to 20 and the default hourly increase amount to 2.
  • Prevented players from transferring their faction to themselves.
----------, Jul 26, 2020

Changes in Medieval Factions v3.2.1
  • previously existing PVP protections are now fixed
  • splash potions no longer cause damage to friendly players
  • lingering potions no longer cause damage to friendly players
  • plugin support is now limited to 1.14.4+
  • some coding improvements
----------, Jul 24, 2020

Changes in Medieval Factions v3.2
  • projectiles no longer work on players whose factions you're at peace with thanks to Pasarus.
  • projectiles no longer work on players in the same faction.
  • added a config.yml
  • added a config value for the initial power level of players
  • added a config value for the maximum power level of players
  • added a config value for the hourly power increase amount
  • added a config value for whether mobs will spawn in faction territory
  • config.yml gets saved in a folder called "./plugins/MedievalFactions" and I cannot change this, so now everything saves to "./plugins/MedievalFactions" instead of "./plugins/medievalfactions" and code is provided to update saves with old versions to the new version so nothing gets broken/lost.
----------, Jul 22, 2020

Changes in Medieval Factions v3.1
  • added the /mf bypass command with permission 'mf.bypass'
  • if playing have bypass toggled, they will be able to open locked chests and affect claimed land.
----------, Jul 19, 2020

Changes in Medieval Factions v3.0.3
- fixed players' faction power not decreasing when they died.
- fixed officers not getting their status removed after leaving, being kicked or being given ownership.
- fixed players' faction power increasing too much when they killed others.
----------, Jul 19, 2020

Changes in Medieval Factions v3.0.2
- players no longer need to be in a faction to use /mf info
- realized that players could duplicate items if they died in faction territory so now you lose items in faction territory again until I figure out what the problem is
- made the names of players white in faction chat, but the messages gold still
----------, Jul 18, 2020

Changes in Medieval Factions v3.0
  • added the /mf chat command, allowing players to toggle faction chat.
  • when in faction chat, messages get sent to everyone in that players' faction instead of to everyone on the server
  • made the faction chat color gold
----------, Jul 15, 2020

Changes in Medieval Factions v2.9.1
- When players enter and leave faction territory, alerts now show up on their screen rather than in the chat.
- The plugin is now supported for 1.13, 1.14, 1.15 and 1.16
----------, Jul 12, 2020

Changes in Medieval factions v2.9
  • the maximum power for players is now 50
  • players now gain 10% power when they kill others
  • players now lose 10% power when they die
  • if players die in faction territory and aren't killed by a player, they won't drop their items
  • monsters no longer spawn in claimed chunks
  • fixed some commands being case sensitive
----------, Jul 11, 2020

Changes in Medieval Factions v2.7
  • Players can now view the laws of their faction with /mf laws
  • Players can now view the laws of another faction with /mf laws (faction name)
  • Players can now create laws with /mf addlaw
  • Players can now delete laws with /mf removelaw
  • Players can now edit a law with /mf editlaw (number) (edited message)
  • The list command now displays power, population and land information. It is also sorted by power.
----------, Jul 10, 2020

Changes in Medieval Factions v2.5
  • added the /mf lock command, letting players lock chests and doors.
  • added the /mf unlock command, letting players undo their locks.
  • added the /mf grantaccess command, letting players share their locks with a player.
  • added the /mf checkaccess command, letting players check who has access to their locks
  • added the /mf revokeaccess command, letting players stop sharing their locks with a player.
  • only allowed locking things on claimed land.
  • prevented players from interacting with locked blocks unless they have access and alerts them as to why they were stopped.
  • disallowed players from breaking locked blocks unless they are the owner.
  • made locks go away when land is unclaimed or conquered.
  • made locks go away on block break.
  • prevented players from turning locked single chests into double chests unless they are the owner.
  • prevented players from bypassing locks with hoppers.
  • fixed a bug where the names of allies and enemies weren't getting renamed when they needed to.
  • fixed a bug where allies and enemies weren't disappearing when they got disbanded.
  • fixed a bug where cumulative power levels kept increasing/decreasing despite players meeting their maximums/minimums.
----------, Jul 9, 2020

