EssentialsX (implemented) + Factions MassiveCraft (brainstorm)
EssentialsX — implemented
Plugin EssentialsService.java
Reflection soft-hook to Essentials / EssentialsX:
- Observe: jailed, afk, god, fly, nickname, homes, muted, last location
- List: homes, warps
- Recovery (permission-gated, dry-run default): spawn, home, warp, back, kit, heal
- Moderation: suggest_mute / suggest_jail text only (never auto)
Bridge
type=essentials → essentials_result
Observations
ess_jailed, ess_afk, ess_god, ess_fly, ess_home_count, ess_homes, ess_nickname, …
_AI commands
[text]
minecraft ess status
minecraft ess user
minecraft ess homes
minecraft ess warps
minecraft ess spawn dry-run|apply
minecraft ess home <name> apply
minecraft ess warp <name> apply
minecraft ess back apply
minecraft ess kit tools dry-run|apply
In-game
[text]
/ai ess status|user|homes|warps|spawn|home|warp|back|kit …
DQN stuck recovery
When movement stuck_ticks hits threshold (default 8):
- Check Essentials user — if jailed, switch to observe / stop auto-train
- Else apply spawn recovery once and reset stuck counter
App Support playbooks
ess_status, ess_bot_stuck, ess_kit_reset, ess_jail_check, ess_warp_overlay
Safety
- Teleports/kits require Bukkit permission (essentials.spawn etc.) or augmentedintelligence.admin
- Jailed players: recovery blocked
- Live actions need `apply` (dry-run default)
- No auto mute/ban/jail
Deploy
- Rebuild Spigot bridge jar with EssentialsX on server
- Rebuild _AI EXE
- minecraft ess status → minecraft ess user
Factions (MassiveCraft / FactionsUUID) — implemented
Plugin FactionsService.java
Reflection soft-hook (MassiveCraft packages + UUID forks):
- Observe: claim at feet, player faction/role/power, relation, can_build/can_mine
- Ops: status, at/where, player/info, can_build, home (Dynmap mark), overlay
- Blocked: claim / unclaim / raid (never automated)
Bridge
type=factions → factions_result
Observations
fac_at_name, fac_name, fac_role, fac_power, fac_rel_here, fac_can_build, fac_can_mine, fac_in_own, safe/war/wilderness flags, home coords
Hard gate (DQN)
If fac_can_build / fac_can_mine is false → mine/place actions skipped (SelectAction → observe; ApplyDecision hard deny).
Commands (_AI)
[text]
minecraft fac status
minecraft fac at
minecraft fac player
minecraft fac can_build
minecraft fac home
minecraft fac overlay
In-game
[text]
/ai fac status|at|player|can_build|home|overlay|reload
App Support playbooks
fac_where, fac_safe_mine, fac_lockdown, fac_overlay
Safety
| Risk | Mitigation |
| Bot claims land | claim/unclaim ops return error |
| Bot raids | enemy/foreign claims: can_build=false |
| Warzone/Safezone | can_build=false |
| Leadership transfer | not implemented |
Thesis
**Factions is territory law; LuckPerms is server law; CoreProtect is history; Essentials is logistics; Dynmap is the map; Vault is money; `_AI` must obey territory before it optimizes reward.**
Quick smoke
[text]
minecraft bridge status
minecraft ess status
minecraft fac status
minecraft fac can_build
minecraft fac overlay
app support playbook fac_where dry-run
app support playbook ess_bot_stuck dry-run
Filed under: Uncategorized - @ July 18, 2026 6:43 am