Absolut updated Factions with a new update entry:
1.1
[DOUBLEPOST=1463789487][/DOUBLEPOST]I made some modifications and just posted the update. I eliminated the /faction command and instead automatically prompt the player for a new faction after being removed from their current one (via console command faction.unassign <playername>)
Hopefully this helps...

Factions
A Faction system with Leaders, Taxes, Trades, Ranks, Kill Rewards, and MORE!
Total Downloads: 2,712 - First Release: May 20, 2016 - Last Update: Oct 27, 2017
- 5/5, 24 likes
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Hey, the plugin works for me, can you make it so the players have a choice to join or not. Then bring back /faction so they could join later?
[DOUBLEPOST=1463811531][/DOUBLEPOST]oh I forgot, if non of the above could you make so the players can see who is in what faction on first log so they can join friends..maybe. Thanks man good work, I like this plugin -
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its there any way after you select a faction auto-join a group of oxide?
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1st and foremost, great work...... This is a plugin i have been looking for for Rust since i started playing/hosting. However i do not feel this is quite ready for me to use yet, the whole faction concept is here do not get me wrong but i do not feel that many aspects of a faction system here is present other than the fact you choose a different "group" at startup and maybe the friendly fire feature within the factions them self (which i believe can already basically be done using other plugins and the oxide group system.
Here is some things that would be great to see added if possible:
-Faction hierarchy system ( A faction leader who can tax all faction member resources and choose/accept players into said faction )
-Independent Faction ( A Faction/Group that is not bound by Faction rules i.e. ff and building damage, also with a hierarchy system (mayor) that can tax players).
-Reigning Faction System ( I guess a system that measures a certain amount of space around a faction entity and adds all spaces together to get a resulting number to see which faction "holds" the most ground on the map and announce to players at startup who the reigning faction is )
-War decleration system ( giving factions the ability to declare open war on another faction (excluding independent faction) and announcing open war declarations at startup )
Obviously this is not something that can happen "straight away" and you may have thought about some of this already, it will be interesting to see how you do choose to develop this further and this will definitely be a plugin i will be keeping an eye on.
Again Great work. ~[SGN] MickDumdee -
[DOUBLEPOST=1463851018][/DOUBLEPOST] -
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Great plugin, thank you!
Getting a warning in console since this evening's update:
Code:[Oxide] 22:36 [Warning] Calling hook OnPlayerChat resulted in a conflict between the following plugins: RustCore, Factions
Last edited by a moderator: May 22, 2016 -
And by echo you mean literally
Altimus: Hey
Altimus: Hey
Correct?
If so try to reload EventManager to see if it stops. I could be wrong though but I know I tested chat quite a bit because I added new chat functionality for the "Rebel - None Faction" group.
BTW glad you like it! Thanks for the feedback. -
Hi Altimus,
Here's a screenshot of the effect:
>> Imgur: The most awesome images on the Internet
We're not running EventManager, although we are using BetterChat.
All Plugins:
Code:BetterChat DeathNotes Economics Factions InfoPanel Kits LustyMap Notifier QuickSort StartProtection Updater Vanish
Code:[Warning] Notifier has replaced the 'players' chat command previously registered by Factions
Last edited by a moderator: May 22, 2016 -
As per chat echo that is simply caused by any plugin that has an OnPlayerChat Hook (which many do). BetterChat will for sure have something like that. So in a nutshell there isnt much I can do to help you. I to have used many plugins together and these things happen. For example, you are likely seeing double death notifications as well if you are using DeathNotes (unless ofcourse you disabled it via my config file).
I can look into disabling faction branded chat but it really defeats the purpose. I am already disabling it during events so event chat can be used from an event plugin (TeamDeathmatch, etc.)
Sorry I know this wasn't the answer you were looking for but honestly it is hard to develop plugins that compensate for everything out there.
Let me know how I can help! -
Some feedback on actual use is everyone likes it, a question was posed to me about giving faction members a percentage boost in gathering kind of like gather manager the more players build in the same area. I have a group of players building a small town that is walled off, someone is always on so attacking raiding the village is tough, maybe something to encourage players (factions) to do this. Great plugin man! -
As per feedback, thanks for it! Let me clarify so I can scope it.
You want an increased gather rate based on "built" entities within a radius? So players build in the same area and therefore harvesting stone or wood in that area yields increased amounts? Does that sound correct?
Additionally, you want some sort of raid incentive
or
do you want some sort of raid assist to combat the complexity of raiding combined building zones?
For raiding you could use CustomLootSpawns for Rust | Oxide to create respawning Timed Explosive supply crates. Essentially every 30 minutes or an hour or whatever factions can grab the TE and go raiding. It would create a lot more activity.
I used this plugin for a few months before re-writing it to something I could release and at one point had a very similar concept. I had built territories and placed "Castles" in each. On faction selection the player would be warped to the applicable castle. I had merchants and kits and other things. I also had a PVE free "city" that all factions could congregate in. At one point I considered the idea of having "zones" that would influence factions. For example, you make 2 zones. Each has a different different incentive for "owning it" such as increased gather rates and crafting rates. You would put a Keep in the middle with an NPC at the top. Talking to the NPC would grant the entire faction the incentive for the zone. You would need to defend it as the other faction could come in at anytime to take it.
I steered away from these things for two reasons, 1) on wipes recreating all the warp points and such was becoming a pain in my a$$. 2) the pop of my server never increased so it was essentially 5-8 people doing the same thing over and over again and it got boring.
Some things to think about but ultimately I think most of them belong as different plugins. If we build one plugin with all this functionality it will turn some people off from using it. -
From what I have seen with the players building in the same area because they are in the same faction and can't hurt one another's building, they are working as a team and built a village and put 2 layers of wall around it. Out of 6 players in the faction at least 1-2 players are on at any given time. No more offline bs raids for the most part, someone is there to fight the raiders or other faction off. Nothing complicated but some sort of insentive for the faction to build in the same area instead of all over the map. And get the rebels to join in. Lots of potential here I think. -
What about faction balancing? You seen any issues there?
What about some sort of system based on faction balance and proximity. Gather rate increases as your faction population decreases but benefit is only realized if within proximity of faction buildings.
So Faction A has 8 players, Faction B has 7 players, and Faction C has 8 players. IF a player on Faction B has the majority of their buildings within a given radius of a specific faction B building they receive a 10% boost to gathering whereas the other 2 factions have a 5% boost if they meet the same criteria.
This could create an incentive for building near faction members and also encourage faction balancing.
For something like this we would first want to create a faction leader to set the faction HQ building.
Let me know and I can see what I can do. -
Yeah I was thinking about that, Players join as a rebel then check where their friends are causing faction c to only have 3 players where the other two factions have 8. What you said may just do the trick. A faction leader with an hq building would be interesting! -
Anyway to set a spawn point and/or a home system for a specific faction. Like if I wanted to use a pre made house for a faction, is there anyway they could do like /fhome and teleport to there? And set up a spawn point there and they'll only spawn there if they don't have a sleeping bag down?
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I had used Warp System for Rust | Oxide and set them up by oxide group. So you would have a faction.A home as warp 1 that only works for people in oxide group faction.a.
That is really the best I can think of. -
I am hoping to release an update within the next 12 hours. I have implemented a faction leader, a taxation system with a tax box. The tax rate is assessed on each loot by faction members and automatically deposited in the tax box designated. The only concern I have at the moment is the process of selecting the leader. I am currently having the first member join become the leader. From there it saves playtime and checks all faction members for playtime and promotes the most active player to leader. This seems clunky, any suggestions?
Thanks! -
Is there a way to make it so each factions have their on unique clothes?