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Risk: Adding a faction type introduces branching logic throughout the codebase (creation, disbanding, power, decay, leave/kick) — need careful audit of all faction operations
Risk: Whitelist-only claims add complexity to the protection system — need to distinguish between "faction territory protection" and "whitelist-only protection"
Challenge: Converting between player and server faction types mid-game could cause edge cases (what happens to the current leader, power balance, etc.)
Alternative: Instead of a separate faction type, could implement "admin flags" on existing factions (immortal, no-decay, whitelist) — simpler but less cohesive
Alternative: Could be a separate plugin (e.g., "HyperGuilds") but that loses the benefit of shared territory/relations/protection systems
Challenge: The hybrid mode needs clear visual distinction so players understand which factions are server-managed vs player-created
References and Media
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.
Similar concept in MMO guild systems where developer-created factions serve as story/lore elements that players can join
Minecraft Towny's "nation" system provides a similar admin-managed tier above player guilds
Scope
Implementation Details
Faction type flag: Add
FactionTypeenum (PLAYER,SERVER) to the Faction data modelConfig 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 toggleAdmin 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 claimsAdmin GUI: Add server faction controls to the Admin Factions page
Behavioral differences for server factions:
/f join)/f leaveif whitelist-only (admin must remove them)Permission nodes:
hyperfactions.admin.serverfaction— manage server factionshyperfactions.admin.serverfaction.create— create server factionshyperfactions.admin.serverfaction.whitelist— manage whitelistRisks and Alternatives
References and Media
Community request from player "NOTHING" (February 12, 2026):
Similar concept in MMO guild systems where developer-created factions serve as story/lore elements that players can join
Minecraft Towny's "nation" system provides a similar admin-managed tier above player guilds
Existing admin infrastructure:
AdminFactionsPage,AdminSubCommand, admin faction settings