promotional bannermobile promotional banner

Faction Raid

tactical faction sieges for 1.20.1 Forge. enemy armies breach your gates while your Villager Recruits defend.
Back to Files

factionraids-2.21.0.jar

File namefactionraids-2.21.0.jar
Uploader
EmekaEmeka
Uploaded
Sep 6, 2026
Downloads
0
Size
269.8 KB
Mod Loaders
Forge
File ID
8823503
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:faction-raid-1364352:8823503")

Learn more about Curse Maven

What's new

Faction Raids — Full Changelog (v2.10.1 → v2.21.0)

Minecraft 1.20.1 · Forge 47.4.0+ · Java 17
Required: Villager Recruits · Villager Workers 2
Optional: Siege Weapons · Small Ships


v2.21.0 — Siege Package Audit Fixes

  • Siege Engineer mob leak fixed (servers running both Siege Weapons + Recruits). Ranged-engine operators (catapult/ballista engineers) are now registered as raid participants — cleaned up at raid end, counted toward wave completion, tracked by the straggler system. Base installs unaffected.

  • Ladder builder no longer wastes its cooldown on quiet ticks. Response to newly stuck raiders is now consistently 20s instead of drifting to 20-40s.

v2.20.0 — RaidSavedData Audit Fix

  • Escape/defeat tallies stay accurate across mid-raid restarts. lastKnownChunks is now persisted with the raid save data. Previously, every server restart during a live raid mis-classified every persisted raider as "escaped" instead of properly tracking chunk state, inflating totalEscaped and skewing WarJournal entries.

v2.19.0 — RaidEvents Audit Fixes

  • ACTIVE_CAMPS memory leak fixed. Admin stops or dimension removal that ended a raid with an unloaded level no longer leak one CampState per raid.

  • Breacher livelock at max-restore-blocks boundary fixed. Breacher squads no longer lock onto a door that will never break; they now clear progress and move to a new block when the restore cap is hit.

v2.18.0 — Straggler Tracker Audit

  • Memory leak in stall tracking fixed. Wave/raid ends now fully drain the stall-tracker map instead of leaking one entry per discarded raider on long-running servers.

  • "No progress" distance threshold fixed. The 2-block threshold now actually behaves as 2 blocks at any range, instead of ~0.02 blocks at long range.

  • Rescue teleport Y fixed. Stragglers are now teleported to the actual surface at the rescue XZ instead of the raider centroid's Y (no more warping into valleys or off ridges).

v2.17.0 — Camp Terrain Hardening

  • Watchtowers, forge, and tents now sit on a common plane. All prefab camp pieces anchor to the palisade's validated Y instead of local heightmap. Camps on gentle slopes now read as one built object.

  • Site selection scans the whole 19x19 footprint for water and steep terrain. Ponds and ravines mid-footprint no longer slip through corner-only checks, so fences and tent floors no longer end up submerged.

  • Pieces that deviate from the plane by more than 3 blocks are skipped rather than sunk into cliffs or floated in air.

v2.16.4 — Camp Gate Always Passable

  • Fixed war-camp palisade spawning with no gate at all on diagonal approach angles, which used to trap raiders inside their own camp. The gate now snaps to the closest cardinal wall (N/S/E/W) and carves a guaranteed 3-block gap.

v2.16.3 — Subsystem Audit

  • Naval: Convoy keeps steering Small Ships warships as long as any mounted mob is alive. Bridge builder verifies the far-shore feet block is passable. Ship-id lookup no longer silently returns a PIG default when a ship id is missing.

  • Siege: Non-ranged engines skip auto-drift when they have an operator (players and Recruits siege engineers no longer get fought by the physics helper). Reflection failures now log at debug for diagnostics.

  • Workers compat: First reflective-setter failure per method logs at debug so version mismatches aren't invisible.

  • Waves: WaveComposer guards single-wave raids with tiny totals against negative math.

v2.16.2 — Physical Breaching Audit Fixes

  • Ravagers no longer try to squeeze through door slots. They're excluded from the stand-and-swing loop (their 2x2 hitbox doesn't fit) but still credit breach pressure via their normal charge AI.

  • Breachers now actually face the door while swinging. Tightened the re-issue gate from 4 to 2.25 blocks and re-issues every tick past that threshold.

v2.16.1 — Amphibious Raid Fixes

  • Camp no longer spawns over water. Fixed a validation bug where the check tested the block above the surface (always air over water). Now checks the actual ground block under the center and all four corners of the 19x19 footprint.

