Medieval Factions
8.0.0Allows players to organize themselves into feudal, diplomatic, lawful groups akin to nations.
8.0.0latestMedieval Factions 8.0.04 days ago Medieval Factions 8.0.0 For a server on v7.0.0 this is a major release. Role-management permissions are now denied by default, and existing factions get the new default too, so members who could create, delete, rename or assign roles may lose that ability until a faction owner grants it again. The release also adds /f unclaim auto, which comes with an automatic additive database migration (V9). It closes several gaps in claim protection and PvP, fixes stale-save detection on MariaDB/MySQL, and adds an update check that is on by default. No data needs converting by hand. Changes Roles and permissions · Role-management faction permissions now default to denied (#2109), and this default is applied to existing factions as well (#2117). · New mf.force.role permission (op, included in mf.force.*) lets admins manage another faction's roles with /f role <faction> ... (#2077). · /f admin setleader can now promote an existing member, and it recreates a missing Owner role from the default template (#2077, #2068). · mf.force.claim and mf.force.unclaim are now honoured. mf.force.kick and mf.force.rename now bypass the target faction's role check (#2066). · The mf.law.* permission nodes are now declared (default true), so law commands work for non-ops (#2102). Claims and land · New /f unclaim auto toggle (permissions mf.unclaim.auto / mf.autounclaim), stored through an additive database migration (#1918). · /f unclaimall now shows how many chunks will be released and asks for confirmation. /f unclaim now reports how many chunks it removed (#2068). · /f set name, claim, unclaim and role commands now refuse an unknown target faction with a clear message. The help entries for claim check and help page numbers, and the kick notice, are fixed (#2075). Protection · Fire ignition, bone meal, and entity and hanging placement (armour stands, item frames, paintings and similar) are now protected in claims by their own listeners (#2083). · Trees, mushrooms and bone-meal growth no longer spread into foreign claims (#2088). · The plugin no longer reports a refusal after the last item in a player's hand is thrown (#2085). PvP and duels · Splash potions now apply the PvP rules to every player they hit (#2114). · Attackers are now told why a PvP hit was refused (#2095). · When a duel ends, each player's health goes back to what it was at /duel accept (#2086). Gates · Gates can no longer be made from blocks they cannot restore correctly, such as containers, signs, or blocks placed in a non-default orientation (#2065). · gates.restrictedBlocks now loads entries grouped in nested lists. Existing gates made of a restricted block are kept and named in a startup warning, never deleted (#2074). Data and storage · Stale saves are now detected on MariaDB/MySQL for every versioned repository, so concurrent edits no longer silently overwrite each other (#2079). · Player saves now enforce the optimistic-lock version check (#2069). · If the H2 auto-server cannot resolve its host, the plugin now falls back to embedded H2 instead of failing to start (#2073). · The legacy MF4 migration now sets power on a player row that already exists, so a re-run migration no longer leaves power unmigrated (#2119). Operators · New /mf addons command (mf.addons, op) and a startup console line that lists the known add-ons that are installed. Both are controlled by addons.suggestions (#2064). · New update check: once per startup the plugin asks GitHub for the latest release. If a newer one exists, it says so in the console and tells players with mf.updatenotice (ops by default) when they join. Turn it off with update-check.enabled: false (#2063). · Usage-reporting events now carry a random server ID (the server-id line in plugins/trace/config.yml), and the startup notice mentions it (#2067, #2081). · Added support for Minecraft 26.3 (#2082). Upgrade notes · Review role permissions after upgrading. In existing factions, non-owner roles lose role-management rights unless they were explicitly granted. Faction owners can grant them again with /f role