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- {
- // -------------------------------------------- //
- // COMMAND ALIASES
- // -------------------------------------------- //
- // Don't you want "f" as the base command alias? Simply change it here.
- "aliasesF": [
- "f"
- ],
- // -------------------------------------------- //
- // WORLDS FEATURE ENABLED
- // -------------------------------------------- //
- // Use this blacklist/whitelist system to toggle features on a per world basis.
- // Do you only want claiming enabled on the one map called "Hurr"?
- // In such case set standard to false and add "Hurr" as an exeption to worldsClaimingEnabled.
- "worldsClaimingEnabled": {
- "standard": true,
- "exceptions": []
- },
- "worldsPowerLossEnabled": {
- "standard": true,
- "exceptions": []
- },
- "worldsPvpRulesEnabled": {
- "standard": true,
- "exceptions": []
- },
- // -------------------------------------------- //
- // DERPY OVERRIDES
- // -------------------------------------------- //
- // Add player names here who should bypass all protections.
- // Should /not/ be used for admins. There is "/f adminmode" for that.
- // This is for other plugins/mods that use a fake player to take actions, which shouldn't be subject to our protections.
- "playersWhoBypassAllProtection": [],
- // -------------------------------------------- //
- // TASKS
- // -------------------------------------------- //
- // Define the time in minutes between certain Factions system tasks is ran.
- "taskPlayerPowerUpdateMinutes": 1.0,
- "taskPlayerDataRemoveMinutes": 5.0,
- "taskEconLandRewardMinutes": 20.0,
- // -------------------------------------------- //
- // REMOVE DATA
- // -------------------------------------------- //
- // Should players be kicked from their faction and their data erased when banned?
- "removePlayerWhenBanned": true,
- // After how many milliseconds should players be automatically kicked from their faction?
- "removePlayerMillisDefault": 864000000, // 10 days
- "removePlayerMillisPlayerAgeToBonus": {
- "1209600000": 864000000 // +10 days after 2 weeks
- },
- "removePlayerMillisFactionAgeToBonus": {
- "2419200000": 864000000, // +10 days after 4 weeks
- "1209600000": 432000000 // +5 days after 2 weeks
- },
- // -------------------------------------------- //
- // DEFAULTS
- // -------------------------------------------- //
- // Which faction should new players be followers of?
- // "none" means Wilderness. Remember to specify the id, like "3defeec7-b3b1-48d9-82bb-2a8903df24e3" and not the name.
- "defaultPlayerFactionId": "none",
- // What rank should new players joining a faction get?
- // If not RECRUIT then MEMBER might make sense.
- "defaultPlayerRole": "RECRUIT",
- // What power should the player start with?
- "defaultPlayerPower": 0.0,
- // -------------------------------------------- //
- // MOTD
- // -------------------------------------------- //
- // During which event priority should the faction message of the day be displayed?
- // Choose between: LOWEST, LOW, NORMAL, HIGH, HIGHEST and MONITOR.
- // This setting only matters if "motdDelayTicks" is set to -1
- "motdPriority": "NORMAL",
- // How many ticks should we delay the faction message of the day with?
- // -1 means we don't delay at all. We display it at once.
- // 0 means it's deferred to the upcomming server tick.
- // 5 means we delay it yet another 5 ticks.
- "motdDelayTicks": -1,
- // -------------------------------------------- //
- // POWER
- // -------------------------------------------- //
- // What is the maximum player power?
- "powerMax": 10.0,
- // What is the minimum player power?
- // NOTE: Negative minimum values is possible.
- "powerMin": 0.0,
- // How much power should be regained per hour online on the server?
- "powerPerHour": 2.0,
- // How much power should be lost on death?
- "powerPerDeath": -2.0,
- // Can players with negative power leave their faction?
- // NOTE: This only makes sense to set to false if your "powerMin" setting is negative.
- "canLeaveWithNegativePower": true,
- // -------------------------------------------- //
- // CORE
- // -------------------------------------------- //
- // Is there a maximum amount of members per faction?
