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Event Faction War
The two factions with the most members online fight over a ring of war beacons.
| Severity | WAR (purple two chevrons) |
| Needs | NeroFactions |
| Can damage | Players in the fight. The war beacons are placed only in empty air outside protected areas, cannot be broken, and are removed when the war ends |
| Location | Public — the announcement, the console and the HUD say roughly where it is |
This build: faction wars are switched off until NeroFactions is published, so they do not appear yet. The war beacon block is already registered, so worlds keep it either way.
Stand at a beacon with your faction, and no enemy, to capture it; the ring on the ground fills as you capture. Holding beacons scores points over time. The score is shown under the countdown on your screen ("Red 34 · Blue 21"). The side with the higher score when time runs out wins; a tie has no winner.
- Each faction needs at least
warMinMembersOnline(2) members online; the two with the most members online fight. With fewer than two such factions the war is skipped. - Never rolled in a single-player world (
single_playerin/neroevents preview). - Your side is fixed the first time you come near the war: changing faction mid-war changes nothing.
- Players in both factions or neither stay neutral: they never capture, score or earn.
Everyone on a side who took part shares the event's credits and XP — see Rewards. The
winning side's fighters gain reputation with their own faction and the losing side's lose a little,
at most rewardReputationMaxDeltaPerEvent (25) per event. NeroEvents only reads which faction you are
in; NeroFactions keeps the reputation.
-
combatEventsEnabled=false— no wars (or raids, invasions and bosses). -
eventsDisabled— addneroevents:factions/faction_war.