Factions

How a faction works end to end: four ranks, chunk claims, a shared treasury, mob protection inside your land, and what happens when it disbands.

Ranks, invites and the faction hub

A faction has four ranks and they are strictly ordered: member, elder, moderator, leader. Every permission hangs off that order. Every button in the faction menu calls the same check the matching command calls, so a button can never allow more than the typed command it mirrors, and it can never allow less.

ActionLowest rank that may do it
Read the roster, the overview and the faction's contraband listMember
Deposit coins or Rift Ore Fragments into the faction potsMember
Claim and unclaim chunksElder
Create the faction bankElder
Simulate a tax rule with /faction tax test, which moves no moneyElder
Invite, kick, set the faction homeModerator
Withdraw from the treasury, pay another faction, buy faction bonusesModerator
Edit the contraband listModerator
Promote and demoteLeader
Change settings, edit tax policy, renameLeader

Invites

An invite is filed against the invited player's own account, not against their name, and it is valid for 120 seconds. The invited player sees who sent it and can accept from the message, from /faction invites, or by typing /faction join with the faction name. The picker screen only lists players who are online, in no faction, and visible to you; anyone offline is invited by name with /faction invite.

Leaving, kicking and handing over

Leaving, kicking, transferring and disbanding all sit behind a second command, /faction confirm. The pending action stays armed for 20 seconds and is checked again at the moment you confirm it, so a kicker who was demoted inside that window cannot push the kick through on authority they no longer hold.

/faction promote steps a player from member to elder to moderator and stops there. Leadership only moves through /faction transfer, which hands the faction over and drops the old leader to moderator. A leader who tries to leave while anyone else is still in the faction is refused and told to transfer or disband; a leader who is the last member leaves by disbanding.

The hub

/f with no arguments opens the hub. It has six screens: hub, members, member detail, invite picker, settings and contraband. Each is a 54 slot window driven by left click only, so a Bedrock player reaches every control with a plain tap. No screen ever takes or hands out an item, double clicks are discarded, and a drag into the window is cancelled. Controls your rank cannot use are greyed out with a line saying what they require, rather than hidden, so the layout does not change shape as you are promoted. If you leave or are kicked while a screen is open, your next click closes it instead of acting on a dead window.

The settings screen holds friendly fire, whether you see invisible allies, the collision rule (always, other teams only, own team only, never), the faction colour from 16 named choices, the chat tag suffix, set home, teleport home, and the description. A description is capped at 96 characters and has formatting characters stripped out of it on the way in, because it renders into other players' inventories. The rename tile is display only: renaming needs a voucher.

Claiming land, and the chunk cap

Land is taken one chunk at a time with /faction claim, at 2,500 coins per chunk. That money is destroyed rather than paid to anyone; claiming is a coin sink. Elder rank and above may claim and unclaim, and /faction map shows what is already taken around you.

How much land you may hold is worked out from your membership every time it is asked for. It is never stored, so it moves as the roster moves.

Claim cap = the larger of 30 and (9 x members), plus 10 for every territory upgrade the faction has bought.

MembersBase capWhy
130The floor. A solo faction keeps the old flat allowance
330Still the floor: 27 is below it
4369 per member takes over here
1090
25225

Because the base half is derived, it shrinks again when people leave. A faction that ends up holding more chunks than its cap allows keeps every chunk it already has: only new claims are refused until the number comes back under the line. Nothing is ever unclaimed for you, and there is no grace timer, because there is nothing to time.

Two factions cannot end up holding the same chunk. A claim scans every faction for that chunk and refuses in the same tick, so there is no window in which both succeed.

Unclaiming does not destroy the tiered upgrade sitting on that chunk. The tier is released into a faction-held bank, and claiming the chunk again later hands it back, so a border adjustment does not cost you the upgrades you paid for. The same release runs when land changes hands in a peace settlement.

Territory upgrades and the Faction Shop

Two different things are easy to confuse here. The Territory Expander raises the faction's cap and is paid from the treasury. The tiered chunk upgrades improve one chunk you are standing in and are paid from your own wallet.

