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Warforge: Difference between revisions

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Created page with "Warforge is a mod created by jamioflan, creator of FlansMod. Mod was pvp centric claim mod made specifically for now defunct Flan's modded. 1.12.2 SMP. During development of Warfactory 1, the mod was forked and rewritten by Mr.Norwood and EightXOR8, introducing many additional features. General overview The mod allows players to create factions, which grant them the ability to claim chunks as well as get passive resources from claimed chunks. Factions can raid other fac..."
 
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Warforge is a mod created by jamioflan, creator of FlansMod. Mod was pvp centric claim mod made specifically for now defunct Flan's modded. 1.12.2 SMP. During development of Warfactory 1, the mod was forked and rewritten by Mr.Norwood and EightXOR8, introducing many additional features.
Warforge is a mod created by jamioflan, creator of FlansMod. The mod was PVP centric claim mod made specifically for now defunct Flan's modded. 1.12.2 SMP. During development of Warfactory 1, the mod was forked and rewritten by Mr. Norwood and EightXOR8, introducing many additional features.


General overview
General overview
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=== Creating a faction ===
=== Creating a faction ===


To create a faction, a player must first obtain a citadel. Citadels can be placed on any unclaimed chunk, and picked up by sneak-interacting with them, if they don't belong to any faction. To create a faction, a factionless player must place a citadel, interact with it and click “Create” button. From there, the player is allowed to name the faction and choose a color. It's important to note that the faction's '''name is immutable''', while color can always be changed from the citadel's menu. Every claimed chunk has a border drawn around it with the color of the faction and cannot be disabled. Players can toggle borders by pressing B by default or using the <code>/f borders</code> command. Creators of the faction will always be set as the leaders.  
To create a faction, a player must first obtain a '''citadel'''. Citadels can be placed on any '''unclaimed chunk''' and can be picked up by '''sneak-interacting''' with them, provided the citadel is unclaimed.  
[[File:UnclaimedCitadelGui.png|thumb|UI presented on freshly placed citadel]]


A factionless player can create a faction by placing a citadel, interacting with it, and clicking the '''“Create”''' button. They can then '''name the faction''' and choose its '''color'''.
* '''Faction name''' is permanent and cannot be changed.
* '''Faction color''' can be changed later via the citadel menu.
Every claimed chunk displays a '''colored border''' corresponding to its faction. These borders cannot be disabled globally but can be toggled on or off individually by pressing '''B''' (default) or using the <code>/f borders</code> command.
The player who creates the faction is automatically set as the '''leader'''.
=== Inviting players, ranks transferring, ownership, leaving ===
=== Inviting players, ranks transferring, ownership, leaving ===
Every faction has to have a leader, who is the owner of the faction. From there, factions have officers and regular members. Officers are able to do additional things within the faction's context, such as: inviting, expelling or placing claims. Members can be promoted and demoted with <code>/f promote</code> and <code>/f demote</code>, respectively. Leader can change the leader of the faction using <code>/f setleader</code> command. Members of the factions will have an additional name tag field that displays their faction affiliation.
Every faction has a '''leader''', who is the faction’s owner. Beyond the leader, factions can have '''officers''' and '''regular members'''.
 
* '''Officers''' can perform additional actions, such as inviting or expelling players and placing claims.
* '''Members''' can be promoted to officers or demoted using <code>/f promote</code> and <code>/f demote</code>.
* The '''leader''' can transfer leadership to another member with <code>/f setleader</code>.
 
All faction members have an '''extra name tag field''' that displays their faction affiliation.
----


=== Chunk veins and passive yields ===
=== Chunk veins and passive yields ===
Chunks can hold valuable resource yields. Players can view veins by sneaking, which will give them a UI indicator of the vein in the chunks they are currently in. Veins can have 3 different qualities: Poor, Fair and Rich, the quality affects the total yield. The display shows you the item, amount of items that you will get, within square brackets and up 2 percentages. First percentage shows the chance of you getting the items. A second percentage value is responsible for an extra item, which displays a chance for getting a single extra item. It's important to note that the same item can have multiple chances to drop, as it's possible for an item to have multiple drop chances, with each chance having their percentage. Certain veins can occur at different rates in different dimensions. All vein-specific settings can be adjusted within the <code>warforge/veins.cfg</code> config file.
Chunks can contain valuable resource '''veins'''. Players can view veins by '''sneaking''', which displays a UI indicator for the vein in the chunks they are currently in.  


[[File:Vein.png|Chunk vein of Rich Gold-Diamond, with 100% chance of 80 gold ores, 80% of extra 10 gold ores, and 100% of 3 diamonds, with 60% possibility for an extra diamond. |center|thumb|500x500px]]


Veins have '''three quality levels''' — Poor, Fair, and Rich — which affect the total yield. The display shows:
* The '''item'''.
* The '''number of items''' you will receive (in square brackets).
* Up to '''two percentages''':
*# The first percentage indicates the chance of obtaining the listed items.
*# The second percentage indicates the chance of getting '''one extra item'''.
<blockquote>Note: An item can have multiple independent drop chances within the same vein.</blockquote>Veins can occur at different rates depending on the '''dimension''', and all vein-specific settings can be adjusted in <code>warforge/veins.cfg</code>.
'''Yield collection:''' Items from veins are automatically deposited into the chunk’s claim at set intervals, configurable in the main configuration file.


