Community listing page, reviews here may not be monitored by the author.
Recruits Siege Fix
No reviews yet
Recruits addon that makes sieges core-chunk based, requiring attackers to contest a player-set core chunk to capture claims.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
Community voices
Reviews
Filters
Click once to include, again to exclude, again to clear
No reviews yet. Be the first to review this project!
Get it on
Available Platforms
Compatibility
Supported Environments
Must be installed on both the client and the server.
About
Project Details
For authors
Embed Badge
If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.
Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.
Identifiers
Platform IDs
Resources
External Links
About
Description
You can support me through- https://ko-fi.com/knightmare61825
Join us to participate in huge battles at our server: Server
This addon for Villager Recruits that closes the biggest siege exploit: attackers no longer win by idling anywhere in the claim until the timer ends.
Instead, claims are captured by contesting a single Core Chunk chosen by the owner.
What This Mod Changes:
- Replaces default “whole-claim pressure” siege behavior with core objective capture.
- Each claim has one Core Chunk (owner-selected).
- Attackers must contest that core chunk to make capture progress.
- Siege progress is paused when attackers leave the core chunk.
- If attackers stay away too long, siege fails.
- Adds a clear attacker-side target marker (no guessing which chunk to push).
Core Siege Mechanics:
1-Attackers enter a claim and start siege conditions.
2-Only units in the Core Chunk count for progressing capture.
3-Capture progress is based on time actively contested in core:
capture_duration_seconds (default: 600 = 10 minutes)
4-If attackers leave core:
Progress pauses (does not instantly fail)
After pause_timeout_seconds (default: 60), siege fails if they don’t return
5-Recruits siege UI/messages remain synced.
Visual Core Marker (for Attackers):
When an player enters a claim, attackers see the core objective clearly:
- A bright red sky beam at core position
- A floating red banner marker at the core
- Visible through walls for easy objective direction
- This appears for enemies to help them identify where to attack.
**Command**:
/setcorechunk
Use it while standing in the desired chunk inside your claim.
Rules:
Must be inside your own claim
Cannot be used during active siege
Claim owner/faction leader (or OP) can set it
Not available for admin claims
Configuration File:
<world>/serverconfig/siegesystemfix-server.toml
_[core_siege]
capture_duration_seconds = 600
pause_timeout_seconds = 60_
capture_duration_seconds: active core contest time required to capture
pause_timeout_seconds: max pause time before siege fails
Integration Notes:
Uses Recruits’ existing siege data flow and client sync.
Required attacker count still follows Recruits config:
Claiming.SiegeClaimsRecruitsAmount in recruits-server.toml.
If no core is manually set, claim center is used as fallback.
Quick Setup:
1.Install Recruits + SiegeSystemFix (same Forge 1.20.1 environment).
2.Create/own a claim.
3.Stand in your desired core chunk.
4.Run /setcorechunk.
5.Adjust timeout/capture settings in siegesystemfix-server.toml if needed.
You can support me through- https://ko-fi.com/knightmare61825
You can support me through- https://ko-fi.com/knightmare61825
This addon for Villager Recruits that closes the biggest siege exploit: attackers no longer win by idling anywhere in the claim until the timer ends. Instead, claims are captured by contesting a single Core Chunk chosen by the owner.
What This Mod Changes:
- Replaces default “whole-claim pressure” siege behavior with core objective capture.
- Each claim has one Core Chunk (owner-selected).
- Attackers must contest that core chunk to make capture progress.
- Siege progress is paused when attackers leave the core chunk.
- If attackers stay away too long, siege fails.
- Adds a clear attacker-side target marker (no guessing which chunk to push).
Core Siege Mechanics:
- Attackers enter a claim and start siege conditions.
- Only units in the Core Chunk count for progressing capture.
- Capture progress is based on time actively contested in core: capture_duration_seconds (default: 600 = 10 minutes)
- If attackers leave core: Progress pauses (does not instantly fail) After pause_timeout_seconds (default: 60), siege fails if they don’t return
- Recruits siege UI/messages remain synced.
Visual Core Marker (for Attackers)
When an player enters a claim, attackers see the core objective clearly:
- A bright red sky beam at core position
- A floating red banner marker at the core
- Visible through walls for easy objective direction
- This appears for enemies to help them identify where to attack. Command: /setcorechunk Use it while standing in the desired chunk inside your claim.
Rules: Must be inside your own claim Cannot be used during active siege Claim owner/faction leader (or OP) can set it Not available for admin claims
Configuration File:
/serverconfig/siegesystemfix-server.toml [core_siege] capture_duration_seconds = 600 pause_timeout_seconds = 60
capture_duration_seconds: active core contest time required to capture pause_timeout_seconds: max pause time before siege fails
Integration Notes: Uses Recruits’ existing siege data flow and client sync. Required attacker count still follows Recruits config: Claiming.SiegeClaimsRecruitsAmount in recruits-server.toml. If no core is manually set, claim center is used as fallback.
Quick Setup: 1.Install Recruits + SiegeSystemFix (same Forge 1.20.1 environment). 2.Create/own a claim. 3.Stand in your desired core chunk. 4.Run /setcorechunk. 5.Adjust timeout/capture settings in siegesystemfix-server.toml if needed.
You can support me through- https://ko-fi.com/knightmare61825
Screenshots
Gallery
Versions
Files
Relations
Project Relations
More like this
Similar Mods
Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.
On ModDex
Community snapshot
By the numbers
Statistics
Want to reach Minecraft players?
We're looking for a server hosting partner to feature here and other parts of the site. Interested? Send us a message!
Get in touchGet it on
Available Platforms
On ModDex
Community snapshot
By the numbers
Statistics
Resources