[Feat] Server-managed factions (RP/lore factions with admin-only creation) #33

Description

@derrickmehaffy

Scope

  1. Add a Server Faction mode where only admins can create special factions designed for roleplay/lore-driven servers
  2. Server factions operate without a traditional player leader — they are admin-managed entities (e.g., "The Coalition", "The Empire", "The Order")
  3. Admins can optionally assign a player as the faction leader, but leadership is admin-controlled (not transferable by players)
  4. Server factions should support whitelist-only membership — admins control who can join
  5. Server factions should support whitelist-only claims — territory that only whitelisted members can interact with
  6. Support a hybrid mode where both regular player-created factions and server factions coexist on the same server
  7. Optionally support a server-only mode where player faction creation is disabled entirely and only server factions exist
  8. Server factions should be visually distinguishable in the GUI (icon, badge, or color indicator)
  9. Server factions should be exempt from power decay, claim decay, and disbanding mechanics

Implementation Details

  1. Faction type flag: Add FactionType enum (PLAYER, SERVER) to the Faction data model

    enumFactionType { PLAYER, SERVER }
  2. Config options in config.json:

    {
    "serverFactions": {
    "enabled": true,
    "mode": "hybrid",
    "allowPlayerCreation": true,
    "serverFactionPrefix": "\u00265[\u0026d%s\u00265] ",
    "exemptFromDecay": true,
    "exemptFromPowerLoss": true
    }
    }
    • mode: "hybrid" (both player + server factions), "server-only" (no player creation)
    • allowPlayerCreation: redundant with mode but explicit toggle
  3. Admin commands:

    • /f admin faction create <name> --server — create a server faction
    • /f admin faction settype <faction> <player|server> — convert between types
    • /f admin faction setleader <faction> <player|none> — assign/remove leader
    • /f admin faction whitelist <faction> add/remove <player> — manage membership whitelist
    • /f admin faction whitelist <faction> claims on/off — toggle whitelist-only claims
  4. Admin GUI: Add server faction controls to the Admin Factions page

    • "Create Server Faction" button in admin dashboard
    • Server faction badge/indicator in faction list
    • Whitelist management sub-page
  5. Behavioral differences for server factions:

    • Cannot be disbanded by players (admin only)
    • Leader cannot transfer leadership (admin only)
    • Exempt from power decay and claim decay
    • Optional: exempt from power loss on death
    • Optional: whitelist-only membership (players cannot /f join)
    • Members cannot /f leave if whitelist-only (admin must remove them)
  6. Permission nodes:

    • hyperfactions.admin.serverfaction — manage server factions
    • hyperfactions.admin.serverfaction.create — create server factions
    • hyperfactions.admin.serverfaction.whitelist — manage whitelist

Risks and Alternatives

  1. Risk: Adding a faction type introduces branching logic throughout the codebase (creation, disbanding, power, decay, leave/kick) — need careful audit of all faction operations
  2. Risk: Whitelist-only claims add complexity to the protection system — need to distinguish between "faction territory protection" and "whitelist-only protection"
  3. Challenge: Converting between player and server faction types mid-game could cause edge cases (what happens to the current leader, power balance, etc.)
  4. Alternative: Instead of a separate faction type, could implement "admin flags" on existing factions (immortal, no-decay, whitelist) — simpler but less cohesive
  5. Alternative: Could be a separate plugin (e.g., "HyperGuilds") but that loses the benefit of shared territory/relations/protection systems
  6. Challenge: The hybrid mode needs clear visual distinction so players understand which factions are server-managed vs player-created

References and Media

  1. Community request from player "NOTHING" (February 12, 2026):

    Only admins can create special server factions (without a predefined leader — only admins can assign the leader).
    For example: The Coalition, The Empire, The Order
    For example, The Empire could be set to whitelist-only.
    Admins would also be able to create claims for these special factions and even set those claims as whitelist-only.
    However, regular players would still be able to create their own normal factions as usual.