setpermission. · /f unclaimall now needs a confirmation step. Update any scripts or habits that relied on it acting immediately. · The database migration to V9 runs automatically on first start. Back up your database before upgrading, as usual. · The update check is on by default. To disable it, set update-check.enabled: false in config.yml, or set TRACE_USAGE_REPORTING=off or DO_NOT_TRACK=1 in the environment. · Usage reporting now includes a random server ID. To opt out, set usage-reporting.enabled: false. Download: https://github.com/Dans-Plugins/Med...wnload/v8.0.0/medie… Full release notes: https://github.com/Dans-Plugins/Medieval-Factions/release…7.0.0Medieval Factions 7.0.03 weeks ago Medieval Factions 7.0.0 For a server running v6.1.0, this release fixes messages that showed as "Missing translation" after an upgrade, and it makes usage reporting tag each event with the plugin version. You don't need to change your config, data or permissions. The major version comes from a change to the bundled usage-reporting client's Java API. It only matters to code that calls TraceClient directly. Changes Translations · Message keys added in newer releases now fall back to the translations bundled in the jar when your lang/ files on disk don't have them. Before this, those messages showed as "Missing translation" because the on-disk files are copied once and never updated. Edits you have made to your on-disk language files still take priority. (#2054) · The Brazilian Portuguese language file (lang_pt_BR.properties) is now copied into the plugin's lang/ folder along with the other languages. (#2054) Usage reporting · When usage reporting is enabled, every event now includes the plugin version, not just the startup event. Nothing is sent when reporting is disabled, and the existing switches still work: usage-reporting.enabled, plugins/trace/config.yml, TRACE_USAGE_REPORTING and DO_NOT_TRACK. (#2053) · TraceClient.builder(...) now requires the program version as a third argument, and the two-argument form has been removed. Code that calls it must be updated. (#2053) Download: https://github.com/Dans-Plugins/Med...wnload/v7.0.0/medie… Full release notes: https://github.com/Dans-Plugins/Medieval-Factions/release…6.1.0Medieval Factions 6.1.04 weeks ago Medieval Factions 6.1.0 For a server running v6.0.0, this is a safe drop-in upgrade. It fixes the plugin failing to enable on Minecraft versions older than 1.20.5, such as 1.19.4. It also adds an optional read-only REST API that other tools can use to read faction data. The API is off by default. Existing data, commands, permissions and config settings behave as before, and plugins built against 6.0.0 keep working. Changes Compatibility fixes · The plugin enables again on servers older than 1.20.5, such as 1.19.4. On those versions, lingering harmful potions (poison, harming/instant damage, slowness, weakness) in claimed territory are still recognised by their base potion type (#2043). · Accepting a duel no longer fails on servers older than 1.21.3. Both duellists are still restored to full health when the duel starts (#2043). · Public class and method signatures from 6.0.0 are kept, so add-on plugins built against 6.0.0 run unchanged (#2047). New: read-only REST API · An opt-in HTTP API returns factions, players, faction relationships and claims as JSON. It also has a health check at /api/health and serves its OpenAPI spec at /api/openapi (#1915). · It is controlled by a new api section in config.yml: api.enabled (default false), api.host (default 127.0.0.1, reachable only from the server machine) and api.port (default 8080). The API has no authentication. If you set the host to 0.0.0.0, anyone who can reach that port can read your faction data, so firewall the port (#1915). Usage reporting · The shared plugins/trace/config.yml file now accepts an optional tags: block. Its tags are added to every usage report sent by plugins on the server. For example, ci: "true" keeps a test server's reports out of real-installation figures. Setting enabled: false in that file still turns reporting off for every plugin (#2046). Download: https://github.com/Dans-Plugins/Med...wnload/v6.1.0/medie… Full release notes: https://github.com/Dans-Plugins/Medieval-Factions/release…6.0.0Medieval Factions 6.0.0Sep 24, 2026 Medieval Factions 6.0.0 v6.0.0 is a major release for servers on v5.8.1. It adds a JSON storage backend as an alternative to the database, with /faction migrate to move data between the two. It also adds optional moderator approval for war, alliance and vassalization declarations, and optional syncing of your faction list to the DPC community API. Interaction protection changes in ways players will notice: it now covers more entities and its checks are stricter, and some commands behave differently. The plugin also now reports anonymous usage events by default; you can turn this off. Existing database setups keep working, and the plugin writes the new config keys into config.yml when it starts. Changes Storage · New JSON storage backend, selected with storage.type: json and stored at storage.json.path. Use /faction migrate (permission mf.migrate) to move data between the database and JSON. Migration will not run into a target that already has data (#1944) · The plugin now refuses to write to a JSON file it could not read. The unreadable file is copied aside first, so the stored data is never replaced with an empty file (#2011) · Embedded H2 databases now open with DB_CLOSE_ON_EXIT=FALSE. AUTO_SERVER URLs are left as they are. database.dialect now accepts the documented spellings (#2038, #2039) · The database connection is now closed cleanly when the server shuts down (#1944) Diplomacy and faction management · Optional moderator approval for war, alliance and vassalization declarations, set with factions.warDeclarationRequiresApproval, factions.allyDeclarationRequiresApproval and factions.vassalizeDeclarationRequiresApproval. Moderators review requests with /faction pendingactions, /faction approve and /faction deny (permission mf.approve) (#1954) · New /faction declinevassalization command (permission mf.declinevassalization) (#1920) · /faction addmember now asks for confirmation before moving a player who is already in another faction. Add -f to skip the prompt (#1919) · New BYPASS_LOCKS faction role permission (#1911) · /f power now shows the faction's claim count (#1973) Protection and interaction · Entity interaction protection now covers more than villagers and armour stands. factions.nonMembersCanInteractWithEntities controls it (#2001) · When an interaction is denied, only the block part of it is blocked (#2000) · Players under interaction protection can now drink anywhere and eat in the wilderness (#1984) · Wartime block permission checks now go strictly by action type (#1983) · Pressure plates and locked blocks no longer flood chat with protection messages on physical interactions (#1976, #1980) · Repeated physical interactions no longer queue duplicate player saves (#1982) · Hostile-mob spawn checks now use a broader hostile-mob check · Fixed a lock lookup that did not compare block coordinates correctly Integrations · PlaceholderAPI placeholders now work in faction chat formats (#1999) · Optional DPC community API integration shares your faction list across servers. It is configured under dpc-api.* and managed with /faction dpc (permission mf.dpc). The default API URL now points at the API host (#1959, #2027) · Built against Spigot API 1.21.11, with compatibility for older server versions kept (#1974) Stability · Several commands, including /faction map, now read the player's position and world on the main thread instead of off-thread (#2012, #2019, #2025) · The player save on quit no longer runs on the server thread (#2016) · Gate distance checks now take the world into account and can no longer overflow (#2007) Usage reporting · The plugin now sends anonymous usage events (plugin name, version and command names) to a usage endpoint. Sending happens off the main thread. A startup notice in the console says whether reporting is on (#2029, #2031) Upgrade notes · Usage reporting is on by default. To turn it off, set usage-reporting.enabled: false in this plugin's config.yml, or set enabled: false in plugins/trace/config.yml to turn it off for every plugin that uses it. · Back up your database before running /faction migrate. The migration does not make its own backup, and its target must be empty. · Scripts or staff workflows that use /faction addmember on players who are already in a faction must now add -f. · Grant mf.approve, mf.declinevassalization, mf.dpc and mf.migrate as your server needs. Check the new factions.