[Mod] factions [factions]

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[Mod] factions [factions]

by Coder12 » Fri Oct 12, 2018 20:27

This mod is a fork of agrecascino factions mod

I removed the feature list for now because its outdated, and the mod is undergoing many changes.

This is a heavy wip please report bugs or feature request on this topic or use the github Issues.
License: MIT
Mod dependencies: none
Optional dependencies: colddb
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Last edited by Coder12 on Sun Jul 07, 2019 21:36, edited 12 times in total.
 

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Re: [Mod]Factions [factions]

by Coder12 » Thu Oct 18, 2018 04:35

We have /f showparcel command and 2d or 3d parcel style protection.
+ screenshot
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Re: [Mod]Factions [factions]

by sparky » Mon Oct 22, 2018 18:53

If this is usable and balanced enough I would love to run this on my factions server instead of my fork, especially if you maintain it. (unlike mine lol)
Would you be interesting in doing that?
 

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Re: [Mod]Factions [factions]

by Coder12 » Mon Oct 22, 2018 20:50

sparky wrote:If this is usable and balanced enough I would love to run this on my factions server instead of my fork, especially if you maintain it. (unlike mine lol)
Would you be interesting in doing that?

Hi sparky. Yes you can run this mod. I am maintaining this fork and adding new features,bug fixes. On the usable and balanced, Its pretty usable in its current state and I did balanced the power system with power per player. There is a problem with the mod being a fork because I don't have my own issues page so I will change it from being a fork to a standalone mod sometime in the future.
I am not sure if I can mod directly for a server I have a lot on my plate (Three more mods in the work and busy irl).
 

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Re: [Mod]Factions [factions]

by Coder12 » Mon Oct 22, 2018 23:51

I heard that the old factions mod was kicking ppl off there teams. I think that has something to do with faction's disbanding. And I may need to make a load file converter because I am not sure if the this mod will break compatibility.
Update the disband faction function was clearing out a shared player list I fixed that. I also added a auto factions file converter(checks if the file is old and if it is it gets converted). So I think this mod is server ready(back-up the world data just in case the converter messes it up).
 

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Re: [Mod]Factions [factions]

by sparky » Sat Oct 27, 2018 01:22

I added it to my factions server for now, parcels dont appear on the bottom corner. all I've done so far is remove the faction_user requirement.
 

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Re: [Mod]Factions [factions]

by Coder12 » Sat Oct 27, 2018 20:45

sparky wrote:I added it to my factions server for now, parcels dont appear on the bottom corner. all I've done so far is remove the faction_user requirement.

I have no idea on that one. I don't remember touching the hud code. Does it happen to anyone else?.
EDIT: You know the mod was supposed to auto grant new players the faction_user priv. I will make the priv turned off by default.
Last edited by Coder12 on Sun Oct 28, 2018 01:34, edited 2 times in total.
 

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Re: [Mod]Factions [factions]

by LorenzoVulcan » Sat Oct 27, 2018 23:26

Most players got kicked out of their factions in sparky's server after porting to this mod. May this be related to the factions' data file being managed in a different way or is it a bug which randomly appears?
 

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Re: [Mod]Factions [factions]

by Coder12 » Sun Oct 28, 2018 01:15

LorenzoVulcan wrote:Most players got kicked out of their factions in sparky's server after porting to this mod. May this be related to the factions' data file being managed in a different way or is it a bug which randomly appears?

Hi LorenzoVulcan. Yeah its a bug. When a player leaves your team it get disbanned. I tested it out on sparky's server I had a player join my team and then leave and my team get disbanned.
sparky wrote:I added it to my factions server for now, parcels dont appear on the bottom corner. all I've done so far is remove the faction_user requirement.

I played on your server and the hud shows up alright.
+ screenshot

I don't know if lag prevented the hud from showing up. So I delayed the creation of the parcel hud to five second just to make sure the player is fully connected.
EDIT: Alright faction_user priv requirement is turned off by default now. I fixed the teams getting disbanned and hopefully the hud too and also I fixed something with deleting ranks(you can look through the Commits to see what it was.). You can download the new version it should work out of the box hopefully this time.
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Re: [Mod]Factions [factions]

by Coder12 » Mon Oct 29, 2018 22:45

Alright this mod is no longer a fork. I deleted the repo and recreated it with all the history and commits still intact. It turned out to be easy to break mods off from being a fork.
 

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Re: [Mod]Factions [factions]

by Coder12 » Thu Nov 01, 2018 21:51

This mod needs a proper database library because the current methods used will not be good in the long run.
 

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Re: [Mod] factions [factions]

by Coder12 » Mon May 13, 2019 19:08

niwla23 wrote:please add /f deny: A player cant walk onto the factions area

You mean like teleport a non-faction player off a claim with /f deny?
 

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Re: [Mod] factions [factions]

by Coder12 » Tue May 14, 2019 17:31

niwla23 wrote:yep and when he enters it he get teleported back

sure I will make a to-do list and put it on there.
 

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Re: [Mod] factions [factions]

by Coder12 » Fri May 17, 2019 01:10

This mod is now under the MIT License.
 

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Re: [Mod] factions [factions]

by Coder12 » Mon May 20, 2019 18:56

Diamond knight wrote:/f deny sounds a bit cheaty for a pvp factions server imo

You got a point there.
 


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