  2. Similar concept in MMO guild systems where developer-created factions serve as story/lore elements that players can join

  3. Minecraft Towny's "nation" system provides a similar admin-managed tier above player guilds

  4. Existing admin infrastructure: AdminFactionsPage, AdminSubCommand, admin faction settings


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    enhancementNew feature or request

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    , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
     blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
    }
    } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
    })();
    (function(){
    try {
    var __m = "github.com";
    var __re = new RegExp('^' + "github\\.com" + '
    
    Skip to content

    [Feat] Server-managed factions (RP/lore factions with admin-only creation) #33

    Description

    @derrickmehaffy

    Scope

    1. Add a Server Faction mode where only admins can create special factions designed for roleplay/lore-driven servers
    2. Server factions operate without a traditional player leader — they are admin-managed entities (e.g., "The Coalition", "The Empire", "The Order")
    3. Admins can optionally assign a player as the faction leader, but leadership is admin-controlled (not transferable by players)
    4. Server factions should support whitelist-only membership — admins control who can join
    5. Server factions should support whitelist-only claims — territory that only whitelisted members can interact with
    6. Support a hybrid mode where both regular player-created factions and server factions coexist on the same server
    7. Optionally support a server-only mode where player faction creation is disabled entirely and only server factions exist
    8. Server factions should be visually distinguishable in the GUI (icon, badge, or color indicator)
    9. Server factions should be exempt from power decay, claim decay, and disbanding mechanics

    Implementation Details

    1. Faction type flag: Add FactionType enum (PLAYER, SERVER) to the Faction data model

      enumFactionType { PLAYER, SERVER }
    2. Config options in config.json:

      {
      "serverFactions": {
      "enabled": true,
      "mode": "hybrid",
      "allowPlayerCreation": true,
      "serverFactionPrefix": "\u00265[\u0026d%s\u00265] ",
      "exemptFromDecay": true,
      "exemptFromPowerLoss": true
      }
      }
      • mode: "hybrid" (both player + server factions), "server-only" (no player creation)
      • allowPlayerCreation: redundant with mode but explicit toggle
    3. Admin commands:

      • /f admin faction create <name> --server — create a server faction
      • /f admin faction settype <faction> <player|server> — convert between types
      • /f admin faction setleader <faction> <player|none> — assign/remove leader
      • /f admin faction whitelist <faction> add/remove <player> — manage membership whitelist
      • /f admin faction whitelist <faction> claims on/off — toggle whitelist-only claims
    4. Admin GUI: Add server faction controls to the Admin Factions page

      • "Create Server Faction" button in admin dashboard
      • Server faction badge/indicator in faction list
      • Whitelist management sub-page
    5. Behavioral differences for server factions:

      • Cannot be disbanded by players (admin only)
      • Leader cannot transfer leadership (admin only)
      • Exempt from power decay and claim decay
      • Optional: exempt from power loss on death
      • Optional: whitelist-only membership (players cannot /f join)
      • Members cannot /f leave if whitelist-only (admin must remove them)
    6. Permission nodes:

      • hyperfactions.admin.serverfaction — manage server factions
      • hyperfactions.admin.serverfaction.create — create server factions
      • hyperfactions.admin.serverfaction.whitelist — manage whitelist

    Risks and Alternatives

    1. Risk: Adding a faction type introduces branching logic throughout the codebase (creation, disbanding, power, decay, leave/kick) — need careful audit of all faction operations
    2. Risk: Whitelist-only claims add complexity to the protection system — need to distinguish between "faction territory protection" and "whitelist-only protection"
    3. Challenge: Converting between player and server faction types mid-game could cause edge cases (what happens to the current leader, power balance, etc.)
    4. Alternative: Instead of a separate faction type, could implement "admin flags" on existing factions (immortal, no-decay, whitelist) — simpler but less cohesive
    5. Alternative: Could be a separate plugin (e.g., "HyperGuilds") but that loses the benefit of shared territory/relations/protection systems
    6. Challenge: The hybrid mode needs clear visual distinction so players understand which factions are server-managed vs player-created

    References and Media

    1. Community request from player "NOTHING" (February 12, 2026):

      Only admins can create special server factions (without a predefined leader — only admins can assign the leader).
      For example: The Coalition, The Empire, The Order
      For example, The Empire could be set to whitelist-only.
      Admins would also be able to create claims for these special factions and even set those claims as whitelist-only.
      However, regular players would still be able to create their own normal factions as usual.