Changes in Medieval Factions v2.4.2
  • Made players' power levels only increase every hour if they're online
  • Fixed hourly power increases not affecting faction cumulative power levels.
  • Created /mf resetallpowerlevels command
  • Improved saving and loading
  • Implemented an autosave feature, now the plugin will save hourly
  • Created /mf rename command, allowing players to rename their factions
  • Fixed an error occurring when players tried to unclaim land without setting a faction home first.
  • Fixed /mf autoclaim claiming land you just left rather than land you're entering.
  • Removed an alert if autoclaim is toggled for your faction.
----------, Jun 25, 2020

Changes in Medieval Factions v2.2.2
  • fixed the kicker's name appearing instead of the kicked player's name when one issued the /kick command
----------, Jun 23, 2020

Changes in Medieval Factions v2.2.1
  • fixed power increases happening every three minutes instead of every sixty minutes.
  • made hourly power increases only affect online players
----------, Jun 17, 2020

Changes in Medieval Factions v2.2
  • Made it take three seconds to teleport to your faction home.
  • Made a player's power level increase every hour they're online.
  • Made invitations expire after 24 hours.
  • Made faction home teleport cancel if player moves
  • Faction homes now get deleted if the chunk they're on gets unclaimed
  • Fixed /mf forceload creating copies of claimed chunks and player power records.
----------, Jun 16, 2020

Changes in Medieval Factions v2.1
  • added unique permissions for every command -> mf.(command)
  • added the 'mf.default' permission
  • added the 'mf.admin' permission
  • informed players what permission they need if they try to use a command they don't have permission to use
----------, Jun 14, 2020

Changes in Medieval Factions v2.0
  • Fixed page five of help screen having white text instead of blue text.
  • Implemented alliance system allowing players to make alliances.
  • Prevented allied factions from declaring war on eachother.
  • When factions declare war on factions, the victim's allies join the war.
  • Revamped the /mf makepeace command.
  • Introduced the /mf ally command.
  • Introduced the /mf breakalliance command.
  • Edited /mf info to include alliance information.
----------, Jun 14, 2020

Changes in Medieval Factions v2.0
  • Fixed page five of help screen having white text instead of blue text.
  • Implemented alliance system allowing players to make alliances.
  • Prevented allied factions from declaring war on eachother.
  • When factions declare war on factions, the victim's allies join the war.
  • Revamped the /mf makepeace command.
  • Introduced the /mf ally command.
  • Introduced the /mf breakalliance command.
  • Edited /mf info to include alliance information.
----------, Jun 14, 2020

Changes in Version 1.9
  • Disallowed officers from using /mf autoclaim
  • Added /mf version command
  • Renamed /mf delete to /mf disband
  • Created /mf who (player name) command, which lets you view the details of the faction of a player.
----------, Jun 12, 2020

Changes in Version 1.8.3
  • Replaced direct error printing in the console with user-friendly messages.
  • Added feedback whenever a player types a command in all situations.
  • Made factions at peace unable to conquer land from eachother.
----------, Jun 12, 2020

Changes in Version 1.8.2
- Fixed players' power level not going up when they kill other players.
- Fixed players not getting informed when land is conquered from their faction.
- Players now get informed when they gain or lose power.
----------, Jun 11, 2020

New in Version 1.8.1
- Players now lose power when they die.
- Players now gain power when they kill others.
- Players can now conquer land from other factions if they exceed their demesne size.
- Players' power levels now contribute to their factions' cumulative power level by 1s and not 10s.
----------, Jun 10, 2020

Advanced Warfare Update
- Players now lose power when they die.
- Players now gain power when they kill others.
- Players can now conquer land from other factions if they exceed their demesne size.
- Players' power levels now contribute to their factions' cumulative power level by 1s and not 10s.
----------, Jun 10, 2020

Advanced Warfare Update
- Players now lose power when they die.
- Players now gain power when they kill others.
- Players can now conquer land from other factions if they exceed their demesne size.
----------, Jun 10, 2020

Resource Information
Author:
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Total Downloads: 55,829
First Release: Jun 9, 2020
Last Update: Mar 30, 2025
Category: ---------------
All-Time Rating:
45 ratings
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Released: --------------------
Downloads: ------
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