Skip to content

Event Faction War

github-actions[bot] edited this page Oct 19, 2026 · 2 revisions

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.

What to do

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.

Who fights

  • 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_player in /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.

Rewards

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.

Switches

  • combatEventsEnabled=false — no wars (or raids, invasions and bosses).
  • eventsDisabled — add neroevents:factions/faction_war.

See also

Clone this wiki locally