    2. Similar concept in MMO guild systems where developer-created factions serve as story/lore elements that players can join

    3. Minecraft Towny's "nation" system provides a similar admin-managed tier above player guilds

    4. Existing admin infrastructure: AdminFactionsPage, AdminSubCommand, admin faction settings


    Metadata

    Metadata

    Assignees

    No one assigned

      Labels

      enhancementNew feature or request

      Type

      No type

      Projects

      Milestone

      No milestone

      Relationships

      None yet

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      No branches or pull requests

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      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
      Skip to content

      [Feat] Server-managed factions (RP/lore factions with admin-only creation) #33

      Description

      @derrickmehaffy

      Scope

      1. Add a Server Faction mode where only admins can create special factions designed for roleplay/lore-driven servers
      2. Server factions operate without a traditional player leader — they are admin-managed entities (e.g., "The Coalition", "The Empire", "The Order")
      3. Admins can optionally assign a player as the faction leader, but leadership is admin-controlled (not transferable by players)
      4. Server factions should support whitelist-only membership — admins control who can join
      5. Server factions should support whitelist-only claims — territory that only whitelisted members can interact with
      6. Support a hybrid mode where both regular player-created factions and server factions coexist on the same server
      7. Optionally support a server-only mode where player faction creation is disabled entirely and only server factions exist
      8. Server factions should be visually distinguishable in the GUI (icon, badge, or color indicator)
      9. Server factions should be exempt from power decay, claim decay, and disbanding mechanics

      Implementation Details

      1. Faction type flag: Add FactionType enum (PLAYER, SERVER) to the Faction data model

        enumFactionType { PLAYER, SERVER }
      2. Config options in config.json:

        {
        "serverFactions": {
        "enabled": true,
        "mode": "hybrid",
        "allowPlayerCreation": true,
        "serverFactionPrefix": "\u00265[\u0026d%s\u00265] ",
        "exemptFromDecay": true,
        "exemptFromPowerLoss": true
        }
        }
        • mode: "hybrid" (both player + server factions), "server-only" (no player creation)
        • allowPlayerCreation: redundant with mode but explicit toggle
      3. Admin commands:

        • /f admin faction create <name> --server — create a server faction
        • /f admin faction settype <faction> <player|server> — convert between types
        • /f admin faction setleader <faction> <player|none> — assign/remove leader
        • /f admin faction whitelist <faction> add/remove <player> — manage membership whitelist
        • /f admin faction whitelist <faction> claims on/off — toggle whitelist-only claims
      4. Admin GUI: Add server faction controls to the Admin Factions page

        • "Create Server Faction" button in admin dashboard
        • Server faction badge/indicator in faction list
        • Whitelist management sub-page
      5. Behavioral differences for server factions:

        • Cannot be disbanded by players (admin only)
        • Leader cannot transfer leadership (admin only)
        • Exempt from power decay and claim decay
        • Optional: exempt from power loss on death
        • Optional: whitelist-only membership (players cannot /f join)
        • Members cannot /f leave if whitelist-only (admin must remove them)
      6. Permission nodes:

        • hyperfactions.admin.serverfaction — manage server factions
        • hyperfactions.admin.serverfaction.create — create server factions
        • hyperfactions.admin.serverfaction.whitelist — manage whitelist

      Risks and Alternatives

      1. Risk: Adding a faction type introduces branching logic throughout the codebase (creation, disbanding, power, decay, leave/kick) — need careful audit of all faction operations
      2. Risk: Whitelist-only claims add complexity to the protection system — need to distinguish between "faction territory protection" and "whitelist-only protection"
      3. Challenge: Converting between player and server faction types mid-game could cause edge cases (what happens to the current leader, power balance, etc.)
      4. Alternative: Instead of a separate faction type, could implement "admin flags" on existing factions (immortal, no-decay, whitelist) — simpler but less cohesive
      5. Alternative: Could be a separate plugin (e.g., "HyperGuilds") but that loses the benefit of shared territory/relations/protection systems
      6. Challenge: The hybrid mode needs clear visual distinction so players understand which factions are server-managed vs player-created

      References and Media

      1. Community request from player "NOTHING" (February 12, 2026):

        Only admins can create special server factions (without a predefined leader — only admins can assign the leader).
        For example: The Coalition, The Empire, The Order
        For example, The Empire could be set to whitelist-only.
        Admins would also be able to create claims for these special factions and even set those claims as whitelist-only.
        However, regular players would still be able to create their own normal factions as usual.

