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_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.
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— addneroevents:factions/faction_war.