Territory Expander

Bought from the faction buff shop by a moderator or leader, always out of the treasury. Every purchase adds 10 chunks to the cap and you may buy up to 40 of them, so 400 chunks above whatever your membership gives you. The first costs 25,000 and each further purchase multiplies the price by 1.2, which compounds hard at the top end.

PurchasePriceCap added so far
1st25,000+10
2nd30,000+20
3rd36,000+30
5th51,840+50
10thabout 129,000+100
20thabout 799,000+200
40thabout 30,600,000+400

Factions that bought the old five tier version of this buff keep what they had: those tiers are read as the first five purchases, and the old bonuses map upward rather than down, so nobody lost capacity in the change.

Tiered chunk upgrades

Three tiers at 15,000, 35,000 and 70,000, bought from the Faction Shop screen of /shop while you are standing in a chunk your faction owns. Each purchase advances exactly one tier and stops at tier 3; the card tells you which tier the chunk is on and refuses with a plain line if the chunk under your feet is unclaimed. This is a personal purchase, so it comes out of your wallet and carries your faction's tax on top like any other shop buy.

The rest of the shelf

ItemPriceWhat it does
Faction Home Scroll10,000Sends you to the faction home. It is consumed only if a warmup actually starts, so a scroll used in combat, with no home set, or with no faction is not lost. The scroll has no cooldown of its own; the /faction home command keeps one
Chunk Reveal Token1,500Draws a 3 x 3 zone map of the chunks around you
Faction Rename Voucher75,000Renames the faction. This is the only way to rename one

What a rename actually costs you

The old name is released and then held for the renaming leader for 30 days, and a name currently reserved by somebody else is refused with the claimant and the days remaining named in the refusal.

There is a real consequence to weigh first. Teleporters and regional shops store the owning faction's name as a snapshot, and a rename does not rewrite them. After a rename your own members-only teleporters will refuse your own members, and a non-admin attempt to demolish them fails as well. Rename when the faction is small or when you are prepared to rebuild those records.

The treasury, the fragment bank and paying other factions

A faction holds two shared pots, and they behave differently.

The treasury

The coin pot. /faction deposit is open to every member, so anyone can fund the faction. /faction withdraw needs moderator rank, and each member has a daily withdraw allowance on top of that, which a faction buff can raise. The allowance exists because a moderator with an unlimited pull could empty a shared pot in one sitting.

Money arrives in the treasury from tax on what members earn and buy, from the shop tax on regional shops standing on your land, from a share of what players extract out of Ancient Ruins you hold, and from the faction bonus paid to the top contributor's faction when a rift is cleared. Ancient Ruins pay no passive income: what a ruin gives your treasury is a share of what somebody actually carried out of it.

The faction bank created with /bank create faction is not a second balance. Its capital is the live treasury, which is why an elder can create it but only the treasury permissions govern what leaves it.

The fragment bank

A separate pot holding Rift Ore Fragments, dropped by rift mobs. Any member can top it up with /faction fragments deposit, and the same command with no arguments shows what is in it. Village NPCs are paid from these two pots together: coins out of the treasury and fragments out of the fragment bank first, then out of the acting member's own inventory as a top up if the bank runs short. Spending is withdraw-gated even though depositing is not. A player with no faction pays for their own NPCs out of their own pocket, so solo play is never blocked.

What you put into the fragment bank is a gift to the faction. Leaving does not refund it.

Paying another faction

/faction pay <faction> <amount> moves coins treasury to treasury. It needs moderator rank, the same permission that governs pulling coins out at all, and it is confirmed with /faction confirm. The transfer is not taxed, and it deliberately does not count as income for the receiving faction: two factions passing the same coins back and forth would otherwise inflate both of their economic figures without anybody producing anything. The payer sees the result and every online member of the receiving faction is told.

Tax rates, the three policies, and what a contraband ban does and does not stop are covered separately. See Taxes and contraband.

Faction bonuses bought from the treasury

Three timed bonuses sit on the Faction Shop screen. All three are moderator-and-above purchases and come out of the treasury, never a personal wallet, and all three apply to the whole faction for a limited time.

