Recruits Siege Fix

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Recruits Siege Fix

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Recruits addon that makes sieges core-chunk based, requiring attackers to contest a player-set core chunk to capture claims.

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Where It Runs
Client and Server

Must be installed on both the client and the server.

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Project Details

Type
Mod
License
All Rights Reserved
Latest Version
SiegeSystemFix-1.0.0.jar

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CurseForge ID
Modrinth ID

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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

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