*RequiresApproval and factions.nonMembersCanInteractWithEntities settings in config.yml. Download: https://github.com/Dans-Plugins/Med...wnload/v6.0.0/medie… Full release notes: https://github.com/Dans-Plugins/Medieval-Factions/release…5.8.1Wartime Interaction Protection FixApr 26, 2026 Patches a protection bypass where holding any block listed in factions.wartimePlaceableBlocks incorrectly granted the ability to interact with all blocks in enemy territory — including opening chests, flipping levers, and operating doors — regardless of whether those blocks appeared in factions.wartimeInteractableBlocks. Fixed · Holding a block listed in wartimePlaceableBlocks no longer allows unrestricted interaction with enemy faction blocks during wartime. Placement permissions and interaction permissions are now evaluated independently. Known Limitations The underlying listener logic that distinguishes between block placement and block interaction has not been fully refactored. The wartime permission system may still be susceptible to edge cases in this area. This is being tracked for a future release. Upgrade Notes No configuration changes are required. If you added blocks to wartimePlaceableBlocks as a workaround to grant interaction rights, those should be moved to wartimeInteractableBlocks instead. Full Changelog v5.8.0...v5.8.15.8.0Wartime Controls & Quality of LifeApr 26, 2026 What's New Wartime Block Controls Servers can now configure separate block lists for wartime — specifying which blocks are placeable, breakable, and interactable during active conflicts. This gives admins much finer control over PvP dynamics without touching normal gameplay. Fence Gate Access The nonMembersCanInteractWithDoors config option now also applies to fence gates, closing a long-standing gap in access control behavior. Horse Despawn Fix Spawn blocking in claimed land has been scoped to hostile mobs only, preventing tamed horses and other passive mobs from despawning when players relog inside a claim. Under the Hood · Removed the Ponder dependency; utility functions are now inlined, trimming an external dependency from the project. · Expanded unit test coverage for the core faction system. · Added a database querying guide covering direct DB access for both Docker and VM setups. · Repository aligned with DPC conventions for consistency across Dans-Plugins projects.5.7.2Door Interaction Config Fix & Ladder Bypass PatchJan 3, 2026 This release fixes an issue where the nonMembersCanInteractWithDoors configuration option was not functioning as intended and resolves a ladder bypass bug that could allow unintended access. These changes improve claim security and ensure configuration settings are properly enforced. What’s Changed · Fixed nonMembersCanInteractWithDoors config option behavior · Patched ladder bypass exploit affecting protected areas Full Changelog v5.7.1...v5.7.25.7.1Wartime Ladder Placement FixJan 2, 2026 This release fixes an issue where ladder placement was incorrectly blocked in enemy territory during wartime. Ladder placement now behaves as expected, ensuring smoother and more consistent siege and combat gameplay. What's Changed · Fixed ladder placement being blocked in enemy territory during wartime. Full Changelog v5.7.0...v5.7.15.7.0Faction Management Improvements, Protection Fixes & MC 1.21.11 SupportJan 1, 2026 Medieval Factions v5.7.0 delivers a substantial set of improvements focused on stability, configuration flexibility, and faction management, alongside updates for the latest Minecraft version. This release introduces leaderless faction support, expanded force/administrator command capabilities, and new world-based claim blocking options, giving server operators more control over how factions behave across different worlds. Protection logic has been tightened with fixes for locked chest hopper bypasses and updated handling for new potion effects and copper golems. On the technical side, v5.7.0 