BonusCost from the treasuryWhat it does
Faction XP25,000+50 percent job XP for every member
Faction income50,000+50 percent job income for every member
Claim protection120,000Non-members cannot break blocks in your claimed chunks

The shop refuses before it charges when the bonus is already running, so a hopeful second click cannot drain the treasury to reset a timer, and a double click is discarded before it reaches the purchase at all. The price on the card is the price taken, because the label and the charge read the same value.

The income bonus is now the bottom rung of the wider booster ladder rather than a system of its own: the old faction key is kept as a permanent alias for level 1, so the button buys exactly what it always bought. The ladder itself runs much further and is described under Boosters.

The permanent faction buffs are a separate shelf, in the faction buff shop, also treasury-funded and moderator-gated. That shelf holds the Territory Expander described above, a reduction to the /faction home cooldown, the guard and worker caps for a village, and the raise to each member's daily withdraw allowance.

Mob griefing inside your claims

Inside a claim, mobs do no build damage. This is done per claim and per cause rather than by switching the server's mob griefing rule off, because that rule also governs villager farming, villager item pickup and the whole village NPC layer this server is built on. Ten separate branches carry the protection and each one can be switched off on its own.

What is stopped inside a claimHow
Creeper, ghast, wither and other entity explosionsThe blast's block list is filtered, never cancelled
Bed and respawn anchor explosionsFiltered the same way
Fire started by an explosionThe blast keeps its radius but lights nothing
Endermen taking and placing blocks, withers eating through walls, silverfish, sheep eating grass, rabbits eating cropsThe block change is cancelled for any non-player source
Zombies breaking doorsCancelled, and independently of the exemption list
Ravagers and other mobs trampling farmlandCancelled
Item frames and paintings pulled down by a mobCancelled
Item frames and paintings caught in a blastCancelled
A mob damaging a frame, painting or armour stand directlyCancelled
Fire from fireballs, lightning and fire spread with no player behind itCancelled

Filtering, not cancelling

An explosion that is cancelled outright also loses its damage, and a blast that merely clips your border would be neutered for everyone. Filtering the block list instead means a creeper on your boundary still hurts whoever is standing there, still dies, and still cracks the unclaimed side. Only the claimed blocks survive.

The exemption list

Four entity types are exempt by default, plus anything the plugin marks as a village NPC regardless of its type: villagers, falling blocks, armour stands and snow golems.

The falling block entry is the one that matters most and it is not intuitive. Cancelling a falling block's change deletes the block instead of letting it land, so without that exemption sand and gravel poured inside a claim would simply vanish on the way down. Villagers are exempt because the village builder and farmer behaviour depends on it.

Player TNT, and what carries no signature

TNT lit by a player your faction trusts is let through, and it is judged block by block, so a blast spanning two factions' borders is filtered correctly at the line rather than passed or blocked wholesale. A TNT minecart carries no record of who set it off, so it is treated as mob griefing; end crystals are treated the same way.

Untouched by all of this: item pickup, villager breeding, trading and worksite claiming, the village NPC work loops, and player block breaking, which still runs through the ordinary claim protection. Unclaimed land is not covered.

Allies, war and the chat channels

An alliance starts as a request from one faction to another and only exists once it is accepted; either side can end it later. War is declared and then accepted, and peace is negotiated through its own screen, which can carry reparations paid treasury to treasury.

Two chat channels follow from that. /fc switches you into faction chat, which only your own members read. /fac is the ally channel, which reaches your allies as well. Both are modes rather than one-shot prefixes: you stay in the channel until you switch out of it.

What a relation changes

RelationEffect
AllyThe ally chat channel, an optional setting that lets you see invisible allies, and guard NPCs that will not target them
At warGuard NPCs may engage their members inside your claim, and faction combat buffs that check for war become live
NeutralGuards only engage a player who has earned it through the 30 second aggro memory, which is fed by attacks on your guards and workers and by PvP against your members inside your claim

Relation colours on name tags are worked out per viewer and recomputed every time they are resolved, so an ended war cannot leave a stale tint behind. Rank is deliberately not part of the tag: the tag carries your title, your bought colour and the faction suffix, so a promotion is invisible above your head and shows up in /faction info instead.

