The Nations Mod adds clan creation functionality.
You can create clans with custom logos, names, and descriptions.
How to create a clan:
Pressing the 'C' key opens a GUI featuring two default clans (which can be disabled): Illager and Villager. There is a button to create a clan; upon clicking it, you can set a name and description, and choose a logo—either by drawing it or selecting an item to serve as the logo.
Once created, you become the leader and can view the list of all clan members.
As the leader, you have two options: "Bequeath" the clan to someone (so they inherit leadership upon your death) or "Transfer" leadership, which immediately makes the selected player the clan leader.
Player:
When you are in a clan, the clan's name will appear alongside the player's name—either before or after it, depending on your configuration.
API:
A "default clan" is a clan that exists automatically in all worlds (like Illager/Villager), unlike clans created by players in-game. They are registered once—upon mod startup—via `NationsAPI.registerDefaultClan(...)`, exactly as Nations internally registers Illager and Villager (`com.nations.mod.clan.DefaultClans`).
The workflow is:
You register during the `FMLCommonSetupEvent` (before loading any world).
Nations stores your definition in the `DefaultClanRegistry` (an in-memory table).
When the server starts, Nations iterates through that registry and creates/ensures the existence of each clan in the world's `ClanManager` (if enabled in `Nations.toml`).
Your ID automatically becomes the configuration key (`nations.toml` → you can disable your clan there, just like Illagers/Villagers).
id: Unique identifier, snake_case (example., "dragon_riders"). Also used as a key in nations.toml.
displayName: the visible name.
logo: a ClanLogo (see below).
modifier: your buffs/nerfs and special behaviors (can be null).
description: Optional text; displayed in the GUI below the logo/name/leader.
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