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The Siege Overhaul

Tactical PvE sieges for 1.20.1 Forge. Enemy armies build a war camp, breach your walls, and try to occupy your base. You and your Villager Recruits soldiers hold the line. Zero admin setup, full block restoration, server-friendly. Formerly Faction Raids.
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v3.1.0 Block Destruction Overhaul

File namesiegeoverhaul-3.1.0.jar
Uploader
EmekaEmeka
Uploaded
Sep 7, 2026
Downloads
10
Size
344.4 KB
Mod Loaders
Forge
File ID
8827520
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:siege-overhaul-1364352:8827520")

Learn more about Curse Maven

What's new

v3.1.0 — Block Destruction Overhaul

The biggest cleanup pass to the destroy/restore pipeline since physical breaching landed. Every path that mutates blocks (breachers, sappers, camp/ladder/bridge builders) now runs through a single utility that snapshots what it touches and restores it exactly on raid end — including chest contents and sign text.

Fixed

  • Sappers no longer leave permanent holes. Before v3.1.0, sapper detonations called level.destroyBlock directly and never registered the removed blocks in the restore ledger. Every sapper hole was gone forever. Now every sapper removal goes through the same breachedBlocks snapshot the breacher path uses.
  • TNT sapper mode is no longer a griefing hazard. The vanilla-TNT branch previously spawned real primed TNT with block-destroying interaction, so a sapper could flatten dirt, stone, chests, and player builds in radius. Replaced with a whitelist-gated scan-and-remove that keeps the boom character (cosmetic explosion + slightly larger radius) but only touches doors/gates/fences/bars/walls.
  • Tile-entity NBT survives breach and repair. Breaching a chest, sign, lectern, or banner used to restore an empty version. State + block-entity NBT are now captured together and rehydrated on restore.
  • Camp cleanup restores the ground it overwrote. The mod places fences, banners, campfires, planks, ladders, bridge decking. Before v3.1.0 cleanup cleared these positions to air, so a camp on a grass field left a grid of air holes and a bridge over water left a canyon of air where the water should be. The original block is now snapshotted at placement and restored at cleanup — grass, dirt, gravel, logs, water, whatever was there.

Added

  • Walls are breachable (reinforced tier). Cobblestone walls, stone-brick walls, and modded wall variants join the breachable whitelist. Same time cost as iron doors. Fixes the "wall in front of the gate is invincible" exploit.
  • Camp cleanup preserves player-replaced positions. If a player broke one of the mod's placed blocks and put their own block in that spot, cleanup leaves it alone. Log-only telemetry — no chat spam.

Changed

  • RaidState.campBlocks is now Map<Long, CompoundTag> (was Map<Long, String>). Load path auto-migrates pre-3.1.0 entries with an empty Original tag (treated as air, matching old behavior).
  • Sapper detonation now takes the RaidState so it can write to the shared ledger.
  • Save format keeps the legacy flat Block string alongside the new Record tag for one-version downgrade compatibility.

Migration

Existing worlds load cleanly on v3.1.0+. No user action needed.

Config

No new keys. Existing keys (enableRestorableGateBreaching, maximumRestorableBlocks, restoreBreachedBlocks, woodenBreachSeconds, reinforcedBreachSeconds, sapperModeVanillaTnt, cleanupWarCamps) all continue to behave as documented, now with correct scope across breachers and sappers.