Friendly fire, and the bounty exception

Friendly fire is a leader setting and it defaults to off. There is one thing that overrides it in practice. Bounties allow faction and ally targets by default, and Minecraft blocks a killing blow between team mates before the server ever sees it, so a bounty on a faction mate would be unclaimable in theory and impossible in practice. Faction infighting therefore turns friendly fire on for that faction while it is enabled, which means members can damage each other generally, not only the bountied one. That is what infighting means; the alternative is for staff to turn faction targets off, which restores full protection between members.

Dissolution: what happens when a faction ends

Disbanding is a leader action behind /faction confirm. Everything the faction owns is then wound down in a fixed order, and the order is load bearing: each step assumes the one before it has finished.

  1. Every online member is told.
  2. Alliances, wars, drafts and peace offers are erased from every other faction's records.
  3. Issued stock is bought back from holders at the current price, largest holding first, capped by what the treasury can afford. Whatever the treasury cannot cover is written off, with the outstanding share count reduced to match, so the books balance at every instant. Faction and player holders are both told.
  4. The faction bank is dissolved. Member accounts are refunded to their wallets, loans are settled and forgiven, ATM and helpdesk structures are demolished, and company accounts anchored there are moved.
  5. Companies survive. A company belongs to its owner, so shares the treasury held are retired and any forced lock is released, but the firm itself carries on.
  6. Faction NPCs are released to the player who hired them and become ordinary personal NPCs. Online hirers are told that upkeep now comes out of their own pocket; an offline hirer finds out through the usual dormancy notice.
  7. The fragment bank is handed to the disbanding leader as real Rift Ore Fragment stacks, with any overflow dropped at their feet.
  8. The treasury is split across the former members. The last payee receives the remainder rather than a rounded share, so the sum matches the balance exactly and nothing is lost to rounding.
  9. The name is reserved for the disbanding leader for 30 days. Anybody else who tries it is told who holds it and how many days are left.
  10. The faction record is deleted and every former member's name tag is refreshed.

Nothing in this sequence destroys coins. Every payout is a transfer between pots that the money supply already counts, and the loans a dissolving bank held are forgiven rather than force-defaulted against a creditor that no longer exists.

Leaving is much smaller than disbanding

When you leave or are kicked, your membership goes and the reverse lookup clears itself. Claims stay with the faction, because land was never yours personally. Anything in the fragment bank stays there. Your rank, and with it every treasury permission, is gone the moment the membership entry is.

One deliberate exception: your daily withdraw record for today survives your departure. Deleting it would let a moderator hit their limit, leave, rejoin and pull again without bound.

Bounties on you are not cleared, and whether a bounty can be claimed is judged at the moment of the kill, so leaving a faction makes a faction-protected bounty on you claimable straight away.

Offline members

Offline members are handled correctly and told nothing. The treasury share lands in their wallet and their bank account is refunded, but the plugin has no offline notification anywhere, so the first they know of it is the balance when they next log in.

Known limits and where to read next

Some of the material on this page is recent, and a few of the figures are likelier than others to be tuned later. That is worth knowing before you plan a build around a specific number. The claim maths, the mob griefing matrix and the dissolution order are the parts to check in game first.

Rough edges worth knowing about

  • Teleporters and regional shops store the owning faction's name as text. A rename does not rewrite them, so your own members-only teleporters stop recognising you.
  • Unclaiming through /faction unclaim closes regional shops on that chunk. Land that changes hands through a peace settlement or a disband does not trigger the same closure, so a shop can be left open on land its owner no longer controls.
  • There is no offline notification anywhere in the plugin. Anything that happens to you while you are away is discovered by looking, not by a message on login.
  • Promotions and demotions do not refresh the name tag, because rank is not part of what the tag shows. Check /faction info instead.

Related pages

  • Taxes and contraband for tax policy, the rule engine and what a ban on an item actually stops inside your claims.
  • Economy for where the coins come from and where they go.
  • Banking for accounts, savings, loans and the faction bank.
  • Village for the NPCs the treasury and the fragment bank pay for.
  • Markets for regional shops standing on faction land.