- // 0 means there is not. If you set it to 100 then there can at most be 100 members per faction.
- "factionMemberLimit": 0,
- // Is there a maximum faction power cap?
- // 0 means there is not. Set it to a positive value in case you wan't to use this feature.
- "factionPowerMax": 0.0,
- // Limit the length of faction names here.
- "factionNameLengthMin": 3,
- "factionNameLengthMax": 16,
- // Should faction names automatically be converted to upper case?
- // You probably don't want this feature.
- // It's a remnant from old faction versions.
- "factionNameForceUpperCase": false,
- // -------------------------------------------- //
- // SET LIMITS
- // -------------------------------------------- //
- // When using radius setting of faction territory, what is the maximum radius allowed?
- "setRadiusMax": 30,
- // When using fill setting of faction territory, what is the maximum chunk count allowed?
- "setFillMax": 1000,
- // -------------------------------------------- //
- // CLAIMS
- // -------------------------------------------- //
- // Must claims be connected to each other?
- // If you set this to false you will allow factions to claim more than one base per world map.
- // That would makes outposts possible but also potentially ugly weird claims messing up your Dynmap and ingame experiance.
- "claimsMustBeConnected": true,
- // Would you like to allow unconnected claims when conquering land from another faction?
- // Setting this to true would allow taking over someone elses base even if claims normally have to be connected.
- // Note that even without this you can pillage/unclaim another factions territory in war.
- // You just won't be able to take the land as your own.
- "claimsCanBeUnconnectedIfOwnedByOtherFaction": false,
- // Is claiming from other factions even allowed?
- // Set this to false to disable territorial warfare altogether.
- "claimingFromOthersAllowed": true,
- // Is a minimum distance (measured in chunks) to other factions required?
- // 0 means the feature is disabled.
- // Set the feature to 10 and there must be 10 chunks of wilderness between factions.
- // Factions may optionally allow their allies to bypass this limit by configuring their faction permissions ingame themselves.
- "claimMinimumChunksDistanceToOthers": 0,
- // Do you need a minimum amount of faction members to claim land?
- // 1 means just the faction leader alone is enough.
- "claimsRequireMinFactionMembers": 1,
- // Is there a maximum limit to chunks claimed?
- // 0 means there isn't.
- "claimedLandsMax": 0,
- // -------------------------------------------- //
- // HOMES
- // -------------------------------------------- //
- // Is the home feature enabled?
- // If you set this to false players can't set homes or teleport home.
- "homesEnabled": true,
- // Must homes be located inside the faction's territory?
- // It's usually a wise idea keeping this true.
- // Otherwise players can set their homes inside enemy territory.
- "homesMustBeInClaimedTerritory": true,
- // Is the home teleport command available?
- // One reason you might set this to false is if you only want players going home on respawn after death.
- "homesTeleportCommandEnabled": true,
- // These options can be used to limit rights to tp home under different circumstances.
- "homesTeleportAllowedFromEnemyTerritory": true,
- "homesTeleportAllowedFromDifferentWorld": true,
- "homesTeleportAllowedEnemyDistance": 32.0,
- "homesTeleportIgnoreEnemiesIfInOwnTerritory": true,
- // Should players teleport to faction home on death?
- // Set this to true to override the default respawn location.
- "homesTeleportToOnDeathActive": false,
- // This value can be used to tweak compatibility with other plugins altering the respawn location.
- // Choose between: LOWEST, LOW, NORMAL, HIGH and HIGHEST.
- "homesTeleportToOnDeathPriority": "NORMAL",
- // -------------------------------------------- //
- // ASSORTED
- // -------------------------------------------- //
- // Set this to true if want to block the promotion of new leaders for permanent factions.
- // I don't really understand the user case for this option.
- "permanentFactionsDisableLeaderPromotion": false,
- // How much health damage should a player take upon placing or breaking a block in a "pain build" territory?
- // 2.0 means one heart.
- "actionDeniedPainAmount": 2.0,
- // If you set this option to true then factionless players cant partake in PVP.
- // It works in both directions. Meaning you must join a faction to hurt players and get hurt by players.