=== Expanding Claim area and citadel upgrading ===
=== Expanding Claim area and citadel upgrading ===
To expand your claim area, players with rank officer or higher can place claim blocks. Currently, there are 2 claim blocks: basic and reinforced. They differ in strength, which decides the amount of points that attackers need to gain in order to win a siege. Depending on the configuration, you may have citadel level system enabled. Level system restricts the amount of claims that a faction can have. Preventing players placing extra claims if the limit is reached. To level up your citadel, an officer or higher needs to go into the citadel and press the “Upgrade Citadel” button. This will open a GUI that will ask the player for specific items in order to advance. If the player has the requested items and presses the “Upgrade” button, the items will be deducted from the player's inventory and the citadel will level up. Amount of levels, their claim limits and required items can be configured in <code>warforge/upgrade_levels.cfg</code> config file.
To expand your faction’s claim area, players with the rank of officer or higher can place claim blocks. Currently, there are two types: basic and reinforced, which differ in strength. Strength determines how many points attackers must gain to win a siege.
 
If the citadel level system is enabled, it restricts the number of claims a faction can have, preventing players from placing extra claims once the limit is reached.
 
[[File:UpgradeUI.png|thumb|Citadel Upgrade UI|left]]
 
To level up a citadel, an officer or higher must interact with it and click the “Upgrade Citadel” button. This opens a GUI showing the required items for the upgrade. If the player has the items and confirms by pressing “Upgrade”, the items are removed from the player’s inventory and the citadel levels up.
 
The number of levels, their claim limits, and the required items can be configured in the file: <code>warforge/upgrade_levels.cfg</code>.
 
 
 


=== Sieges ===
=== Sieges ===
Sieges allow factions to attack other factions, unclaiming their chunks, preventing them from being reclaimed, or even taking over their territory. A faction can start a siege by placing a siege structure next to the enemy’s land, opening the siege menu, and selecting the chunk to target. The siege will only begin if the attacking faction is not under a losing penalty.
[[File:Siege camp UI.png|thumb|Siege camp UI, with attacker's siege camp in the center, with enemy claim chunk to the north|center]]
During an active siege, both attackers and defenders see an overhead display showing siege progress. The siege functions as a '''tug-of-war''': killing enemies grants points to the respective side. The siege timer is influenced by the attacker’s '''momentum''' – gained from winning previous sieges and lost when a siege is lost.
[[File:SiegeBar.png|frameless|center|891x891px]]
* When the timer reaches 0, attackers earn a point and the timer resets.
* Timer values based on momentum can be configured in the main configuration file.
* Each attacker win grants an extra momentum point, which lasts for a configurable duration. If the momentum expires or the siege is lost, it resets to 0.
* If attackers start a siege with 0 momentum, a siege penalty is applied.
A siege is considered '''abandoned''' if all members of one side leave the siege area. By default, this area includes a '''2-chunk radius around the siege chunk''' (configurable in the main config) and the '''entire claim area of the defenders'''.
* If defenders were offline when the siege began, they are not considered abandoned until a defender logs in and then leaves the siege area.
* The deserting side has a limited amount of time to return to the siege area before the siege is marked as failed.
* Factions are notified via chat whenever a siege is at risk of being abandoned.
The point ranges depend on defender's claim type, surrounding claims and claim reinforces that may be present on or around their claimed chunks.
===Player commands===
* <code>/f invite <playerName></code> – Invite a player to join your faction.
* <code>/f accept</code> – Accept a pending faction invitation.
* <code>/f disband</code> – Disband your faction permanently (leader only).
* <code>/f expel <playerName></code> – Remove a member from your faction (officer or leader).
* <code>/f leave</code> – Leave your current faction.
* <code>/f time</code> – Check the amount of time your faction has been active or remaining siege/claim timers.
* <code>/f info <factionName></code> – View information about a specific faction (members, claims, stats).
* <code>/f top</code> – Show a leaderboard of top factions (by wealth, kills, or other metrics).
* <code>/f wealth</code> – Check your faction’s total wealth.
* <code>/f legacy</code> – View your faction’s legacy.
* <code>/f notoriety</code> – Check your faction’s notoriety or reputation in the world, affected by amount of kills they get.
* <code>/f borders</code> – Toggle the display of faction claim borders.

Latest revision as of 15:02, 31 August 2025

Warforge is a mod created by jamioflan, creator of FlansMod. The mod was PVP centric claim mod made specifically for now defunct Flan's modded. 1.12.2 SMP. During development of Warfactory 1, the mod was forked and rewritten by Mr. Norwood and EightXOR8, introducing many additional features.

General overview The mod allows players to create factions, which grant them the ability to claim chunks as well as get passive resources from claimed chunks. Factions can raid other factions, allowing them to destroy enemy claims and take over bases.

