File Details
WarNTaxes--1.21.1-NeoForge-v5.0.0-Beta.jar
- B
- Jul 3, 2026
- 1.19 MB
- 358
- 1.21.1
- NeoForge
File Name
WarNTaxes-1.21.1-NeoForge-5.0.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
WarNTaxes 5.0 — The Big Release
Everything new since 4.0.1
This is the largest update WarNTaxes has ever shipped. Between the small 4.0.1 bugfix and this release the mod grew from a tax-and-raid addon into a full conquest, espionage and colony-management overhaul for MineColonies servers — and got a stability/performance pass to make it run on busy multiplayer worlds.
If you're upgrading from 4.0.x, here's the short version of what changed.
⚔️ Siege SMP — a whole conquest layer
War is no longer just "declare and win". Colonies now matter strategically.
- Capital vs. outpost colonies. Your first colony is your Primary (capital) — it can be besieged and taxed, but its ownership can't be permanently taken (unless the server enables it). Every other colony is a Secondary (outpost) that can be conquered outright.
- Real sieges. Lay siege to an enemy colony, lock its attackers out of its chests and villagers, and break through to claim the spoils.
- Multiplayer sieges. Several players can besiege the same colony at once and split the treasury spoils. A minimum-attacker setting can force players to band together.
- Victory objectives (optional). Plant the Banner (hold a captured banner inside enemy borders) and Demolish the Town Hall (blow it up with siege weaponry) give sieges a real, visible win condition with boss bars and attacker call-outs.
- Vassalize instead of seize. Win a war and you can turn the loser into a tribute-paying vassal — taking a one-time cut of their treasury and wallet — while they keep playing.
- Allies & call-to-arms. Defenders can rally allies, who get a clickable notification to join the fight.
🧨 Siege damage that doesn't ruin your map
- Block-breaking by hand is disabled during a war — only explosives destroy structures.
- All war explosion damage is recorded and fully restored when the war ends, chests and signs intact. Siege warfare no longer permanently scars the world.
- The damage ledger survives server restarts.
- Explosion't integration: its regeneration is paused during a conflict and resumes after.
🕵️ Espionage — full spy expansion
- Spies now travel to their target (time based on distance) before arriving.
- Intel is gathered progressively in three tiers — basic info, then guards/treasury, then the full roster and leadership.
- Detected spies flee instead of dying instantly; they only escape once they clear the border.
- Recall spies mid-mission, review completed intel for up to an hour, and receive reports as an in-game written book (Shadow Network format).
- JourneyMap waypoints for active missions when JourneyMap is installed.
🏰 Colony occupation (post-war)
- Winning a war no longer instantly steals a colony. The loser enters an occupation phase.
- The occupier siphons a share of the colony's taxes for a configurable window (default 7 days).
- The original owner keeps playing and can fight back before ownership ever transfers.
- Occupation state persists across restarts.
🎲 Random events system
- 16 dynamic events (positive, negative and choice) triggered by your colony's real conditions — happiness, buildings, citizens, tax policy.
- Several events use deep MineColonies integration: labor strikes actually stop workers, plagues infect citizens, royal feasts fill everyone's bellies — and everything is restored when the event ends.
- Events feed into both your tax income and the standard MineColonies happiness UI.
- Individual events can be toggled on/off.
💾 War & data persistence
- Active wars now survive restarts and crashes — saved on shutdown, restored on startup.
- Expired wars are cleaned up; wars still in the join phase are promoted correctly.
- Across the mod, data files (tax, raids, events, sieges, factions, spies, upgrades) now use crash-safe saves and tolerate a corrupt file on load instead of bricking your world.
💰 Economy, taxes & balance
- Guard Tower income reworked — the bonus now starts at your first tower and scales smoothly.
- Hard 30% tax floor so penalties can never zero out a colony.
- Tax cap raised to 10,000; debt limit enabled.
- War Chest drain heavily rebalanced — a full chest now lasts ~4 hours instead of ~50 minutes.
- War/raid penalties, extortion, bribes, factions and infrastructure costs all rebalanced.
- Negative random events made less punishing for healthier long-term play.
🛠️ Stability, performance & compatibility
- Updated to the latest MineColonies 1.20.1 stack (1.1.1237) and a verified coherent set of dependencies — and made compatible with the new MineColonies ownership API.
- Cross-version building API shim — works on both older and newer MineColonies builds without separate downloads.
- Server-stability pass for big worlds: removed per-cycle disk thrash, moved heavy saves off the main thread, throttled background scans, and added early-outs to the busiest event handlers.
- Internal timers replaced with a server-thread-safe scheduler to eliminate concurrency bugs.
🐛 Major fixes since 4.0.1
- Critical: fixed world corruption when claiming/using a town hall. The old auto-abandonment
system could write a bad owner mid-load and brick worlds. Automatic owner/permission rewrites
are now off by default (
EnableColonyAbandonmentSystem), and a self-healing migration repairs worlds already damaged by older versions. - Fixed claimed tax coins vanishing into an unavailable/misconfigured shop economy — taxes are
now refunded on any failure and never silently lost. Added
SDMCurrencyNamefor custom currencies. - Money-loss audit fixes: paying off debt you can't fully afford no longer eats your coins; offline spy rewards are delivered on login; paid upgrades survive crashes; duel wagers are real; team friendly-fire protection actually works.
- Fixed the
GUARDS_ATTACKserver crash, the lectern-book overwrite bug, militia that wouldn't fight, an unbreakable siege banner, double victory payouts, and commands disappearing after/reload.