- "disablePVPForFactionlessPlayers": false,
- // Set this option to true to create an exception to the rule above.
- // Players inside their own faction territory can then hurt facitonless players.
- // This way you may "evict" factionless trolls messing around in your home base.
- "enablePVPAgainstFactionlessInAttackersLand": false,
- // Inside your own faction territory you take less damage.
- // 0.1 means that you take 10% less damage at home.
- "territoryShieldFactor": 0.1,
- // -------------------------------------------- //
- // DENY COMMANDS
- // -------------------------------------------- //
- // A list of commands to block for members of permanent factions.
- // I don't really understand the user case for this option.
- "denyCommandsPermanentFactionMember": [],
- // Lists of commands to deny depending on your relation to the current faction territory.
- // You may for example not type /home (might be the plugin Essentials) in the territory of your enemies.
- "denyCommandsTerritoryRelation": {
- "ENEMY": [
- "home",
- "homes",
- "sethome",
- "createhome",
- "tpahere",
- "tpaccept",
- "tpyes",
- "tpa",
- "call",
- "tpask",
- "warp",
- "warps",
- "spawn",
- "ehome",
- "ehomes",
- "esethome",
- "ecreatehome",
- "etpahere",
- "etpaccept",
- "etpyes",
- "etpa",
- "ecall",
- "etpask",
- "ewarp",
- "ewarps",
- "espawn",
- "essentials:home",
- "essentials:homes",
- "essentials:sethome",
- "essentials:createhome",
- "essentials:tpahere",
- "essentials:tpaccept",
- "essentials:tpyes",
- "essentials:tpa",
- "essentials:call",
- "essentials:tpask",
- "essentials:warp",
- "essentials:warps",
- "essentials:spawn",
- "wtp",
- "uspawn",
- "utp",
- "mspawn",
- "mtp",
- "fspawn",
- "ftp",
- "jspawn",
- "jtp"
- ],
- "NEUTRAL": [],
- "TRUCE": [],
- "ALLY": [],
- "MEMBER": []
- },
- // -------------------------------------------- //
- // CHAT
- // -------------------------------------------- //
- // Should Factions set the chat format?
- // This should be kept at false if you use an external chat format plugin.
- // If you are planning on running a more lightweight server you can set this to true.
- "chatSetFormat": true,
- // At which event priority should the chat format be set in such case?
- // Choose between: LOWEST, LOW, NORMAL, HIGH and HIGHEST.
- "chatSetFormatAt": "LOWEST",
- // What format should be set?
- "chatSetFormatTo": "<{factions_relcolor}§l{factions_roleprefix}§r{factions_relcolor}{factions_name|rp}§f%1$s> %2$s",
- // Should the chat tags such as {factions_name} be parsed?
- // NOTE: You can set this to true even with chatSetFormat = false.
- // But in such case you must set the chat format using an external chat format plugin.
- "chatParseTags": true,
- // At which event priority should the faction chat tags be parsed in such case?
- // Choose between: LOWEST, LOW, NORMAL, HIGH, HIGHEST.
- "chatParseTagsAt": "LOW",
- // -------------------------------------------- //
- // COLORS
- // -------------------------------------------- //
- // Here you can alter the colors tied to certain faction relations and settings.
- // You probably don't want to edit these to much.
- // Doing so might confuse players that are used to Factions.
- "colorMember": "GREEN",
- "colorAlly": "DARK_PURPLE",
- "colorTruce": "LIGHT_PURPLE",
- "colorNeutral": "WHITE",
- "colorEnemy": "RED",
- // This one is for example applied to SafeZone since that faction has the pvp flag set to false.
- "colorNoPVP": "GOLD",
- // This one is for example applied to WarZone since that faction has the friendly fire flag set to true.
- "colorFriendlyFire": "DARK_RED",
- // -------------------------------------------- //
- // PREFIXES
- // -------------------------------------------- //
- // Here you may edit the name prefixes associated with different faction ranks.