Guide

Creating a faction

To create a faction, a player must first obtain a citadel. Citadels can be placed on any unclaimed chunk and can be picked up by sneak-interacting with them, provided the citadel is unclaimed.

UI presented on freshly placed citadel

A factionless player can create a faction by placing a citadel, interacting with it, and clicking the “Create” button. They can then name the faction and choose its color.

  • Faction name is permanent and cannot be changed.
  • Faction color can be changed later via the citadel menu.

Every claimed chunk displays a colored border corresponding to its faction. These borders cannot be disabled globally but can be toggled on or off individually by pressing B (default) or using the /f borders command.

The player who creates the faction is automatically set as the leader.

Inviting players, ranks transferring, ownership, leaving

Every faction has a leader, who is the faction’s owner. Beyond the leader, factions can have officers and regular members.

  • Officers can perform additional actions, such as inviting or expelling players and placing claims.
  • Members can be promoted to officers or demoted using /f promote and /f demote.
  • The leader can transfer leadership to another member with /f setleader.

All faction members have an extra name tag field that displays their faction affiliation.


Chunk veins and passive yields

Chunks can contain valuable resource veins. Players can view veins by sneaking, which displays a UI indicator for the vein in the chunks they are currently in.

Chunk vein of Rich Gold-Diamond, with 100% chance of 80 gold ores, 80% of extra 10 gold ores, and 100% of 3 diamonds, with 60% possibility for an extra diamond.

Veins have three quality levels — Poor, Fair, and Rich — which affect the total yield. The display shows:

  • The item.
  • The number of items you will receive (in square brackets).
  • Up to two percentages:
    1. The first percentage indicates the chance of obtaining the listed items.
    2. The second percentage indicates the chance of getting one extra item.

Note: An item can have multiple independent drop chances within the same vein.

Veins can occur at different rates depending on the dimension, and all vein-specific settings can be adjusted in warforge/veins.cfg.

Yield collection: Items from veins are automatically deposited into the chunk’s claim at set intervals, configurable in the main configuration file.

Expanding Claim area and citadel upgrading

To expand your faction’s claim area, players with the rank of officer or higher can place claim blocks. Currently, there are two types: basic and reinforced, which differ in strength. Strength determines how many points attackers must gain to win a siege.

If the citadel level system is enabled, it restricts the number of claims a faction can have, preventing players from placing extra claims once the limit is reached.

Citadel Upgrade UI

To level up a citadel, an officer or higher must interact with it and click the “Upgrade Citadel” button. This opens a GUI showing the required items for the upgrade. If the player has the items and confirms by pressing “Upgrade”, the items are removed from the player’s inventory and the citadel levels up.

The number of levels, their claim limits, and the required items can be configured in the file: warforge/upgrade_levels.cfg.



Sieges

Sieges allow factions to attack other factions, unclaiming their chunks, preventing them from being reclaimed, or even taking over their territory. A faction can start a siege by placing a siege structure next to the enemy’s land, opening the siege menu, and selecting the chunk to target. The siege will only begin if the attacking faction is not under a losing penalty.

Siege camp UI, with attacker's siege camp in the center, with enemy claim chunk to the north

During an active siege, both attackers and defenders see an overhead display showing siege progress. The siege functions as a tug-of-war: killing enemies grants points to the respective side. The siege timer is influenced by the attacker’s momentum – gained from winning previous sieges and lost when a siege is lost.

  • When the timer reaches 0, attackers earn a point and the timer resets.
  • Timer values based on momentum can be configured in the main configuration file.
  • Each attacker win grants an extra momentum point, which lasts for a configurable duration. If the momentum expires or the siege is lost, it resets to 0.
  • If attackers start a siege with 0 momentum, a siege penalty is applied.

A siege is considered abandoned if all members of one side leave the siege area. By default, this area includes a 2-chunk radius around the siege chunk (configurable in the main config) and the entire claim area of the defenders.

  • If defenders were offline when the siege began, they are not considered abandoned until a defender logs in and then leaves the siege area.
  • The deserting side has a limited amount of time to return to the siege area before the siege is marked as failed.
  • Factions are notified via chat whenever a siege is at risk of being abandoned.

The point ranges depend on defender's claim type, surrounding claims and claim reinforces that may be present on or around their claimed chunks.


Player commands

  • /f invite <playerName> – Invite a player to join your faction.
  • /f accept – Accept a pending faction invitation.
  • /f disband – Disband your faction permanently (leader only).
  • /f expel <playerName> – Remove a member from your faction (officer or leader).
  • /f leave – Leave your current faction.
  • /f time – Check the amount of time your faction has been active or remaining siege/claim timers.
  • /f info <factionName> – View information about a specific faction (members, claims, stats).
  • /f top – Show a leaderboard of top factions (by wealth, kills, or other metrics).
  • /f wealth – Check your faction’s total wealth.
  • /f legacy – View your faction’s legacy.
  • /f notoriety – Check your faction’s notoriety or reputation in the world, affected by amount of kills they get.
  • /f borders – Toggle the display of faction claim borders.