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DefendableBases

This mod adds fortress nodes that protect claimed territory with health-based shields. Manage team privileges, overlapping protection nets, explosion damage scaling, repair resources, and decay mechanics for balanced raiding and strategic base defense.

Defendable Bases adds a “gameplay-first” way to protect builds without turning the world into hard-claimed chunks. Instead of blanket permissions, you craft and place fortress blocks that create protection volumes around your base. When the system is claimed, it forms an overlapping network of protection zones (“nets”), letting you design defenses with layout and coverage rather than relying on invisible chunk boundaries. The goal is to keep bases defendable and raidable—more like a survival PvP sandbox (Rust-style tension) than a pure “no one can touch this” claim mod.

At the heart of the mod are fortress centers and tiered nodes. Centers handle claiming and team/privilege management, while nodes provide the protection that actually absorbs damage. When an unprivileged player tries to break protected blocks, the break is prevented and the nearest/most relevant node takes damage instead. Stronger tiers provide larger or more effective coverage, and overlapping zones let you build layered defenses. Privileged players can still build, maintain, and manage the base normally—so the system protects against griefing without making the owner’s own gameplay annoying.

Raiding is supported through explosions and “wear-down” mechanics rather than instant denial. Explosions inside protected areas don’t automatically bypass protection; instead, the mod can treat each would-be destroyed block as “pressure” that converts into damage against the defending node. Vanilla TNT defaults to standard damage-per-block behavior, and the system is designed so custom explosives (including from other mods) can deal more or less damage based on configurable mappings. This makes raids feel intentional: attackers bring resources, defenders invest in infrastructure, and both sides engage with the mechanics rather than fighting a simple permission wall.

To keep defenses from becoming permanent, set-it-and-forget-it fortresses, the mod includes decay and repair-resource gameplay. Fortresses consume repair “energy” over time based on how much area you’re protecting, and your center/node inventories can hold repair items that replenish or sustain the network. If upkeep runs out, nodes begin consuming their own reserves and can fail—opening holes in the defense net until it’s repaired or rebuilt. This creates a natural balance for servers: big bases are possible, but they require upkeep, planning, and supply lines.

Compatibility is a major design goal. Protection is based on positions and gameplay actions (breaking, placement rules, and explosions), not on special casing specific blocks from specific mods. That means most building blocks from other mods “just work” inside the protection system without extra integration. Where mods do add custom explosive blocks/entities, pack makers and server admins can extend the damage behavior through data/config definitions rather than code changes. The system is also designed to fail safely: missing or invalid IDs in JSON should be ignored rather than crashing the server.

Finally, Defendable Bases is built to be highly configurable for different server styles—hardcore raiding, casual SMP, or anything in between. You can tune territory radius, maximum team size, decay intervals, exponential upkeep scaling, catch-up behavior, and other gameplay knobs. You can also define explosive damage mappings and repair-resource values via JSON so modpacks can standardize balance across multiple mods. In short: the mod gives you a flexible foundation for base defense that stays fun, fair, and interactive—without sacrificing modpack compatibility or server admin control.

The DefendableBases Team

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