Minecolonies: War 'N Taxes

War and Taxes Addon for Minecolonies

File Details

WarNTaxes-NeoForge-5.0.2.jar

  • B
  • Jul 11, 2026
  • 1.21 MB
  • 141
  • 1.21.1
  • NeoForge

File Name

WarNTaxes-NeoForge-5.0.2.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:minecolonies-war-n-taxes-1129258:8410951"
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War 'N Taxes — Changelog 5.0.2 — Warborn War Overhaul (Minecraft 1.21.1, NeoForge 21.1.213) This release folds the full "Warborn War Overhaul" body of work onto the 5.0.0 NeoForge port. It is a major rework of the PvP colony-warfare layer plus several community/Patreon bug fixes. ── Besiege & combat fixes (playtest follow-up) ───────────────────────── - Fixed: a defender who clicked "[Defend it]" was teleported to their colony but saw NO siege boss bar (the bar was created before they arrived, so the nearby scan missed them). They are now added to the boss bar on arrival, and the bar also picks up anyone who enters the area each second, so the event is always visible. - Besieges no longer require the attacker to stand inside a tight radius. A besiege is not a raid — you're meant to place siege gear outside the walls and chase defenders. Only retreating a great distance (default 64 chunks from the colony) now counts, and even then a grace countdown appears on-screen ("Return to the siege in Ns or forfeit") so an accidental step-out never instantly ends it. - When a besieger really does retreat past the grace period, the siege is lifted and BOTH sides are told ("enemy retreated"); the defenders are credited. - The same retreat rule + on-screen grace countdown now applies to Conquest Wars (the war event that claims a 2nd/3rd/Nth colony): the attacking side must press the assault at the target, or forfeit to the defenders. - New config: BesiegePlayerStayRadius (now a large "retreat" boundary, default 1024 blocks) and BesiegeRetreatGraceSeconds (default 30). Both also govern conquest wars. - New admin/alpha command: /wnt resetcooldown [player] (op only) clears besiege and buy-off cooldowns so testers can re-run sieges back to back. - The Tax Book keybind default is now G (was T, which collides with vanilla's chat-open key). Rebindable in Controls. ── Permissions, raids & clarity (patch) ─────────────────────────────── - Fixed: players who fought in a war stayed stuck in a colony's "Hostile" rank forever after the war ended (war-end only disabled the combat actions, it never moved them out of Hostile), cluttering the member list and making them hard to manage. A permission health check now runs on startup and every 60s to demote leftover Hostile players back to Neutral (it never touches an active war/raid/ besiege participant or the owner). Admins can force it with /wnt permcheck. - Raids: stepping just outside the colony no longer INSTANTLY ends the raid. Like besieges and wars, leaving now starts a grace countdown shown on-screen ("return in Ns"); coming back cancels it, and only a real retreat forfeits the raid. - Clear role briefings when a war, besiege, or raid begins: every participant is told plainly whether they're the attacker/raider or a defender and exactly how that event is won or lost, backing up the boss bar's shared numbers. - Note on spying: rival colonies now appear as spy targets regardless of their friend/neutral status — you no longer need to unfriend anyone to spy on them. ── New & reworked war systems ────────────────────────────────────────── - Besiegement redesigned into a real siege, not a raid. A siege now DECLARES first (configurable prep window, default 5 min) instead of launching instantly, giving defenders time to react and rally. * The target can "buy off" the siege for a configurable % of their war chest (default 30%), which puts the besieger on a cooldown (default 24h) before they can return, so the victim has a breather to find allies. * Sieges can be declared even when the attacker is standing outside the colony; the target owner must be online to be besieged. - Four real siege win-conditions now coexist: * Attacker wins — all colony defenders killed, or the defenders' shared life pool is exhausted. * Defender wins — the siege timer runs out, or the attackers' shared life pool is exhausted. Both sides get a shared "lives" (ticket) pool scaled by the number of participants, matching how war lives already worked. - Players can now JOIN a defence. A clickable "[Defend it]" button in the call-to-arms teleports you to the colony and registers you as a defender (granting defender lives) so your fighting and deaths actually change the outcome. No op permissions required. - "Take over Colony" war redesign: * A player's first/primary colony is protected — it can be vassalized but not seized (configurable). Attackers are pointed at besiegement instead. * Additional (Nth) colonies can be conquered outright on a total victory. * Sue-for-Peace now supports a SURRENDER outcome in addition to white peace and reparations. * Construction-scaled colony-deletion timer for conquered colonies (town hall only = instant, up to 7 days for a developed, guarded colony) to stop town-hall-spam land grabbing. - War rank gate: you can no longer declare open WAR on a colony that has more guards than yours (besiegement remains the tool for punching up). Configurable. - Vassalage / Tribune: a vassalization offer can carry a tax-tribute %. Optionally, a rejected vassal offer can start a war (configurable, off by default). - Optional "colonyless claiming": a player who owns no colony can claim an abandoned one as their first home (off by default; for newcomer-friendly servers). ── Compatibility ─────────────────────────────────────────────────────── - Hundred Years' Warfare friendly-fire compatibility: HYW troops no longer damage their own owner's colonists (and vice-versa), while still being able to fight enemy colonists during a sanctioned siege/war/raid. Reflection-based, no hard dependency; self-disables if HYW is absent. ── Combat rules ──────────────────────────────────────────────────────── - Fixed: players could not damage colonists during Raid or Besiegement events. Attacking a colony now correctly relies on the MineColonies ATTACK_CITIZEN permission granted by the event, so an authorized attacker can hit colonists. - Off-the-books protection: with no active sanctioned event, non-member players cannot walk in and slaughter a colony's citizens. - Co-besiegers on the same side no longer cancel each other's hits. ── Bug fixes ─────────────────────────────────────────────────────────── - Espionage: rival colonies now appear as valid spy targets. Previously spies could only be sent against colonies you already manage ("only mine showing up"). - Investments/upgrades now persist across a server restart. Previously the in-memory upgrade levels were never reloaded on boot, so purchased upgrade levels appeared to reset after a re-log (a 1.21 port regression; 1.20.1 was unaffected). ── Commands ──────────────────────────────────────────────────────────── - All war commands consolidated under a single /wnt tree; the legacy flat commands were removed and vassal sub-commands renamed to their correct spellings (old misspellings kept as hidden back-compat aliases). - New: /wnt defend, /wnt buyoff, /wnt peace surrender, /wnt deletecolony, /wnt choosewarside. ── Player clarity ────────────────────────────────────────────────────── - Plain-language siege briefings sent to attacker and defenders explaining how a siege is won, the lives rule, and the stay radius. - Siege boss bar reworded (colonists remaining + per-side lives). For MineColonies on Minecraft 1.21.1 (NeoForge). Requires the MineColonies dependency stack (Structurize, BlockUI, Domum Ornamentum, Multi-Piston). Optional integrations: Hundred Years' Warfare, SDMShop/SDM-Economy, FTB Teams.