Warring Nations: Siege
Claim rules stop a pickaxe. They don't stop a cannon shell. WN Siege closes that gap: a server-side-only addon extending Warring Nations' claim/war protection to 25 combat, weapon, and automation mods whose block-mutating code routes around vanilla's own events. One rule, every weapon: your land stays yours, allied land is accessible, enemy land can be attacked in a declared war, and foreign land at peace stays protected. Server-side only; nothing here touches the client.
Want to see under the hood? The wiki has exactly how attribution works, mixin by mixin, the full config reference, and a troubleshooting guide for when a modpack update throws something new at it.
How it decides
No guesswork, no exploits. Every covered action gets traced back to a nation, whether that's the player who fired the shot, the shooter behind a projectile traced through its owner chain, or the chunk it happened in as a last resort, then checked against the target claim: fine on unclaimed, your own, or allied land, fair game as the siege itself against a nation you're at war with, denied cold against anyone else at peace. A single explosion doesn't get an all-or-nothing verdict either; it's walked block-by-block, so a blast clipping three nations' claims only strips the one it's actually at war with. And if an action can't be traced to any nation at all, it fails closed: still protected at peace, but not a free pass at war.
Supported mods
Cannons, drills, missiles, mines, laser rifles: if it can chew through a claim without asking vanilla's permission first, there's a real chance it's on this list. Every module is independently toggleable and costs nothing if the target mod isn't installed. If a mod isn't listed, it either already routes through vanilla's own events (covered for free by Warring Nations' core protection) or just hasn't been audited yet.
| Mod | What Siege covers |
|---|---|
| Create | Drills, saws, Mechanical Rollers, harvesters, deployers, contraptions, and 8 remote-interaction network packets with no positional check of their own. |
| Create Big Cannons | Cannon/autocannon shells, shrapnel, explosions, and the cannon-welder packet. Covers CC:CBC for free. |
| CBC Military Supplement / Neo Warfare | Dual-cannon shells, rockets, torpedoes, the anti-air gun, incendiary spread, and unmanned munitions contraptions. |
| Create: Warnautics | Aerial bombs and land mines. |
| Create Nuclear | Reactor meltdown craters. |
| Create: Steam 'n' Rails | Track-laying/replacing that diverts around the normal Roller path. |
| Create Aeronautics | The Levitite Blend catalyzer packet (no reach check). Ship interaction covered via Sable. |
| Create: Gunsmithing / NTGL | Blaze-round fire, Copper Backtank detonation, explosive rounds, fragile-block breaking. |
| TaCZ | Incendiary ammo and glass-shattering rounds. |
| Superb Warfare / WarBorn Explosives | Rockets, cannon shells, mines, C4, and shrapnel glass-shattering. |
| Point Blank | Its own explosion class and hitscan thin-block breaking. |
| Just Enough Guns | Payload drones, C4 vests, placed explosives, explosive ammo, molotov/grenade fire spread. |
| ScorchedGuns | Fragile-block breaking, the mining laser's beam-broken blocks, and terrain-breaking hostile mobs. |
| Immersive Weapons | Bullet glass-shattering. |
| Ballistix | 10 of its ~25 blast types, chunk-regenerating blasts, and block-launching. Known limitation: its missiles track no owner, so aren't attributable. |
| BMNW | All 5 nuke types' shared crater-carving handler. |
| Insane TNT | 7 of its ~36 variants that skip vanilla explosions entirely. |
| Pyrotechnics | The Sticky Grenade's on-impact block placement. |
| Weapons And Tools | The Magic Wand's laser mode. |
| Sable | Interaction and block-breaking on a moving ship's own detached sub-level. Does not yet cover ship movement into a claim or ship-borne weapon fire. |
| Eshan's Missile Mod | Warhead detonations and incendiary fire spread. |
| WariumCE experimental | All weapon/explosion block writes. |
Checked and confirmed to need nothing: Better Weaponry, Guns Craft: Reforged, TNT Grenades!.
Self-healing against target-mod updates
A modpack update shouldn't be able to quietly disarm your claim protection. Every one of Siege's 99 mixins is verified against the real installed target-mod bytecode before it's applied, rather than letting Sponge Mixin's own failure path run, which would otherwise silently stop applying mixins from every mod for the rest of the session. If a target-mod update ever does break one, that module switches itself off automatically, staff online get a chat warning naming the mod and the reason, and a log line is written. The server never crashes over it, and it never silently loses protection either.
Staff tools
With WN Discord installed, Siege registers /siege status, check, and recent (a live-queryable denial log). No hard dependency either way. A startup log line also lists which modules are active, so staff can confirm enforcement without reading the config.
Lightweight
Siege adds no items, blocks, recipes, or gameplay systems, and runs no tick loop or world scan: it checks only at the call where a supported mod writes a block, so absent target mods cost nothing.
Companion addons
- Warring Nations: the base mod. Required, Siege enforces its territory and war state.
- WN Discord: registers the /siege staff command above through its extensibility API. Optional, no hard dependency.
- WN BlueMap: draws the same territory Siege protects on a live map.
Requirements
| Requirement | Value |
|---|---|
| Minecraft | 1.21.1 |
| Loader | NeoForge 21.1.0+ |
| Required | Warring Nations 4.0.0+ |
| Required | FTB Chunks 2101.0.0+ (backs Warring Nations' claims) |
| Optional | WN Discord, for the staff commands above |
| Side | Server only. Do not install on the client. |
Install alongside Warring Nations on the server. Every target mod above is optional; Siege enforces protection for whichever ones it finds. Full config reference, every key and its default, plus known limitations, at warringnations.net/wiki/reference/configuration-siege.
New target mod not listed here yet, or a mixin that stops applying after an update? The troubleshooting guide covers both.