All on NeoForge.EVENT_BUS unless noted.
PlayerFactionEvent
| Subclass | Cancellable | When |
|---|
FactionLevelChangePre | yes | before a faction/level change; cancel to veto it |
FactionLevelChanged | no | after a faction/level change |
LevelChanged | no | after any FactionUpdate is applied |
CanJoinFaction | no | join check – set Behavior (DENY / ONLY_WHEN_NO_FACTION / ALLOW) |
SkillEvents
| Subclass | When |
|---|
SkillUnlockCheckEvent | before the unlock check; set a ISkillHandler.Result to short-circuit |
SkillEnableEvent | a skill was enabled (has isFromLoading() and the ISkillTree) |
SkillDisableEvent | a skill was disabled |
ActionEvent
| Subclass | Cancellable | When |
|---|
ActionActivatedEvent | yes | before an action fires; adjust cooldown/duration/cancel message |
ActionDeactivatedEvent | no | a lasting action ends; adjust cooldown handling |
ActionUpdateEvent | no | per-tick tick for a lasting action; can force deactivation |
Others
FactionVillageEvent.* – village capture lifecycle (SpawnNewVillager, MakeAggressive,
InitiateCapture, DefineRaidStrength, AreaChangedEvent, …).
AddFactionTagEvent – mod bus – register faction-specific tags (see
Utilities).