includes multiple stability and reliability fixes, such as resolving NullPointerExceptions, improving concurrent gate save handling, and removing outdated territory item pickup/drop restrictions. Development and deployment workflows have also been enhanced with automated JAR publishing, improved documentation, and updated SpigotMC source-of-truth content. Highlights · Leaderless faction support with operator management commands · World-based claim blocking configuration · Fixed double-chest hopper bypass and protection edge cases · Improved faction flag commands with force permissions and refactoring · Test server updated to Minecraft 1.21.11 · Comprehensive in-repository documentation added · Automated JAR publishing to GitHub Packages Special thanks to @AmethystWyrm for their first contribution to the project. For a complete list of changes, see the Full Changelog: v5.6.1...v5.7.05.6.1Medieval Factions v5.6.1 (Bug Fixes, Dynmap Optimization)Dec 9, 2025 What's Changed · Fix NoSuchElementException occurring during plugin initialization when player data is unavailable by @Copilot in #1887 · Fix /mf bypass not allowing players to attack entities in claimed chunks by @Copilot in #1884 · Add recursion depth cap to prevent infinite recursion in faction claim fill command by @Copilot in #1876 · Fix lock command to persist across multiple blocks like unlock command by @Copilot in #1881 · Fix Slimefun compatibility: Add comprehensive event listeners to prevent bypassing faction protection by @Copilot in #1878 · Fix entity protection in faction territories to respect relationships by @Copilot in #1899 · Optimize Dynmap integration to eliminate lag on server and web interface by @Copilot in #1883 Full Changelog: v5.6.0...v5.6.15.6.0Ally Placeholder Fix, Configurable Gate Block Restrictions, Restrict Wilderness ActionsMar 30, 2025 What's Changed · Fix Ally Placeholder Issue and Enable PlaceholderAPI Testing by @dmccoystephenson in #1842 · Improve GitHub Issue Templates for Clarity and Consistency by @dmccoystephenson in #1843 · Make Gate Block Restrictions Configurable and Expand Default List by @dmccoystephenson in #1845 · Prevent Gate Blocks from Being Destroyed by Fire by @dmccoystephenson in #1846 · Add Support for Installing Currencies Plugin Expansion on Test Server by @dmccoystephenson in #1848 · Fixed plugin JARs getting deleted incorrectly in post-create.sh by @dmccoystephenson in #1849 · Add Config Options to Restrict Block Actions in Unclaimed Wilderness Chunks by @dmccoystephenson in #1851 · Tests/clean up existing unit tests by @dmccoystephenson in #1854 · Updated Currencies to 2.1.0 by @dmccoystephenson in #1855 · Updated version to 5.6.0 by @dmccoystephenson in #1856 Full Changelog: v5.5.0...v5.6.05.5.0Dynmap Improvements, Bug Fixes, and Testing EnhancementsMar 13, 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 5.4.0.5.4.0Power Insufficiency Check Fix, Faction ApplicationsMar 2, 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 5.3.0.5.3.0Land Interaction Improvements, New Config Option, Brazilian Portuguese TranslationJan 19, 2024 What's Changed · Release/v5.1.4 by @dmccoystephenson in #1717 · Remove some unnecessary limitations on faction's land by @Tems-py in #1762 · Prevent using bucket on faction's claim by @Tems-py in #1763 · Removed old claim commands (Phase 3 deprecation) by @dmccoystephenson in #1769 · Config Option - Only Render Territories Upon Startup by @dmccoystephenson in #1768 · Added Brazilian Portuguese (pt-BR) translation for Faction-Medieval p… by @MestreWilll in #1758 · Test Server Dockerfile by @dmccoystephenson in #1775 · Config Option - Claim Fill Max Chunks by @dmccoystephenson in #1771 · Removed locale stuff from dockerfile by @dmccoystephenson in #1777 · Fixed disabling neutrality preventing the plugin from enabling by @dmccoystephenson in #1776 · Changed version to 5.3.0 by @dmccoystephenson in #1778 New Contributors · @Tems-py made their first contribution in #1762 · @MestreWilll made their first contribution in #1758 Full Changelog: v5.2.0...v5.3.05.2.0More Custom Charts, Toggle Dynmap Integration, Toggle Block Destruction & Negative PowerJul 6, 2023 What's Changed · Release/v5.1 (#1717) by @dmccoystephenson in #1718 · Removed chat preview listener. by @dmccoystephenson in #1719 · New Flag - protectVillagerTrade by @dmccoystephenson in #1725 · Added custom charts back into the MedievalFactions class. by @dmccoystephenson in #1720 · New Config Option - factions.maxMembers by @dmccoystephenson in #1722 · Expanded Territory Title Notifications by @Chocolate1Donut in #1736 · Apply lint to recent contribution. by @dmccoystephenson in #1738 · Toggle Dynmap Integration by @dmccoystephenson in #1737 · Toggle Block Destruction in Wartime by @dmccoystephenson in #1739 · New Config Option - players.minPower by @dmccoystephenson in #1726 · Old Claim Commands Deprecation (Phase 2) by @dmccoystephenson in #1721 New Contributors · @Chocolate1Donut made their first contribution in #1736 Full Changelog: v5.1.4...v5.2.05.1.4Bug FixesMay 24, 2023 What's Changed · Release/v5.1 by @dmccoystephenson in #1704 · Added unique name check to set name command. by @dmccoystephenson in #1713 · Denied access to mf claim auto command if either mf.claim.auto or mf.autoclaim perms are disabled. by @dmccoystephenson in #1714 · Made players only steal power upon killing a player if the victim has… by @dmccoystephenson in #1703 · Modified Language.kt to include internal resource bundles only if they exist by @dmccoystephenson in #1715 Full Changelog: v5.1.3...v5.1.45.1.3Bypass Set Role FixMar 29, 2023 What's Changed · Allowed bypassed players to set their own role. by @dmccoystephenson in #1702 Full Changelog: v5.1.2...v5.1.35.1.2Language Loading Fix + Dynmap Performance ImprovementsFeb 15, 2023 5.1.1Autoclaim FixFeb 3, 2023 What's Changed · Moved limit land check in move listener. by @dmccoystephenson in #1687 Full Changelog: v5.1.0...v5.1.15.1.0Unclaim Others, Contiguous Claims Config Option, Claim Code Restructuring, Force Disband & MoreJan 15, 2023 What's Changed · Added MF 5 info to README. by @dmccoystephenson in #1601 · Metric - Language Used by @dmccoystephenson in #1624 · Feature - Unclaim Others by @dmccoystephenson in #1620 · Contiguous claims config option implemented by @Kyrenic in #1637 · Removed 'mustBeOfficerToX' flags since they weren't being used. by @dmccoystephenson in #1634 · Fix codeowners by @alyphen in #1642 · JVM Name - MfFactionMember.getPlayerId() by @dmccoystephenson in #1632 · Add linting by @alyphen in #1643 · Claim commands backwards compatibility by @Kyrenic in #1644 · Restructured claim code by @Kyrenic in #1654 · Fixing a few bugs by @Kyrenic in #1656 · Feature - Disband Other Factions by @dmccoystephenson in #1617 · Flag - Allow Liege Interaction by @dmccoystephenson in #1633 · Prevent items from being taken from locked containers by hoppers, closes #1391 by @Kyrenic in #1658 · Prevent hoppers from picking up items from locked chests, closes #1391 by @Kyrenic in #1659 · Fix character encoding for German language file by @alyphen in #1665 · Display - Relationships in Info Command (Redone) by @dmccoystephenson in #1667 · Allowed operators to forcefully set roles. by @dmccoystephenson in #1669 · Create language files if nonexistent by @dmccoystephenson in #1670 · Edits to law list, law remove, law edit and law move by @Kyrenic in #1680 · Feature - Add Member command (redone) by @dmccoystephenson in #1668 · Fix - Unlock blocks upon getting broken by @dmccoystephenson in #1675 · Add GitHub actions CI config by @alyphen in #1681 · Fix - Prevent players from editing their role's permission to edit their own role's permissions. by @dmccoystephenson in #1677 New Contributors · @Kyrenic made their first contribution in #1637 Full Changelog: v5.0.6...v5.1.05.0.6Hopper FixDec 19, 2022 What's changed · #1391 Fix hoppers being able to take items from locked containers5.0.5Ally Invocation FixNov 29, 2022 What's Changed Fixed factions not being able to call allies into war with the 'invoke' command.5.0.4Duel Teleportation FixNov 29, 2022 5.0.3EssentialsX Chat Compatibility FixNov 15, 2022 What's changed · #1608 Fix faction chat incompatibility with EssentialsX chat5.0.2Autoclaim Modifications & Faction Chat FixNov 15, 2022 5.0.1Fixes, Missing Translations, Dynmap Update OptimizationsNov 14, 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 frequently5.0.0Fifth