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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 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. | ||
[[File:UnclaimedCitadelGui.png|thumb|UI presented on freshly placed citadel]] | |||
=== Inviting players, ranks transferring, ownership, leaving === | === Inviting players, ranks transferring, ownership, leaving === | ||
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Sieges allow factions to attack other factions, unclaiming their chunks and preventing them from being claimed, or even taking over the claim. Sieges can be started by a faction by placing a siege next to the enemy faction, opening the menu, and selecting the chunk that you want to siege. If the faction is not having a losing penalty active, the siege will begin. | Sieges allow factions to attack other factions, unclaiming their chunks and preventing them from being claimed, or even taking over the claim. Sieges can be started by a faction by placing a siege next to the enemy faction, opening the menu, and selecting the chunk that you want to siege. If the faction is not having a losing penalty active, the siege will begin. | ||
During active siege, attackers, and defender will have an overhead display about the progress of the siege. The siege is a tug of war between attackers and defenders, where killing the enemy gives points to their respective side. The timer ticks down | During active siege, attackers, and defender will have an overhead display about the progress of the siege. The siege is a tug of war between attackers and defenders, where killing the enemy gives points to their respective side. The timer is set based on attacker's momentum, which is gained via winning sieges, and lost on losing a siege. Whenever timer ticks down to 0, a point is awarded to attackers and the timer restarts. Timer's values based on momentum is configurable in the main configuration file. On each attacker win, they get extra momentum point that is valid for a certain amount of time, based on the configuration file, if it expires or a siege is lost, the value is set back to 0. If attackers while having 0 momentum, they will be given a siege penalty. | ||
The point ranges depend on defender's claim type, surrounding claims and claim reinforces that may be present on or around their claimed chunks. |
Revision as of 13:48, 31 August 2025
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 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 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 /f borders
command. Creators of the faction will always be set as the leaders.

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 /f promote
and /f demote
, respectively. Leader can change the leader of the faction using /f setleader
command. Members of the factions will have an additional name tag field that displays their faction affiliation.
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 warforge/veins.cfg
config file.
Yield items will be deposited into the chunk's claim on set intervals, configured within the main configuration file.
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 warforge/upgrade_levels.cfg
config file.
Sieges
Sieges allow factions to attack other factions, unclaiming their chunks and preventing them from being claimed, or even taking over the claim. Sieges can be started by a faction by placing a siege next to the enemy faction, opening the menu, and selecting the chunk that you want to siege. If the faction is not having a losing penalty active, the siege will begin.
During active siege, attackers, and defender will have an overhead display about the progress of the siege. The siege is a tug of war between attackers and defenders, where killing the enemy gives points to their respective side. The timer is set based on attacker's momentum, which is gained via winning sieges, and lost on losing a siege. Whenever timer ticks down to 0, a point is awarded to attackers and the timer restarts. Timer's values based on momentum is configurable in the main configuration file. On each attacker win, they get extra momentum point that is valid for a certain amount of time, based on the configuration file, if it expires or a siege is lost, the value is set back to 0. If attackers while having 0 momentum, they will be given a siege penalty.
The point ranges depend on defender's claim type, surrounding claims and claim reinforces that may be present on or around their claimed chunks.