      2. Similar concept in MMO guild systems where developer-created factions serve as story/lore elements that players can join

      3. Minecraft Towny's "nation" system provides a similar admin-managed tier above player guilds

      4. Existing admin infrastructure: AdminFactionsPage, AdminSubCommand, admin faction settings


      Metadata

      Metadata

      Assignees

      No one assigned

        Labels

        enhancementNew feature or request

        Type

        No type

        Projects

        Milestone

        No milestone

        Relationships

        None yet

        Development

        No branches or pull requests

        Issue actions

        , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
        Skip to content

        [Feat] Server-managed factions (RP/lore factions with admin-only creation) #33

        Description

        @derrickmehaffy

        Scope

        1. Add a Server Faction mode where only admins can create special factions designed for roleplay/lore-driven servers
        2. Server factions operate without a traditional player leader — they are admin-managed entities (e.g., "The Coalition", "The Empire", "The Order")
        3. Admins can optionally assign a player as the faction leader, but leadership is admin-controlled (not transferable by players)
        4. Server factions should support whitelist-only membership — admins control who can join
        5. Server factions should support whitelist-only claims — territory that only whitelisted members can interact with
        6. Support a hybrid mode where both regular player-created factions and server factions coexist on the same server
        7. Optionally support a server-only mode where player faction creation is disabled entirely and only server factions exist
        8. Server factions should be visually distinguishable in the GUI (icon, badge, or color indicator)
        9. Server factions should be exempt from power decay, claim decay, and disbanding mechanics

        Implementation Details

        1. Faction type flag: Add FactionType enum (PLAYER, SERVER) to the Faction data model

          enumFactionType { PLAYER, SERVER }
        2. Config options in config.json:

          {
          "serverFactions": {
          "enabled": true,
          "mode": "hybrid",
          "allowPlayerCreation": true,
          "serverFactionPrefix": "\u00265[\u0026d%s\u00265] ",
          "exemptFromDecay": true,
          "exemptFromPowerLoss": true
          }
          }
          • mode: "hybrid" (both player + server factions), "server-only" (no player creation)
          • allowPlayerCreation: redundant with mode but explicit toggle
        3. Admin commands:

          • /f admin faction create <name> --server — create a server faction
          • /f admin faction settype <faction> <player|server> — convert between types
          • /f admin faction setleader <faction> <player|none> — assign/remove leader
          • /f admin faction whitelist <faction> add/remove <player> — manage membership whitelist
          • /f admin faction whitelist <faction> claims on/off — toggle whitelist-only claims
        4. Admin GUI: Add server faction controls to the Admin Factions page

          • "Create Server Faction" button in admin dashboard
          • Server faction badge/indicator in faction list
          • Whitelist management sub-page
        5. Behavioral differences for server factions:

          • Cannot be disbanded by players (admin only)
          • Leader cannot transfer leadership (admin only)
          • Exempt from power decay and claim decay
          • Optional: exempt from power loss on death
          • Optional: whitelist-only membership (players cannot /f join)
          • Members cannot /f leave if whitelist-only (admin must remove them)
        6. Permission nodes:

          • hyperfactions.admin.serverfaction — manage server factions
          • hyperfactions.admin.serverfaction.create — create server factions
          • hyperfactions.admin.serverfaction.whitelist — manage whitelist

        Risks and Alternatives

        1. Risk: Adding a faction type introduces branching logic throughout the codebase (creation, disbanding, power, decay, leave/kick) — need careful audit of all faction operations
        2. Risk: Whitelist-only claims add complexity to the protection system — need to distinguish between "faction territory protection" and "whitelist-only protection"
        3. Challenge: Converting between player and server faction types mid-game could cause edge cases (what happens to the current leader, power balance, etc.)
        4. Alternative: Instead of a separate faction type, could implement "admin flags" on existing factions (immortal, no-decay, whitelist) — simpler but less cohesive
        5. Alternative: Could be a separate plugin (e.g., "HyperGuilds") but that loses the benefit of shared territory/relations/protection systems
        6. Challenge: The hybrid mode needs clear visual distinction so players understand which factions are server-managed vs player-created

        References and Media

        1. Community request from player "NOTHING" (February 12, 2026):

          Only admins can create special server factions (without a predefined leader — only admins can assign the leader).
          For example: The Coalition, The Empire, The Order
          For example, The Empire could be set to whitelist-only.
          Admins would also be able to create claims for these special factions and even set those claims as whitelist-only.
          However, regular players would still be able to create their own normal factions as usual.

