OPaC: Warfare Fork
This is an independently maintained fork of Open Parties and Claims: Warfare, originally created by SvinPepe, and is not an official release or continuation of the upstream project. The fork focuses on compatibility with newer Minecraft and NeoForge versions, including Minecraft 1.21.11, and may include its own fixes, changes, integrations, and behavior that differ from the original mod. Full credit for the original Warfare concept, systems, and implementation belongs to SvinPepe and the original Open Parties and Claims: Warfare project. Warfare itself is built on top of Open Parties and Claims by xaero96, who also receives full credit for the underlying party and claim system. Any issues specific to this fork should be reported here rather than to the original project authors.
OPaC: Warfare Fork expands Open Parties and Claims with a complete PvP warfare system built around claimed land. Inspired and based on Open Parties and Claims: Warfare.
Instead of claims being permanently safe territory, factions and parties can now fight for borders, pressure enemy land and capture contested chunks through configurable wars.
Warfare is designed for multiplayer servers that want territory to matter beyond simple ownership.
Territory can now be fought over
Players can declare wars against enemy claims located along an accessible border.
A war does not immediately remove protection. Each conflict begins with a preparation period, giving both sides time to react before the target chunk becomes contested.
Once the battle starts, the chunk temporarily switches into a dedicated warfare state.
Attackers must maintain control of the area long enough to complete the capture, while defenders can enter the chunk and actively push the progress back.
If the attackers succeed, the chunk changes hands.
If they fail, the original owner keeps the territory.
Warfare features
Claim wars
Attack enemy territory directly through the existing OPaC claim system.
Border-based attacks
Wars must progress naturally from reachable territory instead of allowing players to target arbitrary chunks deep inside an enemy base.
Contested chunks
Active battle zones use separate interaction and protection rules while the war is running.
Dynamic capture progress
Attackers advance the capture by controlling the chunk, while defenders can slow down or reverse their progress.
Player presence checks
Only active players participating in the fight affect capture progress. AFK players are ignored.
War lives
Attackers and defenders can be given a limited number of deaths during each conflict.
Preparation periods
Both sides receive time to organize before combat begins.
Maximum war duration
Battles cannot remain active indefinitely.
Post-war protection
Recently attacked territory can receive temporary protection from immediate follow-up wars.
Raid schedules
Restrict warfare to specific server-defined hours.
Daily war limits
Limit how many wars a side can initiate or be targeted by within a day.
Claim protection
Warfare also expands what server owners can control inside ordinary claims.
Protection rules can be configured for things such as:
explosions;
inventories and storage;
villagers;
Withers;
machines;
block interactions;
destructive modded mechanics.
These rules can behave differently during normal gameplay and during an active war.
This makes it possible to keep peaceful claims heavily protected while allowing more destructive gameplay inside contested territory.
Mod integrations
Warfare includes optional compatibility layers for several mods commonly used on larger modded servers.
Create
Additional claim protection prevents Create contraptions and related mechanics from bypassing territory rules.
Create Big Cannons
Cannon damage can respect claim and warfare protection instead of freely destroying protected land.
Create Aeronautics / Offroad
Bore-style mining and vehicle-based terrain interaction can be restricted inside claims.
Xaero's World Map
Warfare can integrate directly with Xaero's map.
Depending on server configuration, players can:
see nearby active war markers;
identify contested territory;
start eligible wars through the map's right-click interface.
War information is intentionally limited by configurable visibility rules to avoid turning the map into unrestricted enemy tracking.
War lifecycle
A typical conflict works like this:
1. An attacker selects an eligible enemy border chunk.
The server verifies ownership, accessibility, cooldowns, raid hours and war limits.
2. The war enters preparation.
The target is announced and both sides have time to prepare.
3. The chunk becomes contested.
Special warfare rules become active for the attacker and defender.
4. Players fight for control.
Attackers present inside the chunk build capture progress.
Defenders contesting the chunk reduce that progress.
5. The war ends.
Reaching full capture transfers the territory to the attacker.
If the timer expires, the war is cancelled or the attackers fail, the previous ownership is restored.
Built for server owners
Almost every important part of warfare can be adjusted.
Server administrators can configure:
preparation duration;
capture speed;
war duration;
attacker and defender lives;
raid hours;
daily attack limits;
daily defence limits;
post-war cooldowns;
explosion behaviour;
contested chunk permissions;
war marker visibility;
claim protection rules;
optional integration behaviour.
This allows Warfare to support anything from relatively controlled faction conflicts to much more destructive PvP servers.
How it fits with Open Parties and Claims
Warfare does not replace Open Parties and Claims.
OPaC remains responsible for:
parties;
claim ownership;
territory data;
the underlying claiming system.
Warfare sits on top of it and adds the systems needed to attack, defend and regulate that territory.
The result is an OPaC-based claim system where borders can actually change through gameplay.
Installation
Install:
opac-warfare-<version>.jar
into your server's:
mods/
directory alongside Open Parties and Claims.
Optional integrations are detected automatically.
You only need the integration mods you actually use — Create, Big Cannons, Xaero and the other supported mods are not required for Warfare itself to start.

