Guide to Factions Permissions

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Meme Lord
Greetings Visens!

I'm here today to bring you a quick introductory guide as to how our factions permission system is supposed to work. As of the time of this post, over the last few days we've made some sizable changes as to the way things work. This post should hopefully give you an outline as to how exactly the new system(s) work, and give you a base understanding of how you can update whatever old system you were using to be functional with our new version of factions currently residing on the live realms.

What's Changed?
First and foremost we've changed the way that Moderator and Coleader work. These faction ranks no longer innately have any special permissions or access. By default - they're the exact same as a member in the faction. Rather, with the new system, you make them into whatever you want via the /f perms command! This is a great stepping stone into what else we've changed.

Access Hierarchy
If you weren't aware, there are three main ways you can control access within your faction. These commands are /f perms, /f access, and /f owner. You should think of them in exactly this order. /f perms is the lowest level of access, supplemented by /f access, and both are trumped by /f owner.

The /f perms command, the first layer, exists as your basis for control. With this command you will define which ranks, and which relations, have access to do what - and run which commands. Setting a rank or relation's permission node to 'undefined' or 'deny' will prevent them from performing that action, or running that command. Setting the permission node to 'allow', will allow them to perform that action or run that command. As a quick side note, only faction leaders have the ability to use the /f perms command and tweak these permissions. Furthermore, faction leaders innately have access to all commands and building in all areas of a faction's land, and these abilities cannot be negated. For a full explanation of all items in the /f perms list, as to what behaviors they cover, that will be covered below.

The /f access command is a supplementary feature to the existing /f perms system you'll set up. /f access allows you to create exceptions to your /f perms rules. Let's say for example, you've denied 'BUILD' permissions to allies in /f perms. Nonetheless, there's a specific ally you decide you do want to give access. Using /f access, you can make that happen, and your /f perms will still deny all other allies the ability to build. Using these two commands in conjunction you can create complex and powerful systems of permissions to control who is able to do what in your claimed land. To conclude this section, there is a permission node 'ACCESS' contained in /f perms. That permission node holds jurisdiction over which ranks within your faction retain the ability to use this /f access command.

Finally, we have /f owner. This is arguably the simplest form of access-control as it isn't supplementary, working in conjunction with /f perms or /f access, rather it overrules it. If you /f owner claim a chunk, only the faction leader and the user who you've ownered will be able to work in that chunk. /f perms will not be considered, /f access will not work. Whereas /f perms and /f access add permissions, /f owner restricts land to only certain players of your designation. This command is useful if you want your faction members to be able to do things in most land but you want a certain chunk of your base to be entirely restricted to only your highest-up and most trusted compatriots. Unlike /f access, but similar to /f perms, only faction leaders have the ability to run this /f owner command.

Permission Nodes
Included below will be a full explanation as to what each permission node in /f perms stands for; what type of behavior it controls.
  • BUILD - controls users' right to place blocks
  • DESTROY - controls users' right to break blocks
  • DOOR - controls users' right to open and close doors
  • BUTTON - controls users' right to press buttons
  • LEVER - controls users' right to flip levers
  • INVITE - controls users' right to invite, and deinvite players to the faction
  • KICK - controls users' right to kick members of a lower rank than themselves from the faction
  • ITEMS - controls users' right to use items (water buckets, snow balls, etc)
    • NOTE: Certain items are given innate overrides to these permissions. For example, regardless of what a faction's /f perms say, you will ALWAYS be able to place Creeper-Eggs in their land
  • SETHOME - controls users' right to set the faction's /f home
  • TERRITORY - controls users' right to claim or unclaim land for the faction
  • ACCESS - controls users' right to use the /f access command
  • PROMOTE - controls users' right to promote and demote users of a lower rank in the faction than themselves
  • SETWARP - controls users' right to set warps for the faction
  • WARP - controls users' right to teleport to warps set by the faction
  • BAN - controls users' right to ban other players from the faction
  • SPAWNERS - controls users’ right to interact with spawners
  • TITLE - controls users’ right to use the /f title command
  • CONTAINER - controls users' right to access chests in faction land
    • NOTE: You cannot restrict neutral or enemy factions from accessing chests in your faction's land. It is possible to control the access of your faction members, truces, and allies, but not that of neutral and enemies. They will ALWAYS have the ability to access your chests regardless of your /f perms.
As you may have realized, some of these permissions are redundant. For example, there's no point in changing the 'PROMOTE' command for neutrals, they still will not be able to run that command as they're not a part of your faction. We're in the process of phasing out the redundancies, but for the time being, despite existing they're effectively non-functional.

Using all three of these forms of access in conjunction you can create an intricate and effective system of access-control for your faction that should help to prevent you from being insided should you take the time to effectively learn and master them. If you have any remaining questions about this new system feel free to reach out to myself or any other Staff Member in-game, on the Forums, or on our Desteria Discord! Otherwise, I hope this guide was helpful, and I'll see you around the realms.
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