Major Version - Non-Potato Reimagining & ReworkingNov 11, 2022 ------------------------------------------------------------ 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 · If you have a Medieval Factions 4 install, replace the Medieval Factions 4 jar with Medieval Factions 5. · 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. · 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. · 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. ------------------------------------------------------------4.6.4.2Gradle Conversion, Unnecessary Delay RemovalJun 18, 2022 What's Changed · Convert to Gradle and other tweaks to build process by @alyphen in #1402 · Dev Container Updates by @dmccoystephenson in #1403 · Removed Unnecessary Delay by @dmccoystephenson in #1407 · Changed version to 4.6.4.2 by @dmccoystephenson in #1408 · Removed a line referencing an old variable. by @dmccoystephenson in #1409 New Contributors · @alyphen made their first contribution in #1402 Full Changelog: 4.6.4.1...4.6.4.24.6.4.1Declare War Command Arg Requirement FixMay 7, 2022 What's Changed · Declare War Command Arg Requirement Fix by @dmccoystephenson in #1395 · Changed version to 4.6.4.1 by @dmccoystephenson in #1396 · Made some minor improvements to the code. by @dmccoystephenson in #1397 Full Changelog: 4.6.4...4.6.4.14.6.4Bug Fixes, Reverting Reason Requirement for WarsApr 3, 2022 What's Changed · It is now possible to check whether a faction is an ally or enemy through the MF_Faction class. by @dmccoystephenson in #1372 · Revert "It is now possible to check whether a faction is an ally or enemy through the MF_Faction class." by @dmccoystephenson in #1373 · Alternative Implementation of Scheduler.scheduleTeleport() by @dmccoystephenson in #1370 · Changed version to 4.6.4-ALPHA by @dmccoystephenson in #1376 · DelayedTeleportTask Modifications by @dmccoystephenson in #1377 · Made sure that the teleport task wasn't repeating. by @dmccoystephenson in #1378 · Revert "Revert "It is now possible to check whether a faction is an ally or enemy through the MF_Faction class."" by @dmccoystephenson in #1379 · Locale Utility - Simplified Referencing Method by @dmccoystephenson in #1383 · Introduced an element of randomness to the scheduleTeleport() method. by @dmccoystephenson in #1380 · Fixing factionless players being unable to damage entities by @dmccoystephenson in #1385 · Bug Report Issue Template Reformatting by @dmccoystephenson in #1387 · Reverting reason requirement for war declarations. by @dmccoystephenson in #1388 · Changed version to 4.6.4 by @dmccoystephenson in #1389 Full Changelog: 4.6.3.1...4.6.44.6.3Bug Fixes, Ponder UpdateFeb 27, 2022 What's Changed · Changed version again. by @dmccoystephenson in #1348 · Update CONTRIBUTING.md by @dmccoystephenson in #1349 · Update issue templates by @dmccoystephenson in #1351 · Update issue templates by @dmccoystephenson in #1354 · Fixed the allowFriendlyFire faction flag functionality by fixing a typo. by @dmccoystephenson in #1355 · Update README.md by @dmccoystephenson in #1357 · Teleportation Refactoring & Dev Container Stuff by @dmccoystephenson in #1359 · Installation & Compilation Scripts by @dmccoystephenson in #1360 · Updated Ponder to v1.0 by @dmccoystephenson in #1361 · Combined some installation scripts and moved the compilation script. by @dmccoystephenson in #1362 · Removed dependencies folder. by @dmccoystephenson in #1364 · Possibly closes #1352 by @Mr-Deej in #1365 · Organized imports. by @dmccoystephenson in #1366 · Incremented alpha verison. by @dmccoystephenson in #1367 · Changed version. by @dmccoystephenson in #1369 Full Changelog: v4.6.2...4.6.3v4.6.2Null Error FixFeb 7, 2022 Fixed a null error in the DamageHandler class.v4.6.1PVP FixFeb 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.v4.6Bug FixesFeb 6, 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/iss…v4.5.1Dynmap Integration FixJan 29, 2022 Changes in Medieval Factions v4.5.1 · Fixed dynmap integration. The dynmap should no longer display odd or incorrect information.v4.5Major Refactoring, Some Bug Fixes & MoreJan 28, 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/iss…v4.5-beta-1Conquering FixJan 4, 2022 Note In this