- "prefixLeader": "**",
- "prefixOfficer": "*",
- "prefixMember": "+",
- "prefixRecruit": "-",
- // -------------------------------------------- //
- // EXPLOITS
- // -------------------------------------------- //
- // Should we attempt to block a certain kind of obsidian generator exploit?
- "handleExploitObsidianGenerators": true,
- // Should we attempt to block a certain ender pearl clipping exploit?
- "handleExploitEnderPearlClipping": true,
- // TNT in water/lava doesn't normally destroy any surrounding blocks, which is usually desired behavior.
- // But this optional change below provides workaround for waterwalling providing perfect protection,
- // and makes cheap (non-obsidian) TNT cannons require minor maintenance between shots.
- "handleExploitTNTWaterlog": false,
- // -------------------------------------------- //
- // SEE CHUNK
- // -------------------------------------------- //
- // These options can be used to tweak the "/f seechunk" particle effect.
- // They are fine as is but feel free to experiment with them if you want to.
- "seeChunkSteps": 1,
- "seeChunkKeepEvery": 5,
- "seeChunkSkipEvery": 0,
- "seeChunkPeriodMillis": 500,
- "seeChunkParticleAmount": 30,
- "seeChunkParticleOffsetY": 2.0,
- "seeChunkParticleDeltaY": 2.0,
- // -------------------------------------------- //
- // LOGGING
- // -------------------------------------------- //
- // Here you can disable logging of certain events to the server console.
- "logFactionCreate": true,
- "logFactionDisband": true,
- "logFactionJoin": true,
- "logFactionKick": true,
- "logFactionLeave": true,
- "logLandClaims": true,
- "logLandUnclaims": true,
- "logMoneyTransactions": true,
- "logPlayerCommands": true,
- // -------------------------------------------- //
- // ENUMERATIONS
- // -------------------------------------------- //
- // These values are fine for most standard bukkit/spigot servers.
- // If you however are using Forge with mods that add new container types you might want to add them here.
- // This way they can be protected in Faction territory.
- "materialsEditOnInteract": [
- "DIODE_BLOCK_OFF",
- "DIODE_BLOCK_ON",
- "NOTE_BLOCK",
- "CAULDRON",
- "SOIL"
- ],
- "materialsEditTools": [
- "FIREBALL",
- "FLINT_AND_STEEL",
- "BUCKET",
- "WATER_BUCKET",
- "LAVA_BUCKET"
- ],
- "materialsEditToolsDupeBug": [
- "CHEST",
- "SIGN_POST",
- "TRAPPED_CHEST",
- "SIGN",
- "WOOD_DOOR",
- "IRON_DOOR"
- ],
- "materialsDoor": [
- "WOODEN_DOOR",
- "TRAP_DOOR",
- "FENCE_GATE"
- ],
- "materialsContainer": [
- "DISPENSER",
- "CHEST",
- "FURNACE",
- "BURNING_FURNACE",
- "JUKEBOX",
- "BREWING_STAND",
- "ENCHANTMENT_TABLE",
- "ANVIL",
- "BEACON",
- "TRAPPED_CHEST",
- "HOPPER",
- "DROPPER"
- ],
- "entityTypesContainer": [
- "MINECART_CHEST",
- "MINECART_HOPPER"
- ],
- "entityTypesMonsters": [
- "BLAZE",
- "CAVE_SPIDER",
- "CREEPER",
- "ENDERMAN",
- "ENDER_DRAGON",
- "GHAST",
- "GIANT",
- "MAGMA_CUBE",
- "PIG_ZOMBIE",
- "SILVERFISH",
- "SKELETON",
- "SLIME",
- "SPIDER",
- "WITCH",
- "WITHER",
- "ZOMBIE"
- ],
- // -------------------------------------------- //
- // INTEGRATION: HeroChat
- // -------------------------------------------- //
- // I you are using the chat plugin HeroChat Factions ship with built in integration.
- // The two channels Faction and Allies will be created.
- // Their data is actually stored right here in the factions config.
- // NOTE: HeroChat will create it's own database files for these two channels.
- // You should ignore those and edit the channel settings from here.
