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Nations Mod

Mod that implements clan creation.
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Description

Nations Mod

Nations turns your world into a board of clans. Players found a clan with its own logo, share out ranks and branches, write in a shared book, draw a common map and claim territory chunk by chunk. After that they have to manage their reputation, their friendships and their wars with other clans. Everything happens inside the game, in screens that look like they belong to Minecraft.

If you want communities with history, rivalries and alliances, Nations gives you the tools for it.

 

What Nations Mod adds:

  • Create clans in-game with a name, description, main color and a logo you draw, import or pick from any item (vanilla or modded).
  • Members, a leader, an heir who takes over when the leader dies, and branches inside the clan.
  • A shared book with numbered pages, written and drawn on aged paper.
  • A shared map filled in by the terrain the members walk, with zoom, waypoints, coordinates and cardinal points.
  • Territory by chunks: claim land by building, lose it by being outbuilt or defeated.
  • A global reputation (-1000 to +1000) and, separately, a relation with every other clan.
  • Diplomacy: peace, shared resources, war alliances, shared territory and war declarations, signed with in-game papers.
  • A permanent Record of what happens to the clan.
  • The clan name shown next to player names (over their heads, in the player list and in chat).
  • Everything saved in readable text files that you can even edit by hand while the game is running.
  • A public API so other mods can create clans, add entities, define attributes and react to events.

Getting started
Press N (you can rebind it in Controls).

If you have no clan, the clan list opens, on a dirt background like the server list. Select a clan to see its logo, leader, number of members, reputation and description, then press Join Clan. With nothing selected, the Create Clan button appears instead. The X in the top right corner clears the selection.
If you already have a clan, the main panel opens, with five tabs: Clan · Members · Book · Map · Record.
A player can belong to only one clan at a time.

Commands
Everything can be done from the interface. Commands are there for servers, testing and administration.

Command    What it does
/nations list · info [clan]    List of clans / details of one clan
/nations create <name> <color> <item> [description]    Creates a clan (color without #, e.g. 33AA55; the logo is an item)
/nations join <clan> · leave    Join / leave
/nations kick <player> · transfer <player> · heir <player>    Leader actions
/nations rep [clan] · relations    Reputation and relations
/nations treaty <clan>    Shows the treaties available
/nations treaty <clan> <type>    Proposes a treaty: peace, shared_resources, war_alliance, shared_terrain
/nations war <clan>    Declares war
/nations territory · claims    Owner of the current chunk / chunks of your clan
/nations waypoint add|remove|list    Waypoints
/nations disband <clan> (op)    Deactivates a clan
/nations admin setrep|rep|setrel|rel … (op)    Sets values or applies reputation/relation actions


Configuration
The file config/nations.toml has two settings:

ShowClanName = true     # show the clan next to the player name
ClanName = "Sufix"      # "Sufix" → Alex Wolves   |   "Prefix" → Wolves Alex
Defaults: on, as a suffix.

 

For developers: the API
Nations has a public API (com.nations.mod.api.NationsAPI) so your mod can work with clans without needing any player:

Create clans from code that show up in the list, with name, description, color, logo (item or image), initial reputation, initial relations and attributes.
Add players and entities (NPCs, mobs) to a clan.
Create and modify branches: members and logos.
Custom attributes (integers, decimals, text, booleans and NBT), with validation and ranges.
Register positive and negative actions for reputation and for relations, and change the value of the existing ones.
Register reputation effects: react to changes, or provide the price multiplier for merchants.
Forge events: NationsReadyEvent, ClanReputationChangedEvent, ClanRelationChangedEvent, ClanAttributeChangedEvent.
@SubscribeEvent
public void onNationsReady(NationsReadyEvent e) {
    NationsAPI.clan("Villagers")                 // safe to call on every start: it never duplicates
        .creator("mymod")
        .description("Peaceful folk of the valley")
        .color(0x55AA33)
        .logoItem("minecraft:emerald")
        .reputation(250)
        .relationTo("Pillagers", -500, true)     // applied once the other clan exists
        .register();
}


The mod can be used in your modpack without any issues.

Only in the case of a mod review, include a direct link to the mod and tag the creator.

Submit suggestions or report errors found.

Nations Mod Team

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