Immortal Factions
Create a Minecraft server of the Factions Reset mode, as close in concept as possible to JartexNetwork – Factions Immortal / Immortal Reset:
Core idea — faction PvP server with territory wars, economy, and raids.
The server operates in seasons (~5 weeks), at the end — reset (like Jartex Immortal: season + complete wipe of progress, except for permanent privileges).
Client versions:
Base core version: 1.8.8 / 1.8.9 (Paper/Spigot) — classic PvP.
Support for clients up to 1.20+ through ViaVersion / ViaBackwards (by agreement).
2. Architecture and stack
Server core
Java 17 (or recommended for the chosen Paper/Spigot build).
Core: Paper 1.8.8–1.8.9 (optimized for PvP and cannons).
Network environment
Ability for further network connection through BungeeCord/Velocity (currently just a standalone server is sufficient, but the config must be compatible).
Database
Main plugins working with the DB must support MySQL/MariaDB (for Factions, statistics, donations, etc.).
3. Season concept and reset
3.1. Season parameters
Season duration: by default 5 weeks (reference as in Immortal Reset). JartexNetwork
Grace Period (period without explosions/TNT): 7 days from the start of the season — during this period, TNT/explosions cannot be used on bases. JartexNetwork
Start of the season / SOTW (Start Of The World):
The first hour after opening:
Prohibition of /fly.
Prohibition of /wild (wilderness).
No hunger depletion.
Prohibition on using ender pearls. JartexNetwork
3.2. What is reset during the reset
At the end of the season, a complete wipe of game progress must be implemented, similar to the logic of Jartex reset servers:JartexNetwork+1
Reset includes:
Money balance, resources, blocks, spawners.
Player inventories, ender chest.
Factions: composition, territory, level, power.
Statistics (kills, deaths, KDR, faction top for the season).
Temporary (seasonal) ranks, temporary kits (if any).
Not reset:
Permanent donation ranks.
Permanent teams/privileges, purchased forever.
Permanent g-kits / cosmetics (if implemented).
4. Factions mechanics (server core)
4.1. Faction parameters
Maximum faction size: 7 players (as in the current Immortal season). JartexNetwork
Relationship statuses: ally / truce / neutral / enemy.
Limits on invitations, name, description, tags, F-chat.
Faction Shield: base protection for 20 hours a day — during this period, the faction core cannot be attacked/raided (similar to Jartex parameter "faction shield 20h"). JartexNetwork
f power system:
Player power increases/decreases depending on online presence and deaths.
Maximum faction territory (claim) depends on power.
4.2. Territories and worlds
Main world: Overworld with WorldBorder limitation and 8 "corners" for placing bases/farms (as specified in Immortal Reset). JartexNetwork
Spawn area:
Round SafeZone (spawn) — no PvP, no damage.
Surrounding — Warzone: PvP enabled, building/breaking not allowed.
Warzone = Darkzone (based on Jartex, where Darkzone is integrated into Warzone).JartexNetwork
Additionally (by agreement):
Nether — for resources and additional PvP.
The End — for spawners, special resources.
4.3. Warzone / Darkzone
Create a unified Warzone around the spawn, including Darkzone features:JartexNetwork
Constant PvP.
Increased rewards for farming mobs/chests/bosses.
Loss of everything upon death (inventory, armor, items).
Possible mini-events in Warzone (bosses, snap events, chests, env events).
4.4. Cannoning / raids
Configure the server for stable operation of cannons:
Cannon firing speed: 3 seconds between "ticks" of explosion/reload (similar to the cannoning speed 3s parameter in Immortal). JartexNetwork
Correct operation of sand/sand-cannons, hybrid-cannons.
After the Grace period:
Allow the use of TNT, crystals, etc. on other claims.
Raid logic: if faction power < number of claims — part of the territory becomes vulnerable / subject to capture.
5. Game systems and gameplay
5.1. Basic commands
Implement / configure:
/spawn,/sethome,/home,/tpa,/tpaccept,/msg,/r./f create, /f join, /f leave, /f invite, /f kick, /f promote, /f demote, /f home, /f sethome, /f claim, /f unclaim, /f ally, etc./wild(random teleport) — prohibited in the first hour of the season (see point 3.1).
5.2. Economy
Currency: money (balance with the player).
Sources of income:
Sale of resources through /shop (GUI store).
Sale/purchase of items between players through /ah (auction).
Mob farming (spawners) and resource drops.
Faction maintenance:
Introduce costs for maintaining claims (daily tax) — deduction from faction balance.
If balance < 0 — faction loses part of the territory/stops regenerating shield.
Applications 1
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208 Good evening, I am available. Experience of more than 5 years. A lot of free time, although the electricity situation is not comfortable, but we will manage! The idea is great, during the development I will open a server and show you the process, we will be in touch daily. I promise effective work, I work independently but wisely! We can improve the project with custom items and crafts. The timeframe is approximately 25-30 days for development (considering the electricity inconveniences). The price is good, I don't understand why Alexander doesn't like it. Ready to work!
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1860 21 0 Hello. JartexNetwork has been developing its mods from scratch, and since 2015 they have undoubtedly done a tremendous amount of work in this area, so development can be VERY VERY expensive and time-consuming. Right off the bat, I will say that I have no experience in Minecraft development, but thanks to my extensive experience in related development, I will have no problems taking on this huge project.
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Good day, I am interested in your project. I would be happy to collaborate, please write to me in private messages on Freelancehunt for communication.