        2. Similar concept in MMO guild systems where developer-created factions serve as story/lore elements that players can join

        3. Minecraft Towny's "nation" system provides a similar admin-managed tier above player guilds

        4. Existing admin infrastructure: AdminFactionsPage, AdminSubCommand, admin faction settings


        Metadata

        Metadata

        Assignees

        No one assigned

          Labels

          enhancementNew feature or request

          Type

          No type

          Projects

          Milestone

          No milestone

          Relationships

          None yet

          Development

          No branches or pull requests

          Issue actions

          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
          Skip to content

          [Feat] Server-managed factions (RP/lore factions with admin-only creation) #33

          Description

          @derrickmehaffy

          Scope

          1. Add a Server Faction mode where only admins can create special factions designed for roleplay/lore-driven servers
          2. Server factions operate without a traditional player leader — they are admin-managed entities (e.g., "The Coalition", "The Empire", "The Order")
          3. Admins can optionally assign a player as the faction leader, but leadership is admin-controlled (not transferable by players)
          4. Server factions should support whitelist-only membership — admins control who can join
          5. Server factions should support whitelist-only claims — territory that only whitelisted members can interact with
          6. Support a hybrid mode where both regular player-created factions and server factions coexist on the same server
          7. Optionally support a server-only mode where player faction creation is disabled entirely and only server factions exist
          8. Server factions should be visually distinguishable in the GUI (icon, badge, or color indicator)
          9. Server factions should be exempt from power decay, claim decay, and disbanding mechanics

          Implementation Details

          1. Faction type flag: Add FactionType enum (PLAYER, SERVER) to the Faction data model

            enumFactionType { PLAYER, SERVER }
          2. Config options in config.json:

            {
            "serverFactions": {
            "enabled": true,
            "mode": "hybrid",
            "allowPlayerCreation": true,
            "serverFactionPrefix": "\u00265[\u0026d%s\u00265] ",
            "exemptFromDecay": true,
            "exemptFromPowerLoss": true
            }
            }
            • mode: "hybrid" (both player + server factions), "server-only" (no player creation)
            • allowPlayerCreation: redundant with mode but explicit toggle
          3. Admin commands:

            • /f admin faction create <name> --server — create a server faction
            • /f admin faction settype <faction> <player|server> — convert between types
            • /f admin faction setleader <faction> <player|none> — assign/remove leader
            • /f admin faction whitelist <faction> add/remove <player> — manage membership whitelist
            • /f admin faction whitelist <faction> claims on/off — toggle whitelist-only claims
          4. Admin GUI: Add server faction controls to the Admin Factions page

            • "Create Server Faction" button in admin dashboard
            • Server faction badge/indicator in faction list
            • Whitelist management sub-page
          5. Behavioral differences for server factions:

            • Cannot be disbanded by players (admin only)
            • Leader cannot transfer leadership (admin only)
            • Exempt from power decay and claim decay
            • Optional: exempt from power loss on death
            • Optional: whitelist-only membership (players cannot /f join)
            • Members cannot /f leave if whitelist-only (admin must remove them)
          6. Permission nodes:

            • hyperfactions.admin.serverfaction — manage server factions
            • hyperfactions.admin.serverfaction.create — create server factions
            • hyperfactions.admin.serverfaction.whitelist — manage whitelist

          Risks and Alternatives

          1. Risk: Adding a faction type introduces branching logic throughout the codebase (creation, disbanding, power, decay, leave/kick) — need careful audit of all faction operations
          2. Risk: Whitelist-only claims add complexity to the protection system — need to distinguish between "faction territory protection" and "whitelist-only protection"
          3. Challenge: Converting between player and server faction types mid-game could cause edge cases (what happens to the current leader, power balance, etc.)
          4. Alternative: Instead of a separate faction type, could implement "admin flags" on existing factions (immortal, no-decay, whitelist) — simpler but less cohesive
          5. Alternative: Could be a separate plugin (e.g., "HyperGuilds") but that loses the benefit of shared territory/relations/protection systems
          6. Challenge: The hybrid mode needs clear visual distinction so players understand which factions are server-managed vs player-created

          References and Media

          1. Community request from player "NOTHING" (February 12, 2026):

            Only admins can create special server factions (without a predefined leader — only admins can assign the leader).
            For example: The Coalition, The Empire, The Order
            For example, The Empire could be set to whitelist-only.
            Admins would also be able to create claims for these special factions and even set those claims as whitelist-only.
            However, regular players would still be able to create their own normal factions as usual.