beta version of the plugin, conquering is working again.v4.4Code Improvements, Bug FixesDec 12, 2021 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.v4.4-beta-1v4.4 (First Beta)Nov 23, 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.v4.3External API, More Config Options, More Faction Flags & More Supported LanguagesSep 20, 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)v4.2.1Encoding Fixes, ActionBar Alerts, Debug ModeAug 22, 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.v4.2Placeholders, Map Command, Realms Layer, More Configuration & More!Jul 11, 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'.v4.1Faction Flags, Command System Revamp, More Config Options, More Commands & Many FixesJun 7, 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 commandv4.0Dynmap Integration, Localization, Radius Claiming, Prefixes and more!Feb 4, 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 nowv3.6.2Default Permissions & Various FixesDec 23, 2020 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 chestv3.6.1Vassal Contribution, Vassal Vulnerability, Manual Alliance Invocation, MoreDec 18, 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 factionv3.6.0.3Automatic Disbandment, Another Way To Conquer, Major Code RefactoringDec 16, 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.v3.6.0.2Console Spam FixNov 28, 2020 Changes in v3.6.0.2 · fixed the "Gate gateName?" console spam issuev3.6.0.1New Config Option, New Force Sub-Command, Less Print StatementsNov 27, 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.v3.6Gates, Duels, bStats, Force Command & Several TweaksOct 4, 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 commandv3.5.1Force Peace Sub-Command, Wiki LinkSep 16, 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)v3.5Vassal Factions, Power Decay, Power Tweaks, Bug Fixes & MoreSep 15, 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)v3.4.3Changes in Medieval Factions v3.4.3Aug 24, 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 itemv3.4.2More Config Options + Bug FixesAug 22, 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 blocksv3.4.1Locked Blocks FixAug 9, 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.v3.4Config Command + Bug Fix/TweaksJul 30, 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.v3.3Major Overhauls, Plenty Bug Fixes & Many TweaksJul 26, 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.v3.2.1PVP ProtectionsJul 24, 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 improvementsv3.2Projectile Fix & Config.ymlJul 22, 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.v3.1Admin BypassJul 19, 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.v3.0.3Bug FixesJul 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.v3.0.2TweaksJul 18, 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 stillv3.0Faction ChatsJul 15, 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 goldv2.9.1Titles & Version SupportJul 12, 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 1.16v2.9Powre Changes & More Claimed Chunk BehaviorJul 11, 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 sensitivev2.7Laws and Improved List CommandJul 10, 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.v2.5Locks & Bug FixesJul 9, 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.v2.4.2Autosave, Rename and Bug Fixes/TweaksJun 25, 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.v2.2.2Bug FixJun 23, 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 commandv2.2.1Power Increase FixesJun 17, 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 playersv2.2TimersJun 16, 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.v2.1PermissionsJun 14, 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 usev2.0AlliancesJun 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.v1.9More CommandsJun 12, 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.v1.8.3Touch UpsJun 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.v1.8.2Bug FixesJun 11, 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.v1.8.1Advanced WarfareJun 10, 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.v1.8Jun 10, 2020 v1.7Jun 9, 2020
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