Creating and running your faction
Creation is free and open to everyone. What matters is who you recruit and what rights you give them.
Creating your faction
Use /f create <tag> to create your faction and become its leader. Its name must contain 3 to 10 letters or digits.
Recruiting
Invite a player with /f invite <name>; they join with /f join <tag>. You can kick with /f kick, ban with /f ban and lift a ban with /f unban. A member leaves on their own with /f leave. A faction holds 8 members for free, then up to 16 by buying slots.
Growing your faction
- Beyond 8 members, buy slots one at a time with /f upgrades, "Limite de membres augmentée" upgrade
- Each slot costs 10,000 × its purchase rank: the 1st slot bought (9th member) costs 10,000, the 2nd (10th member) 20,000, up to the 8th (16th member) at 80,000, so 360,000 for all 8 slots
- The faction bank pays
- At 16 members, the faction is at its maximum
The five roles
From weakest to strongest: Recruit, Normal, Moderator, Co-leader and Leader. Each shows a prefix in faction chat — respectively -, +, *, ** and ***. The command /f role <name> <role> assigns one, and every role keeps everything the one below it allows.
Recruit and Normal: playing
From Recruit up, a member builds, breaks, opens chests, uses doors, buttons, levers and pressure plates, and teleports to the home and the warps. That is already enough to play normally: a player you just invited needs nothing more.
Moderator: running the faction
A Moderator invites, kicks, bans, promotes members below their own rank, sets warps and reads the claim list. Give it to the players who recruit and keep the faction going while you are offline.
Co-leader and Leader: deciding
The Co-leader can move the faction home: give this role to someone you trust. The Leader can hand leadership to another member.
Setting each member's rights
- /f perms opens a leader-only menu listing your members with their head, name and role
- Click a member to see each of their permissions: building, breaking, opening chests, using the home, flying…
- Left click: allow. Right click: deny. Shift + click: back to what their role allows
- A rule set on a player overrides their role: for example, you can bar a single recruit from your chests
Relations
A faction is neutral or an enemy to another, through /f relation. Alliances and truces are disabled. PvP stays active between neutral factions, and players without a faction can fight too.
Faction chat
/f chat switches between public chat and faction chat. Internal messages show your role prefix and your faction name, coloured by relation.
Frequently asked
Does creating a faction cost anything?
No. Creation is open to every player and free.
How many members can a faction have?
8 members for free, then up to 16 by buying slots with /f upgrades. Each member's power adds to your faction's ability to protect its claims.
Who should get which role?
Keep Moderator for players who actively recruit, and Co-leader for those you trust with the home and the resources. A recent recruit needs nothing beyond the default role.
Can you leave a faction mid-fight?
Leaving your faction does not end your combat tag. Convenience teleports remain blocked, and disconnecting while tagged kills you.