          2. Similar concept in MMO guild systems where developer-created factions serve as story/lore elements that players can join

          3. Minecraft Towny's "nation" system provides a similar admin-managed tier above player guilds

          4. Existing admin infrastructure: AdminFactionsPage, AdminSubCommand, admin faction settings


          Metadata

          Metadata

          Assignees

          No one assigned

            Labels

            enhancementNew feature or request

            Type

            No type

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            No milestone

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            None yet

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            No branches or pull requests

            Issue actions

            , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
            Skip to content

            [Feat] Server-managed factions (RP/lore factions with admin-only creation) #33

            Description

            @derrickmehaffy

            Scope

            1. Add a Server Faction mode where only admins can create special factions designed for roleplay/lore-driven servers
            2. Server factions operate without a traditional player leader — they are admin-managed entities (e.g., "The Coalition", "The Empire", "The Order")
            3. Admins can optionally assign a player as the faction leader, but leadership is admin-controlled (not transferable by players)
            4. Server factions should support whitelist-only membership — admins control who can join
            5. Server factions should support whitelist-only claims — territory that only whitelisted members can interact with
            6. Support a hybrid mode where both regular player-created factions and server factions coexist on the same server
            7. Optionally support a server-only mode where player faction creation is disabled entirely and only server factions exist
            8. Server factions should be visually distinguishable in the GUI (icon, badge, or color indicator)
            9. Server factions should be exempt from power decay, claim decay, and disbanding mechanics

            Implementation Details

            1. Faction type flag: Add FactionType enum (PLAYER, SERVER) to the Faction data model

              enumFactionType { PLAYER, SERVER }
            2. Config options in config.json:

              {
              "serverFactions": {
              "enabled": true,
              "mode": "hybrid",
              "allowPlayerCreation": true,
              "serverFactionPrefix": "\u00265[\u0026d%s\u00265] ",
              "exemptFromDecay": true,
              "exemptFromPowerLoss": true
              }
              }
              • mode: "hybrid" (both player + server factions), "server-only" (no player creation)
              • allowPlayerCreation: redundant with mode but explicit toggle
            3. Admin commands:

              • /f admin faction create <name> --server — create a server faction
              • /f admin faction settype <faction> <player|server> — convert between types
              • /f admin faction setleader <faction> <player|none> — assign/remove leader
              • /f admin faction whitelist <faction> add/remove <player> — manage membership whitelist
              • /f admin faction whitelist <faction> claims on/off — toggle whitelist-only claims
            4. Admin GUI: Add server faction controls to the Admin Factions page

              • "Create Server Faction" button in admin dashboard
              • Server faction badge/indicator in faction list
              • Whitelist management sub-page
            5. Behavioral differences for server factions:

              • Cannot be disbanded by players (admin only)
              • Leader cannot transfer leadership (admin only)
              • Exempt from power decay and claim decay
              • Optional: exempt from power loss on death
              • Optional: whitelist-only membership (players cannot /f join)
              • Members cannot /f leave if whitelist-only (admin must remove them)
            6. Permission nodes:

              • hyperfactions.admin.serverfaction — manage server factions
              • hyperfactions.admin.serverfaction.create — create server factions
              • hyperfactions.admin.serverfaction.whitelist — manage whitelist

            Risks and Alternatives

            1. Risk: Adding a faction type introduces branching logic throughout the codebase (creation, disbanding, power, decay, leave/kick) — need careful audit of all faction operations
            2. Risk: Whitelist-only claims add complexity to the protection system — need to distinguish between "faction territory protection" and "whitelist-only protection"
            3. Challenge: Converting between player and server faction types mid-game could cause edge cases (what happens to the current leader, power balance, etc.)
            4. Alternative: Instead of a separate faction type, could implement "admin flags" on existing factions (immortal, no-decay, whitelist) — simpler but less cohesive
            5. Alternative: Could be a separate plugin (e.g., "HyperGuilds") but that loses the benefit of shared territory/relations/protection systems
            6. Challenge: The hybrid mode needs clear visual distinction so players understand which factions are server-managed vs player-created

            References and Media

            1. Community request from player "NOTHING" (February 12, 2026):

              Only admins can create special server factions (without a predefined leader — only admins can assign the leader).
              For example: The Coalition, The Empire, The Order
              For example, The Empire could be set to whitelist-only.
              Admins would also be able to create claims for these special factions and even set those claims as whitelist-only.
              However, regular players would still be able to create their own normal factions as usual.