  • Boats no longer spawn inside the palisade. Camp site selection now rejects any candidate within 24 blocks of the naval staging position.

v2.16.0 — Physical Breaching

  • Breachers visibly path to door faces, face the target, and swing their main hand on the same cadence as door-hit sounds. Before this, breach progress was credited by proximity alone, so a raider could stand 3 blocks away doing nothing while the door visibly broke.

  • Only 2 movers per target — the rest still credit pressure so the door breaks at the same speed, without a whole squad piling onto one 1x2 slot.

  • Config: physicalBreaching (default true).

v2.15.0 — Clear Intent

  • Role name tags in-world: Siege Commander, Breacher, Warcaster, Captain, Marksman — each in its own color.

  • Role-colored outlines via vanilla GLOWING + 5 scoreboard teams (works on stock clients, no client assets).

  • Proximity-default labels/glow appear when a defender is within 24 blocks so distance views stay clean.

  • Boss bar leads with the phase: Rally / March / Breach / Occupation / Paused. Names the objective and shows front-line distance.

  • Objective beacon: 12-block flame column marks the target block, fades within 16 blocks.

  • New config: raiderLabelMode, raiderLabelRadius, raiderGlow, hudEnabled, objectiveBeacon.

v2.14.0 — Focused Aggression + Progressive Camp Construction

  • Raiders no longer run past defenders into your base. New AGGRO_RADIUS (default 40) replaces the old 160-block accidental aggro range. Off-axis targets that pull raiders off the camp -> objective axis are dropped. Breachers and commanders never chase defenders.

  • Camp assembles progressively. Instant strategic core spawns at tick 1 (palisade + campfire + banner + barrel + markers); the four watchtowers, forge, and two tents drain from a per-raid queue over ~20-30 seconds. With Villager Workers 2, Builders animate the placements.

v2.13.0 — Camp & Cleanup

  • Chunk-aware despawn. Grace default 120s → 600s (max 3600s). Timer only advances while the raider's last-known chunk is unloaded — no more phantom escapes from mobs the game just reloaded.

  • Chat spam removed. Per-squad and per-straggler chat lines gone. Retries + siege-engine notices demoted to action bar.

  • Fortified war camp with strategic destruction targets. Bigger 19x19 prefab (palisade, corner watchtowers, forge, supply barrel, command banner, barracks tents). Break the campfire to cancel reinforcements. Break the banner to break current-wave morale. Break the barrel to drop bonus emeralds.

v2.12.0 — Know Your Enemy

  • Threat breakdown on the Codex Overview shows the actual unit mix on the field right now, not just a wave label.

  • Defense score explainer makes the formula visible.

  • War Journal tab — persistent last 10 sieges (faction, wave reached, outcome, payout).

  • Codex fog of war — factions and units start hidden and reveal as you fight them.

  • Wave filter chips on the Units tab (All / 1+ / 2+ / 3+ / Final).

  • Scrollable Defense tab — all 10 tips now reachable via mouse wheel or ↑/↓.

  • FactionLore registry — lore moved out of a hardcoded switch so datapacks can add their own.

  • Save auto-upgrades from v9 → v10. Network protocol 3 → 4.

v2.11.0 — Warlord's Codex

  • New in-game reference book with 5 tabs: Overview (live siege dashboard, casus belli quote, next-wave preview, defense score 0-100), Factions (bestiary of 5 raider factions with lore and pretexts), Units (10-entry bestiary with stats/behavior/counters/drops), Defense (6 curated playbook tips), Commands (full /factionraids reference in-book).

  • Test Siege button removed. Use /factionraids start — public and payout-eligible.

  • Network protocol 2 → 3 (intentional break to prevent dashboard payload corruption).

v2.10.1 — Boat Scatter, TPS Debounce, Aggression Pass

  • Amphibious raid boats scatter within a 2-4 block ring instead of stacking on one water tile. Squads land as a wave instead of a jammed pile.

  • TPS pause is no longer hair-trigger. Threshold lowered 18.0 → 15.0, default flipped to off, added minimumTpsSustainedTicks (default 5) so single spikes are ignored. The MAX_ACTIVE_RAIDERS hard cap still protects against real raid-caused overload.

  • Raiders push harder instead of standing around. Objective nav goal refreshes whenever navigation is idle. Raiders within 32 blocks of the objective get a 30% speed burst.

  • License: first release under GPL-3.0-only with a trademark reservation covering the "Faction Raids" name and artwork.

This mod has no additional files