File Details
War 'N Taxes Mod - vers2.4.jar
- R
- Aug 12, 2025
- 382.60 KB
- 208
- 1.20.1
- Forge
File Name
War 'N Taxes Mod - vers2.4.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
🆕 Enhanced Entity Raid System
- NEW FEATURE: Added comprehensive Entity-Triggered Raid system for automatic raid initiation based on hostile entity presence
- Entity Detection: Configurable whitelist of entities that can trigger raids (default: zombies, skeletons, creepers, witches, pillagers)
- Threshold-Based Triggering: Raids trigger when a configurable number of whitelisted entities are detected inside colony boundaries (default: 5 entities)
- Colony Boundary Enforcement: Entities must remain within colony boundaries during raids, with configurable grace period for re-entry
🎮 Dynamic Raid Experience
- Dynamic Bossbar: Real-time bossbar displaying remaining attacking entities and countdown timer
- Smart Grace Period: 5-second grace timer activates only when ALL entities leave boundary, pauses/resumes if entities return
- Fixed Duration Raids: Raids last exactly 5 minutes regardless of entity movement (configurable)
- Entity Count Display: Bossbar shows "X entities attacking" and updates dynamically as entities are killed/leave
- Accurate Timer: Fixed timer display bug - now shows proper countdown (e.g., "4m 23s left")
💰 Economic Impact System
- Configurable Tax Deductions: Automatic tax revenue penalties every minute during active raids
- Percentage-Based Penalties: Uses configured
RaidPenaltyPercentage(e.g., 25% per minute) - Real-Time Notifications: Players receive tax deduction alerts during raids
- Revenue Protection: Deductions are capped to prevent complete colony bankruptcy
🛡️ Advanced Alliance & Diplomacy
- MineColonies Integration: Respects colony officer/friend ranks - allies won't trigger raids
- Recruits Diplomacy Support: Revolutionary integration with Recruits mod diplomatic system
- Team-Based Filtering: Recruits with ALLY diplomatic status are excluded from triggering raids
- Multi-Layer Alliance Detection: Checks Recruits diplomacy → team membership → ownership hierarchy
- Cross-Mod Compatibility: Works seamlessly whether Recruits mod is present or not
⚙️ System Improvements
- Cooldown System: Configurable cooldown periods between entity raids for the same colony (default: 30 minutes)
- Chat Deduplication: Fixed duplicate notification spam to colony members
- Performance Optimized: Configurable check intervals to balance detection accuracy with server performance
- Admin Commands: Complete
/wnt entityraidcommand suite for testing, monitoring, and management - Integration Safety: Entity raids won't trigger if colonies are already under player raids or in wars
- Smart Defaults: Entity raids are disabled by default to allow server administrators to enable and configure as needed
🔓 General Colony Permissions System
- NEW FEATURE: Added General Colony Permissions system for universal item interactions within colonies
- Universal Access: Allows all players (including non-allies, strangers, and enemies) to drop and pickup items in colony boundaries
- Configurable Actions: Default permissions include
TOSS_ITEMandPICKUP_ITEM(block interactions can be added via configuration) - MineColonies Integration: Leverages native MineColonies permission system by modifying neutral and hostile ranks
- Automatic Application: Permissions automatically applied to all colonies on server startup
- Permission Preservation: Original permissions are safely stored and can be restored when system is disabled
- Admin Control Suite: Complete
/wnt permissionscommand system for granular management: -/wnt permissions status- View current permissions status across all colonies -/wnt permissions config- Display current configuration settings -/wnt permissions apply/remove- Apply or remove permissions from all colonies -/wnt permissions reload- Refresh permissions based on current configuration -/wnt permissions apply/remove <colonyId>- Target specific colonies - Enabled by Default: System is active by default to provide immediate improved player experience
- Colony-Specific Management: Individual colonies can have permissions applied or removed independently
- Safe Restoration: Complete rollback capability to restore original MineColonies permissions
- Performance Efficient: Minimal overhead with smart caching and batch operations
🔧 War System Fixes
- Fixed War Interaction Permissions: Resolved issue where allies and officers on the attacker's side could not break blocks or interact with containers during wars
- Added
assignWarParticipantRankshelper method to properly assign hostile ranks to war participants - Updated war initiation logic to assign hostile ranks to all participants (attackers, defenders, and FTB team members) - Fixed join war logic to assign hostile ranks when players join during the join/active phase - Ensures all war participants get proper permissions to interact with opposing colonies during conflicts