            2. Similar concept in MMO guild systems where developer-created factions serve as story/lore elements that players can join

            3. Minecraft Towny's "nation" system provides a similar admin-managed tier above player guilds

            4. Existing admin infrastructure: AdminFactionsPage, AdminSubCommand, admin faction settings


            Metadata

            Metadata

            Assignees

            No one assigned

              Labels

              enhancementNew feature or request

              Type

              No type

              Projects

              Milestone

              No milestone

              Relationships

              None yet

              Development

              No branches or pull requests

              Issue actions

              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
              Skip to content

              [Feat] Server-managed factions (RP/lore factions with admin-only creation) #33

              Description

              @derrickmehaffy

              Scope

              1. Add a Server Faction mode where only admins can create special factions designed for roleplay/lore-driven servers
              2. Server factions operate without a traditional player leader — they are admin-managed entities (e.g., "The Coalition", "The Empire", "The Order")
              3. Admins can optionally assign a player as the faction leader, but leadership is admin-controlled (not transferable by players)
              4. Server factions should support whitelist-only membership — admins control who can join
              5. Server factions should support whitelist-only claims — territory that only whitelisted members can interact with
              6. Support a hybrid mode where both regular player-created factions and server factions coexist on the same server
              7. Optionally support a server-only mode where player faction creation is disabled entirely and only server factions exist
              8. Server factions should be visually distinguishable in the GUI (icon, badge, or color indicator)
              9. Server factions should be exempt from power decay, claim decay, and disbanding mechanics

              Implementation Details

              1. Faction type flag: Add FactionType enum (PLAYER, SERVER) to the Faction data model

                enumFactionType { PLAYER, SERVER }
              2. Config options in config.json:

                {
                "serverFactions": {
                "enabled": true,
                "mode": "hybrid",
                "allowPlayerCreation": true,
                "serverFactionPrefix": "\u00265[\u0026d%s\u00265] ",
                "exemptFromDecay": true,
                "exemptFromPowerLoss": true
                }
                }
                • mode: "hybrid" (both player + server factions), "server-only" (no player creation)
                • allowPlayerCreation: redundant with mode but explicit toggle
              3. Admin commands:

                • /f admin faction create <name> --server — create a server faction
                • /f admin faction settype <faction> <player|server> — convert between types
                • /f admin faction setleader <faction> <player|none> — assign/remove leader
                • /f admin faction whitelist <faction> add/remove <player> — manage membership whitelist
                • /f admin faction whitelist <faction> claims on/off — toggle whitelist-only claims
              4. Admin GUI: Add server faction controls to the Admin Factions page

                • "Create Server Faction" button in admin dashboard
                • Server faction badge/indicator in faction list
                • Whitelist management sub-page
              5. Behavioral differences for server factions:

                • Cannot be disbanded by players (admin only)
                • Leader cannot transfer leadership (admin only)
                • Exempt from power decay and claim decay
                • Optional: exempt from power loss on death
                • Optional: whitelist-only membership (players cannot /f join)
                • Members cannot /f leave if whitelist-only (admin must remove them)
              6. Permission nodes:

                • hyperfactions.admin.serverfaction — manage server factions
                • hyperfactions.admin.serverfaction.create — create server factions
                • hyperfactions.admin.serverfaction.whitelist — manage whitelist

              Risks and Alternatives

              1. Risk: Adding a faction type introduces branching logic throughout the codebase (creation, disbanding, power, decay, leave/kick) — need careful audit of all faction operations
              2. Risk: Whitelist-only claims add complexity to the protection system — need to distinguish between "faction territory protection" and "whitelist-only protection"
              3. Challenge: Converting between player and server faction types mid-game could cause edge cases (what happens to the current leader, power balance, etc.)
              4. Alternative: Instead of a separate faction type, could implement "admin flags" on existing factions (immortal, no-decay, whitelist) — simpler but less cohesive
              5. Alternative: Could be a separate plugin (e.g., "HyperGuilds") but that loses the benefit of shared territory/relations/protection systems
              6. Challenge: The hybrid mode needs clear visual distinction so players understand which factions are server-managed vs player-created

              References and Media

              1. Community request from player "NOTHING" (February 12, 2026):

                Only admins can create special server factions (without a predefined leader — only admins can assign the leader).
                For example: The Coalition, The Empire, The Order
                For example, The Empire could be set to whitelist-only.
                Admins would also be able to create claims for these special factions and even set those claims as whitelist-only.
                However, regular players would still be able to create their own normal factions as usual.