- // Those HeroChat channel database files aren't read for the Faction and Allies channels.
- // The Faction Channel
- "herochatFactionName": "Faction",
- "herochatFactionNick": "F",
- "herochatFactionFormat": "{color}[&l{nick}&r{color} &l{factions_roleprefix}&r{color}{factions_title|rp}{sender}{color}] &f{msg}",
- "herochatFactionColor": "GREEN",
- "herochatFactionDistance": 0,
- "herochatFactionIsShortcutAllowed": false,
- "herochatFactionCrossWorld": true,
- "herochatFactionMuted": false,
- "herochatFactionWorlds": [],
- // The Allies Channel
- "herochatAlliesName": "Allies",
- "herochatAlliesNick": "A",
- "herochatAlliesFormat": "{color}[&l{nick}&r&f {factions_relcolor}&l{factions_roleprefix}&r{factions_relcolor}{factions_name|rp}{sender}{color}] &f{msg}",
- "herochatAlliesColor": "DARK_PURPLE",
- "herochatAlliesDistance": 0,
- "herochatAlliesIsShortcutAllowed": false,
- "herochatAlliesCrossWorld": true,
- "herochatAlliesMuted": false,
- "herochatAlliesWorlds": [],
- // -------------------------------------------- //
- // INTEGRATION: LWC
- // -------------------------------------------- //
- // Do you need faction build rights in the territory to create an LWC protection there?
- "lwcMustHaveBuildRightsToCreate": true,
- // The config option above does not handle situations where a player creates an LWC protection in Faction territory and then leaves the faction.
- // The player would then have an LWC protection in a territory where they can not build.
- // Set this config option to true to enable an automatic removal feature.
- // LWC protections that couldn't be created will be removed on an attempt to open them by any player.
- "lwcRemoveIfNoBuildRights": false,
- // WARN: Experimental and semi buggy.
- // If you change this to true: alien LWC protections will be removed upon using /f set.
- "lwcRemoveOnChange": {
- "BUY": false, // when claiming from wilderness
- "SELL": false, // when selling back to wilderness
- "CONQUER": false, // when claiming from another player faction
- "PILLAGE": false // when unclaiming (to wilderness) from another player faction
- },
- // -------------------------------------------- //
- // INTEGRATION: ECONOMY
- // -------------------------------------------- //
- // Should economy features be enabled?
- // This requires that you have the external plugin called "Vault" installed.
- "econEnabled": true,
- // A money reward per chunk. This reward is divided among the players in the faction.
- // You set the time inbetween each reward almost at the top of this config file. (taskEconLandRewardMinutes)
- "econLandReward": 0.0,
- // When paying a cost you may specify an account that should receive the money here.
- // Per default "" the money is just destroyed.
- "econUniverseAccount": "",
- // What is the price per chunk when using /f set?
- "econChunkCost": {
- "BUY": 1.0, // when claiming from wilderness
- "SELL": 0.0, // when selling back to wilderness
- "CONQUER": 0.0, // when claiming from another player faction
- "PILLAGE": 0.0 // when unclaiming (to wilderness) from another player faction
- },
- // What is the price to create a faction?
- "econCostCreate": 100.0,
- // And so on and so forth ... you get the idea.
- "econCostSethome": 0.0,
- "econCostJoin": 0.0,
- "econCostLeave": 0.0,
- "econCostKick": 0.0,
- "econCostInvite": 0.0,
- "econCostDeinvite": 0.0,
- "econCostHome": 0.0,
- "econCostName": 0.0,
- "econCostDescription": 0.0,
- "econCostTitle": 0.0,
- "econCostFlag": 0.0,
- "econRelCost": {
- "ENEMY": 0.0,
- "ALLY": 0.0,
- "TRUCE": 0.0,
- "NEUTRAL": 0.0
- },
- // Should the faction bank system be enabled?
- // This enables the command /f money.
- "bankEnabled": true,
- // What costs should the faciton bank take care of?
- // If you set this to false the player executing the command will pay instead.
- "bankFactionPaysCosts": true,
- "bankFactionPaysLandCosts": true
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