rexcruits-1.4.0.jar
Curse Maven Snippet
What's new
Rexcruits 1.4.0
Faction screen
- U opens the Rexcruits faction screen.
- Wider layout: banner, citizens/troops/guards, scrollable live effects, government axes, tax items, chunk cap.
- View Facs / leader invite (Y/N in chat).
Diplomacy
- Opinion (−100 to +100), gifts and insults (per-faction cooldowns).
- Pacts: NAP, Alliance, Defense, Economic, Hegemony, Coalition.
- Wars with casus belli, war score (kills, time, sieges), HUD above the hotbar.
- Border friction uses the Recruits claim buffer.
- Isolationist: no pacts, gifts/improve still allowed.
Mercenaries
- Presets avaliable by default with mod install.
- Hire = half up front, company In Transit, then spawn in a locked group with ✪ names.
- Pay balance / extend (interest). Unpaid term → Mercenary Raid (waves, horn, glow).
- Player companies, admin presets, unit designer, enable/disable command.
Guards
- Guardhouse multiblock. Separate guard cap. Shield group. Urban-only AI.
- Show / Call Guards. Crime impact. Book for allowed gear.
Fortifications
- Fortified stone families (blocks, slabs, stairs). Explosion hits + cracks, iron-ingot repair, idle heal, faction quickbreak.
Host Banner
- Place a log post + huge banner. Right-click: one banner slot + rally-group toggles. Shift-click: rally those groups (XP, cooldown, tired arrival). Axe-mineable.
Other
- Random recruit names.
- Faction heart: any part destroyed takes the whole 3×3; pickaxe mine drops the heart; inventory still dumps.
- Urban rebel spawn/reconquer and warehouse stack fixes from the testing cycle.
- Admin commands under /rexcruits admin.
Modules and values stay in the in-game config. Guidebook updated for the new systems.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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