              2. Similar concept in MMO guild systems where developer-created factions serve as story/lore elements that players can join

              3. Minecraft Towny's "nation" system provides a similar admin-managed tier above player guilds

              4. Existing admin infrastructure: AdminFactionsPage, AdminSubCommand, admin faction settings


              Metadata

              Metadata

              Assignees

              No one assigned

                Labels

                enhancementNew feature or request

                Type

                No type

                Projects

                Milestone

                No milestone

                Relationships

                None yet

                Development

                No branches or pull requests

                Issue actions

                , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
                Skip to content

                [Feat] Server-managed factions (RP/lore factions with admin-only creation) #33

                Description

                @derrickmehaffy

                Scope

                1. Add a Server Faction mode where only admins can create special factions designed for roleplay/lore-driven servers
                2. Server factions operate without a traditional player leader — they are admin-managed entities (e.g., "The Coalition", "The Empire", "The Order")
                3. Admins can optionally assign a player as the faction leader, but leadership is admin-controlled (not transferable by players)
                4. Server factions should support whitelist-only membership — admins control who can join
                5. Server factions should support whitelist-only claims — territory that only whitelisted members can interact with
                6. Support a hybrid mode where both regular player-created factions and server factions coexist on the same server
                7. Optionally support a server-only mode where player faction creation is disabled entirely and only server factions exist
                8. Server factions should be visually distinguishable in the GUI (icon, badge, or color indicator)
                9. Server factions should be exempt from power decay, claim decay, and disbanding mechanics

                Implementation Details

                1. Faction type flag: Add FactionType enum (PLAYER, SERVER) to the Faction data model

                  enumFactionType { PLAYER, SERVER }
                2. Config options in config.json:

                  {
                  "serverFactions": {
                  "enabled": true,
                  "mode": "hybrid",
                  "allowPlayerCreation": true,
                  "serverFactionPrefix": "\u00265[\u0026d%s\u00265] ",
                  "exemptFromDecay": true,
                  "exemptFromPowerLoss": true
                  }
                  }
                  • mode: "hybrid" (both player + server factions), "server-only" (no player creation)
                  • allowPlayerCreation: redundant with mode but explicit toggle
                3. Admin commands:

                  • /f admin faction create <name> --server — create a server faction
                  • /f admin faction settype <faction> <player|server> — convert between types
                  • /f admin faction setleader <faction> <player|none> — assign/remove leader
                  • /f admin faction whitelist <faction> add/remove <player> — manage membership whitelist
                  • /f admin faction whitelist <faction> claims on/off — toggle whitelist-only claims
                4. Admin GUI: Add server faction controls to the Admin Factions page

                  • "Create Server Faction" button in admin dashboard
                  • Server faction badge/indicator in faction list
                  • Whitelist management sub-page
                5. Behavioral differences for server factions:

                  • Cannot be disbanded by players (admin only)
                  • Leader cannot transfer leadership (admin only)
                  • Exempt from power decay and claim decay
                  • Optional: exempt from power loss on death
                  • Optional: whitelist-only membership (players cannot /f join)
                  • Members cannot /f leave if whitelist-only (admin must remove them)
                6. Permission nodes:

                  • hyperfactions.admin.serverfaction — manage server factions
                  • hyperfactions.admin.serverfaction.create — create server factions
                  • hyperfactions.admin.serverfaction.whitelist — manage whitelist

                Risks and Alternatives

                1. Risk: Adding a faction type introduces branching logic throughout the codebase (creation, disbanding, power, decay, leave/kick) — need careful audit of all faction operations
                2. Risk: Whitelist-only claims add complexity to the protection system — need to distinguish between "faction territory protection" and "whitelist-only protection"
                3. Challenge: Converting between player and server faction types mid-game could cause edge cases (what happens to the current leader, power balance, etc.)
                4. Alternative: Instead of a separate faction type, could implement "admin flags" on existing factions (immortal, no-decay, whitelist) — simpler but less cohesive
                5. Alternative: Could be a separate plugin (e.g., "HyperGuilds") but that loses the benefit of shared territory/relations/protection systems
                6. Challenge: The hybrid mode needs clear visual distinction so players understand which factions are server-managed vs player-created

                References and Media

                1. Community request from player "NOTHING" (February 12, 2026):

                  Only admins can create special server factions (without a predefined leader — only admins can assign the leader).
                  For example: The Coalition, The Empire, The Order
                  For example, The Empire could be set to whitelist-only.
                  Admins would also be able to create claims for these special factions and even set those claims as whitelist-only.
                  However, regular players would still be able to create their own normal factions as usual.

                2. Similar concept in MMO guild systems where developer-created factions serve as story/lore elements that players can join

                3. Minecraft Towny's "nation" system provides a similar admin-managed tier above player guilds

                4. Existing admin infrastructure: AdminFactionsPage, AdminSubCommand, admin faction settings


                Metadata

                Metadata

                Assignees

                No one assigned

                  Labels

                  enhancementNew feature or request

                  Type

                  No type

                  Projects

                  Milestone

                  No milestone

                  Relationships

                  None yet

                  Development

                  No branches or pull requests

                  Issue actions